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. © 2008 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@verbobonc.net for LIVING GREYHAWK campaign questions email rpgahq@wizards.com 
  VER8-03 
   
   
  Darkness is Unbound 
   
  A One-Round Dungeons &Dragons® LIVING 
  GREYHAWK
  ®  
  Verbobonc Regional Adventure 
  by Brian Troyan 
  Circle Reviewer: Tim Sech 
  Triad Reviewers: Greg Hanigan and Ron Lundeen 
  Playtesters: Tom Bohla, Tod Hurlbert, Jim Rochford, Brad Ruby, Louis Swiger, and Lary Wesley 
  Shannus of Glory seeks adventurers willing to prove that his violent actions in the past year have been 
  justified. Has the Great Dire Dark truly returned to the Iron Wood? And if so, who other than Shannus can contain it?  
  A one-round Verbobonc adventure for PCs level 4-14 (APLs 6-12). 
  Metaorganizational Focus: Battirovka Family, Bondsmen of Estival, Company of the Black Rose, Itinerant Faith of 
  Trithereon, Pantheon of the Old Faith, Wanderers of Coldeven 
   
  Resources for this adventure [and the authors of those works] include Complete Adventurer [Jesse Decker], Complete 
  Arcane [Richard Baker], Complete Divine [David Noonan], Dungeonscape [Jason Buhlman and Rich Burlew], Magic 
  Item Compendium [Andy Collins et al.], Sandstorm [Bruce R. Cordell et al.], Spell Compendium [Matthew Sernett, Jeff 
  Grubb and Mike McArtor] and Vecna Lives! [David "Zeb" Cook]. 
   
  
   
  VER8-03 Darkness is Unbound 
   
  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, 2008.  
   
  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 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 PCs 
  (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 PCs 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 PCs playing in the adventure. Round up 
  to the nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLS are given in even-
  numbered increments. If the APL of your group falls on 
  an odd number, ask them before the adventure begins 
  whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. If a player 
  character is three character levels or more either higher 
  
   
  or lower than the APL at which this adventure is being 
  played, that character receives only one-half of the 
  experience points and gold for the adventure. This 
  simulates the fact that either the PC was not challenged 
  as much as normal or relied on help by higher-level PCs 
  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 PCs 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 PCs to buy riding dogs to help protect 
  them, and fight for them. 
  Time Units and Upkeep 
  This is a standard 1-round Verbobonc adventure. As of 
  September 1, 2007, there is no Time Unit cost to play 
  the adventure portion of this adventure; however, 
  standard Time Unit costs still apply to crafting, magic 
  item creation, performing or other non-adventure 
  related activities or penalties. The cost for Standard 
  Upkeep is 12 gp for PCs whose home region is in 
  Verbobonc, or 24 gp for out-of-region PCs. Both Rich 
  Upkeep and Luxury Upkeep cost 75 gp regardless of 
  home region.  
   
  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 that 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 DC 20 Survival check, 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 player is allowed to Take 10 on this 
  roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of 
  Chapter 
  3 
  of 
  the 
  Living 
  Greyhawk 
  Campaign 
  Sourcebook. 
  Adventure Background 
  The Viscounty is finally returning to order after more 
  than a year of chaos. Much of this chaos can be traced 
  back to Lord Shannus’s single-minded devotion to 
  destroying the Great Dire Dark.  
  Shannus is a brass dragon disciple and Mayor of Glory. 
  He rose to fame by defending the people of the Iron 
  Wood from the lycanthropes who infested the forest and 
  ultimately helping adventurers defeat the true threat that 
  lay beneath the woods: an undead embodiment of evil 
  known as the Great Dire Dark.  
  Early in the year 597, shortly after Viscount Langard 
  disappeared in the Iron Wood under mysterious 
  circumstances, Shannus (at that time, Baron of the Iron 
  Wood) was visited by emissaries from the Gnarley elves. 
  Their leader, an elf by the name of Rygor, gave Shannus a 
  scrap of parchment that bore a prophecy. This portent 
  foretold of the return of the Great Dire Dark.  
  Shannus believed that only he was capable of containing 
  and destroying the Great Dire Dark. He also knew from 
  past experience with that the more souls who lived 
  within the Iron Wood, the more powerful it would 
  become. Thus, he claimed the whole of the Iron Wood as 
  his dominion and sealed it to outsiders. All traffic on the 
  Low Road to Veluna through the Iron Wood was 
  stopped. Trespassers were threatened with imprisonment 
  and death.  
  Shannus then raised an army of draconic allies and 
  marched on the town of Validia on the southern edge of 
  the Iron Wood. Validia lay within the dominion of Lord 
  Kosak Chondell, but since it lay within the Iron Wood, 
  Shannus claimed it as his own. Citizens were told to join 
  him or leave. (This was chronicled in the adventure 
  VER7-03 Mourning Glory.) 
  This infringement on another noble’s lands led to a 
  counter strike by a combined force from House 
  Chondell, House Stefania, and House Avgustin. Their 
  army, accompanied by adventurers, marched on Validia. 
  The Battle of Validia was fierce, but in the end the town 
  was retaken for House Chondell. Shannus’s forces were 
  broken and they retreated back to Glory. The battle was 
  not without Avgustin losses, however. During the 
  fighting, Field Marshal Yronl, the regent of House 
  Avgustin and one of the strongest military commanders 
  in all of the Viscounty, was slain. (See VER7-05 The Lion 
  and the Dragon.) This gave rise to Lady Elise, a girl of 
  only fifteen years, taking control of her house directly, 
  possibly before she was ready.  
  VER8-03 Darkness is Unbound 
   
  Page 3 
  
   
  With the Avgustin forces amassed for the march on 
  Validia in the west, Avgustin lands were largely 
  undefended in the east. Lady Godeleva Langmuir chose 
  to make her move. Using covert agents in the town of 
  Swan, she concocted a plot to frame kobolds for killing 
  Waldgraf Corbin Deleveu and a majority of the Mounted 
  Borderers under his command. Langmuir forces would 
  then march into Swan to “restore order” while Godeleva 
  made a case that Lady Elise was not capable of defending 
  the innocent people of Swan.  
  This plot was foiled by Lord Ludovic Langmuir, his own 
  loyal spies, and a party of adventurers. Lady Langmuir, 
  one of the most crafty minds of the Verbobonc nobility, 
  was removed from power by her son. These events played 
  out in VER7-06 The Swan and the Crow.  
  Although Lord Deleveu and the Borderers were saved, 
  the Waldgraf of Ostverk chose to continue withdrawing 
  troops from the Gnarley Woods, where they had been 
  attempting to keep the insurgent elves from further 
  assaulting human settlements (ever since they had 
  destroyed the town of Terre Verte in VER6-05 
  Reclamation). Deleveu believed that the threat of a noble 
  civil war was more important than the Blackthorn orcs 
  and insurgent elves of the Gnarley Wood.   
  With this chain reaction of events, and Viscount Langard 
  still missing, Veluna sent an ambassador to restore order 
  to the Viscounty by appointing a new Viscount.  
  In VER8-01 Mediation, it was decided that Lord 
  Wellborn Estival would succeed Langard as Viscount of 
  Verbobonc. He has since made a number of changes in 
  the region to better enforce the rule of Law, including: 
  consolidating law enforcement powers within his noble 
  house guards (the Bondsmen of Estival), disbanding the 
  Mounted Borderers (who had lost two of their four 
  commanders in the assassinations that marred the night 
  of Estival’s coronation and a third when he left in 
  disgust), and outlawing the Trithereonite religion in the 
  Viscounty (since a sect of Trithereonites were responsible 
  for the assassinations).  
  While in Verbobonc, the Velunan ambassador also 
  delivered a proclamation that stripped Shannus of his 
  Barony in the Iron Wood. He was allowed to remain as 
  Mayor of Glory, but if he leaves the town, the Knights of 
  Luna will crush him.  
  Shannus now seethes in the town of Glory, determined, 
  in spite of his recent failures, to bring an end to the Great 
  Dire Dark once and for all. If he can hire adventurers to 
  seek out his enemy and destroy it, then he will have 
  proven that the actions that he has taken over the last 
  year have all been justified for a greater good.  
  Unfortunately for Shannus, there can be no justification. 
  The Great Dire Dark was indeed destroyed by 
  adventurers in CY 594. The prophecy that spurred him 
  into action, causing so much chaos in the Viscounty over 
  the last year, seems to have been designed to do precisely 
  that. It appears that Rygor and the elves of the Gnarley 
  have played Shannus for a fool, manipulating him from 
  the start. 
  Meanwhile, completely unrelated to Shannus’s affairs, 
  Hermann M is widely known as the brewer of Hermann 
  M’s Special Blend, perhaps the most popular locally-
  brewed beverage in the Viscounty. Unbeknownst to all 
  but a very few people, Hermann M is in fact a powerful 
  druid who has been watching over and protecting the 
  Viscounty for years. 
  Not far from the town of Validia is a reservoir of 
  Oerthblood, a mysterious substance that ebbs and flows 
  underneath parts of the Flanaess. Although it is 
  inherently magical, unstable, and dangerous, it is not by 
  itself evil. For the better part of the last half a century, 
  Hermann M has guarded it, ensuring that it would not 
  fall into the wrong hands. 
  The only other people who had knowledge of this 
  Oerthblood reservoir were the two men who helped 
  Hermann M to establish the guards and wards of the 
  Oerthblood Dungeon: Magister Har of the Wrinkle 
  Academy, who is now dead, and Bishop Haufren of the 
  Cudgel, who fell into a magical coma in early 597 and 
  may have died (depending on the critical events of VER8-
  02 Crypt Things).  
  So when the level of the Oerthblood reservoir slowly 
  began to rise two weeks ago, Hermann M had no one to 
  confer with. He has taken a leave of absence from his 
  brewery and begun keeping a close eye on the 
  Oerthblood reservoir. But his guards and wards are all in 
  place and still secure, preventing prying eyes from 
  finding the dangerous source of power.  
  But back in Glory, Shannus’s diviners have finally 
  discovered a section of the Iron Wood which is warded 
  from their spells. Shannus believes this to be the hiding 
  place of the Great Dire Dark. It is, in fact, the Oerthblood 
  Dungeon of Hermann M.  
  As the adventure begins, the PCs are wandering 
  Verbobonc City looking for work, unaware that 
  Shannus’s call for PCs will pit them against the most 
  deadly guardians of the land and ultimately the original 
  protector of the Iron Wood himself, the druid Hermann 
  M.  
  VER8-03 Darkness is Unbound 
   
  Page 4 
  
   
  Adventure Summary  
  Introduction: In Verbobonc City, the adventurers may 
  gather information about recent goings-on in the 
  Viscounty.   
  Encounter One: The party comes upon Ghen Tayber, 
  the owner of a traveling menagerie, just as the Bondsmen 
  of the Viscount are shutting him down. The Bondsmen 
  bring forth two agents of Shannus, who present the PCs 
  with a letter from the mayor of Glory, requesting to speak 
  with them peaceably.  
  Encounter Two: On their way to Glory, the PCs pass the 
  Quarry between Verbobonc City and Rhynehurst. 
  Hearing panic, the PCs may rush to investigate and battle 
  strange creatures that have arisen from a newly 
  unearthed chamber. This is the PCs' first exposure to the 
  mysterious Oerthblood. 
  Encounter Three: The PCs investigate the quarry and 
  discover a pool of Oerthblood, from which the monsters 
  appear to have been created. They also hear that three 
  prisoners escaped from the Quarry during the battle. 
  Encounter Four: Not far from the Quarry, the party 
  either tracks down or runs across the escaped prisoners 
  and must decide what to do with them.   
  Encounter Five: Passing through Rhynehurst, the party 
  sees more of the influence that the new Viscount’s order 
  has brought and has another opportunity to gather 
  information.   
  Encounter Six: In Glory, Shannus explains the reason 
  for his actions in the past year: the Great Dire Dark has 
  returned. With the help of his old rival Breyin the 
  Moonlord, he enlists the adventurers to defeat the vile 
  creature once and for all.   
  Encounter Seven: The PCs travel to an area near Validia 
  where Shannus believes the Great Dire Dark lies. Breyin, 
  the Great Dire Dark’s previous jailor, reveals that he does 
  not think Shannus is right, but urges the party to 
  continue.   
  Encounter Eight: Arriving at the site, Breyin is banished 
  by a trap, leaving the party to journey through a dungeon 
  beneath the Iron Wood alone.  
  Encounter Nine: At the deepest point of the dungeon, 
  the PCs discover that a reservoir of Oerthblood, and not 
  the Great Dire Dark, has drawn Shannus' suspicions. 
  Here, the powerful druid Hermann M demands that the 
  party swear themselves to secrecy and depart at once. 
  Otherwise, he will do battle with them.  
  Conclusion: The party returns to Glory and reports to 
  Shannus. They either hold something back from him in 
  order to keep their vow to Hermann M, or they tell him 
  everything, breaking their vow to the druid. The 
  adventurers are rewarded (or punished) for their 
  decision. Regardless of the outcome, the adventurers 
  learn that someone manipulated Shannus into the 
  actions he has taken over the last year. 
  Before Play 
  Before you begin this adventure, it is important to note 
  which 
  PCs, 
  if 
  any, 
  belong 
  to 
  the 
  following 
  metaorganizations, possess any of the following AR 
  rewards, or openly align with any of the following faiths. 
  Wanderers of Coldeven: In Encounter Four, Cyrus 
  recognizes any fellow members of the Wanderers and 
  begs them for help. 
  Battirovka Family: In Encounter Four, Kaylissa 
  Whispersail recognizes any fellow members of the 
  Family and begs them for help. Family members are also 
  offered equipment equal to 50gp x APL of the adventure 
  prior to the adventure’s beginning. (See Player Handout 
  #1a).  
  Company of the Black Rose: In Encounter Four, 
  Tamatar Gundigoot recognizes any fellow members of 
  the Company and begs them for help. Black Rose 
  Company members are also offered equipment equal to 
  50gp x APL of the adventure prior to the adventure’s 
  beginning. (See Player Handout #1b).  
  Church of Trithereon: These PCs are now considered 
  traitors by the Laws of the Viscounty. Make certain that 
  these players are aware of this and of the consequences. If 
  they are discovered, they will immediately be arrested 
  and held for Treason. See the Laws of the Viscounty 
  document, and the abbreviated Laws of the Viscounty in 
  Appendix Four for more details. There is also a chance 
  that Cyrus will recognize them as fellow worshippers in 
  Encounter Four.  
  Bondsmen of Estival: Other Bondsmen that appear in 
  this scenario treat these PCs with professional courtesy. 
  These PCs may also have legal jurisdiction in this 
  adventure.  
  Former members of the Mounted Borderers who did 
  NOT enlist with the Bondsmen of Estival: The 
  Bondsmen of Estival who appear in this scenario are 
  aware of the people who chose to turn their backs on the 
  new Viscount. Although Viscount Estival promised that 
  those who wished to leave the ranks of the Borderers 
  could do so without repercussions, the Bondsmen see 
  VER8-03 Darkness is Unbound 
   
  Page 5 
  
   
  these PCs as borderline traitors to the Viscounty and treat 
  them with haughty contempt.  
  Played VER7-05 The Lion & the Dragon and was NOT 
  a member of the Protectors of the Iron Wood at that 
  time: These PCs fought against Shannus and ultimately 
  drove him out of the town of Validia, and he knows that 
  they are partly responsible for his downfall. The Mist 
  Children elves in Encounter One and Shannus in 
  Encounter Six recognize these PCs on sight. Although 
  none of them are pleased about it, they have no choice 
  but to ask the PCs for help.  
  Oath to Canoness Y’dey (VER7-01 Cleanse Thy 
  House): All plant creatures in the Oerthblood dungeon 
  ignore an oathbound PC, unless the PC attacks a plant 
  creature first. See the notes at the top of Encounter Eight 
  for more details.  
  Favor of Ghen Tayber (VER4-03 Glory’s Warriors): In 
  Encounter One, Ghen Tayber recognizes PCs who have 
  this favor as PCs who have helped him before. They also 
  gain expanded access on the Adventure Record.  
  Holy Symbols: It is important to know if any of the PCs 
  openly display holy symbols of any particular deities. 
  Specifically, pay attention if anyone regularly wears the 
  symbol of a god of the Flannae Old Faith (Ehlonna, 
  Obad-Hai, Beory (or Berei), Nerull, or Pelor), including 
  the amalgam holy symbol presented to some PCs in 
  VTF6-05 Autumn or DYV6-01 Festival of the Blood 
  Moon. These PCs are noted by the shambling mounds in 
  Encounter 8F, and are not attacked unless they attack the 
  monsters first. They may also present their holy symbol 
  forcefully and command those creatures to stop 
  attacking. 
  Introduction 
  This adventure begins in Verbobonc City. The 
  adventurers have all come here for their own individual 
  reasons, but the most likely is the same as always: the 
  endless quest for adventure, excitement, and maybe even 
  a little loot to sweeten the experience.  
  The party of adventurers are not together at the 
  beginning of this adventure. They run into one another 
  in Encounter One. At the players’ option, PCs who 
  normally travel together may be in each other’s company 
  from the start.  
  Verbobonc City has seen many changes since last 
  Coldeven. Viscount Estival and his Bondsmen have 
  returned order to the struggling Viscounty, and the 
  Cuthbertine populace has taken great solace in it. 
  Unfortunately for adventurers, the new order means 
  there isn’t much left for sellswords and sellwands to 
  do.  
  For the last two weeks, the city has been unusually 
  quiet, and your regular haunts have offered no new 
  leads to adventure.  
  PCs may roll Gather Information or Knowledge 
  (local:VTF) checks at this time to find out what general 
  knowledge of current events that they are aware of. This 
  is in addition to whatever experiences the PCs have had 
  in previous Verbobonc adventures. See the Verbobonc 
  section in Appendix Three: Legwork for results.   
  It is assumed that PCs who belong to the Battirovka 
  Family and the Company of the Black Rose have been in 
  touch with their fellow members while looking for work. 
  Give PCs who belong to the Battirovka Family Player 
  Handout #1a. Give PCs who belong to the Black Rose 
  Company Player Handout #1b. These PCs are outfitted 
  with some extra equipment of their choice at no cost. 
  This equipment must be used or returned by the end of 
  the adventure.   
  This morning finds you on the southeast end of town, 
  near the neighborhood of Gnomeburg. 
  A street urchin is tacking up small notices on every 
  wall and window in sight. The ragamuffin rushes up 
  to you, attempting to shove one of the fliers into your 
  hand.  
  If PCs are curious as to what the fliers have to say, they 
  may accept one or they may move over to any of the bills 
  posted on the buildings. Give the players Player 
  Handout #2. The handbill announces the return of Ghen 
  Tayber’s Mundivagant Menagerie to Verbobonc City.  
  Suddenly, cries of panic arise from a few streets over. 
  Someone yells, “It’s loose! Run for your lives!” 
  These cries are coming from the direction of the 
  Menagerie. Ask players what actions their characters 
  would like to take.  
  Whether they rush to the scene or continue to amble 
  toward the Menagerie, the PCs will arrive too late to join 
  in the fight. Nonetheless, they will find adventure today. 
  Go on to Encounter One. 
  Encounter One: Not Again! 
  In this encounter, the party runs into Ghen Tayber, the 
  owner of a traveling menagerie, as he is being shut down 
  by the Bondsmen of Estival. Regardless of whether they 
  intervene or not, the Bondsmen decide that the party can 
  clean up some business that has been bothering them. 
  VER8-03 Darkness is Unbound 
   
  Page 6 
  
   
  They force some emissaries from Shannus to deliver their 
  open-ended summons to the adventurers.   
  The Mundivagant Menagerie 
  Just down the street from the Kron Hall tavern, Ghen 
  Tayber’s Mundivagant Menagerie, which has been in 
  town for the last fortnight, has experienced some 
  ‘technical difficulties.’ One of the rust monsters escaped 
  from its cage and caused a panic. 
  By the time the adventurers arrive, however, the 
  Bondsmen of Estival have already subdued the beast.  
  Near the wagons of the Mundivagant Menagerie, a 
  rust monster lies dead in the street. Men whose 
  tabards bear the now-familiar red sun and black sword 
  crest of Estival are attempting to disperse the rapidly 
  growing crowd.  
  One of the Bondsmen raises his hands to quiet the 
  commoners and pronounces, “The Menagerie is 
  closed!” much to their groaning disappointment. 
  A tall man dressed in flamboyant silver and orange 
  clothes rises in protest, “Tendentious, tenebrous 
  tyranny! You’ve killed Rusty, and now you’re shutting 
  me down? This is an outrage!”  
  Any of the many people here can explain that one of the 
  monkeys who help out with the show failed to latch the 
  rust monsters’ cage properly. One of the monsters 
  escaped and began eating metal everywhere. The 
  Bondsmen of Estival showed up very quickly, though, 
  and slew the beast by beating it to death with their 
  shields. The others were contained. Now it looks like the 
  Bondsmen are kicking the Menagerie out of the 
  Viscounty.   
  One of the Bondsmen throws off his now-rusted and 
  useless armor, cursing under his breath. Glancing up, 
  he sees you and calls out to the Bondsman who made 
  the pronouncement: “Look, Fensentio: Adventurers. 
  Always showing up right after the fight’s over.” 
  These two vocal Bondsmen of Estival are Master 
  Fensentio and Regori. Adventurers might have 
  encountered them as Mounted Borderers in VER7-06 
  The Swan and the Crow. They have since joined up with 
  the Bondsmen of Estival and have been stationed in 
  Verbobonc City. The other two Mounted Borderers from 
  The Swan and the Crow, Mikazail and Rosolfo, parted 
  ways with the new Viscount, and do not appear in this 
  adventure.   
  Fensentio, the highest-ranking Bondsman here, does 
  everything by the books. His younger friend Regori has a 
  haughty disdain for adventurers and something of a short 
  temper.  
  Ghen Tayber, the colorfully-dressed master of the 
  menagerie, is protesting the closing of his show. He 
  claims that it was all just an accident, and there was no 
  real harm done. If anyone should be mad, it’s him, as he 
  has lost another rust monster. During the events of 
  VER1-10 For Man nor Beast and VER4-03 Glory’s 
  Warriors, Tayber’s rust monsters displayed a propensity 
  for getting killed. 
  Some PCs may have met Ghen Tayber in those 
  adventures. If any of these PCs are present, Tayber spots 
  them in the crowd and calls them over in the hopes that 
  they make a convincing argument for allowing his show 
  to remain open.  
  Fensentio is sympathetic, but he is adamant on the order 
  to get these beasts out of town immediately. If they are 
  not well on their way out of the Viscounty today, he will 
  have them all put down. Regori is eager for an excuse to 
  kill them all, especially since he’s lost his armor and 
  sword to the rust monster and wants to make an example 
  out of Tayber’s business. 
  Tayber protests that he has yet to secure caravan guards, 
  as his engagement in Verbobonc City was scheduled to 
  continue for another week. If the PCs do not 
  immediately offer to take the job, he looks to them here 
  and makes an offer of employment. 
  He can offer gold wheatsheaves equal to 50 x APL per 
  character if they agree to help him prepare for travel and 
  escort him to Glory. There, he has contacts that should be 
  able to take him all the way to Mitrik.  
  See DM’s Aid #1 for more detailed information about 
  Ghen Tayber’s Mundivagant Menagerie. 
   
  Ghen Tayber, Menagerie Master: Male human 
  Exp7/Druid3; AL CG; Bluff +12, Listen +6, Profession 
  (showman) +13, Spot +9.   
  The Mist Children Elves 
  Gentleman Regori, disappointed that it is now unlikely 
  that he gets to slaughter the animals of the menagerie, 
  decides to make some good of the situation.  
  “Sir,” the Bondsman called Regori says to his superior 
  officer, “these sellswords seem rather interested in 
  other people’s business. Perhaps we could find them 
  another employer… Like those elves that we picked 
  up this morning?” 
  “Good idea,” replies Fensentio. “Send for them.” 
  While the party assists Ghen Tayber’s crew in securing 
  the animals for transport, the Bondsmen of Estival send 
  for two elves that they took into custody earlier that 
  morning.  
  VER8-03 Darkness is Unbound 
   
  Page 7 
  
   
  If they have not already, this break in the action is a good 
  time for the adventurers to introduce themselves to one 
  another. Once they are finished, the Bondsmen should 
  be returning with the Mist Children elves. 
  Asharath and Illuvitar are two members of the Iron 
  Wood’s Mist Children tribe, the same tribe that Shannus 
  originates from and that acted as his soldiers in the Noble 
  War last year. Shannus has sent these two grey elves to 
  Verbobonc City on a mission to recruit adventurers.  
  The elves are very much out of their element in the big 
  city, and since they stuck out like sore thumbs, the 
  Bondsmen picked them up for questioning almost as 
  soon as they entered the city.  
  After a few minutes, an armed escort of Bondsmen arrive 
  with the two elves in tow.  
  Coming up the street are four Bondsmen of Estival 
  escorting two elves. The elves are dressed as 
  woodsmen and look uncomfortably out of place in 
  the city. 
  “Here you are, my dear emissaries: Adventurers!” 
  Regori says with a mockingly grand gesture, “Now 
  present your letter and get out of my town.” 
  If there are any PCs in the party who fought against 
  Shannus in VER7-05 The Lion & the Dragon, then 
  Asharath and Illuvitar recognize them immediately. They 
  protest in elvish that they cannot present their missive to 
  this (or these) adventurer(s).  
  Regori presses them for a good reason, asking mock-
  innocently “Why not? Did they fight your master during 
  that little war he started? He’s assured us that’s all in the 
  past. So that shouldn’t matter, now. Right?” 
  The elves reluctantly offer their letter to the PCs. Give 
  the players Player Handout #3. 
  The PCs are not under any obligation to accept Shannus’s 
  invitation, but since the Bondsmen have given the elves 
  no choice but to hire the adventurers or to go home in 
  failure, the elves do their best to impress upon the PCs 
  the importance of hearing Shannus out. 
  Asharath and Illuvitar do not speak fluent Common. 
  They can make their points well-made in Elven, however, 
  if any PCs speak that language. Unfortunately, they do 
  not know the precise nature of Shannus’s request, nor 
  how much he plans to offer as compensation for 
  undertaking the mission. They stress that Shannus just 
  wants to be heard. If the PCs then decide that they are 
  not interested, then they are free to refuse.  
  Treasure: PCs who accept Ghen Tayber’s offer of caravan 
  duty can earn the following treasure in this encounter:  
  APL 6: L: 0 gp; C: 300 gp per character; M: 0 gp. 
  APL 8: L: 0 gp; C: 400 gp per character; M: 0 gp. 
  APL 10: L: 0 gp; C: 500 gp per character; M: 0 gp. 
  APL 12: L: 0 gp; C: 600 gp per character; M: 0 gp. 
   
  Development: If the party accepts the summons from 
  Shannus or agrees to escort Ghen Tayber westward along 
  the Low Road, then they should be moving out of town. 
  If any adventurers decline to take up either adventure 
  hook, then for them, the adventure ends here.  
  Move on to Encounter Two.  
  Encounter Two: There Will Be 
  Blood 
  In this encounter, the party passes the Verbobonc 
  Quarry, where the inmates there have unearthed a 
  forgotten chamber, revealing a pool of Oerthblood and 
  the undead which have been trapped within. 
  On the road westward from Verbobonc, read the 
  following:  
  Ghen Tayber passes the time by regaling the Mist 
  Children elves with tales of the strange animals he 
  has owned over the years. The two elves’ reactions 
  range from disinterest to confusion, and they seem 
  relieved when he takes a break from his stories.  
  The sun drops down toward the Iron Wood, painting 
  the sky a brilliant red. The trek along the River Road 
  brings you near to the old Verbobonc Quarry, marked 
  by a simple gate and a sign that declares “NO 
  TRESPASSING” in half a dozen languages.  
  As the wagons pass the dirt road leading to the 
  Quarry, the ringing of a heavy bell echoes across the 
  landscape. It is followed by a throng of screaming 
  voices. 
  The noise is coming from the Quarry, where some 
  blasting has unearthed a secret chamber, releasing 
  undead horrors on the work camp’s prisoners. 
  The party is free to ignore the commotion if they are so 
  inclined. If so, skip ahead to Encounter Four: The 
  Fugitives.  
  If the adventurers are, however, worthy PCs, then they 
  should be rushing toward the Quarry. The wooden gate is 
  closed, but not locked, and only five feet high. 
  Ghen Tayber urges reluctant PCs into action if necessary. 
  If they need no encouragement, he simply yells after 
  them, “I’ll just wait here until you get back, then!” 
  VER8-03 Darkness is Unbound 
   
  Page 8 
  
   
  Coming into view of the Quarry itself, it is clear that 
  the 
  orderly 
  worksite 
  has 
  broken 
  into 
  full 
  pandemonium. A cloud of buzzing insects boils 
  toward the terrified workers, droning ominously in a 
  strangely deep pitch. The air is filled with the sickly 
  sweet aroma of blood.  
  At APL 10, add the following: Close behind the swarms 
  is a rusty red amorphous blob the size of a small 
  house. It lurches toward the fleeing men and women.  
  At APL 12, add the following instead: Close behind the 
  swarms are three rusty red amoebas, each the size of a 
  small house. They lurch toward the fleeing men and 
  women.  
  This side of the Quarry is relatively shallow, with two 
  paths leading down to the pit floor about 40 feet below. 
  See the map in Appendix Five. 
  The quarry workers are fleeing up the paths out of the 
  worksite. Many are shackled together in groups of three 
  and four, and thus must move as shapeable masses (like 
  swarms) at a speed of 25 feet. The prisoners are largely 
  out of the quarry pit by the time the party arrives and 
  should be clear of the battlefield by the end of the second 
  round.  
  A DC 10 Knowledge (local:VTF) check indicates that a 
  PC is aware that the Quarry is primarily worked by felons 
  who have been convicted of both Low and High Crimes 
  in the Viscounty. With the recent dissolution of the 
  Mounted Borderers, the Bondsmen of Estival have taken 
  over the duty of overseeing them. 
  Creatures: The monsters attacking the Quarry were 
  spawned by the growing power of the Oerthblood 
  reservoir beneath the Viscounty and the fading power of 
  a sealed and abandoned Vecnan shrine (for more on both, 
  see Encounter Three, below). When the blood seeped 
  into the shrine’s chamber, and was kept in contact with 
  the dark energies there for decades, the evil of the shrine 
  became embodied as the undead horrors which have only 
  now escaped.  
  They are mindless and have no other goal than slaking 
  their thirst for blood. 
  APL 6 (EL 7) 
   
  Shadow bloodmote cloud: hp 65; see Appendix 
  One. 
  APL 8 (EL 9) 
   
  Shadow bloodmote clouds (2): hp 65 each; see 
  Appendix One. 
  APL 10 (EL 11) 
   
  Shadow bloodmote clouds (2): hp 65 each; see 
  Appendix One. 
   
  Blood amniote: hp 65; see Appendix One. 
  APL 12 (EL 13) 
   
  Shadow bloodmote clouds (2): hp 65 each; see 
  Appendix One. 
   
  Blood amniotes (3): hp 65 each; see Appendix One. 
   
  Tactics: At all APLs, the bloodmote clouds swarm over as 
  many enemies as possible every round.  
  If present, the blood amniotes always attack the nearest 
  living creature. If all other things are equal, they prefer 
  calling blood from the same host until they cannot do so 
  any longer.  
  All of the undead fight and feed until they are destroyed.  
  Any PC who is damaged by or deals melee damage to any 
  of the creatures in this encounter is awarded the 
  Exposed to Oerthblood entry on the AR. 
  Treasure: The bloody menaces have no treasure. 
   
  Development: When the battle is over, move directly on 
  to Encounter Three. 
  Encounter Three: Questions at 
  the Quarry 
  This encounter deals with the aftermath of the battle in 
  Encounter Two. There are three main events that take 
  place here: Speaking with the Quarry foreman, 
  investigating the origin of the defeated monsters, and 
  finding out about the escaped prisoners.  
  The Foreman 
  The first of these events happens as soon as the combat 
  from Encounter Two is completed.  
  As the din of battle recedes, the cowering prisoners 
  gather enough courage to risk a glimpse of the 
  battlefield. Almost immediately, Bondsmen of the 
  Viscount begin reorganizing them and making a 
  head-count of the Quarry’s workers. 
  A burly man with a huge smile full of perfect teeth 
  comes rushing toward you, “Jumpin’ jelly-cubes! 
  Didja see them things?” 
  This is Foreman “Toothy” McGree, the man who oversees 
  work in the Quarry. He has held this largely boring job 
  for more than a year, and he is terribly impressed with 
  VER8-03 Darkness is Unbound 
   
  Page 9 
  
   
  the adventurers’ performance in battle. Toothy eagerly 
  (and colorfully) recounts the events as if the PCs had not 
  been there to witness it themselves. (“It was all, 
  ‘BWAH!’ and you were all, ‘PWOOSH!’…”) 
  He winds down when he runs out of breath, and is eager 
  to find out from the adventurers what was going on. He 
  is, in fact, probably as full of questions as the PCs are. (i.e. 
  What was that thing? You ever fight anything like it 
  before? Is that guy dead? Where did those things come 
  from?) 
  Toothy actually has useful information; he is just too 
  excited to stop for a moment and think about it. He is 
  jovial and helpful. 
  The following are some possible questions that the 
  adventurers might ask Toothy. He is just as likely to ask 
  the PCs these same things. Some suggested answers for 
  Toothy are below.  
  • Who are you? Me? The name’s Toothy McGree, 
  Quarry Foreman at yer service. Who’re you fellas, 
  and what can I do ya for? 
  • Has this ever happened before? Not since I been 
  here or that I ever heard of. You ever seen 
  somethin’ like that? 
  • Where did these things come from? Well, the 
  screamin’ all started o’er at the southern end of 
  the site. I ain’t no Gent of the Watch, but I’m 
  thinkin’ they must’a come from thataway. Why ya 
  askin’? Ya think there might be some answers 
  back there?  
  • Can we investigate the western end of the Quarry? 
  Can you? Is the Cudgel’s mustache white? Hells’ 
  heralds, yes! Here, I’ll lead the way! 
  If the party expresses an interest in investigating the 
  source of the monsters, Toothy leads the party across the 
  broken ground of the quarry. He chats them up on the 
  way across the worksite, and answers (and asks) as many 
  questions as the players would care to field. 
   
  Foreman 
  “Toothy” 
  McGree: 
  Male 
  human 
  (Suel/Flan mixed heritage) Exp8; AL Neutral; Knowledge 
  (architecture & engineering) +12, Profession (foreman) 
  +2, Profession (information broker) +12.  
  The Shrine 
  Use this information when the party moves over to the 
  western edge of the Quarry to investigate the source of 
  the monsters from Encounter Two. 
  Dozens of hastily discarded miners’ picks and 
  hammers hint that the place where the blood-thirsty 
  monsters were first sighted must be nearby. A few of 
  the many bodies are already being dealt with by the 
  Viscount’s bondsmen.  
  The bondsmen are dealing with their fallen comrades at 
  the moment, largely ignoring the dead prisoners.  
  PCs who want to perform Heal checks on any of these 
  bodies, find (with a DC 12 check) that they all appear to 
  have been blood-drained by the undead swarms (and/or 
  oozes). The fact that the prisoners are all held in leg-irons 
  obviously made it difficult to escape from the undead. If 
  one prisoner in a detail fell, all of them did.  Some of the 
  victims must have met particularly horrific ends, judging 
  by the looks of terror on their faces. 
  Before the PCs can investigate much more, the 
  bondsmen working here thank the party for helping, but 
  ask that they move on with whatever business they have 
  with Foreman McGree. They assure the party that they 
  can take it from here.  
  Just ahead, beyond a large, disturbed boulder is some 
  kind of worked chamber in the side of the Quarry 
  wall.  
  Oozing out of the mostly-buried stone room is a 
  slowly growing pool of a strange, red-black sludge. 
  If Toothy is with them, his boisterous attitude changes 
  swiftly to wide-eyed, whispered awe, with: “Now, what 
  in the nine hells is that…?” 
  Although the adventurers have never seen this substance 
  ever before in their adventures, they are entitled to 
  Knowledge checks to reveal what they might theorize 
  about it. 
  Knowledge (geography) or Knowledge (nature): DC 12: 
  It could be some kind of tainted oleum, a usually black, 
  tarry liquid most often found in deserts.  
  Knowledge (dungeoneering): DC 20: This is no ooze or 
  pudding that you have ever heard of. It isn’t ‘alive.’  
  Knowledge (arcana) or bardic knowledge: Bardic 
  knowledge checks gain a +5 to their check result, since 
  most knowledge of this substance comes from myths and 
  tales of adventure.  
  DC 20: This could be “Oerthblood,” a substance only 
  spoken of in legend. It is said to hold great power for 
  those who know how to harness it.  
  DC 23: Oerthblood can be used in crafting arms and 
  armor, binding the ephemeral power of luck to 
  magic items. 
  DC 27: It is said that Oerthblood was used in the 
  making of some of the most powerful artifacts ever 
  created.  
  VER8-03 Darkness is Unbound 
   
  Page 10 
  
   
  DC 30: There are only two places on Oerth where 
  Oerthblood is even rumored to exist: Tenser’s 
  Fortress 
  of 
  Unknown 
  Depths, 
  and 
  around 
  something called “The Obelisk” beneath Castle 
  Greyhawk, but it is said that even Zagyg never 
  actually found it. 
  Properties of the Oerthblood 
  The Oerthblood does not detect as evil, good, lawful, or 
  chaotic. It is oily and tacky to the touch. It smells and 
  tastes like blood. It is not poisonous. Detect magic 
  registers a strong aura of transmutation and universal 
  magic.  
  Any character who touches the Oerthblood receives the 
  Exposed to Oerthblood entry on the AR. 
  Only guards and arcane rituals lost to time can force the 
  Oerthblood to retain its potency if it is removed from the 
  Oerth. If PCs take a sample of the Oerthblood from this 
  place (or from the lake of Oerthblood in Encounter 
  Nine), its magic slowly fades over the next week as it 
  turns into useless, brackish water.  
  The Chamber 
  The Oerthblood oozes from out of a chamber that was 
  recently opened by blasting in the quarry. This chamber 
  was once a shrine used by a cult of Vecna in the year 581. 
  It was buried in an earthquake shortly after.  
  If a PC wants a better view of the chamber from which 
  the undead emerged, read the following.  
  Behind the broken rocks and rubble is a worked stone 
  room, about twenty-foot square. The back wall is a 
  mass of collapsed rocks and boulders. At the room’s 
  center stands a broken piece of stone which was 
  clearly once an altar.  
  See the map in Appendix Five. 
  There are no symbols or indications to reveal what god 
  was worshipped here. 
  A DC 12 Knowledge (architecture and engineering) 
  check reveals that the chamber used to be much larger, 
  but the far end of the room has been buried in what 
  appears to be an earthquake, probably decades ago. The 
  room is in no danger of collapsing further. 
  This is the most that can be gleaned from looking into 
  the room from the outside. In order to enter, one must 
  either squeeze through the disturbed rocks here (Escape 
  Artist DC 15 for medium-sized PCs), or move the large 
  boulder that blocks the way (a DC 40 Strength check). 
  The crack opens into the half of the room that is covered 
  in an ankle-deep pool of Oerthblood. Moving the boulder 
  opens the other side of the chamber in such a way that 
  the Oerthblood can be avoided.  
  The Oerthblood seeps in from cracks at the back of the 
  chamber, coming up from out of the ground.  
  The altar’s main stone is broken, with half of it lying in 
  the pool of blood. The other half holds a secret 
  compartment. This is revealed by a DC 15 Search check. 
  It looks as though it may have been better hidden in the 
  past, but the damage to the altar gives it away.  
  Within the altar’s secret compartment are six vials of 
  unholy water.  
   
  Treasure: All APLs: L: 0 gp; C: 0 gp; M: unholy water 
  (x6), 2 gp per character each 
  A thorough exploration of this small chamber will reveal 
  a secret compartment in the wall. It is on the side of the 
  chamber dominated by the pool of blood. The Search DC 
  for this secret panel is 25. The trap that once guarded it (a 
  needle trap) has long since been sprung by the 
  earthquake that buried this chamber decades ago.  
  Inside this compartment are the remains of a tattered 
  book. A nail sticks out of the front cover, but if it once 
  held anything there it has long since decomposed. The 
  book has been ruined by time and the elements. Its pages 
  have turned into a solid pulpy mass due to varying 
  amounts of humidity, and any attempt to pick it up 
  causes it to fall apart in a rotten mush. It cannot be read 
  by magical or mundane means. It does not detect as 
  magical. 
  A DC 15 Knowledge (religion) check indicates that the 
  character realizes that this may have once been a tome of 
  the stilled tongue, a relic of the faith of Vecna, the god of 
  magic and secrets. Anyone who learns this may make a 
  bardic knowledge or Knowledge (history) check to recall 
  other ties between Vecna and the Verbobonc Quarry: 
  • DC 18: In 581 CY, a cult of Vecna staged an ambush 
  against a party of adventurers in the Quarry, using 
  vampiric mists in their attack. 
  • DC 20: The PCs were apprentices and allies of the 
  Circle of Eight. 
  • DC 25: The cult was led by an avatar of the 
  Whispered One who possessed both the Hand and 
  the Eye of Vecna. 
  • DC 30: The avatar was a man called Halmadar. 
  The Prison Break 
  As the party wraps up their investigation of the shrine, 
  the Estival Bondsmen conclude their head count of the 
  prisoners and find that three have escaped. An alarm is 
  sounded. 
  VER8-03 Darkness is Unbound 
   
  Page 11 
  
   
  From across the uneven ground, a signal whistle 
  pierces the air, and the bell in the high watch tower 
  once again rings its alarm. “Master Elondur!” exclaims 
  one of the Viscount’s Bondsmen as he rushes up to 
  his superior, “We’re three short! They must have 
  slipped away in the chaos.”  
  Master Elondur is the Bondsman in charge of the Quarry. 
  While Toothy McGree oversees the workers, the Quarry 
  is truly Elondur’s domain. 
   
  Master Elondur: Male human (Oeridian) Ftr8; AL 
  LN; Listen +2, Sense Motive +5, Spot +2.   
  The Scion curses under his breath and orders the 
  Bondsman to send two detachments on horseback to try 
  to recapture the escaped prisoners. He sends them south 
  and north, betting that the fugitives will avoid the road 
  and the major cities, instead either heading for the 
  Velverdyva River or for open country and the Kron Hills.  
  Some PCs may volunteer to help. Master Elondur 
  courteously but firmly rejects these offers unless they are 
  made by PCs who are themselves Bondsmen of Estival. 
  The Viscount’s men have this matter well in hand, and 
  they do not need the help of adventurers to track down 
  three unarmed escapees.  
  If a PC who is a Bondsman of Estival offers to help track 
  down the fugitives, then their offer is accepted only if the 
  other members of the party seem equally respectful of 
  the law. If this is the case, then go to Encounter Four and 
  adjudicate the Track checks required to find the fugitives. 
  Toothy McGree is ordered to organize the prisoners into 
  a burial detail at the nearby cemetery. He bids the party 
  another hearty thanks and a boisterous farewell.   
  Development: Having learned what little they can about 
  the monsters’ attack, the party has no other business here. 
  The Bondsmen curtly thank the PCs for their help in 
  defeating the monsters and encourage them to move on. 
  Under no circumstances may they camp here; this is a 
  prison camp. But Master Elondur suggests a place about a 
  mile up the road. The Viscount’s men warn the party to 
  keep an eye out for the escaped prisoners on their 
  journey.  
  Move on to Encounter Four. 
  Encounter Four: The Fugitives 
  Three convicted prisoners escaped from the Quarry 
  during the attacks. They are a motley crew, who are 
  bound together by a common disregard for the new 
  Viscount’s rule, by a determination to escape, and by a 
  length of chain through their leg irons.  
  Contrary to Master Elondur’s guess, the escapees have 
  not fled north to the river or south to the Kron Hills. 
  They are making their way west to Rhynehurst. It is the 
  nearest city and under the strict eye of the Viscount’s 
  Bondsmen, so the fugitives hope that it will be the last 
  place that the Bondsmen will expect them to go. In 
  Rhynehurst, the trio is going to hole up in a Battirovka 
  Family safe house and then slip out of the city in one of 
  the merchant family’s many smuggling vessels. 
  Tracking the prisoners 
  PCs with the Track feat who want to hunt down the 
  escaped prisoners (either with or without the blessings of 
  the Bondsmen overseeing the Quarry) may do so with a 
  DC 11 Survival check. As long as the tracker is moving at 
  a base speed greater than 15 feet (the trio’s hampered 
  speed), the PCs will be able to catch the fugitives.  
  When it becomes apparent that adventurers are chasing 
  them down, the escapees surrender. They have no 
  weapons and very little magic at their disposal, and their 
  shackles force them to move collectively (and never 
  moving more than 5 feet away from the next prisoner). 
  They are not stupid, and realize that even an 
  inexperienced group of adventurers could easily kill 
  them all.  
  Once parley has begun, they will attempt to bargain for 
  their freedom. See “The Arguments for Freedom” section 
  below. 
  Finding the Fugitives by Happenstance 
  PCs who are not tracking the three escapees are 
  nevertheless fated to encounter them on the road to 
  Rhynehurst.  
  As the caravan heads west, about ¾ of a mile from the 
  Quarry, call for Spot checks. Players who specifically say 
  that they are keeping an eye out for the fugitives get a +5 
  to this check. A DC 15 catches sight of the trio in 
  silhouette as they cross a small ridge about 100 feet off of 
  the Low Road.  
  If the PCs spot them, they can act on this or not. If not, 
  the prisoners certainly escape, but it will not be through 
  any help of the party. The PCs do not get any of the 
  following rewards on the AR: Enmity of the Family, 
  Shadowy Gratitude, or Lawful Respect. Go on to 
  Encounter Five. 
  If the PCs give chase, then the escapees surrender and 
  attempt to parley as soon as it is apparent that they 
  cannot outrun the adventurers. 
  The Fugitives and Their Crimes 
  VER8-03 Darkness is Unbound 
   
  Page 12 
  
   
  Cyrus Jag is an Oeridian member of the Wanderers of 
  Coldeven and secretly a Trithereonite. He was caught 
  harboring other worshippers of the Summoner while 
  they prepared to flee the Viscounty. To spare him from 
  suffering the punishment of Sedition, his fellows told the 
  authorities that they had held him against his will. While 
  they were executed, Cyrus received the lesser sentence of 
  Aiding and Abetting.   
  Kaylissa Whispersail is a Cousin in the Battirovka 
  Family. She was caught smuggling weapons out of 
  Verbobonc City to be distributed by the Company of the 
  Black Rose. Her loyalties are to the Family, but like many 
  in the thieves’ guild, she believes in the Black Rose’s 
  cause fighting overwrought tyranny. She has lost a finger 
  for her crimes and is serving time for the High Crime of 
  Smuggling.  
  Tamatar Gundigoot is a cobbler who has recently 
  become an armed drifter courtesy of the Black Rose. He 
  witnessed an off-duty Bondsman of Estival making 
  unwelcome advances on a serving girl in Larneystoe and 
  intervened in an attempt to distract the Bondsman with 
  some cantrip illusions. The Bondsman was not amused. 
  Tamatar is now serving a sentence for Negligent Use of 
  Magic.  
   
  Cyrus of the Summoner, Wanderer of Coldeven: 
  Male human (Oeridian) Ftr2/Rog2; Chaotic Good; Hide 
  +2, Listen +0, Move Silently +2, Spot +0.   
   
  Cousin Kaylissa Whispersail: Female human 
  (Rhennee) Rog6; Neutral; Bluff +12, Hide +11, Listen +9, 
  Move Silently +11, Spot +9.   
   
  Tamatar Gundigoot, armed drifter: Male gnome 
  Exp3, Neutral Good; Hide +7, Listen +2, Move Silently 
  +3, Spot +2.   
  The Arguments for Freedom 
  The trio of prisoners is in a tight spot and they know it, 
  and appeal to any and all values that they think might 
  sway the party. They promise whatever is necessary in 
  order to secure their release.  
  The prisoners know that if they are returned to the 
  Quarry, they are going to be executed. A DC 10 
  Knowledge (local: VTF) check confirms this.  
  Cyrus claims innocence, being a victim of circumstance. 
  The Trithereonites who invaded his home were not his 
  allies. He has been victimized twice: first by the 
  terrorists, and then by the court system of a tyrant!  
  He appeals to fighter types, elves, rangers, clerics, and 
  any members of the Wanders of Coldeven.  
  If Cyrus finds out (or suspects) that one of the 
  adventurers is also a Trithereonite, he will pressure them 
  with innuendo, appealing to their sense of religious 
  freedom. He will also use this argument with any cleric 
  in the party, on purely hypothetical terms (i.e. “This was 
  not the case, I assure you, but if it were your religion that 
  had been persecuted, would you not help your 
  brothers?”) Additionally, in all truth, neither he nor his 
  friends had anything to do with the Trithereonites 
  implicated in the Night of the Red Investiture. 
  Kaylissa maintains that her ‘crime’ was a big 
  misunderstanding – the ship’s ledgers were in error. She 
  was never granted a fair trial, instead being summarily 
  sentenced without anyone listening to her defense. She 
  has been maimed (having lost a finger) over it already. 
  Isn’t that enough? 
  She appeals to any rogues, bards, and swashbuckler types 
  and any members of the Battirovka Family. 
  Kaylissa claims to have powerful friends, including a 
  brother-in-law in the Battirovka merchant family who 
  will richly reward the PCs if they aid the trio in their 
  escape. As soon as she safely escapes Rhynehurst, she will 
  see to it that the party is rewarded tenfold in the aid that 
  they give to her and her allies.  
  Tamatar does not think that what he did was a crime. He 
  was defending the honor of a young lady. In what mad, 
  mad world is that something that should get a gnome a 
  prison sentence?  
  He appeals to artisans, men of knowledge, and any 
  members of the Company of the Black Rose. He also 
  attempts to persuade gnomes, halflings, and dwarves, 
  might see more eye to eye with him. 
  He has a wife and children back in Larneystoe, and 
  without him working, they will be evicted. If he is 
  returned to the Quarry, he’ll surely be executed. Have 
  mercy! 
  In all cases, and with each of the prisoners, they appeal to 
  the party’s sense of what is right… perhaps not by the 
  Law, but what is Right in their hearts. They press this 
  point especially hard with any Bondsmen of Estival who 
  may be in the party, asking nothing more from them but 
  that they turn a blind eye and pretend that they never ran 
  into one another.   
  If the party asks Ghen Tayber for his opinion about what 
  to do with the fugitives, his honest advice is to let them 
  go free, although he keeps his advice to himself if the 
  party is clearly made up of lawful PCs. The elves Asharath 
  and Illuvitar, if consulted, have no opinion one way or 
  the other.  
  VER8-03 Darkness is Unbound 
   
  Page 13 
  
   
  Development: Refer below for the ramifications of the 
  party’s decision. 
  Releasing the Fugitives 
  Ultimately, the fugitives want to be freed. If the party 
  seems helpful, they also ask for supplies to aid them 
  along their way. Weapons, rations, clean or mended 
  clothes, lock picks, or even cold hard coin would be 
  welcomed. They are extremely grateful to be released in 
  any account. If the party enables their escape, the PCs are 
  awarded the Shadowy Gratitude reward on the AR. They 
  do not receive the Enmity of the Family. 
  Recapturing the Fugitives 
  If the party is adamant about returning the fugitives to 
  the Quarry, the prisoners are powerless to stop them.  
  If they are all brought back alive, Master Elondur 
  expresses his gratitude to the party for helping them to 
  maintain order once again, and tells them that the next 
  time he is rotated out to Rhynehurst, he will put their 
  names in for commendations.  
  Elondur then orders his men to execute the trio and post 
  their heads on pikes at the Quarry gate. If challenged by 
  the party on this, he cites the fact that the fugitives 
  released the monsters, murdering dozens of people to 
  create a distraction to cover their escape. He does not 
  debate the point. The PCs receive both the Lawful 
  Respect and the Enmity of the Family awards on the 
  AR. 
  Parties that have at least one member of the Bondsmen of 
  Estival in them receive the same result even if any of the 
  prisoners were killed in recapturing them. The Scion of 
  Estival assumes that fellow Bondsmen would only kill 
  the prisoners if the fugitives left them no choice.  
  If any of the prisoners are brought back dead by any party 
  that lacks a Bondsman of Estival PC, then Elondur 
  browbeats the adventurers as vigilantes and threatens to 
  have the entire party arrested for murder. He does not 
  follow through on this threat, however. Instead, he 
  subjects everyone in the party to a “routine” (but 
  thorough) search for illegal goods (see the sidebar in 
  Appendix Four), confiscating all contraband. Elondur 
  then tells the PCs to get out of his sight before he 
  changes his mind about letting them off easy. In this 
  case, the PCs get the Enmity of the Family, but not the 
  Lawful Respect entry on the AR. 
  Regardless of whether the adventurers choose to return 
  the fugitives to the Quarry, help to release them from 
  their bonds, simply turn a blind eye to them, or kill them 
  all, Ghen Tayber still needs to get out of the Viscounty, 
  and Shannus is still awaiting the PCs.  
  The party should make camp a mile or so west of the 
  Quarry and reach the City of Rhynehurst about four 
  hours after sunrise the next day. Go on to Encounter 
  Five. 
  Encounter Five: New Order in 
  Rhynehurst 
  In this encounter, the party passes through Rhynehurst. 
  Nothing of great importance happens here, but it is an 
  opportunity to restock any supplies that they spent in the 
  battle at the Quarry or gather information in town as they 
  go. Alternatively, they can simply continue on without 
  stopping.  
  As the caravan passes through the trading city of 
  Rhynehurst, 
  several 
  patrols 
  of the Viscount’s 
  Bondsmen walk the streets. The people of this city 
  seem far less pleased about the law enforcers’ 
  presence than the citizens of Verbobonc City were. 
  A DC 8 Knowledge (local:VTF) check indicates that the 
  PC is aware of Rhynehurst’s long-held reputation as a 
  more lawless town than Verbobonc City.   
  If PCs would like to gather information as they pass 
  through Rhynehurst, they may do so, but the 
  information that they can learn is limited. The Bondsmen 
  of Estival in this city have already received word (via 
  Jensen’s Runners couriers) that Ghen Tayber should be 
  moving through, and they forbid him from spending 
  more than an hour in town, only to restock supplies. He 
  is expressly forbidden from conducting a performance.  
  Gather Information results are listed on the Rhynehurst 
  chart in Appendix 3: Legwork. 
  Any equipment to which the PCs have Open Access to 
  can be purchased in Rhynehurst. Anything that is 
  considered Illegal Goods by the Laws of the Viscounty, 
  however, is not available. With so little time to re-supply, 
  the PCs simply cannot track down a black market 
  merchant before the caravan must move out. The 
  exceptions to this are PCs who belong to either the Black 
  Rose Company or the Battirovka Family. Members of 
  these metaorganizations are able to find the appropriate 
  contacts to purchase illegal goods (to which they have 
  campaign access) with relative ease. 
  If the PCs are still injured from their battle in the Quarry, 
  the casting of up to 4th level divine spells is available in 
  town from the Church of Zilchus. After the Bondsmen 
  burned down the Trithereonite temple, it is the only faith 
  set up to deliver services at this time. Spell casting costs 
  are listed in the Player’s Handbook. 
  VER8-03 Darkness is Unbound 
   
  Page 14 
  
   
  Much to the Rhynehurst commoners’ dismay, Ghen 
  Tayber’s Mundivagant Menagerie must move on. As soon 
  as the PCs have taken care of any business they wish to 
  conduct, continue to the town of Glory in Encounter Six.  
  Encounter Six: Faded Glory 
  This encounter deals with the party’s arrival in the town 
  of Glory. Ghen Tayber releases the PCs from their escort 
  duties, and they speak with Shannus, who, with the help 
  of Breyin the Moonlord, attempts to explain his actions 
  of the last year. The unlikely allies attempt to enlist the 
  party’s aid in hunting down and defeating the Great Dire 
  Dark once and for all.  
  Glory. The logging town of the Iron Wood has seen a 
  great deal of adventure over the last six years. One 
  thing that has never changed is the Fallen Timber 
  Tavern, the large establishment at the center of the 
  walled community. But today, the four iron cages, 
  which have hung in front of it for so many years, are 
  gone, no doubt removed when Shannus was deposed 
  as Baron of the Iron Wood.  
  In front of the tavern stands Shannus’s gigantic, black 
  dire horse Mountain, indicating that his master is 
  likely within. 
  Ghen Tayber thanks the PCs for the escort this far, but 
  assures them that he has other friends here in Glory who 
  can take him out of the Viscounty. He and his crew wish 
  the party good luck and a fond farewell. 
  The two wood elves Asharath and Illuvitar are glad to be 
  rid of the menagerie. They lead the adventurers into the 
  Fallen Timber Tavern.  
  Inside the tavern, the once-great Shannus sits in a 
  mockery of royal court. His large chair rests at the 
  end of the room and he has surrounded himself with 
  all manner of draconic creatures who are still loyal to 
  him.  
  The room is filled with representatives of reptilian races 
  (dragonkin, kobolds, lizardfolk, poison dusk lizardfolk, 
  black scale lizardfolk) and wood elves of the Mist 
  Children tribe. 
  At Shannus’s right side stands a large draconic man 
  covered in gold scales, bearing a greatpick and the 
  holy crest of Bahamut, god of good dragons.   
  Any PCs who played VER7-02 Storm the Dragon’s 
  Bastion, VER7-03 Mourning Glory, or VER7-05 The Lion 
  and the Dragon, or who adventured with him in the past 
  recognize this person as Sir Quinsaron Eldren, now 
  infamously known as the Butcher of Humming’s End.  
  To Shannus’s left proudly stands a six-foot tall warrior 
  with the head of a dog. His canine face wears a 
  passive, but stern expression.    
  PCs that make a DC 16 Knowledge (the planes) check 
  can identify this creature as a hound archon. PCs who 
  played VER3-03 Glory Dimmed or VER4-03 Glory’s 
  Warriors have met this creature before: It is Breyin, the 
  Moonlord, once Shannus’s sworn enemy. 
  Looking up, Shannus notices your entrance. A hush 
  falls over the crowd and an air of anticipation fills the 
  room. 
  Creatures: Shannus is the proud Mayor of Glory, a fully 
  apotheosized Brass Dragon Disciple and unwavering in 
  his belief of the Great Dire Dark’s return. He has little 
  patience for adventurers, who have recently plagued him 
  with their meddling: invading his lands to help activate 
  the skyroad pylon for Lord Galans against his wishes, 
  rescuing the Mounted Borderers who he had in custody, 
  and taking arms against him in the Battle of Validia, 
  ultimately leading to his defeat there. Most recently, it 
  was a party of adventurers who read him the 
  proclamation that he was being deposed as Lord of the 
  Iron Wood, so his animosity is justified. 
  With his patience spent, the only thing that keeps his 
  anger with “PCs” in check is the prophecy he has been 
  given that says (in his interpretation) that adventurers are 
  the key to defeating the Great Dire Dark. Only Sir Quin 
  has convinced him to put his differences with them aside 
  to pursue the greater good of defeating their old enemy. 
  Breyin, the Moonlord of the Iron Wood, is a hound 
  archon who once fought with Shannus in a war 
  engineered by the Great Dire Dark, their common 
  enemy. Having alienated almost every other potential 
  ally, Shannus has summoned Breyin to help defeat the 
  Great Dire Dark one and for all. Breyin has a much more 
  level head than Shannus and seeks to destroy the Great 
  Dire Dark because of the threat its evil presents. He lives 
  by the axiom, “All that is necessary for the triumph of evil 
  is for good men to do nothing.” Breyin has seen 
  Shannus’s prophesy and believes that it must be 
  investigated.  
  Sir Quinsaron Eldren, Lord Shannus’s first lieutenant, is a 
  fully realized Gold Dragon Disciple and a Pious Templar 
  of Bahamut. Many adventurers have ill will toward him 
  due to false rumors which say he was responsible for the 
  Brewfest Massacre at Humming’s End in 596, and 
  because he fought against House Avgustin at the Battle of 
  Validia, in which his actions led to Field Marshal Yronl’s 
  death. Sir Quin stands silent for most of this scenario, but 
  interjects if his voice of reason is needed.  
  VER8-03 Darkness is Unbound 
   
  Page 15 
  
   
   
  Shannus: Large male grey elf Sor 8/Dragon Disciple 
  (brass) 10; AL CG; Diplomacy +5, Listen +6, Sense Motive 
  +0, Spot +8. 
   
  Breyin the Moonlord: Male hound archon Pal 4/Ftr 
  4; AL LG; Listen +11, Sense Motive +9, Spot +11.   
   
  Sir 
  Quinsaron 
  Eldren: 
  Large 
  male 
  human 
  (Oeridian) Sor1/Ftr 1/Pal 3/Gold Dragon Disciple (gold) 
  10/Pious Templar 2; AL LG; Bluff: +13, Diplomacy +27, 
  Listen +2, Sense Motive + 2, Spot +2. 
  If the adventurers were a distasteful choice for the elves 
  in Encounter One, then Shannus has a similar reaction to 
  the PCs. The elves Asharath and Illuvitar attempt to 
  explain their actions that they would have preferred to 
  find people more sympathetic to Shannus’s cause. But Sir 
  Quin cuts them off, calmly telling Shannus, “M’lord, 
  remember the prophecy.” This settles Shannus and 
  allows him to get down to business.  
  Shannus rises, welcomes the adventurers to Glory, and 
  introduces Sir Quinsaron and Breyin. He asks for 
  introductions from the PCs and then spares no time in 
  cutting to the gist of his summons. The important pieces 
  of information that he needs to get across are bulleted 
  below.  
  • Shannus has called the adventurers here because he 
  fears that the Great Dire Dark has returned. Shannus 
  produces a parchment from his vest and shows it to 
  the adventurers. Show Player Handout #4 to the 
  players.  
  • The prophecy speaks of darkness returning to the 
  land, of few who will believe it, and that adventurers 
  will bear the best chance of defeating it.  
  • It is this last point that has led him to enlist the 
  party’s aid. He says that they must put their 
  differences behind them – as he and Breyin have – in 
  order to bring this great evil to its final end. 
  (Although he does not mention it, Shannus has 
  alienated every other noble who might be able to help 
  him, so at this point adventurers are the only people 
  who 
  might 
  be 
  willing 
  to 
  help 
  prove 
  his 
  righteousness.) 
  • Shannus calls attention to the prophecy’s use of the 
  words “Darkness is unbound.” This phrase was the 
  answer to a puzzle door that guarded the Great Dire 
  Dark’s vile sanctum back in 593. (Adventurers in 
  VER3-03 Glory Dimmed solved this puzzle.) 
  • Although the Great Dire Dark’s location is still 
  clouded from his followers’ divinations, by asking 
  oblique questions they have finally determined that a 
  place in the southern part of the Iron Wood not far 
  from Validia is shielded from divination magic. The 
  Great Dire Dark must be hiding there. 
  • Breyin will accompany the party as a guide and to 
  insure their success in defeating the evil creature. 
  Shannus would go with them, but the Knights of 
  Luna have confined him to Glory.  
  • The Great Dire Dark’s only known weakness is cold 
  iron. If the adventurers do not own cold iron 
  weapons, he recommends that they purchase some 
  before embarking. One of Shannus’s ex-lovers has a 
  forge in town where they can be outfitted.  
  PCs may have questions. Shannus will entertain them, 
  though he stresses that with every moment the Great 
  Dire Dark is growing stronger. Some possible questions 
  are below. 
  • What is the Great Dire Dark? The Great Dire Dark is 
  an ancient evil entity, part undead, part fey, part 
  demon. It dwelt beneath the Iron Wood for 
  millennia, imprisoned here by the Moonlord. 
  • What’s in it for us? Shannus is willing to pay the 
  adventurers a handsome fee for undertaking this 
  quest in his name. As a show of good faith, he will 
  even pay them up front. 
  • Where did the prophecy come from? It was given to 
  Shannus by a very trustworthy source: elven 
  emissaries from the Gnarley Wood, led by one named 
  Rygor who seemed to have his priorities well in-line. 
  PCs who played VER6-04 Sign of the Black Orchid 
  recall Rygor as the brutish and self-righteous elven 
  bodyguard to the Celene emissary Eraisothon. 
  • What will we be up against? When it last arose, the 
  Great Dire Dark had many demonic minions. Like 
  the Great Dire Dark, demons are vulnerable to cold 
  iron weapons.  
  • Can we take Sir Quin with us? Breyin will be 
  accompanying the party, and that should be enough. 
  Sir Quinsaron will not leave his liege’s side. 
  The adventurers may have questions for Shannus based 
  on events in previous adventures. Some are answered 
  below. 
  • Why did you close the Iron Wood and invade Validia 
  (in VER7-03 Mourning Glory)? The Great Dire Dark 
  thrives on fear and conflict. The more people it 
  has to feed off of, the more powerful it becomes. I 
  had to close the Iron Wood and send the fearful 
  followers of Chondell out of these lands, lest the 
  Great Dire Dark resurge even faster. For this same 
  reason, I chose to take on the Great Dire Dark 
  VER8-03 Darkness is Unbound 
   
  Page 16 
  
   
  alone. The nobles of Verbobonc do not share my 
  singular purpose.  
  • What happened to Field Marshal Yronl’s body (in 
  VER7-05 The Lion & the Dragon)? I don’t know. I 
  presume that the Lizardfolk barbarians consumed 
  his remains. 
  • Why did you send a kobold assassin after Sir Peri 
  Swan (in VER7-05 The Lion & the Dragon)? You 
  insult me. I’ve never employed assassins, and take 
  great offense at the mere suggestion that I would 
  stoop to Yronl’s level.  Shannus has no knowledge of 
  the attack on Sir Peri. 
  • Wait – what?? Your high and mighty Field Marshal 
  Yronl sent an assassin to kill my lieutenant, 
  Quinsaron Eldren, not three days before the Battle 
  of Validia. 
  If asked, Sir Quin will elaborate on how a kobold 
  assassin who had infiltrated their ranks attacked him. 
  Were it not for the dragon knight’s sister Ehlora (his 
  cohort, a cleric of Bahamut), he would be dead right 
  now. The kobold was dressed all in black and wielded 
  a spiked chain. Although thwarted, the would-be 
  killer escaped. It was this assassination attempt on 
  Yronl’s part that solidified Shannus’s resolve to show 
  no mercy to the attacking Avgustin forces. 
  • What were in the messages we escorted between you 
  and Lord Galans (in VER7-07 Bitter Pill)? I made an 
  offer of peace and co-operation with him. He 
  accepted, though that treaty is obviously void now 
  that he got himself killed.   
  Once the PCs feel fully briefed, Shannus asks them all to 
  take an oath:  
  “Give me your word that you will seek out the Great 
  Dire Dark wherever it lurks, that you will destroy it, 
  and then return to Glory to report to me everything 
  that you have seen.”  
  Once Shannus is satisfied in this, the mayor of Glory 
  sends the party off. 
  “Go, and may the Platinum Dragon protect you. For 
  all of our sakes.” 
  Treasure: As a testament of his good faith in the PCs, 
  Shannus pays them for their service in advance.  
  APL 2: L: 0 gp; C: 500 gp per character; M: 0 gp. 
  APL 4: L: 0 gp; C: 1000 gp per character; M: 0 gp. 
  APL 6: L: 0 gp; C: 2000 gp per character; M: 0 gp. 
  APL 8: L: 0 gp; C: 3000 gp per character; M: 0 gp. 
  Development: Once the PCs agree to investigate the 
  place where Shannus suspects the Great Dire Dark to be 
  lurking, allow them to make preparations in town if they 
  like. Shannus and Breyin want the expedition to depart as 
  soon as possible. When the PCs are ready, go on to 
  Encounter Seven.  
  Encounter Seven: Into the 
  Woods 
  During the journey to the southern Iron Wood, Breyin 
  confides in the PCs his doubts about what Shannus 
  believes, but he urges them to continue on with the 
  mission in spite of this.  
  The PCs should leave any horses they possess behind in 
  Glory. Their trek is through dense brush off of any beaten 
  path. If they insist on bringing their mounts, it is 
  possible, though their journey takes twice as long. 
  Breyin leads you south, through the thick forest of 
  the Iron Wood. Rather than trudging along with you, 
  he teleports ahead by short hops and then waits for 
  you to catch up. He seems focused on an unknown 
  prey, sniffing the air and making adjustments in 
  direction from time to time.  
  When the daylight fades, the Moonlord suggests 
  making camp.  
  Allow the PCs a chance to declare any particular actions 
  that they would like to take while setting up camp. At the 
  campfire, Breyin decides to speak to the PCs about his 
  growing misgivings.  
  Although his face is difficult to read, Breyin looks 
  more grim than usual. He throws another log on the 
  fire and speaks. “I am no longer sure that we are 
  tracking the Great Dire Dark.” 
  This is likely to elicit a response from the adventurers. If 
  not, continue below. Otherwise, allow Breyin’s concerns 
  to be revealed in the course of a dialogue with the player 
  PCs. Allow the PCs to lead the conversation, and 
  paraphrase when necessary. 
  • I respect Shannus, and his enthusiasm to eradicate 
  evil is commendable.  
  • But he is desperate to justify his actions over the last 
  year. Once he received the prophesy, he closed the 
  Iron Wood and stormed Validia. That led to the 
  counter attack by Houses Chondell, Stefania and 
  Avgustin, which led to the death of Regent Yronl and 
  the weakening of every noble in the western half of 
  Verbobonc. This opened an opportunity for House 
  VER8-03 Darkness is Unbound 
   
  Page 17 
  
   
  Langmuir in the east, and after they attempted to 
  invade Swan, the Mounted Borderers were brought 
  out of the Gnarley to restore order amongst the 
  nobles… Great chaos has been spread across the 
  whole of the Viscounty. And everything hinges on 
  his conviction that the Great Dire Dark has returned. 
  I believed in his conviction, but…    
  • I was the warden of the Great Dire Dark’s Iron Wood 
  prison for millennia. If it had returned, I should 
  think I would have felt it by now.  
  • For the last four hours, I have been tracking 
  something different – something strange and 
  mercurial. Just as I think I’ve got its scent, it seems to 
  change. If it is the Great Dire Dark, it is very different 
  than it was before. 
  • There is an ancient power growing somewhere in 
  these woods. I do not know if it bodes well or ill for 
  these lands. But I, for one, would not let it go on 
  without getting some answers. 
  Although he is almost certain that it is not the Great Dire 
  Dark, Breyin asks the party to continue accompanying 
  him to investigate this new, growing power. It could be a 
  danger to the Viscounty, or it could mean salvation. But 
  the only way to find out is to hunt it down. 
  If there is an overly brash or contemptuous character in 
  the party who openly scoffs at Shannus and his ideals, or 
  who seems excessively confident to the point of sinful 
  pride, Breyin singles that character (or PCs) out to offer 
  some advice. This might also be in response to anyone 
  who openly defied Shannus earlier in Glory. “You would 
  do well to curb your contempt. One day your mouth 
  may start a fight that your sword cannot win.” Note 
  that this is not a threat, simply words of wisdom from the 
  archon.  
  Once all of the pertinent information has been 
  disseminated and the party has agreed to continue on 
  with the mission, Breyin tells them to rest while he 
  departs for the evening. He will spend the night running 
  through the woods with his old allies, the good 
  lycanthropes of the Iron Wood.  
  A wolf howls out in the darkness, catching Breyin’s 
  attention. He moves to the edge of the campsite and 
  says over his shoulder, “Rest well. I’m going to visit 
  some old friends.” With that, the Moonlord departs. 
  Ask PCs if they are setting up watches for the evening. 
  From time to time during the night, people on watch 
  hear the howl of wolves or spot a flash of movement in 
  the dark undergrowth. These are lycanthropes, sent here 
  by Breyin to watch over the party and protect them from 
  the other dangers of the Iron Wood. Nothing of serious 
  consequence happens for the rest of the night.  
  Breyin returns near dawn, although he looks a bit more 
  ragged. He is in excellent spirits and is eager to continue 
  the hunt. Once the party is ready to move out, continue 
  on with Encounter Eight.  
  Encounter Eight: Descent into 
  the Depths of the Iron Wood 
  This encounter encompasses the adventurers’ trek into 
  and through the Oerthblood dungeon of Hermann M. 
  For ease of play, it is broken into its component parts 
  below.  
  Appendix Five includes tactical maps for all combat 
  encounters. 
  Divinations 
  Some wary parties may seek divine aid before 
  undertaking the task before them. The following is a 
  guideline to adjudicating these spells: 
  • Augury: Note that augury can only see about a half an 
  hour into the future. Adjudicate for the suggested 
  course of action to the best of your ability. Many 
  actions will yield weal and woe.  
  • Discern location (for The Great Dire Dark): The 
  Great Dire Dark does not exist on this plane or any 
  other.  
  • Divination: If a cryptic response regarding the 
  dungeon (or its inhabitants) is needed, three 
  suggested answers are offered below, or the  DM may 
  create her own response.  
   
   
  “Winter, spring, summer, fall, 
   
   
  the guardians are natural. 
   
   
  They are not evil, they are not good, 
   
   
  these denizens of Iron Wood.“ 
   
   
  “A dire threat does play a part, 
   
   
  but darkness lies not in its heart. 
   
   
  Balanced power may bring dread 
   
   
  where naught a soul is meant to tread.” 
   
   
  “Stem, trunk, branch, and leafy hand 
   
   
  obey their master’s last command. 
   
   
  Bellows, brazier, pot, and ewer: 
   
   
  Beware the ire of the brewer.”  
  • Locate creature (for The Great Dire Dark): The Great 
  Dire Dark is not within range of this spell, no matter 
  where it is cast. 
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  General Dungeon Traits 
  Except where otherwise noted, the Oerthblood Dungeon 
  is made up of natural stone formations and caverns. 
  Many of these tunnels are tangled with roots, vines, and 
  subterranean plants, but not so much as to hamper 
  movement.  
  The Oath to Canoness Y’dey 
  PCs who pledged an Oath to Canoness Y’dey in VER7-01 
  Cleanse Thy House have sworn to protect the land of 
  Verbobonc.  
  The dungeon is almost entirely populated with living 
  plants, whose connection to the land is strong. The power 
  that has blessed oathbound PCs also marks them as allies 
  of the plant creatures in the dungeon.  
  As a result, PCs with the Oath to Canoness Y’dey are 
  under a continual hide from plants effect while in the 
  dungeon. This works like the hide from animals spell, 
  except 
  that 
  it 
  makes 
  the 
  oathsworn 
  character 
  undetectable to creatures with the Plant type. Also, if a 
  character breaks the effect (by attacking a particular 
  plant), it is only broken in relation to the plant that was 
  attacked. Other plants are still unaware of the adventurer.  
  The PC is not inherently aware of this effect, but may 
  realize what is happening through events experienced in 
  the dungeon.   
  8A. The Obsidian Obelisk 
  After three more hours of traveling through the Iron 
  Wood, Breyin stops and sniffs the air. “This way,” he 
  says, “We’re close.”  
  He changes direction and presses forward, emerging 
  on the edge of a secluded clearing within a depression 
  in the woods. At its center stands a great black stone. 
  The Clearing 
  The circular clearing is roughly forty feet across and sinks 
  about 20 feet down from the surrounding forest. 
  Anyone searching the general area of the clearing is 
  entitled to a DC 15 Knowledge (nature) check to note 
  that it is ringed by many different types of trees that are 
  not normally found in the Iron Wood. All of them are 
  very old, with hefty, thick trunks and strong roots. 
  The Standing Stone 
  The Obsidian Obelisk is about five feet wide on each of 
  its four rough sides, and it stands about 20 feet tall, 
  though because of the depression in the landscape, its top 
  does not rise above the surrounding land. 
  A DC 15 Knowledge (geography) or Knowledge (nature) 
  check reveals that obsidian is not a stone that is native to 
  the Iron Wood. 
  Each side of the stone bears a different, crudely carved 
  symbol. They are: a unicorn stick figure, a leaf, a fat 
  woman, and a skull. Each of these can be identified with a 
  DC 
  10 
  Knowledge 
  (religion) 
  check 
  as 
  crude 
  representations of: Ehlonna’s unicorn, standing for the 
  Flan goddess of woodlands; Obad-Hai’s leafy mask, the 
  Flan god of beasts; Beori’s rotund woman figurine, the 
  Flan goddess of the Oerth; and Nerull’s skull and scythe, 
  representing the Flan god of death and darkness.  
  A DC 18 Knowledge (religion) check allows a PC to 
  correctly identify that these four gods (along with Pelor, 
  who is not represented here) are those revered by Flan 
  worshipers of the Old Faith. They represent the four 
  seasons of spring, summer, fall, and winter, respectively. 
  Pelor the Sun Father sits at the center of this cycle in the 
  Flan culture. In other Human cultures, the Old Faith is 
  represented by other quintets of gods and goddesses. 
  The Entrance 
  Careful searching of the area around the obsidian stone 
  reveals (with a DC 20 Search check) that beneath the 
  thick undergrowth at the base of the skull symbol side of 
  the stone, there is a concealed trap door in the ground.  
  The door has not been used in decades, and is warped 
  shut. If it is searched, it does not appear to be locked or 
  trapped. A weather-worn message is inscribed on it in 
  odd letters.  
  The words are written in Druidic, which uses its own 
  letters, known only to PCs with levels in druid. It reads: 
  “Protectors of the Iron Wood: Do not pass. The 
  Winter King awaits.”  
  Druids reading this realize that the use of the phrase 
  ‘Protectors of the Iron Wood’ is not a reference to the 
  organization headed by Shannus, but a general address to 
  people who are custodians or defenders of the natural 
  surroundings here. They also automatically know that 
  the Winter King is another name for Nerull. 
  A comprehend languages spell reveals the text of the 
  message, but not the nuances of word choice that druid 
  readers understand. A DC 12 Knowledge (religion) check 
  identifies the Winter King as Nerull the Reaper, Flan god 
  of Death.   
  A DC 20 Decipher Script check reveals the general 
  content of the message as a warning, essentially saying 
  “Do not enter.” A DC 25 on the check also deciphers the 
  latter half of the writing as something akin to “You will 
  find death.” 
  VER8-03 Darkness is Unbound 
   
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  Stuck Wooden Trap Door: 2 in. thick; hardness 5; 
  hp 10; Break or burst DC 23. 
  When the PCs are ready, Breyin offers to help open the 
  stuck door.  
  Trap: On the floor of the room beneath the trap door, 
  impossible to detect from outside by normal trap-
  searching methods, is a greater glyph of warding. It is 
  keyed to trigger in the presence of any undead or 
  outsider. Breyin, a hound archon, qualifies. The glyph 
  stores a dismissal spell, which targets Breyin as soon as 
  the door is opened, when it gains line of effect to him.  
  If Breyin makes his save and is not banished, place an 
  identical trap on the far side of the crevasse in Encounter 
  8B. If Breyin continually makes his saves, place identical 
  glyphs in every encounter of the dungeon until he fails. 
  By the end of the maze in Encounter 8D, he should be 
  gone. This adventure is for the PCs, not for Breyin. 
  All APLs (EL 0) 
   
  Banishment trap: magic device; proximity trigger 
  (alarm); no reset; targets one or more outsiders or undead, 
  up to 40 HD, no two of which are more than 30 feet apart; 
  spell effect (banishment, 20th-level wizard, Will save DC 
  20 negates); Search DC 31; Disable Device DC 31.  
  Note: Since the trap is in the room beyond the trap door, 
  it is impossible to detect the trap or disable it from 
  outside the dungeon. Also, since this trap will only 
  normally affect Breyin and none of the PCs, it does not 
  have an Encounter Level.   
  As the trap door is opened, a burst of purple light 
  flashes from the room beneath the trap door, and a 
  piercing shriek blares from the darkness within, 
  echoing out of the cavern into the Iron Wood. 
  Breyin is immediately targeted by the banishment spell 
  and vanishes if he fails his Will save (DC 20). Breyin’s 
  Will save is +6.  
  PCs may attempt a DC 26 Spellcraft check to identify the 
  greater glyph of warding. A second DC 26 check 
  identifies the banishment effect that was tied to it. 
  The room immediately beneath the trap door is a rough, 
  unworked chamber about thirty feet across. The trap door 
  in the ceiling is only ten feet from the floor. There is a 
  single 
  exit 
  from 
  the 
  chamber, 
  leading 
  deeper 
  underground. 
  The piercing wail comes from a nest of shrieker fungi 
  that Hermann M has cultivated here amongst other 
  subterranean mushrooms. Due to the shape of the 
  depression of the clearing, the sound is funneled out into 
  the Iron Wood. About a mile away, Hermann M hears 
  the alert and begins his preparations to defend the 
  Oerthblood at the heart of his dungeon. He tree strides to 
  the lake about fifteen minutes after the shriekers go off. 
  See Encounter Nine for more details.   
   
  Shriekers (8): hp 11; see Monster Manual page 112. 
  Shriekers normally have a CR of 1, since they give nearby 
  monsters an advantage in combat. There are no nearby 
  monsters here. These shriekers are a story device, used to 
  draw Hermann M to the dungeon for the final 
  encounter. As such, their CR is not included in the 
  adventure’s EL calculations.  
  Development: Once the PCs have silenced the shriekers 
  (or waited for them to calm down), they are free to 
  continue into the depths below. Go on to Encounter 8B. 
  Breyin, having been transported back to the Seven 
  Mounting Heavens of Celestia, cannot return to the 
  Material Plane without aid. He contacts Shannus, and the 
  people of Glory prepare to summon him again, but they 
  cannot complete the ritual until the next day. At that 
  point, Breyin tells Shannus that he no longer believes the 
  Great Dire Dark has returned. After a heated argument, 
  Shannus decides the PCs should be able to find proof one 
  way or the other at the site that Breyin led them to. They 
  decide to await the party’s return.   
  If the PCs decide to heed the warning on the trap door, 
  then they have to return to Shannus in failure. In this 
  case, the party never meets Hermann M, and the secret of 
  the Oerthblood below remains safe. They do not gain any 
  of the following items on the AR: Favor of the Brewer, 
  Favor of Shannus, Favor of the Moonlord, Wrath of 
  the Iron Wood, or  Secret. Assuming that they return to 
  Glory, adapt Conclusion B to fit their circumstances. 
  Breyin is greatly displeased if they turn back this early. 
  8B. The Crevasse 
  About 300 feet down the twisting and descending 
  passage, the party comes to a great natural crevasse. The 
  party is about 100 feet beneath the surface here. 
  The passage leads straight into open air, ending in the 
  face of a great subterranean cliff. Yawning before you 
  is a deep crevasse that extends down beyond the 
  limits of vision. On the other side of the abyss, the 
  tunnel appears to continue on, but there is no bridge 
  spanning the thirty-foot distance.  
  The crevasse is thirty feet wide at the point where the 
  tunnel crosses it. The gorge extends down to a jagged 
  floor 90 feet below. Above, the gap between the two sides 
  comes together approximately thirty feet above the 
  party’s location. To the left and right, the crevasse extends 
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  100 feet, slowly tapering to an impassable crack on either 
  side.  
  The adventurers can use any number of methods to get 
  across. Allow the players to be imaginative, and err on the 
  side of the adventurers. 
  The walls are all rough, natural rock faces (Climb DC 25). 
  There are secure rocks which can be used to firmly fix 
  grappling hooks to at just about any location that the PCs 
  desire.  
  PCs that fall are allowed to make a DC 15 Reflex save to 
  grab on to any available handhold. If they are near to 
  either side of the crevasse, then they will only fall 30 feet 
  before hitting the narrowing rock face, getting a second 
  Reflex save (DC 25) to stop their descent. Falling damage 
  is 6d6 within 10 feet of both sides, and 9d6 at the center 
  of the gap. In either case, PCs who fall wind up in the 
  center of the gorge, 90 feet below the tunnel openings. 
  Once the PCs have crossed this hurdle, go on to 
  Encounter 8C.   
  8C. The Doors of Ill Omen 
  After traveling along a twisting tunnel for an hour, the 
  party comes to a large set of double doors.  
  Blocking the way forward is a large set of iron-bound 
  wooden double doors. Inlaid upon them is the symbol 
  of a grinning skull and a portentous warning written 
  in Common: “Naught but Death lies beyond these 
  doors. Turn back now, or prepare to face the Reaper.” 
  These doors are made of darkwood and are locked, but 
  not trapped. Alternatively, the five-inch thick doors can 
  be broken down.  
   
  Darkwood Doors: 5 in. thick; hardness 5; hp 50; 
  Break DC 23; Open Locks DC 30. 
  Note that the dire warning on the doors is a complete 
  fabrication. No great threat lies on the opposite side of 
  the door.  
  The warning is here to fool adventurers into using up 
  potions and spells to prepare for a battle which will not 
  happen. Many effects’ durations expire while the party is 
  lost in the maze that lies on the other side of the doors.  
  Once the party has opened (or destroyed) the doors, read 
  the following aloud: 
  Beyond the doorway, the natural tunnel continues on 
  into darkness.  
  Continue on to Encounter 8D. 
  8D. The Labyrinth of Eyes 
  This portion of the dungeon is a complex maze, designed 
  to waste adventurers’ time and cause some of their 
  magical preparations to expire.  
  All walls and corridors in the labyrinth are of the same 
  non-descript quality, though they vary in width from five 
  to fifteen feet. The tunnels are natural formations. Search 
  and Survival checks reveal no tracks or signs of passage.  
  When the party presses on after opening the Doors of Ill 
  Omen, roll a d20 and consult the following chart for each 
  path the party chooses: 
  1-2: The passage forks to the left and right. 
  3: The tunnel declines and turns to the left. 
  4: The tunnel declines and turns to the right. 
  5-7: The corridor comes to a four-way intersection. 
  8: The passage inclines sharply and turns left. 
  9: The passage inclines sharply and turns right. 
  10-11: A side tunnel branches away to the left. 
  12-13: A side tunnel branches away to the right. 
  14-15: Two side tunnels branch off to the left. 
  16-17: Two side tunnels branch off to the right. 
  18: The tunnel twists and turns for 100 feet.   
  19: The path circles back onto itself. (Do not use this 
  result if it closes off the only remaining route.) 
  20: The path leads to a dead end. (Do not use this result if 
  it closes off the only remaining route.) 
  Continue to roll random portions of the maze until it 
  becomes evident to the players that their PCs are in the 
  midst of a labyrinth. They can decide to solve the maze in 
  a number of ways.  
  Wandering Around 
  This is the least effective solution, and takes the longest 
  amount of time. The PCs wander the dungeon for 2d6+3 
  hours before they stumble upon the exit. They inevitably 
  run into one of the labyrinth’s gas spores (see below). 
  Magic 
  The spell find the path solves the maze handily, leading 
  the party in the most direct course to the exit. Assuming 
  a base move of 30, it takes about 90 minutes for a party to 
  get through the labyrinth (or two hours at a base move of 
  20). They do not encounter any of the gas spores in this 
  case. Other spells may assist in a similar fashion. 
  Sleeping On It 
  If the party attempts to rest in the maze, then about every 
  four hours a gas spore (see below) drifts into their 
  campsite. This is no place to rest. Spells like rope trick or 
  Leomund’s tiny hut may help the party avoid these 
  VER8-03 Darkness is Unbound 
   
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  disturbances. PCs do not gain additional experience by 
  fighting extra monsters. 
  Brain Power 
  The adventurers can use their collective intellect and 
  skills to get through the maze by making a straight 
  Intelligence check, a Survival check, or a Knowledge 
  (dungeoneering) 
  check. 
  One 
  player, 
  the 
  leader, 
  determined before the dice are rolled, makes a check of 
  his choice. The other players can assist him by making a 
  DC 10 check with any of the three skills above. Each 
  player may only roll one check.  
  Once the leader’s modified check is totaled, compare the 
  result to the chart below. The highest DC that it achieves 
  determines how long it takes the party to successfully 
  navigate the labyrinth. 
  DC less than 5: 
  2d6+2 hours  
  DC 5:  
   
  2d6+1 hours  
  DC 10:   
  2d4+1 hours  
  DC 15:   
  2d3+1 hours  
  DC 20:   
  2d3 hours  
  DC 25:   
  1d3+1 hours  
  DC 30:   
  1d3 hours (minimum 1.5 hours) 
  DC 35:   
  1d3-1 hours (minimum 1.5 hours) 
  If the party takes four hours or more to get through the 
  maze, then they encounter one of the maze’s guardians. 
  Creatures: Hermann M has transplanted a number of gas 
  spores to this portion of the dungeon to act as sentries. 
  The spores are unintelligent, so they are incapable of 
  upholding Hermann M’s ideals, but their instinctual 
  drive to propagate their species by infecting other 
  creatures suits the druid’s purpose. 
  Parties spending four hours or more in the maze run into 
  one of these mindless horrors. 
  From beyond the next turn in the passage, a large 
  bulbous body drifts into view. Strange stalks sprout 
  from the top of the orb, terminating in staring eyes. 
  As the round body turns, you are faced by a huge 
  unblinking eye and a gaping maw filled with dagger-
  like teeth. 
  Ask for Spot checks from all party members with line of 
  sight to the enemy. If a PC beats the gas spore’s Disguise 
  check (DC 25, not including distance modifiers) then the 
  character recognizes that the creature is not what it 
  seems: Its teeth are not bone, but look more like thorns.  
  PCs that succeed at this Spot check may use Knowledge 
  (nature) to identify the creature as per the normal rules in 
  the Player’s Handbook.  
  PCs that fail the Spot check but still wish to identify the 
  monster may do so using Knowledge (dungeoneering). 
  Treat the creature like a beholder when providing the 
  knowledge check’s results. See Monster Manual, page 26. 
  Use the map in Appendix Five, representing the random 
  section of the labyrinth in which the gas spore is 
  encountered. 
  All APLs (EL 3) 
   
  Gas spore: hp 15; see Appendix One. 
  Tactics: The gas spore charges into melee, attempting to 
  infest the nearest living creature with its slam attack.  
  When it is killed, its “death throes” blast affects all 
  creatures in a 10-foot radius, dealing 6d6 sonic damage 
  and exposing them to its infestation spores.  
  Development: Once the party has made their way to the 
  exit of the maze, read the following. 
  The tunnel stops branching, stops twisting and 
  turning, and eventually levels out. The labyrinth’s 
  exit has been found. 
  Not long afterwards, the party comes to the chamber that 
  Hermann M refers to as the Killing Field. Go on to 
  Encounter 8E.  
  8E. The Killing Field 
  This portion of the dungeon holds a vegetative horror 
  lying in wait for intruders, a decoy idol, and a false 
  ending to the dungeon, encouraging naïve tomb raiders 
  from discovering the real treasure that lies at the heart of 
  the dungeon.  
  The tunnel ahead opens into a cylindrical room. 
  Above, a ring of everburning torches illuminates a 
  domed ceiling. At this level, there is a narrow 
  walkway that circles a wide, circular pit. Vines and ivy 
  rise up from below, covering the floor.  
  When the PCs approach, finish the description of the 
  room.  
  The walls and floor of the pit are covered in vines and 
  ivy. Sixty feet below, at the center of the room stands 
  a small stone pedestal. On top of it rests a delicate, 
  bejeweled golden skull. 
  At APL 6 add: Next to the pedestal, amongst the 
  twisted vines is a gnarled tree, bearing only a few 
  waxy leaves. Its trunk and branches are covered in 
  foot-long thorns.  
  At APL 8 add: Next to the pedestal, amongst the 
  twisted vines are two gnarled trees, each bearing only 
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  a few waxy leaves. Both trees are covered in foot-long 
  thorns. 
  At APL 10 add: Next to the pedestal, amongst the 
  tangled vines is a large leafy bush.  
  At APL 12 add: Next to the pedestal, amongst the 
  twisted vines are two large, leafy bushes.  
  There is no visible exit from this chamber. 
  The Climb DC to navigate the vines is DC 5. The floor of 
  the chamber is sixty feet below the catwalk. PCs that fall 
  take 1d6 points of damage per ten feet fallen.  
  Paranoid adventurers may correctly guess that there are 
  plant monsters here. If they wish to make ranged attacks 
  from the safety of the top of the pit, allow them to do so, 
  though be sure that players are aware that the golden 
  skull looks fragile. If the PCs heedlessly descend, the 
  plants attack. See the tactics section below, for more 
  details by APL.   
  APL 6 (EL 6) 
   
  Ironthorn: hp 103; see Appendix One. 
  APL 8 (EL 8) 
   
  Ironthorns (2): hp 103 each; see Appendix One. 
  APL 10 (EL 10) 
   
  Greenvise: hp 102; see Appendix One. 
  APL 12 (EL 12) 
   
  Greenvises (2): hp 102 each; see Appendix One 
  Tactics: As soon as an intruder crosses into their 
  territory, the plants attack. If the party attacks the plants 
  from the safety of the room’s upper level, the plants begin 
  climbing up to attack them there.  
  At APL 6, using its extended 15-foot reach, an ironthorn 
  slashes out with its vine rakes. If it hits, it uses its 
  improved grab ability to begin a grapple as a free action. 
  If it then establishes a hold, then it draws the victim in, 
  impales him, and delivers its poison. At APL 8, the two 
  ironthorns do not cooperate, but attempt to feed 
  independently from one another.  
  At APL 10, the greenvise’s woodsense ability detects 
  anyone touching the ivy at the top of the chamber. It lies 
  in wait until prey crosses into its threatened area. At that 
  point, it leads combat by releasing a cloud of death fog. In 
  the next round, the plant attempts to use its slam attacks 
  and improved grab to snatch up the nearest enemy. If it 
  can move a grabbed creature to its maw, then the 
  greenvise attempts to swallow the adventurer whole in 
  the next round. If the death fog’s duration expires or if it 
  is dispersed, the greenvise takes an action to release its 
  second daily cloud.  
  If it is instead attacked from range, the greenvise deploys 
  its death fog and climbs toward the attackers. When it 
  can, it fills the upper level area with its second daily death 
  fog and attacks. 
  At APL 12, use the tactics for APL 10. The greenvises take 
  advantage of one another’s uses of the death fog, waiting 
  until one effect expires before releasing another. 
  The Golden Skull 
  This prize has been placed here by Hermann M in order 
  to fool dungeon delvers into thinking that this is the end 
  of the dungeon.  
  Properties of the skull: The skull detects as magical with a 
  strong transmutation aura, due to the permanent Nystul’s 
  magic aura attached to it. It also has a faint aura of Evil, 
  since it is an unholy symbol of Nerull, blessed by clerics 
  of the Winter King.  
  Failing a DC 25 Appraise check means that the PC cannot 
  fathom the skull’s value. If the check is successful, then 
  the PC realizes that it is not inherently valuable at all. The 
  jewels are glass, and the gold is pyrite (fool’s gold). It is an 
  extraordinarily skillful counterfeit, however, and might 
  be worth about 500 gp to the right buyer. 
  Searching the Skull: There are no traps on the skull; it 
  can be picked up without danger. A character that holds 
  it gets an ephemeral sense of uneasiness, but this has no 
  other effect. 
   
  Treasure: Take the golden skull. 
  All APLs: L: 0 gp; C: 83 gp; M: 0 gp. 
   
  Searching the Pedestal: A DC 30 Search check of the 
  pedestal reveals that it can be moved from its place on the 
  floor. PCs with the stonecunning ability that approach 
  the pedestal are allowed a free Search check for this 
  irregular stonework. Elves are permitted a free check due 
  to their racial sixth sense about concealed passages.  
  A DC 25 Strength check can move the pedestal aside, 
  uncovering a narrow tunnel that descends deeper into 
  the dungeons. Alternatively, the pedestal may be 
  destroyed by brute force. 
   
  Stone pedestal: 5 ft. thick; hardness 8; hp 450; Break 
  DC 65. 
  The Exit 
  This cramped crawlspace is only four feet wide. For 
  Medium-sized PCs, fighting within it would be difficult, 
  and Large PCs (including centaurs) will be squeezing for 
  its entire length. 
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  The tunnel spirals on, sloping downward for about a mile. 
  PCs with the stonecunning ability are aware that the 
  tunnel has ultimately led about a half mile deeper 
  beneath the surface.  
  It finally drops down at one end of a ten-foot-wide, thirty-
  foot-long tunnel, covered in ivy. Light emanates from the 
  room at the far end of the tunnel.  
  Development: If the PCs descended through the 
  cramped tunnel, they have emerged in a short passage 
  outside of the Stone Circle room. When they investigate, 
  go to Encounter 8F. 
  If PCs believe that the skull idol is what they seek, then 
  they likely depart the dungeon at this time. In this case, 
  the party never meets Hermann M, and the secret of the 
  Oerthblood below remains safe. They do not gain the 
  Favor of the Brewer, the Wrath of the Iron Wood, or 
  the Secret AR awards. Nor will they earn the Favor of 
  Shannus. Adjudicate their exit from the dungeon and 
  when they return to Glory, go to Conclusion B.  
  8F. Sticks and Storms 
  This chamber is Hermann M’s second-to-last line of 
  defense against intruders. If the party can defeat this trap 
  and its guardians, then they have only the brewer himself 
  to contend with.  
  About thirty feet ahead, the tunnel opens into 
  another large, circular room, illuminated by a dozen 
  continual flames around the domed ceiling. Standing 
  stones are arranged around the walls, and the floor is 
  covered in heaps and piles of fallen leaves, lending 
  the room an eerie resemblance to a druid’s grove.  
  A great monolith of black stone stands at the center 
  of the room in a shallow pool of water. It is similar to 
  the stone that marked the dungeon’s entrance, but 
  this one bears strange markings in an odd alphabet. 
  Beyond it, on the far side of the room is an open 
  doorway, leading on into darkness.   
  The stone’s carvings are in Druidic. A PC with any levels 
  in druid can clearly see them from outside the room. 
  They read: “Barley, Malt, Yeast and Hops: with these 
  words, the reaping stops.”  
  If a PC speaks aloud—in Druidic—the words for barley, 
  malt, yeast, and hops before crossing into the trap’s 
  trigger area, then the trap here is suppressed for two 
  minutes. If the words are spoken after the trap goes off, it 
  resets and lays dormant for two minutes. 
  A comprehend languages spell is of little use here, since 
  the runes must be touched to be understood, and the 
  spell does not give the caster the ability to speak Druidic 
  aloud.  
  Hiding in the piles of leaves here are shambling mounds. 
  See Appendix One for their Hide check modifiers. Allow 
  the PCs to make Spot checks. The mounds do not react to 
  the party unless the trap is triggered or the PCs attack 
  them first. 
  PCs actively searching for traps and PCs with 
  stonecunning may make a Search check to discover some 
  unusual stonework as they move into the room. There are 
  wall separation traps set into the doorways. See Appendix 
  One for the Search DC, by APL. The trigger is tied to the 
  larger encounter trap, below. 
  Trap: The stone circle lightning trap in this encounter is 
  an “encounter trap,” a concept originally presented in 
  Dungeonscape. When activated, an encounter trap acts 
  more like a monster than a traditional trap. It has an 
  initiative count and an attack that it uses to assault PCs in 
  its area on its turn. Also, unlike traditional traps, 
  encounter traps are designed to be encounters that 
  everyone in the party can participate in. PCs can disable 
  portions of it, destroy key components, and use spells to 
  negate its continuing effects. 
  Note: All Disable Device checks in relation to an 
  encounter trap take only one round to attempt, unlike 
  the usual 1d4 rounds to disarm a conventional trap.  
  The stone circle lightning trap is a complex magical trap 
  that is triggered whenever someone comes within ten 
  feet of the central obelisk without first speaking the 
  command words that cause it to deactivate for two 
  minutes (see above).  
  When activated, the central monolith flashes with a blue-
  white light, and the thrum of energy fills the air. At the 
  same moment, the entrance and exit of the room are 
  sealed by separation wall traps.  
   
  Separation Wall Trap: CR +1 (already included in 
  stone circle lightning trap, below); mechanical; detection 
  trigger (alarm, see below); automatic reset; sliding wall 
  (DC 20 Reflex save allows adjacent creature to jump to 
  the other side of the wall before it seals); Search DC as 
  stone circle lightning trap, by APL, see Appendix One; 
  Disable Device 29. 
   
  Sliding Stone Door: 5 in. thick; hardness 10; hp 75; 
  Break DC 28. 
  Creatures: The two shambling mounds that lie hidden 
  here are allies of Hermann M. The druid has explained to 
  them in the past (through the speak with plants spell) the 
  basics of how the stone circle lightning trap works, and 
  he has impressed upon them the importance of not 
  VER8-03 Darkness is Unbound 
   
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  allowing intruders to reach the Oerthblood at the heart 
  of the dungeon. They understand the danger that it could 
  bring to all the whole of Oerth if it were to fall into the 
  wrong hands. By their understanding, the “wrong hands” 
  means anyone who is not an ally of Hermann M. 
  Normally, allies of Hermann M wear holy symbols of the 
  Old Faith and do not set off the trap. If the trap triggers, 
  then the shambling mounds move into combat, but they 
  avoid attacking PCs who display holy symbols of the Old 
  Faith, unless these PCs attack the monsters first.  
  APL 6 (EL 8) 
   
  Advanced Shambling Mound: hp 90; see Appendix 
  One. 
   
  Stone Circle Lightning Trap: CR 5 encounter trap; 
  see Appendix One.  
  APL 8 (EL 10) 
   
  Advanced Shambling Mounds (2): hp 90 each; see 
  Appendix One. 
   
  Stone Circle Lightning Trap: CR 7 encounter trap; 
  see Appendix One.  
  APL 10 (EL 12) 
   
  Huge Advanced Shambling Mounds (2): hp 168 
  each; see Appendix One.  
   
  Stone Circle Lightning Trap: CR 9 encounter trap; 
  see Appendix One.  
  APL 12 (EL 14) 
   
  Truly Rotten Advanced Shambling Mounds (2): 
  hp 252 each; see Appendix One. 
   
  Stone Circle Lightning Trap: CR 11 encounter 
  trap; see Appendix One.  
  Tactics: The shambling mounds move into melee just 
  after the trap goes off for the first time. They attack the 
  weakest party members with their improved grab and 
  constrict abilities. 
  Due to the shambling mound’s immunity to electricity, 
  the monsters here are not harmed by the trap. Instead, 
  they gain 1d4 points of Constitution for every lightning 
  arc that hits them.  
  It is recommended that the DM keep a separate 
  Constitution tracker for each shambling mound, next to 
  their hit point tallies. If a shambling mound is hit by a 
  lightning arc, roll for their Constitution bonus. Every 
  time this number increases to or past an even number 
  (i.e. when it increases from 17 to 18 or from 17 to 19), add 
  a number of hit points equal to the shambling mound’s 
  Hit Dice to its current total. Each increase in a shambler’s 
  Constitution modifier also affects its Fortitude save. 
  These additions to Constitution stack every time they are 
  hit by a separate electricity attack, meaning that they 
  could gain as much as 4d4 points of Constitution in a 
  single round (if hit by all four of the trap’s lightning arcs). 
  Even if the trap is triggered and combat begins, the 
  shambling mounds recognize the symbols of Hermann 
  M’s faith. PCs who openly display holy symbols of Beory, 
  Ehlonna, Nerull, Obad-Hai, or Pelor are not attacked by 
  the shambling mounds unless that PC attacks one of the 
  shambling mounds first.  
  Furthermore, if one of these Flannae Old Faith holy 
  symbols is presented forcefully and strong words are 
  spoken to the monsters, they back down. They do not 
  understand Common (or any language), but they do 
  understand if someone is calling off an attack. Verbal 
  spell components do not fulfill this tactical choice. This 
  tactic is not likely to be stumbled upon by accident 
  unless someone attempts to turn or rebuke the 
  shambling mounds. The PC must make a decision to call 
  them off by presenting their holy symbol and yelling at 
  them. 
  Treasure: The monsters have no treasure. 
   
  Development: Once the trap’s duration has expired, the 
  doors on either end of the room open, allowing the party 
  to continue deeper into the dungeon. The exit of the 
  stone circle room is a short ledge that rapidly 
  disintegrates into an underground gorge. The gorge 
  slides downward at a steep 45-degree grade. At the 
  bottom is a five-foot wide walkway that leads to the left. 
  At the end of this “hall” is the great black door in 
  Encounter 8G. 
  8G. The Ebony Door 
  At the threshold of Hermann M’s most private sanctum, 
  the PCs are given a final warning to turn back. 
  The heavy, iron bound, black wooden door here bears 
  five symbols and below them, a warning written in 
  Common that reads: “All those who seek to protect 
  the Iron Wood and its denizens, turn back now. What 
  lies beyond is not for the eyes of gods or mortals and 
  should remain undisturbed.” 
  If the PCs have not already identified the gods referenced 
  here, a DC 10 Knowledge (religion) check is needed at 
  this point to correctly recall them as Ehlonna, Obad-Hai, 
  Beory, Nerull, and Pelor. Collectively, these gods make 
  up the Flan version of the Old Faith.  
  The door is not trapped, but it appears to be barred from 
  the other side. If the party wishes to proceed, they have 
  to break the door down or use magic to bypass it. 
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  Heavy darkwood door: 6 in. thick; hardness 5; hp 
  60; Break DC 28. 
  Once past this barrier, the party finds themselves before 
  the lake of Oerthblood. Go to Encounter 9.  
  If the PCs instead heed the warning on the door and turn 
  back toward Glory, they will have pleased Hermann M 
  with their wisdom. They earn the Favor of the Brewer 
  award on the AR. They do not gain the Wrath of the 
  Iron Wood or Secret awards. Proceed to the Conclusion. 
  Encounter Nine: Blood of the 
  Oerth 
  At the heart of the Oerthblood dungeon, the party comes 
  face-to-face with the man responsible for setting up the 
  defenses that they have overcome.  
  The doorway opens into a huge natural cavern, easily 
  a hundred feet in length. It is dominated by a lake of 
  reddish-black sludge. Out across the lake is a small 
  island where two large trees stand beneath the light 
  of an artificial sun affixed in the air overhead.  
  A dirty and disheveled old man with an untamed 
  beard leans against one of the trees. He holds a 
  gnarled staff in one hand and an ale mug in the other. 
  As he takes a casual swig of his drink, he says, “Please 
  put your weapons away. I’d really prefer not to kill 
  you.”  
  PCs who played the interactive adventure VERI5-03 
  March of the Giants may have met Hermann M then, but 
  he behaved far more like a “crazy old coot” at that time.  
  One of the trees here is Hermann M’s dire tiger 
  Uberstein, whom Hermann M has cast tree shape on. 
  The other is the tree which Hermann M uses when he 
  needs to tree stride into the dungeon.   
  Creatures: Hermann M has little patience here. He has 
  spent decades protecting this source of Oerthblood, and 
  the adventurers have systematically bypassed and 
  destroyed his defenses in the span of a single day. 
  His foremost concern is to keep the Oerthblood out of 
  the wrong hands, and his limited experience with 
  adventurers tells him that they generally cannot be 
  trusted to keep the larger picture in mind.  
  The surest way to prevent this Oerthblood (or the 
  knowledge of it) from falling into the wrong hands is to 
  kill everyone in the adventuring party and be done with 
  them. Fortunately for the PCs, Hermann M does not like 
  to kill if he can avoid it. 
  He attempts to speak with the party, but if they are rude, 
  disrespectful, or excessively proud, then Hermann M 
  may decide to demonstrate his power.  
  All APLs (EL 16) 
   
  Hermann M, The Protector of the Iron Wood: 
  male human Drd15/Beastmaster1; hp 108; see Appendix 
  One. 
   
  Uberstein: male dire tiger animal companion; hp 
  135; see Appendix One. 
  Speaking with Hermann M 
  If the PCs are wise, they can take advantage of Hermann 
  M’s offer to speak, rather than rushing into a fight. If the 
  PCs comply with Hermann M’s initial request, he starts 
  the dialogue. He maintains an aura of control, and keeps 
  the conversation moving on his terms.  
  “Why don’t we start with who you are and what in the 
  name of the Reaper’s scythe you’re doing here.” 
  If the PCs say anything relating to Shannus or the Great 
  Dire Dark, Hermann M dismisses it quickly: “Shannus’s 
  devotion to duty is admirable, but the Great Dire 
  Dark is no more.” 
  If treated with respect, Hermann M is willing to answer 
  some very basic questions.  
  • 
  Who are you? I am Hermann M, the Protector of 
  the Iron Wood and guardian of its secrets.  
  • 
  The same Hermann M of ‘Hermann M’s Special 
  Blend’? The same.  
  • 
  What is this lake made of? It is Oerthblood, a 
  substance used in the forging of artifacts.  
  • 
  What do you want with the Oerthblood? I’ve 
  known of this reservoir for decades. I don’t wish 
  to use it, only to protect it and the knowledge of 
  its existence from falling into the wrong hands.  
  • 
  Who are you protecting it from? Anyone who 
  would harness its power for their own ends. It is 
  no more good or evil than the person who 
  controls it, but some things are best left 
  undisturbed by the hands of mortals. Or even 
  gods. 
  • 
  Can I take some of it? Absolutely not. 
  • 
  Did you know that there is more of this stuff in the 
  Quarry? Yes. But if you know about it, then things 
  are worse than I thought. I will contain it.   
  If the PCs have no questions, or once these basic points 
  have been laid out, Hermann M cuts to the root of the 
  problem. 
  VER8-03 Darkness is Unbound 
   
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  “Your misguided determination to find what lies in 
  these caverns has led us all to a difficult situation. My 
  efforts have not deterred you from learning what you 
  should never have known. You must swear an oath to 
  keep the secret of this place and never return. If you 
  ever speak of what lies here, rest assured, you will live 
  to regret it.”     
  Hermann M does not allow anyone to leave who has not 
  sworn an oath to this effect. Once everyone takes this 
  oath, then Hermann M nods, satisfied, and tells them to 
  go.  
  The oaths to make a full report to Shannus (which the 
  PCs took in Encounter Six) are none of Hermann M’s 
  concern. He doesn’t care what the PCs decide to tell 
  Shannus, as long as they keep the secret of the 
  Oerthblood. 
  Hermann M has little patience for “clever” deal makers. If 
  he suspects that someone is trying to leave a loop-hole 
  open as they give their word (i.e. “I will tell no man,” 
  when their intent is to tell Shannus, an elven dragon 
  disciple), then the druid calls them out on it. If someone 
  swears an oath to him, he expects them to honor the 
  intent of the oath far more than its strict wording.  
  If anyone refuses to take the oath of secrecy, then 
  Hermann M is very plain about not allowing them to 
  leave this place alive. If they steadfastly refuse, even 
  under threat of imminent death, then the druid begins 
  combat (see “Fighting Hermann M,” below). He avoids 
  targeting PCs who are not resisting him, and accepts 
  surrender at any time. PCs who refuse to take the vow of 
  secrecy earn the Wrath of the Iron Wood award on the 
  AR.  
  PCs who take the vow and who honor it receive the 
  Favor of the Brewer award on the AR. Once the vows 
  are finished, Hermann M bids the party to depart. When 
  the adventurers do, proceed to the Conclusion. 
  Fighting Hermann M 
  Hermann M has been expecting the adventurers ever 
  since they tripped the alarm at the entrance to the 
  dungeon. He has had more precise warning of their 
  impending arrival from the noise of the fight in 
  Encounter 8F.  
  Upon arriving in the Oerthblood cave, about 15 minutes 
  after the adventurers entered the dungeon, Hermann M 
  cast longstrider on himself and on his dire tiger animal 
  companion Uberstein. He also cast spike stones around 
  the entrance to the Oerthblood cavern and the edges of 
  the island. These spells last for 15 hours each. If the PCs 
  does not arrive at the heart of the dungeon that day, then 
  he casts them again in the morning.  
  When he hears the trap trigger in Encounter 8F, 
  Hermann M begins his final preparations. In case it 
  becomes relevant, he casts these spells in the following 
  order:  
  Round 1: casts a nonlethal fire seeds and drops the eight 
  holly berry bombs in one of the squares at the entrance to 
  the Oerthblood chamber.  
  Round 2: casts fire seeds and drops the eight holly berry 
  bombs in one of the squares at the entrance to the 
  Oerthblood chamber. 
  Round 3: casts air walk on his dire tiger Uberstein, 
  mounts up, and rides across the lake of Oerthblood to the 
  island.  
  Round 4: casts barkskin on himself.  
  Round 5: casts barkskin on Uberstein.  
  Round 6: casts stoneskin on Uberstein.  
  Round 7: casts speak with animals. 
  Round 8: draws a potion of greater magic fang (+5), and 
  feeds the potion to Uberstein. 
  Round 9: casts tree shape on Uberstein. 
  Round 10: casts freedom of movement on himself. 
  Round 11: casts freedom of movement on Uberstein. 
  Round 12: draws a scroll and casts bear’s endurance on 
  himself. 
  Round 13: draws a scroll and casts bear’s endurance on 
  Uberstein; casts nature’s favor on Uberstein (a swift 
  action). 
  Round 14: casts healing lorecall on himself. 
  Round 15: casts listening lorecall on himself. 
   
  If combat breaks out, Hermann M spends his first 
  round’s actions in the following way: If there are any PCs 
  within their blast radius, he activates the nonlethally-
  substituted fire seed holly berry bombs that are near the 
  entrance of the cavern as a standard action, dealing 
  8d8+120 points of nonlethal damage to everyone in a 10-
  foot radius. He dismisses the tree shape spell on 
  Uberstein as a free action (as described in the spell, see 
  Player’s Handbook page 296). He then demands that the 
  party surrender as a free action and spends two charges 
  from his belt of battle (a swift action) to gain another 
  standard action, which he uses to ready the casting of a 
  rapid summon nature’s ally VI if they do not immediately 
  comply. Uberstein readies to charge and pounce on the 
  nearest invader if his master presses the attack. 
  If the party does not lay down their arms, then Hermann 
  M’s readied action goes off. He summons a huge earth 
  elemental next to the party and as a free action (through 
  speak with animals) directs Uberstein’s charge toward 
  the “softest” viable target. 
  Every round, Hermann M demands that the party 
  surrender. He accepts surrender from individuals at any 
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  time, calling off his allies from attacking those PCs. If the 
  entire party surrenders, Hermann M is still willing to 
  speak peacefully. Refer to the section, “Speaking with 
  Hermann M,” above. If his honorable behavior is not 
  returned in kind, then he shows absolutely no mercy, 
  sparing no one. 
  Tactics: Hermann M’s tactics should be dictated by his 
  opponents’ actions, but what follows are general 
  suggestions:  
  If Hermann M has taken damage, he casts unyielding 
  roots on himself.  
  If the party is airborne, then he may cast a wall of stone to 
  create a semi-dome over himself. The next round, he will 
  spontaneously cast a normal summon nature’s ally VI 
  spell to summon a large air elemental. 
  If the party is not airborne, he casts a rapid summon 
  nature’s ally V to summon 1d3 brown bears. He directs 
  them, by virtue of his active speak with animals spell to 
  grapple the spellcasters.  
  Hermann prefers to use his animal growth spell after 
  summoning animals, but if necessary, he will cast it on 
  Uberstein alone.  
  If a heavily-armored character seems particularly 
  effective, he may use his wall of stone scroll in an attempt 
  to entrap her, forcing a Reflex save. He may follow this 
  by commanding any present earth elementals to attack 
  the trapped creature from beneath the ground.  
  If Hermann M feels that he faces a significant threat in 
  the PCs, he triggers the remaining (lethal) fire seed holly 
  berry bombs that he placed at the entrance of the cave 
  (assuming that enemies are in their blast radius), and 
  commands his summoned allies to drown the intruders 
  in the lake of Oerthblood. The dire animals may grapple 
  and drag them into the lake for a pin. The huge earth 
  elemental may use its Awesome Blow feat to knock 
  opponents into the deeper parts of the lake. A large air 
  elemental can form a whirlwind and drop PCs in the 
  Oerthblood, as well.  
  If the battle goes poorly for Hermann M, then he will call 
  Uberstein to his side and activate the word of recall 
  stored within his spellstaff. It teleports them both back to 
  Hermann M’s cabin in the Iron Wood. In this case, all 
  PCs gain the Wrath of the Iron Wood award on the AR. 
   
  Treasure: Defeat Hermann M and his dire tiger animal 
  companion. 
  All APLs: L: 109 gp; C: 212 gp, 250 gp of diamond dust; M: 
  amulet of health +2, 333 gp per character, belt of 
  battle, 1000 gp per character, cloak of resistance +4, 
  1333 gp per character, cloak of resistance +5, 2083 gp 
  per character, Hermann M’s special mug, 17 gp per 
  character, Heward’s handy haversack, 167 gp per 
  character, periapt of wisdom +4, 1333 gp per 
  character, potion of greater magic fang +5, 250 gp per 
  character, potion of haste, 63 gp per character, potion 
  of invisibility, 25 gp per character, potion of remove 
  blindness/deafness (x2), 63 gp per character each, 
  ring of protection +2, 1333 gp per character, scroll of 
  bear’s endurance (x2), 12 gp per character each, scroll 
  of bull’s strength, 12 gp per character, scroll of cat’s 
  grace, 12 gp per character, scroll of wall of stone, 94 
  gp per character, +2 death ward wildwood breast 
  plate, 821 gp per character, +2 large studded leather 
  barding, 354 gp per character, +1 heavy wooden 
  shield, 96 gp per character.  
   
  Development: All PCs who enter this chamber and who 
  also investigated the Quarry shrine gain the Secret award 
  on the AR. Any PC who touches the Oerthblood here 
  earns the Exposed to Oerthblood award on their AR.  
  If Hermann M defeats everyone in the party, he revives 
  any unconscious survivors one at a time, offering to 
  release them if they take his vow. Surviving PCs may 
  remove their dead friends, but the druid warns that if 
  they are resurrected, they must be bound by the vow of 
  secrecy. 
  Once the PCs take Hermann M’s vow (or do battle with 
  him), they have nothing left to do but report back to 
  Shannus. Proceed to the Conclusion. 
  If Hermann M lives, he decides to collapse the 
  Oerthblood dungeon under earthquake spells. He also 
  uses move earth and animate plants to destroy evidence 
  of the entrance grove, ensuring that no one ever returns 
  to the reservoir. But first, he secretly follows the party 
  back to Glory, watching them to see if they hold true to 
  their vows. 
  Conclusion: Fall from Glory 
  The return to Glory is uneventful. If the party rests in the 
  Iron Wood on their way back (as is likely), none of the 
  lycanthropes disturb them, still working on the orders of 
  the Moonlord.  
  If the party has pledged an oath of secrecy to Hermann 
  M, then they may want to decide on what they tell 
  Shannus before they arrive back at the logging town. 
  Give them time to deliberate this amongst themselves 
  before they arrive in Glory. 
  Once more, you return to Glory. Outside of the Fallen 
  Timber Tavern, Breyin the Moonlord sits in a chair 
  calmly puffing on an ippwood pipe. Shannus, by 
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  contrast, is restlessly pacing the ground. Sir Quin 
  stands nearby, and as you near, the knight draws his 
  lord’s attention to your approach. 
  “Well, what did you find?” the Mayor of Glory eagerly 
  demands. “Tell me everything, starting from when 
  Breyin was banished!” 
  What the PCs reveal at this point determines the 
  conclusion that they receive and whose favors they earn 
  on the AR. 
  Conclusion A: Revealing the Oerthblood to Shannus 
  If PCs choose to disregard their vow to Hermann M in 
  order to tell Shannus what truly lay at the heart of the 
  dungeon, then Shannus is forced to confront the fact that 
  he has been manipulated into doing great harm to the 
  Viscounty. 
  “No!” Shannus cries with incredulity, “This cannot be! 
  It cannot! The prophecy foretold that the Great Dire 
  Dark had returned!” 
  “But if the prophecy is false,” he continues 
  impotently, “then everything that it urged me to do 
  has brought only chaos and death to the people of 
  Verbobonc: Validia, the war with Avgustin… noble 
  houses destroyed, hundreds slain, and all for nothing. 
  And for all, Shannus bears the blame.” 
  He pulls from his vest the tattered prophesy which 
  spurred him into action. “Curse the day that Rygor 
  and the Gnarley elves laid this in my hands, for it led 
  only to ruin!” 
  Sir Quinsaron moves to steady his lord, but Breyin 
  merely looks on in pity.  
  The parchment slips from Shannus’s hand and the 
  once great ruler of the Iron Wood falls to his knees, 
  crying out to the Iron Wood: “Shannus is undone!” 
  The PCs receive the Favor of Shannus, the Favor of the 
  Moonlord, and the Wrath of the Iron Wood awards on 
  the AR. They do not receive the Favor of the Brewer. 
  The End 
  Conclusion B: Never Reaching the Oerthblood OR 
  Concealing the Oerthblood from Shannus 
  This Conclusion is used when PCs either turn back 
  before reaching the end of the dungeon or when they tell 
  Shannus everything except what was discovered in 
  Encounter Nine.  
  1) If the PCs never reached Encounter Nine, or if they 
  present him with the golden skull idol, then Shannus is 
  outraged that they have not followed through on their 
  quest. He believes that they have been duped by the 
  Great Dire Dark. 
  “Fools!” Shannus rages, “The prophecy said to seek 
  adventurers that they would lead to its defeat. But you 
  fell for the simplest of tricks, and the Great Dire Dark 
  still lives!” 
  Skip the next read-aloud text block and continue below. 
  2) If the party reached Encounter Nine and decides to 
  keep their vow to Hermann M by revealing everything to 
  Shannus except what lies beyond the Ebony Door, then 
  he is outraged at their insolence. He believes that they 
  are in league with the Great Dire Dark and are hiding 
  something to protect it. 
  “Deceivers!” Shannus rages, “The prophecy said to 
  seek adventurers that they would lead to its defeat. 
  But the Great Dire Dark still lives, and you protect it 
  with your silence and your lies!” 
  Continue either of the above paragraphs below.  
  Pulling the tattered prophesy from within his vest, he 
  crushes it in his fist. “Curse the day that Rygor and 
  the Gnarley elves laid this in my hands, if it leads 
  only to the likes of you!” 
  He throws it at your feet and orders, “Be gone from 
  my sight, false adventurers! Obviously only Shannus 
  can be trusted with this task.”  With that, Shannus 
  storms inside the Fallen Timber Tavern.  
  Breyin and Sir Quinsaron exchange a look, and 
  Shannus’s lieutenant slowly follows his lord.  
  Breyin turns to you with an expression full of pity for 
  the mayor of Glory. “I do not know all that you found 
  in the Wood, but I know that it was not the Great 
  Dire Dark. I fear that Shannus has been manipulated 
  this past year. In pursuing his enemy, he has 
  weakened the Viscounty at every turn. The Gnarley 
  elves who nudged him into action with this prophecy 
  have much to answer for.” 
  The PCs receive the Favor of the Moonlord. If they 
  reached Encounter 8G (the Ebony Door), they also gain 
  the Favor of the Brewer on the AR. They do not receive 
  the Favor of Shannus or the Wrath of the Iron Wood. 
  The End 
   
  Conclusion C: Telling Shannus what he wants to hear 
  Some parties may decide that the best way to keep their 
  vow to Hermann M is to tell Shannus what they know he 
  wants to hear. If the PCs decide to lie to Shannus, telling 
  him that they encountered the Great Dire Dark (and 
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  perhaps that they vanquished it), then they receive the 
  following conclusion. 
  “Vindication!” Shannus laughs. “I never doubted the 
  truth of the prophecy. It foretold your victory!” 
  From his vest he pulls the tattered prophesy that 
  spurred him into action. “Gods bless the day that 
  Rygor and the Gnarley elves laid this in my hands. 
  Closing the Iron Wood, invading Validia, the war 
  with Avgustin – all of it was in the name of this 
  greater good!”  
  “Come, my friends, inside, where we will toast our 
  triumph over darkness!” Shannus and Sir Quinsaron 
  stride into the Fallen Timber Tavern.  
  Breyin, however, slowly shakes his head and 
  condemns you with his gaze. He clearly knows that 
  the Great Dire Dark had never returned, and that the 
  chaos and destruction Shannus brought to the 
  Viscounty was for no greater good.  
  “It seems that the elves manipulated Shannus,” he 
  says. “though we do not yet know their motives. With 
  your 
  lies, 
  you 
  have 
  made 
  yourselves 
  their 
  accomplices.”  
  With that, the Moonlord departs Glory while 
  Shannus’s misplaced revelry begins. 
  The PCs receive the Favor of Shannus, and the Favor of 
  the Brewer on the AR. They do not gain the Favor of the 
  Moonlord or the Wrath of the Iron Wood. 
  The End 
  Experience Point Summary 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award.  Award the total value (objectives plus 
  roleplaying) to each character. 
  Encounter Two: There Will Be Blood 
  Defeat the bloody monsters. 
   
  APL 6 
  210 XP 
   
  APL 8 
  270 XP 
   
  APL 10 
  330 XP 
   
  APL 12 
  390 XP 
   
  Encounter Eight-D: The Labyrinth of Eyes 
  Bypass the gas spore by navigating the maze quickly, or 
  defeat the gas spore in combat. 
   
  APL 6 
  90 XP 
   
  APL 8 
  90 XP 
   
  APL 10 
  90 XP 
   
  APL 12 
  90 XP 
   
  Encounter Eight-E: The Killing Field 
  Defeat or get past the plant monsters. 
   
  APL 6 
  180 XP 
   
  APL 8 
  240 XP 
   
  APL 10 
  300 XP 
   
  APL 12 
  360 XP 
   
  Encounter Eight-F: Sticks and Storms 
  Defeat the shambling mounds and the stone circle 
  lightning trap. 
   
  APL 6 
  240 XP 
   
  APL 8 
  300 XP 
   
  APL 10 
  360 XP 
   
  APL 12 
  420 XP 
   
  Encounter Nine: The Blood of the Oerth 
  Defeat Hermann M and his dire tiger. This encounter is 
  untiered, and it is not necessary to earn these experience 
  points to gain the maximum possible in this scenario. 
   
  APL 6 
  480 XP 
   
  APL 8 
  480 XP 
   
  APL 10 
  480 XP 
   
  APL 12 
  480 XP 
   
  Award for Good Roleplaying 
   
  APL 6 
  180 XP 
   
  APL 8 
  225 XP 
   
  APL 10 
  260 XP 
   
  APL 12 
  305 XP 
   
  Total Possible Experience 
   
  APL 6 
  900 XP 
   
  APL 8 
  1125 XP 
   
  APL 10 
  1350 XP 
   
  APL 12 
  1575 XP 
    
  Treasure Summary 
  During an adventure, PCs encounter treasure, usually 
  finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  VER8-03 Darkness is Unbound 
   
  Page 30 
  
   
  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 PCs cannot take the time 
  to loot the bodies, they do not gain this gold.  If you feel 
  it is reasonable that PCs 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), PCs may return to retrieve loot.  If the PCs 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 PCs may want to use them during the adventure. 
   Many times PCs 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 PCs 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, PCs may spend additional Time Units 
  to practice professions or create items immediately after 
  the adventure so this total may be modified by other 
  circumstances. 
  L:  Looted gear from enemy  
  C:  Coin, Gems, Jewelry, and other valuables  
  M:  Magic Items  
  Encounter One: Not Again! 
  Accept Ghen Tayber’s offer of employment. 
  APL 6: L: 0 gp; C: 300 gp per character; M: 0 gp. 
  APL 8: L: 0 gp; C: 400 gp per character; M: 0 gp. 
  APL 10: L: 0 gp; C: 500 gp per character; M: 0 gp. 
  APL 12: L: 0 gp; C: 600 gp per character; M: 0 gp. 
   
  Encounter Three: Questions in the Quarry 
  Discover the secret cache of unholy water in the 
  abandoned shrine. 
  All APLs: L: 12 gp; C: 0 gp; M: 0 gp. 
   
  Encounter Six: Faded Glory 
  Accept Shannus’s mission. 
  APL 2: L: 0 gp; C: 500 gp per character; M: 0 gp. 
  APL 4: L: 0 gp; C: 1000 gp per character; M: 0 gp. 
  APL 6: L: 0 gp; C: 2000 gp per character; M: 0 gp. 
  APL 8: L: 0 gp; C: 3000 gp per character; M: 0 gp. 
   
  Encounter Eight-E: The Killing Field 
  Take the golden skull idol. 
  All APLs: L: 0 gp; C: 83 gp; M: 0 gp. 
   
  Encounter Nine: The Blood of the Oerth 
  Kill Hermann M and his dire tiger companion. 
  All APLs: L: 109 gp; C: 212 gp, 250 gp of diamond dust; M: 
  amulet of health +2, 333 gp per character, belt of 
  battle, 1000 gp per character, cloak of resistance +4, 
  1333 gp per character, cloak of resistance +5, 2083 gp 
  per character, Hermann M’s special mug, 17 gp per 
  character, Heward’s handy haversack, 167 gp per 
  character, periapt of wisdom +4, 1333 gp per 
  character, potion of greater magic fang +5, 250 gp per 
  character, potion of haste, 63 gp per character, potion 
  of invisibility, 25 gp per character, potion of remove 
  blindness/deafness (x2), 63 gp per character each, 
  ring of protection +2, 1333 gp per character, scroll of 
  bear’s endurance (x2), 12 gp per character each, scroll 
  of bull’s strength, 12 gp per character, scroll of cat’s 
  grace, 12 gp per character, scroll of wall of stone, 94 
  gp per character, +2 death ward wildwood breast 
  plate, 821 gp per character, +2 large studded leather 
  barding, 354 gp per character, +1 heavy wooden 
  shield, 96 gp per character.  
   
  Maximum Possible Treasure  
   
  APL 6: 900 gp 
   
  APL 8: 1300 gp 
   
  APL 10: 2300 gp 
   
  APL 12: 3300 gp 
   
   
  Items to be Listed on the AR: 
  Cross out any item not gained. 
   
  VER8-03 Darkness is Unbound 
   
  Page 31 
  
   
  Exposed to Oerthblood: You have been touched by an 
  ancient arcane substance. The ramifications of this are as 
  yet unclear. 
  Thanks of the Menagerie Master: Ghen Tayber will 
  help you keep track of an item which you might purchase 
  later. Choose one item below to which you gained access 
  and change it to Frequency: Any. If you have the Favor of 
  Ghen Tayber from VER4-03 Glory’s Warriors, choose 
  three items.  
  Favor of Shannus: The Mayor of Glory is proud of your 
  dedication. He provides access to the items below 
  marked Sh and opens access to the Dragonheart Mage 
  (RotD), Dragon Devotee (RotD), and Wild Mage (CAr) 
  prestige classes. 
  Favor of the Moonlord: For seeking out darkness 
  wherever it may lurk, Breyin makes the items below 
  marked ML available to you. He also opens access to one 
  of the following weapon enhancements: metalline 
  (MIC), mighty smiting (MIC), or holy (DMG).   
  Favor of the Brewer: The Protector of the Iron Wood 
  respects your discretion. He offers the items below 
  marked HM and opens access to the Bonded Summoner 
  prestige class (MH). 
  Wrath of the Iron Wood: The forces of nature have 
  rebelled against you. From now on, you suffer a -2 penalty 
  to attack rolls, saving throws, skill checks, and ability 
  checks whenever you are in a woodland environment. 
  This curse can only be removed by a miracle or wish. 
  Lawful Respect: For helping justice prevail, the 
  Bondsmen of Estival grant you access to the items below 
  marked BE and one of the following weapon 
  enhancements: axiomatic, maiming (MIC), or merciful. 
  Members of the Bondsmen of Estival gain 3 Affiliation 
  points.  
  Shadowy Gratitude: You have performed a great service 
  for the Battirovka Family and the Black Rose Company. 
  They open access to the items below marked BB and to 
  one of the following weapon enhancements: anarchic, 
  blurstrike (MIC), or deadly precision (MIC). Members of 
  either organization gain 3 Affiliation points. Members of 
  both earn 6 in each. 
  Enmity of the Family: Word of your merciless 
  adherence to the Law has spread. From now on, all rogues 
  who sneak attack you twist their blades to inflict more 
  pain. They may re-roll all sneak attack dice against you 
  that come up as a one.  
  Secret: You have learned that reservoirs of Oerthblood 
  are pooled beneath the Viscounty. 
   
  Reward Notes for the AR 
  Exposed to Oerthblood: This item is awarded to all PCs 
  that make a successful melee attack against any monsters 
  in Encounter Two, who take damage from any monster 
  in Encounter Two, or who come into contact with any 
  Oerthblood in Encounter Three or Encounter Nine. 
  Thanks of the Menagerie Master: This favor is given to 
  all PCs who agree to escort Ghen Tayber and his 
  menagerie to Glory.  
  Favor of Shannus: This favor goes to PCs who reach 
  Encounter Nine and tell Shannus about the Oerthblood, 
  or to PCs who tell Shannus that the Great Dire Dark had 
  returned.  
  Favor of the Moonlord: All PCs who investigate the 
  dungeon earn this award. But it is not awarded if the 
  party misleads Shannus into thinking that the Dire Dark 
  had returned. Breyin does not condone justifying 
  Shannus’s actions. 
  Favor of the Brewer: This award is given to PCs who 
  either swear to keep the Oerthblood reservoir secret or 
  who turn back in Encounter 8G, just before reaching the 
  Oerthblood lake (since Hermann M respects their 
  wisdom in heeding his warning). PCs cannot gain both 
  this favor and the Wrath of the Iron Wood.  
  Wrath of the Iron Wood: This award is given to PCs 
  who swore not to reveal the secret of the Oerthblood 
  reservoir and then broke that oath by telling Shannus 
  about it. PCs who violate their oath by exploiting a 
  technical loophole still earn this award. All PCs receive 
  this wrath if they fight or kill Hermann M and never take 
  his oath.   
  Lawful Respect: This award is granted to all PCs if the 
  party returns the fugitives from Encounter Four to the 
  custody of the Bondsmen. The prisoners must be 
  returned alive unless there is a Bondsman of Estival in 
  the party. 
  Shadowy Gratitude: This award is granted to all PCs if 
  the party aids the escape of the fugitives in Encounter 
  Four. Merely ignoring the them is not enough to earn 
  this favor; PCs must encounter and actively help them.  
  Enmity of the Family: This AR award is given to parties 
  that recapture and turn in any of the fugitives, either 
  dead or alive. 
  Secret: PCs that learn of the Oerthblood in Encounter 
  Three and in Encounter Nine earn this award. Finding 
  the Oerthblood in both encounters is required. 
  VER8-03 Darkness is Unbound 
   
  Page 32 
  
   
   
  Items Found During the Adventure 
   
  APL 6 
  Unholy water, Freq: Adv, 25 gp 
  Sh mithril buckler, Freq: Regional, RotW 
  Sh scroll of alter fortune, Freq: Adv, PH2 
  Sh scroll of animalistic power, Freq: Adv, PH2 
  ML adamantine longsword, Freq: Adv, DMG 
  ML scroll of healing spirit, Freq: Adv, PH2 
  ML scroll of mark of doom, Freq: Adv, PH2  
  HM Hermann M’s Special Stein, (everfull mug (MIC) 
  that creates Hermann M’s Special Blend) Freq: Adv, 
  400 gp 
  HM thorn pouch, Freq: Regional, MIC 
  HM scroll of linked perception, Freq: Adv, PH2 
  HM scroll of mass longstrider, Freq: Adv, PH2 
  BE inquisitor bracers, Freq: Regional, MIC 
  BB arcane thieves’ tools, Freq: Metaregional, MIC 
   
  APL 8 (as APL 6 plus the following) 
  Sh true strike gauntlets, Freq: Regional, MIC 
  ML sacred scabbard, Freq: Adv, MIC 
  HM bag of flames, Freq: Regional, MIC 
  BE armbands of might, Freq: Regional, MIC 
  BB mask of lies, Freq: Metaregional, MIC 
   
  APL 10 (as APL 6-8 plus the following) 
  Sh strongarm bracers, Freq: Regional, MIC 
  ML ring of vengeance, Freq: Adv, MIC 
  HM wilding clasp, Freq: Regional, MIC 
  BE noble pennon, Freq: Regional, MIC 
  BB deathstrike bracers, Freq: Metaregional, MIC 
   
  APL 12 (as APL 6-10 plus the following) 
  Sh metamagic rod (sculpting), Freq: Regional, MIC 
  ML celestial armor, Freq: Adv, DMG 
  HM bracers of lightning, Freq: Adv, MIC 
  BE the fist, Freq: Regional, MIC 
  BB rod of cats, Freq: Metaregional, MIC 
   
     
  VER8-03 Darkness is Unbound 
   
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  VER8-03 Darkness is Unbound 
   
  Page 34 
  Appendix 1: NPCs 
  ALL APLs 
  Introduction and Encounter Three: 
  Questions at the Quarry 
  B O N D S M AN  O F  T H E  V I S C O U N T 
  CR 2 
  Male Human ranger1/fighter 1 
  LN Medium humanoid (Human) 
  Init +1 Senses Listen +0, Spot +4 
  Languages Common and either: Elven (50%), 
  Gnomish (25%), or Orcish (25%) 
  AC 18, touch 11, flat-footed 17 
   (+1 Dex, +5 armor, +2 heavy shield) 
  hp 17 (2 HD) 
  Fort +6, Ref +3, Will +2 
  Speed 60 feet (12 squares) mounted, or 20 ft. (4 
  squares) on foot 
  Melee masterwork lance +4 (1d8+2/x3) or 
  Melee longsword +4 (1d8+2/19-20) 
  Ranged light crossbow +3 (1d8/19-20) 
  Base Atk +2; Grp +4 
  Atk Options Mounted Combat, Power Attack, Ride-
  By Attack 
  Combat Gear oil of magic weapon, potion of cure 
  light wounds 
  Abilities Str 15, Dex 13, Con 14, Int 8, Wis 12, Cha 
  10 
  Feats Mounted Combat, Power Attack, Ride-by-
  Attack, Track 
  Skills Handle Animal +3, Knowledge (Local) +1, Ride 
  +6, Sense Motive +3, Speak language (elven, 
  gnomish or orcish), Spot +4, Survival +5 
  Possessions combat gear plus light warhorse (with 
  maximum hit points), military saddle, bit and bridle, 
  saddlebags, 
  plus 
  chain 
  mail, 
  heavy 
  shield, 
  masterwork lance, longsword, silver morningstar, 
  sap, crossbow with 10 bolts, tabard bearing the 
  crest of House Estival, map of Verbobonc, pocket 
  guide to the Laws of the Viscounty, flint and steel, 5 
  torches, 5 days rations and feed, waterskin, 
  bedroll, signal whistle, manacles, holy symbol of St. 
  Cuthbert 
  *while charging a small/medium unmounted opponent, 
  the Borderer’s stats change as follows: 
   
  AC 16, touch 9, flat-footed 15 
   
  Melee* masterwork lance +7 (2d8+6/x3)  
  *includes charge, higher ground, 1-point Power Attack 
   
  Encounter Eight-E: The Labyrinth of Eyes 
  G AS  S P O R E    ( F R O M  L O R D S  O F  M A D N E S S)   CR  
  3 
  Neutral Large Plant 
  Init -3; Senses All-around vision, Low-light vision; 
  Listen +0, Spot +4 
  Languages None 
  AC 6, touch 6, flat-footed 6  
   
  (-1 size, -3 Dex) 
  hp 15 (10 HD) 
  Immune critical hits, mind-affecting effects, poison, 
  paralysis, polymorphing, sleep effects, stunning  
  Fort +4, Ref +0, Will +3 
  Speed Fly 20 ft. (4 squares) poor, with hover  
  Melee Slam +9 (1d6+4 and spores) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +7; Grp +14 
  Atk Options infestation 
  Special Actions death throes (6d6 sonic and spores) 
  Abilities Str 16, Dex 4, Con 4, Int —, Wis 10, Cha 1  
  SQ beholder camouflage  
  Skills Disguise -5 (+15 imitating beholders), Search 
  +4, Spot +4 
  Death throes (Ex) A gas spore reduced to 0 or fewer 
  hit points immediately explodes in a powerful burst 
  of spores and foul-smelling gas. This blast effects 
  all creatures in a 10-foot radius, dealing them 6d6 
  points of sonic damage and exposing them to the 
  spores (see Infestation, below). A DC 10 Reflex 
  save halves the damage. The save is Constitution-
  based. The spores are dispersed in this explosion 
  and cannot be harvested thereafter. 
  Infestation (Ex) Any living non-plant creature that is 
  damaged by a gas spore’s slam attack or its death 
  throes must immediately succeed on a DC 12 
  Fortitude save or become infested with spores. An 
  infested creature takes 1d4 points of Constitution 
  damage upon becoming infested and an additional 
  1d4 points of Constitution damage every hour that 
  follows as the spores rapidly grow and consume 
  flesh. The save DC is Constitution-based.  
   
  These spores are similar to poison, and anything 
  that delays, neutralizes, or prevents poisoning has 
  a similar effect on the spores. Creatures immune to 
  extra damage from critical hits or immune to poison 
  are immune to a gas spore’s infestation. 
   
  When the victim’s Constitution is reduced to 0, it 
  dies. Its body immediately dissolves into a formless 
  mush that transforms into 1d4 Small gas spores 
  over the course of 1 minute. Each Small gas spore 
  has 1 Hit Die. These gas spores grow rapidly, 
  gaining one Hit Die per minute until they reach their 
  maximum size (10 Hit Dice).  
   
  Beholders, beholderkin, and creatures with 
  beholder 
  grafts are immune to gas spore 
  infestation, and gas spores know intrinsically to 
  ignore such creatures. 
  All-around vision (Ex) A gas spore can see in all 
  directions at once. Because of this, it gains a +4 
  
   
  racial bonus on Search and Spot checks, and it 
  cannot be flanked. 
  Beholder 
  camouflage 
  (Ex) 
  A 
  gas 
  spore’s 
  appearance is so clever that it gains a +20 racial 
  bonus on Disguise checks to appear as a beholder. 
  Flight (Ex) A gas spore’s body is naturally buoyant. 
  This buoyancy allows it to hover and fly at a speed 
  of 20 feet. This buoyancy also grants it a 
  permanent feather fall effect (as the spell) with 
  personal range.  
  Description A bulbous body floats toward you. It has 
  a central, unblinking eye, and a large maw filled 
  with dagger-like teeth. Smaller eyes, attached to 
  wriggling stalks, sprout from the top of the orb-like 
  body. 
   
  While a gas spore resembles a beholder in 
  appearance, it is in fact a form of fungus. The 
  creature is hollow, filled with a large volume of 
  spores under terrific pressure. A gas spore is 
  typically about 8 feet in diameter, but weighs only 
  50 pounds. 
   
  Encounter Nine: Blood of the Oerth 
  H E R M AN N  M 
   
   
   
  CR 16 
  Neutral Male humanoid (human Flan) druid 
  15/beastmaster 1 
  Init +2 Senses Listen +18, Spot +21 
  Languages Common, Druidic, Auran, Terran 
  AC 28, touch 14, flat-footed 19 
   (+2 Dex, +6 armor, +3 shield, +5 natural (barkskin), 
  +2 deflection) 
  hp 108 (16 HD) 
  Immune poisons 
  Resist death ward armor  
  Fort +18, Ref +14, Will +20; +4 against fey 
  Speed 40 ft. (8 squares; base 30 ft. plus longstrider) 
  Melee yarpick thorn spiked gauntlet +11 (1d4+1) or 
  Melee masterwork quarterstaff +12 (1d6+1) 
  Ranged masterwork sling +13 (1d4+1) 
  Base Atk +11; Grp +12 
  Atk Options spontaneous summoning, wild shape 
  Druid Spells Prepared (CL 15th): 
   
  8th—(1/day) Unyielding roots* 
   
  7th—(2/day) rapid summon nature’s ally VI, 
  nonlethal substituted fire seeds 
   
  6th—(4/day) fire seeds, greater dispel magic, 
  rapid summon nature’s ally V, wall of stone 
   
  5th—(5/day) animal growth, stoneskin, rapid 
  summon nature’s ally IV, tree stride, wall of thorns 
   
  4th—(5/day) air walk, freedom of movement,  
  freedom of movement, spike stones, arc of 
  lightning* 
   
  3rd—(6/day) cure moderate wounds (2), poison, 
  protection from energy (2), sleet storm 
   
  2nd—(7/day) barkskin (2), nature’s favor, healing 
  lorecall*, listening lorecall*, tree shape 
   
  1st—(6/day) longstrider , longstrider, obscuring 
  mist, produce flame, speak with animals  
   
  0th—(6/day) guidance (2), cure minor wounds 
  (3), detect magic  
  Combat Gear belt of battle*, spellstaff (storing a word 
  of recall, see the spellstaff spell in PHB), potion of 
  remove blindness/deafness (x2), potion of haste, 
  potion of greater magic fang (+5), potion of 
  invisibility, scroll of cat’s grace, scroll of bear’s 
  endurance (x2), scroll of bull’s strength, scroll of 
  wall of stone, tanglefoot bags (8). 
  Abilities Str 12, Dex 14, Con 14, Int 10, Wis 22, Cha 
  8 
  SQ animal companion (advanced dire tiger named 
  Uberstein), thousand faces, trackless step, wild 
  empathy +17, wildshape (tiny to huge animal or 
  plant) 5/day, woodland stride  
  Feats Augment Summoning, Craft Wondrous Item, 
  Natural Spell, Rapid Spell*, Skill Focus (Handle 
  Animal), Spell Focus (Conjuration), Nonlethal 
  Substitution* 
  Skills Concentration +21, Handle Animal +7,  Heal 
  +16, Jump +2, Knowledge (arcana) +5, Knowledge 
  (nature) +7, Listen +18, Profession (brewer) +16, 
  Speak Language (4 ranks), Spot +16, Survival +14 
  Possessions combat gear, plus +2 death ward 
  wildwood breast plate*, +1 heavy wooden shield, 
  ring of protection +2, masterwork quarterstaff, 
  masterwork sling, 10 sling bullets, periapt of 
  wisdom +4, Hermann M’s Special Stein*, Heward’s 
  handy haversack, yarpick thorn spiked gauntlet, 
  250 gp worth of diamond dust, and three sprigs of 
  holly and mistletoe (divine foci), 212 gp.  
  Description Hermann M looks like the epitome of a 
  crazy old coot. His large beard and hair are a 
  tangled mess, he is missing some teeth, and his 
  clothes are ragged.   
   
  He is widely known as the brewer of Hermann 
  M’s Special Blend, a popular Verbobonc draft 
  whose label bears his likeness. But very few people 
  can claim to have met the hermit in person.  
   
  His true purpose, however, is to guard the 
  secrets of the Iron Wood. Two of the most 
  important secrets he keeps are the presence of the 
  Oerthblood reservoir and the secret ingredient of 
  Hermann M’s Special Blend. The Oerthblood might 
  be discovered in this adventure, but no one will 
  ever find out that the secret ingredient of Hermann 
  M’s Special Blend is nonlethally-substituted fire 
  seeds made from the berries of an assassin vine.  
  * see Appendix 2: New Rules Items 
   
  U B E R S T E I N:  D I RE  T I G E R ANI M AL C O M P AN I O N 
  Neutral Large Animal  
  Init +2; Senses low-light vision, scent; Listen +6, Spot 
  +9 
  Languages None  
  AC 30, touch 12, flat-footed 27 
   (-1 size, +3 Dex, +5 armor, +8 natural) 
  hp 135 (18 HD)  
  Resist evasion 
  Fort +17, Ref +16, Will +15 
  Speed 50 ft. (10 squares; base 40 ft. plus longstrider) 
  Melee claw +21 (2d4+9), or 
  Melee 2 claws +21 (2d4+9) and bite +18 (2d6+4) 
  VER8-03 Darkness is Unbound 
   
  Page 35 
  
   
  VER8-03 Darkness is Unbound 
   
  Page 36 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +12; Grp +25 
  Atk Options improved grab, pounce, rake +19 
  (2d4+4) 
  Abilities Str 28, Dex 16, Con 17, Int 2, Wis 12, Cha 
  10  
  SQ Link, share spells 
  Feats Alertness, Improved Natural Attack (claw), 
  Improved Natural Attack (bite), Run, Stealthy, 
  Weapon Focus (claw), Multiattack 
  Skills Hide +7 (+11 in undergrowth), Jump +14, 
  Listen +6, Move Silently +11, Spot +9, Swim +10 
  Improved Grab (Ex) To use this ability, a dire tiger 
  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 tiger charges, it can make a full 
  attack, including two rake attacks.  
  Tricks Uberstein has been trained to perform the 
  following tricks: Attack, Come, Defend, Fetch, 
  Guard, Heel, Stay, and Track 
  Possessions amulet of health +2, +4 cloak of 
  resistance, +2 large studded leather barding 
  Power-up Suite If Hermann M is able to prepare for 
  battle, change Uberstein’s statistics as follows: 
   
  AC 35, touch 12, flat-footed 32 
   
  hp 171  DR 10/adamantine (150 points) 
   
  Melee claw +26 (2d4+14), or 
   
  Melee 2 claws +26 (2d4+14) and bite +28 
  (2d6+14) 
   
  Grp +25, automatic success to resist or escape 
   
  Atk Options rake +24 (2d4+9) 
  These adjustments account for: barkskin, bear’s 
  endurance, freedom of movement, greater magic 
  fang +5 (affecting his bite attack), nature’s favor, 
  and stoneskin. 
  
   
  APL 6 
  ENCOUNTER TWO: THERE WILL BE 
  BLOOD 
  S H AD O W  B L O O D M O T E  C L O U D    ( F R O M  L I BRI S  
  M O R T I S  A N D  L O R D S  O F  M A D N E S S) 
    CR  7 
  NE Fine Undead (Extraplanar, Swarm) 
  Init +1; Senses Darkvision 60 feet, low-light vision; 
  Listen +0, Spot +0 
  Languages None 
  AC 19, touch 11, flat-footed 18  
   
  (+8 size, +1 Dex) 
  hp 65 (10 HD) 
  Immune ability drain, any effect that requires a 
  Fortitude save (unless it also affects objects or is 
  harmless), critical hits, disease, death effects, 
  energy drain, fatigue, flanking, exhaustion, massive 
  damage, mind-affecting effects, nonlethal damage, 
  paralysis, physical ability (Str, Dex, Con) damage, 
  poison, sleep effects, stunning, weapon damage 
  Resist cold 15, evasion 
  Fort +4, Ref +5, Will +8 
  Weakness takes +50% damage from area effects 
  Speed Fly 30 ft. (6 squares) 
  Space 10 ft.; Reach 0 ft. 
  Melee swarm (1d4 plus blood drain) 
  Base Atk +5; Grp — 
  Atk Options distraction 
  Special Actions shadow blend 
  Abilities Str 4, Dex 13, Con —, Int —, Wis 10, Cha 1  
  SQ swarm traits, undead traits 
  Skills Move Silently +7 
  Blood drain (Ex) A bloodmote cloud drains blood and 
  deals 1d4 points of damage and 1d2 points of 
  Constitution damage to any creature whose space 
  it occupies at the end of its move. 
  Distraction (Ex) Any living creature that begins its 
  turn with a bloodmote cloud in its space must 
  succeed on a DC 15 Fortitude save or be 
  nauseated 
  for 
  1 
  round. 
  The 
  save DC is 
  Constitution-based. 
  Swarm attack (Ex) Creatures with the swarm subtype 
  don’t make standard melee attacks. Instead, they 
  deal automatic damage to any creature whose 
  space they occupy at the end of their move, with no 
  attack roll needed. Swarm attacks are not subject 
  to a miss chance for concealment or cover. 
  Shadow blend (Su) In any conditions other than full 
  daylight, a shadow bloodmote cloud 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.   
  Description This cloud of buzzing insects boils 
  toward its victims, droning ominously in its 
  strangely deep pitch and accompanied by the 
  sickly sweet aroma of blood.  
   
  ENCOUNTER EIGHT-F: THE KILLING 
  FIELD 
  I R O N T H O R N    ( F R O M  S A N D S T O R M) 
     CR  6 
  Neutral Large Plant  
  Init +0; Senses blindsense 60 feet, low-light vision; 
  Listen +1, Spot +13 
  Languages None  
  AC 24, touch 9, flat-footed 24 
   (-1 size, +15 natural) 
  hp 103 (9 HD) 
  Immune critical hits, mind-affecting effects, paralysis, 
  poison, polymorphing, sleep, stunning 
  Resist fire 5 
  Fort +13, Ref +3, Will +4; +2 versus fire attacks 
  Speed 10 ft. (2 squares) 
  Melee vine rake +8  (1d6+3), or 
  Melee 2 vine rakes +8 each (1d6 +3)  
  Space 10 ft.; Reach 15 ft. 
  Base Atk +6; Grp +13 
  Atk Options Improved grab 
  Special Actions Impale (2d6+4 plus poison) 
  Abilities Str 17, Dex 10, Con 25, Int 1, Wis 12, Cha 1 
  SQ plant traits 
  Feats Ability Focus (poison), Heat Endurance*, 
  Improved Heat Endurance*, Toughness 
  Skills Spot +13 
  Impale (Ex) An ironthorn deals 2d6+4 points of 
  damage to a grabbed opponent with a successful 
  grapple check. The opponent is pulled deep into 
  the plant’s thorny mass and is subject to the plant’s 
  poison (see below). 
  Improved grab (Ex) To use this ability, an ironthorn 
  must hit with a vine attack. It can then attempt to 
  start a grapple as a free action without provoking 
  attacks of opportunity. If it wins the grapple check, 
  it establishes a hold and can impale. 
  Poison (Ex) Injury, Fortitude DC 23, initial damage 
  paralysis 1d4 minutes, secondary damage 2d4 
  Con. A victim must save against the secondary 
  damage each minute that it is held in the thorns. 
  The save DC is Constitution-based.  
  Description This twisted shrub is the size of an apple 
  tree, with thick bark and only a few waxy leaves. It 
  is covered with wicked, foot-long thorns. 
  * see Appendix 2: New Rules Items 
   
  ENCOUNTER EIGHT-G: STICKS 
  AND 
  STORMS 
  AD V AN C E D  S H AM BL I N G  M O U N D  
     CR  7 
  Neutral Large Plant  
  Init +4; Senses darkvision 60 feet, low-light vision; 
  Listen +8, Spot +0 
  Languages None  
  AC 20, touch 9, flat-footed 20 
   (-1 size, +11 natural) 
  hp 90 (12 HD) 
  VER8-03 Darkness is Unbound 
   
  Page 37 
  
   
  Immune electricity, critical hits, mind-affecting effects, 
  paralysis, poison, polymorphing, sleep, stunning 
  Resist fire 10 
  Fort +11, Ref +3, Will +5 
  Speed 20 ft. (4 squares); swim 20 ft. (4 squares) 
  Melee slam +15 (2d6+6), or 
  Melee 2 slams +15 (2d6+6) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +9; Grp +19 
  Atk Options improved grab, constrict 2d6+9, Cleave, 
  Power Attack 
  Abilities Str 22, Dex 10, Con 17, Int 7, Wis 10, Cha 9 
  SQ plant traits 
  Feats Cleave, Improved Initiative, Iron Will, Power 
  Attack, Weapon Focus (slam)  
  Skills Hide +7 (+19 in swampy or forested area), 
  Listen +8, Move Silently +8 
  Constrict (Ex) A shambling mound deals 2d6+9 
  points of damage with a successful grapple check. 
  Improved grab (Ex) To use this ability, a shambling 
  mound 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. 
  Immunity to electricity (Ex) Shambling mounds take 
  no damage from electricity. Instead, any electricity 
  attack (such as shocking grasp or lightning bolt) 
  used against a shambling mound temporarily 
  grants it 1d4 points of Constitution. The shambling 
  mound loses these points at the rate of 1 per hour.  
   
   
  S T O N E  C I R C L E  L I G H T N I N G  T RAP 
  CR 5 
  Description This chamber is a forty-foot radius circle. 
  There are doorways at the south and north ends of 
  the room. Spaced evenly around the walls are eight 
  standing stones, and at the room’s center is a 
  small pool of water with a central obelisk standing 
  within it. (See the DM Aid in Appendix Five) 
   
  The trap is activated when a creature moves 
  within 10 feet of the central menhir without 
  speaking the command words that are printed on 
  the stone in Druidic (Barley, Malt, Yeast, Hops).  
   
  When the trap is activated, sliding walls close 
  both doorways. PCs in adjacent spaces can make 
  a DC 20 Reflex save to jump to the opposite side 
  before they seal the chamber for the duration of the 
  trap.   
   
  As the doors close, the central stone flashes with 
  light and four bolts of lightning arc between the 
  stones standing at the periphery of the room.  
   
  Each round on the trap’s initiative count, roll 2d8 
  four times, but do not add the values. An arc of 
  lightning springs forth between the stones indicated 
  on each die. For example, a roll of 4 and 8 in one 
  2d8 pair means that a bolt of electricity connects 
  stone #4 and stone #8. 
   
  If doubles are rolled on a pair of dice (for 
  example, two 2’s), then that arc of lightning 
  crackles on the indicated stone (stone #2). All PCs 
  standing adjacent to it are subject to the attack, but 
  that is the extent of its effect.   
   
  If an individual stone is destroyed, it no longer 
  originates lightning, nor can it act as an anchor in 
  future rounds. If a lightning arc would normally be 
  connected to it, then it instead crackles on the 
  remaining stone, only affecting adjacent squares. 
  Doubles rolled on a destroyed stone have no effect 
  at all.  
   
  The central standing stone never acts as an 
  anchor to the arcing lightning, but it serves as a 
  central disarm location for the entire trap. It is, 
  however, protected by a poisoned needle trap. The 
  first character to attempt to disable the stone circle 
  lightning trap’s central point without first searching 
  for traps on the center stone is subjected to the 
  Trapguard Trap (see below).  
  Search DC 20; Type Magical 
  Trigger Detection (alarm); Init +2 
  Effect Arcs of lightning* (2d6 damage, Reflex DC 15 
  for half); between four pairs of standing stones  
  Duration 8 rounds 
  Destruction AC 15; hp 12; hardness 5 (each standing 
  stone) 
  Destruction AC 17; hp 22; hardness 5 (central stone, 
  shuts down all lightning arcs, but doors remain 
  closed until the trap’s duration expires) 
  Disarm Disable Device DC 29 (each standing stone) 
  Disarm Disable Device DC 29 (central stone, shuts 
  down all lightning arcs, but doors remain closed 
  until the trap’s duration expires; see also the 
  trapguard trap, below) 
  Dispel DC 15 (each standing stone) 
  * see Appendix 2: New Rules Items 
   
  T R AP G U AR D  T RAP 
  Description This trap guards the central stone of the 
  stone circle lightning trap, above.  
  Poison Needle Trap: CR 1; mechanical; touch 
  trigger; manual reset; Atk +8 ranged (1 plus 
  greenblood oil poison (DC 13 Fortitude save resists 
  (poison only), 1 Con/1d2 Con); Search DC 22; 
  Disable 
  Device 
  DC 
  20.
  VER8-03 Darkness is Unbound 
   
  Page 38 
  
   
  APL 8 
  ENCOUNTER TWO: THERE WILL BE 
  BLOOD 
  S H AD O W  B L O O D M O T E  C L O U D    ( F R O M  L I BRI S  
  M O R T I S  A N D  L O R D S  O F  M A D N E S S) 
    CR  7 
  NE Fine Undead (Extraplanar, Swarm) 
  Init +1; Senses Darkvision 60 feet, low-light vision; 
  Listen +0, Spot +0 
  Languages None 
  AC 19, touch 11, flat-footed 18  
   
  (+8 size, +1 Dex) 
  hp 65 (10 HD) 
  Immune ability drain, any effect that requires a 
  Fortitude save (unless it also affects objects or is 
  harmless), critical hits, disease, death effects, 
  energy drain, fatigue, flanking, exhaustion, massive 
  damage, mind-affecting effects, nonlethal damage, 
  paralysis, physical ability (Str, Dex, Con) damage, 
  poison, sleep effects, stunning, weapon damage 
  Resist cold 15, evasion 
  Fort +4, Ref +5, Will +8 
  Weakness takes +50% damage from area effects 
  Speed Fly 30 ft. (6 squares) 
  Space 10 ft.; Reach 0 ft. 
  Melee swarm (1d4 plus blood drain) 
  Base Atk +5; Grp — 
  Atk Options distraction 
  Special Actions shadow blend 
  Abilities Str 4, Dex 13, Con —, Int —, Wis 10, Cha 1  
  SQ swarm traits, undead traits 
  Skills Move Silently +7 
  Blood drain (Ex) A bloodmote cloud drains blood and 
  deals 1d4 points of damage and 1d2 points of 
  Constitution damage to any creature whose space 
  it occupies at the end of its move. 
  Distraction (Ex) Any living creature that begins its 
  turn with a bloodmote cloud in its space must 
  succeed on a DC 15 Fortitude save or be 
  nauseated 
  for 
  1 
  round. 
  The 
  save DC is 
  Constitution-based. 
  Swarm attack (Ex) Creatures with the swarm subtype 
  don’t make standard melee attacks. Instead, they 
  deal automatic damage to any creature whose 
  space they occupy at the end of their move, with no 
  attack roll needed. Swarm attacks are not subject 
  to a miss chance for concealment or cover. 
  Shadow blend (Su) In any conditions other than full 
  daylight, a shadow bloodmote cloud 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.  
  Description This cloud of buzzing insects boils 
  toward its victims, droning ominously in its 
  strangely deep pitch and accompanied by the 
  sickly sweet aroma of blood.  
   
  ENCOUNTER EIGHT-E: THE KILLING 
  FIELD 
  I R O N T H O R N    ( F R O M  S A N D S T O R M) 
     CR  6 
  Neutral Large Plant  
  Init +0; Senses blindsense 60 feet, low-light vision; 
  Listen +1, Spot +13 
  Languages None  
  AC 24, touch 9, flat-footed 24 
   (-1 size, +15 natural) 
  hp 103 (9d8+63) 
  Immune critical hits, mind-affecting effects, paralysis, 
  poison, polymorphing, sleep, stunning 
  Resist fire 5 
  Fort +13, Ref +3, Will +4 (+2 versus fire attacks) 
  Speed 10 ft. (2 squares) 
  Melee vine rake +8  (1d6+3), or 
  Melee 2 vine rakes +8 each (1d6 +3)  
  Space 10 ft.; Reach 15 ft. 
  Base Atk +6; Grp +13 
  Atk Options Improved grab 
  Special Actions Impale (2d6+4, plus poison) 
  Abilities Str 17, Dex 10, Con 25, Int 1, Wis 12, Cha 1 
  SQ plant traits 
  Feats Ability Focus (poison), Heat Endurance*, 
  Improved Heat Endurance*, Toughness 
  Skills Spot +13 
  Impale (Ex) An ironthorn deals 2d6+4 points of 
  damage to a grabbed opponent with a successful 
  grapple check. The opponent is pulled deep into 
  the plant’s thorny mass and is subject to the plant’s 
  poison (see below). 
  Improved grab (Ex) To use this ability, an ironthorn 
  must hit with a vine attack. It can then attempt to 
  start a grapple as a free action without provoking 
  attacks of opportunity. If it wins the grapple check, 
  it establishes a hold and can impale. 
  Poison (Ex) Injury, Fortitude DC 23, initial damage 
  paralysis 1d4 minutes, secondary damage 2d4 
  Con. A victim must save against the secondary 
  damage each minute that it is held in the thorns. 
  The save DC is Constitution-based.  
  Description This twisted shrub is the size of an apple 
  tree, with thick bark and only a few waxy leaves. It 
  is covered with wicked, foot-long thorns. 
  * see Appendix 2: New Rules Items 
   
  ENCOUNTER EIGHT-G: STICKS 
  AND 
  STORMS 
  AD V AN C E D  S H AM BL I N G  M O U N D  
     CR  7 
  Neutral Large Plant  
  Init +4; Senses darkvision 60 feet, low-light vision; 
  Listen +8, Spot +0 
  Languages None  
  AC 20, touch 9, flat-footed 20 
   (-1 size, +11 natural) 
  VER8-03 Darkness is Unbound 
   
  Page 39 
  
   
  hp 90 (12 HD) 
  Immune electricity, critical hits, mind-affecting effects, 
  paralysis, poison, polymorphing, sleep, stunning 
  Resist fire 10 
  Fort +11, Ref +3, Will +5 
  Speed 20 ft. (4 squares); swim 20 ft. (4 squares) 
  Melee slam +15 (2d6+6), or 
  Melee 2 slams +15 (2d6+6) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +9; Grp +19 
  Atk Options improved grab, constrict 2d6+9, Cleave, 
  Power Attack 
  Abilities Str 22, Dex 10, Con 17, Int 7, Wis 10, Cha 9 
  SQ plant traits 
  Feats Cleave, Improved Initiative, Iron Will, Power 
  Attack, Weapon Focus (slam)  
  Skills Hide +7 (+19 in swampy or forested area), 
  Listen +8, Move Silently +8 
  Constrict (Ex) A shambling mound deals 2d6+9 
  points of damage with a successful grapple check. 
  Improved grab (Ex) To use this ability, a shambling 
  mound 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. 
  Immunity to electricity (Ex) Shambling mounds take 
  no damage from electricity. Instead, any electricity 
  attack (such as shocking grasp or lightning bolt) 
  used against a shambling mound temporarily 
  grants it 1d4 points of Constitution. The shambling 
  mound loses these points at the rate of 1 per hour.  
   
  S T O N E  C I R C L E  L I G H T N I N G  T RAP 
    CR 7 
  Description This chamber is a forty-foot radius circle. 
  There are doorways at the south and north ends of 
  the room. Spaced evenly around the walls are eight 
  standing stones, and at the room’s center is a 
  small pool of water with a central obelisk standing 
  within it. (See the DM Aid in Appendix Five) 
   
  The trap is activated when a creature moves 
  within 10 feet of the central menhir without 
  speaking the command words that are printed on 
  the stone in Druidic (Barley, Malt, Yeast, Hops).  
   
  When the trap is activated, sliding walls close 
  both doorways. PCs in adjacent spaces can make 
  a DC 20 Reflex save to jump to the opposite side 
  before they seal the chamber for the duration of the 
  trap.   
   
  As the doors close, the central stone flashes with 
  light and four bolts of lightning arc between the 
  stones standing at the periphery of the room.  
   
  Each round on the trap’s initiative count, roll 2d8 
  four times, but do not add the values. An arc of 
  lightning springs forth between the stones indicated 
  on each die. For example, a roll of 4 and 8 in one 
  2d8 pair means that a bolt of electricity connects 
  stone #4 and stone #8. 
   
  If doubles are rolled on a pair of dice (for 
  example, two 2’s), then that arc of lightning 
  crackles on the indicated stone (stone #2). All PCs 
  standing adjacent to it are subject to the attack, but 
  that is the extent of its effect.   
   
  If an individual stone is destroyed, it no longer 
  originates lightning, nor can it act as an anchor in 
  future rounds. If a lightning arc would normally be 
  connected to it, then it instead crackles on the 
  remaining stone, only affecting adjacent squares. 
  Doubles rolled on a destroyed stone have no effect 
  at all.  
   
  The central standing stone never acts as an 
  anchor to the arcing lightning, but it serves as a 
  central disarm location for the entire trap. It is, 
  however, protected by a poisoned needle trap. The 
  first character to attempt to disable the stone circle 
  lightning trap’s central point without first searching 
  for traps on the center stone is subjected to the 
  Trapguard Trap (see below).  
  Search DC 22; Type Magical 
  Trigger Detection (alarm); Init +3 
  Effect Arcs of lightning (3d6 damage, Reflex DC 17 
  for half); between four pairs of standing stones  
  Duration 10 rounds 
  Destruction AC 17; hp 17; hardness 7 (each standing 
  stone) 
  Destruction AC 20; hp 31; hardness 7 (central stone, 
  shuts down all lightning arcs, but doors remain 
  closed until the trap’s duration expires) 
  Disarm Disable Device DC 29 (each standing stone) 
  Disarm Disable Device DC 29 (central stone, shuts 
  down all lightning arcs, but doors remain closed 
  until the trap’s duration expires; see also the 
  trapguard trap, below) 
  Dispel DC 17 (each standing stone) 
  * see Appendix 2: New Rules Items 
   
  T R AP G U AR D  T RAP 
  Description This trap guards the central stone of the 
  stone circle lightning trap, above.  
  Poison Needle Trap: CR 2; mechanical; touch 
  trigger; repair reset; lock bypass (Open Lock DC 
  30); Atk +17 melee (1 plus poison, needle); poison 
  (blue whinnis, DC 14 Fortitude save resists (poison 
  only), 1 Con/unconsciousness); Search DC 22; 
  Disable Device DC 17. 
  VER8-03 Darkness is Unbound 
   
  Page 40 
  
   
  APL 10 
  ENCOUNTER TWO: THERE WILL BE 
  BLOOD 
  B L O O D  AM N I O T E  ( F R O M  L I BRI S  M O R T I S)  CR  9 
  Neutral Huge Undead 
  Init +5; Senses Blindsight 60 feet; Listen -5, Spot -5 
  Languages None 
  AC 26, touch 13, flat-footed 21  
   
  (-2 size, +5 Dex, +13 natural) 
  hp 65 (10 HD); fast healing 5; DR 10/— 
  Immune ability drain, physical ability (Str, Dex, Con) 
  damage, critical hits, death effects, disease, energy 
  drain, exhaustion, fatigue, flanking, gaze attacks, 
  illusions, mind effects, nonlethal damage, paralysis, 
  polymorph, poison, sleep effects, stunning, visual 
  effects.  
  Fort +3, Ref +8,  Will -2 
  Speed 30 ft. (6 squares), climb 20 ft. 
  Melee  Slam +9 (2d6+6 plus blood call) 
  Space 15 ft.; Reach 10 ft. 
  Base Atk +7; Grp +18 
  Atk Options blood call 
  Special Actions self spawn 
  Abilities Str 19, Dex 20, Con —, Int —, Wis 1, Cha 1  
  SQ mindless, ooze traits, undead traits 
  Blood call (Su) Whenever a blood amniote strikes a 
  living creature in melee combat, its touch causes 
  the target’s body to expel a portion of its own blood 
  through the pores. The expelled blood gathers and 
  flows across the intervening distance between the 
  prey and the blood amniote. This attack deals 1d4 
  points of Constitution damage to the foe. 
   
  If a blood amniote deals as many points of 
  Constitution damage during its existence as its full 
  normal hit point total, it self spawns (see below). 
  Self spawn (Ex) If a blood amniote deals as many 
  points of Constitution damage during its existence 
  as its full normal hit points total, it self spawns, 
  splitting into two identical blood amniotes, each 
  with a number of hit points equal to the original 
  blood amniote’s full normal total. 
  Description A clot of animate blood the size of a 
  small house, this amoeba of failed life is hungry to 
  add new blood to its oozing body. 
   
  S H AD O W  B L O O D M O T E  C L O U D    ( F R O M  L I BRI S  
  M O R T I S  A N D  L O R D S  O F  M A D N E S S) 
    CR  7 
  NE Fine Undead (Extraplanar, Swarm) 
  Init +1; Senses Darkvision 60 feet, low-light vision; 
  Listen +0, Spot +0 
  Languages None 
  AC 19, touch 11, flat-footed 18  
   
  (+8 size, +1 Dex) 
  hp 65 (10 HD) 
  Immune ability drain, any effect that requires a 
  Fortitude save (unless it also affects objects or is 
  harmless), critical hits, disease, death effects, 
  energy drain, fatigue, flanking, exhaustion, massive 
  damage, mind-affecting effects, nonlethal damage, 
  paralysis, physical ability (Str, Dex, Con) damage, 
  poison, sleep effects, stunning, weapon damage 
  Resist cold 15, evasion 
  Fort +4, Ref +5, Will +8 
  Weakness takes +50% damage from area effects 
  Speed Fly 30 ft. (6 squares) 
  Space 10 ft.; Reach 0 ft. 
  Melee swarm (1d4 plus blood drain) 
  Base Atk +5; Grp — 
  Atk Options distraction 
  Special Actions shadow blend 
  Abilities Str 4, Dex 13, Con —, Int —, Wis 10, Cha 1  
  SQ swarm traits, undead traits 
  Skills Move Silently +7 
  Blood drain (Ex) A bloodmote cloud drains blood and 
  deals 1d4 points of damage and 1d2 points of 
  Constitution damage to any creature whose space 
  it occupies at the end of its move. 
  Distraction (Ex) Any living creature that begins its 
  turn with a bloodmote cloud in its space must 
  succeed on a DC 15 Fortitude save or be 
  nauseated 
  for 
  1 
  round. 
  The 
  save DC is 
  Constitution-based. 
  Swarm attack (Ex) Creatures with the swarm subtype 
  don’t make standard melee attacks. Instead, they 
  deal automatic damage to any creature whose 
  space they occupy at the end of their move, with no 
  attack roll needed. Swarm attacks are not subject 
  to a miss chance for concealment or cover. 
  Shadow blend (Su) In any conditions other than full 
  daylight, a shadow bloodmote cloud 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.  
  Description This cloud of buzzing insects boils 
  toward its victims, droning ominously in its 
  strangely deep pitch and accompanied by the 
  sickly sweet aroma of blood.  
   
  ENCOUNTER EIGHT-F: THE KILLING 
  FIELD 
  G R E E N V I S E    ( F R O M  MMII) 
   
   CR  10 
  Neutral Huge Plant  
  Init +4; Senses blindsense 60 feet, low-light vision; 
  Listen +0, Spot + 12 
  Languages None  
  AC 16, touch 8, flat-footed 16 
   (-2 size, +8 natural) 
  hp 102 (12 HD) 
  Immune acid, critical hits, mind-affecting effects, 
  paralysis, poison, polymorphing, sleep, stunning   
  VER8-03 Darkness is Unbound 
   
  Page 41 
  
   
  Fort +14, Ref +6, Will +6 
  Speed 10 ft. (2 squares) 
  Melee slam +17 (2d4+9), or 
  Melee 4 slams +17 each (2d4+9) and bite +11 
  (1d6+4) 
  Space 15 ft.; Reach 15 ft. 
  Base Atk +9; Grp +26 
  Atk Options Improved grab 
  Special Actions death fog, swallow whole 
  Abilities Str 29, Dex 10, Con 18, Int 3, Wis 11, Cha 6 
  SQ plant traits 
  Feats 
  Improved 
  Initiative, 
  Iron 
  Will, 
  Lightning 
  Reflexes, Great Fortitude, Weapon Focus (slam) 
  Skills Spot +12 
  Death fog (Su) Twice per day, a greenvise can emit 
  an acidic fog that functions like an acid fog spell, 
  except as follows. The death fog’s area is a 40-
  foot-high spread with a 60-foot radius. Within this 
  area, all sight, including darkvision, is limited to 5 
  feet. A creature within 5 feet has one half 
  concealment (20% miss chance). Creatures farther 
  away have total concealment (50% miss chance 
  and attackers can’t use sight to locate the target). 
  Any creature attempting to move through the death 
  fog progresses at one-tenth normal speed, and 
  each of its melee attack and melee damage rolls 
  incurs a -2 circumstance penalty. A death fog 
  prevents effective ranged weapon attacks, except 
  for magic rays and the like.  
   
  In addition to obscuring sight, a death fog is 
  highly acidic. Each round, the fog deals 3d8 points 
  of acid damage to every creature and object within 
  it (no saving throw). A severe wind (31+ mph) 
  disperses these vapors in 1d2 rounds; otherwise, 
  the effect lasts for 3d6+1 rounds.  
   
  Greenvises are not impeded by their own death 
  fog, so they can move and fight within the fog 
  freely. 
  Improved grab (Ex) If a greenvise hits an opponent 
  that is at least one size category smaller than itself 
  with a slam attack, it deals normal damage and 
  attempts to start a grapple as a free action without 
  provoking an attack of opportunity. If it gets a hold, 
  it can transfer the opponent to its mouth with 
  another 
  successful 
  grapple 
  check, 
  dealing 
  automatic bite damage, then try to swallow in the 
  next round. Alternatively, the greenvise has the 
  option to conduct the grapple normally, or simply 
  use its tendrils or maw to hold the opponent (-20 
  penalty on the grapple check, but the greenvise is 
  not considered grappled). In either case, each 
  successful 
  grapple 
  check 
  it 
  makes 
  during 
  successive rounds automatically deals slam or bite 
  damage, as appropriate. 
  Swallow whole (Ex) A greenvise can swallow a 
  single creature that is at least one size category 
  smaller than itself by making a successful grapple 
  check, provided that it already has that opponent in 
  its maw (see Improved Grab, above). Once inside 
  the greenvise, the opponent takes 2d6+9 points of 
  bludgeoning damage and 2d4 points of acid 
  damage per round from the plant’s stomach. A 
  successful grapple check allows the swallowed 
  creature to climb out of the stomach and return to 
  the greenvise’s maw, where another grapple check 
  is needed to get free. Alternatively, a swallowed 
  creature can try to cut its way out with either claws 
  or a light piercing or slashing weapon. Dealing at 
  least 20 points of damage to the stomach (AC 18) 
  in this way creates an opening large enough to 
  permit escape. Once a single swallowed creature 
  exits, muscular action closes the hole; thus, 
  another swallowed opponent must cut its own way 
  out. A greenvise’s stomach can hold 1 Large, 4 
  Medium, 16 Small, or 64 Tiny or smaller-sized 
  opponents.  
  Woodsense (Ex) A greenvise can automatically 
  sense the location of anything within 60 feet that is 
  in contact with vegetation, even objects or 
  creatures that are not in contact with the same 
  vegetation as it is. 
  Description A greenvise is a larger, sturdier version 
  of the venus fly trap, with a thick, green, trunk-like 
  stem and four sturdy tendrils that hang down like 
  vines. When the creature opens its mouth, a 
  mottled pink maw lined with tooth-like thorns is 
  revealed; when closed, the mouth structure 
  resembles an ordinary leafy bush. A greenvise has 
  small tendril-like roots that it uses to move. 
   
  ENCOUNTER EIGHT-G: STICKS 
  AND 
  STORMS 
  H U G E  AD V AN C E D  S H AM BL I N G  M O U N D 
     CR  9 
  Neutral Huge Plant  
  Init +3; Senses darkvision 60 feet, low-light vision; 
  Listen +8, Spot +0 
  Languages None  
  AC 21, touch 7, flat-footed 21 
   (-1 Dex, -2 size, +14 natural) 
  hp 168 (16 HD) 
  Immune electricity, critical hits, mind-affecting effects, 
  paralysis, poison, polymorphing, sleep, stunning 
  Resist fire 10 
  Fort +14, Ref +4, Will +7 
  Speed 20 ft. (4 squares); swim 20 ft. (4 squares) 
  Melee slam +21 (4d6+10), or 
  Melee 2 slams +21 (4d6+10) 
  Space 15 ft.; Reach 15 ft. 
  Base Atk +12; Grp +30 
  Atk Options improved grab, constrict 4d6+15, 
  Cleave, Power Attack 
  Abilities Str 30, Dex 8, Con 22, Int 7, Wis 10, Cha 9 
  SQ plant traits 
  Feats Cleave, Improved Initiative, Improved Natural 
  Attack, Iron Will, Power Attack, Weapon Focus 
  (slam) 
  Skills Hide +8 (+20 in swampy or forested area), 
  Listen +8, Move Silently +7 
  Constrict (Ex) A shambling mound deals 4d6+15 
  points of damage with a successful grapple check. 
  VER8-03 Darkness is Unbound 
   
  Page 42 
  
   
  VER8-03 Darkness is Unbound 
   
  Page 43 
  Improved grab (Ex) To use this ability, a shambling 
  mound 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. 
  Immunity to electricity (Ex) Shambling mounds take 
  no damage from electricity. Instead, any electricity 
  attack (such as shocking grasp or lightning bolt) 
  used against a shambling mound temporarily 
  grants it 1d4 points of Constitution. The shambling 
  mound loses these points at the rate of 1 per hour.  
   
   
  S T O N E  C I R C L E  L I G H T N I N G  T RAP 
     CR 9 
  Description This chamber is a forty-foot radius circle. 
  There are doorways at the south and north ends of 
  the room. Spaced evenly around the walls are eight 
  standing stones, and at the room’s center is a 
  small pool of water with a central obelisk standing 
  within it. (See the DM Aid in Appendix Five) 
   
  The trap is activated when a creature moves 
  within 10 feet of the central menhir without 
  speaking the command words that are printed on 
  the stone in Druidic (Barley, Malt, Yeast, Hops).  
   
  When the trap is activated, sliding walls close 
  both doorways. PCs in adjacent spaces can make 
  a DC 20 Reflex save to jump to the opposite side 
  before they seal the chamber for the duration of the 
  trap.   
   
  As the doors close, the central stone flashes with 
  light and four bolts of lightning arc between the 
  stones standing at the periphery of the room.  
   
  Each round on the trap’s initiative count, roll 2d8 
  four times, but do not add the values. An arc of 
  lightning springs forth between the stones indicated 
  on each die. For example, a roll of 4 and 8 in one 
  2d8 pair means that a bolt of electricity connects 
  stone #4 and stone #8. 
   
  If doubles are rolled on a pair of dice (for 
  example, two 2’s), then that arc of lightning 
  crackles on the indicated stone (stone #2). All PCs 
  standing adjacent to it are subject to the attack, but 
  that is the extent of its effect.   
   
  If an individual stone is destroyed, it no longer 
  originates lightning, nor can it act as an anchor in 
  future rounds. If a lightning arc would normally be 
  connected to it, then it instead crackles on the 
  remaining stone, only affecting adjacent squares. 
  Doubles rolled on a destroyed stone have no effect 
  at all.  
   
  The central standing stone never acts as an 
  anchor to the arcing lightning, but it serves as a 
  central disarm location for the entire trap. It is, 
  however, covered in contact poison. The first 
  character to attempt to disable the stone circle 
  lightning trap’s central point without first searching 
  for traps on the center stone is subjected to the 
  Trapguard Trap (see below).  
  Search DC 24; Type Magical 
  Trigger Detection (alarm); Init +4 
  Effect Arcs of lightning* (4d6 damage, Reflex DC 19 
  for half); between four pairs of standing stones  
  Duration 12 rounds 
  Destruction AC 19; hp 22; hardness 9 (each standing 
  stone) 
  Destruction AC 23; hp 40; hardness 9 (central stone, 
  shuts down all lightning arcs, but doors remain 
  closed until the trap’s duration expires) 
  Disarm Disable Device DC 29 (each standing stone) 
  Disarm Disable Device DC 29 (central stone, shuts 
  down all lightning arcs, but doors remain closed 
  until the trap’s duration expires; see also the 
  trapguard trap, below) 
  Dispel DC 19 (each standing stone) 
  * see Appendix 2: New Rules Items 
  T R AP G U AR D  T RAP 
  Description This trap guards the central stone of the 
  stone circle lightning trap, above.  
  Contact poison: CR 4; mechanical; touch trigger; no 
  reset; poison (sassone leaf residue, DC 16 
  Fortitude save resists, 2d12 hp/1d6 Con); Search 
  DC 25; Disable Device DC 19. 
  
   
  APL 12
  ENCOUNTER TWO: THERE WILL BE 
  BLOOD 
  B L O O D  AM N I O T E  ( F R O M  L I BRI S  M O R T I S) 
   
   CR  9 
  Neutral Huge Undead 
  Init +5; Senses Blindsight 60 feet; Listen -5, Spot -5 
  Languages None 
  AC 26, touch 13, flat-footed 21  
   
  (-2 size, +5 Dex, +13 natural) 
  hp 65 (10 HD); fast healing 5; DR 10/— 
  Immune ability drain, physical ability (Str, Dex, Con) 
  damage, critical hits, death effects, disease, energy 
  drain, exhaustion, fatigue, flanking, gaze attacks, 
  illusions, mind effects, nonlethal damage, paralysis, 
  polymorph, poison, sleep effects, stunning, visual 
  effects.  
  Fort +3, Ref +8,  Will -2 
  Speed 30 ft. (6 squares), climb 20 ft. 
  Melee  Slam +9 (2d6+6 plus blood call) 
  Space 15 ft.; Reach 10 ft. 
  Base Atk +7; Grp +18 
  Atk Options blood call 
  Special Actions self spawn 
  Abilities Str 19, Dex 20, Con —, Int —, Wis 1, Cha 1  
  SQ mindless, ooze traits, undead traits 
  Blood call (Su) Whenever a blood amniote strikes a 
  living creature in melee combat, its touch causes 
  the target’s body to expel a portion of its own blood 
  through the pores. The expelled blood gathers and 
  flows across the intervening distance between the 
  prey and the blood amniote. This attack deals 1d4 
  points of Constitution damage to the foe. 
   
  If a blood amniote deals as many points of 
  Constitution damage during its existence as its full 
  normal hit point total, it self spawns (see below). 
  Self spawn (Ex) If a blood amniote deals as many 
  points of Constitution damage during its existence 
  as its full normal hit points total, it self spawns, 
  splitting into two identical blood amniotes, each 
  with a number of hit points equal to the original 
  blood amniote’s full normal total. 
  Description A clot of animate blood the size of a 
  small house, this amoeba of failed life is hungry to 
  add new blood to its oozing body. 
   
  S H AD O W  B L O O D M O T E  C L O U D    ( F R O M  L I BRI S  
  M O R T I S  A N D  L O R D S  O F  M A D N E S S) 
    CR  7 
  NE Fine Undead (Extraplanar, Swarm) 
  Init +1; Senses Darkvision 60 feet, low-light vision; 
  Listen +0, Spot +0 
  Languages None 
  AC 19, touch 11, flat-footed 18  
   
  (+8 size, +1 Dex) 
  hp 65 (10 HD) 
  Immune ability drain, any effect that requires a 
  Fortitude save (unless it also affects objects or is 
  harmless), critical hits, disease, death effects, 
  energy drain, fatigue, flanking, exhaustion, massive 
  damage, mind-affecting effects, nonlethal damage, 
  paralysis, physical ability (Str, Dex, Con) damage, 
  poison, sleep effects, stunning, weapon damage 
  Resist cold 15, evasion 
  Fort +4, Ref +5, Will +8 
  Weakness takes +50% damage from area effects 
  Speed Fly 30 ft. (6 squares) 
  Space 10 ft.; Reach 0 ft. 
  Melee swarm (1d4 plus blood drain) 
  Base Atk +5; Grp — 
  Atk Options distraction 
  Special Actions shadow blend 
  Abilities Str 4, Dex 13, Con —, Int —, Wis 10, Cha 1  
  SQ swarm traits, undead traits 
  Skills Move Silently +7 
  Blood drain (Ex) A bloodmote cloud drains blood and 
  deals 1d4 points of damage and 1d2 points of 
  Constitution damage to any creature whose space 
  it occupies at the end of its move. 
  Distraction (Ex) Any living creature that begins its 
  turn with a bloodmote cloud in its space must 
  succeed on a DC 15 Fortitude save or be 
  nauseated 
  for 
  1 
  round. 
  The 
  save DC is 
  Constitution-based. 
  Swarm attack (Ex) Creatures with the swarm subtype 
  don’t make standard melee attacks. Instead, they 
  deal automatic damage to any creature whose 
  space they occupy at the end of their move, with no 
  attack roll needed. Swarm attacks are not subject 
  to a miss chance for concealment or cover. 
  Shadow blend (Su) In any conditions other than full 
  daylight, a shadow bloodmote cloud 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.  
  Description This cloud of buzzing insects boils 
  toward its victims, droning ominously in its 
  strangely deep pitch and accompanied by the 
  sickly sweet aroma of blood.  
   
   
  ENCOUNTER EIGHT-F: THE KILLING 
  FIELD 
  G R E E N V I S E    ( F R O M  MMII) 
   
   CR  10 
  Neutral Huge Plant  
  Init +4; Senses blindsense 60 feet, low-light vision; 
  Listen +0, Spot + 12 
  Languages None  
  AC 16, touch 8, flat-footed 16 
   (-2 size, +8 natural) 
  hp 102 (12 HD) 
  VER8-03 Darkness is Unbound 
   
  Page 44 
  
   
  Immune acid, critical hits, mind-affecting effects, 
  paralysis, poison, polymorphing, sleep, stunning   
  Fort +14, Ref +6, Will +6 
  Speed 10 ft. (2 squares) 
  Melee slam +17 (2d4+9), or 
  Melee 4 slams +17 each (2d4+9) and bite +11 
  (1d6+4) 
  Space 15 ft.; Reach 15 ft. 
  Base Atk +9; Grp +26 
  Atk Options Improved grab 
  Special Actions death fog, swallow whole 
  Abilities Str 29, Dex 10, Con 18, Int 3, Wis 11, Cha 6 
  SQ plant traits 
  Feats 
  Improved 
  Initiative, 
  Iron 
  Will, 
  Lightning 
  Reflexes, Great Fortitude, Weapon Focus (slam) 
  Skills Spot +12 
  Death fog (Su) Twice per day, a greenvise can emit 
  an acidic fog that functions like an acid fog spell, 
  except as follows. The death fog’s area is a 40-
  foot-high spread with a 60-foot radius. Within this 
  area, all sight, including darkvision, is limited to 5 
  feet. A creature within 5 feet has one half 
  concealment (20% miss chance). Creatures farther 
  away have total concealment (50% miss chance 
  and attackers can’t use sight to locate the target). 
  Any creature attempting to move through the death 
  fog progresses at one-tenth normal speed, and 
  each of its melee attack and melee damage rolls 
  incurs a -2 circumstance penalty. A death fog 
  prevents effective ranged weapon attacks, except 
  for magic rays and the like.  
   
  In addition to obscuring sight, a death fog is 
  highly acidic. Each round, the fog deals 3d8 points 
  of acid damage to every creature and object within 
  it (no saving throw). A severe wind (31+ mph) 
  disperses these vapors in 1d2 rounds; otherwise, 
  the effect lasts for 3d6+1 rounds.  
   
  Greenvises are not impeded by their own death 
  fog, so they can move and fight within the fog 
  freely. 
  Improved grab (Ex) If a greenvise hits an opponent 
  that is at least one size category smaller than itself 
  with a slam attack, it deals normal damage and 
  attempts to start a grapple as a free action without 
  provoking an attack of opportunity. If it gets a hold, 
  it can transfer the opponent to its mouth with 
  another 
  successful 
  grapple 
  check, 
  dealing 
  automatic bite damage, then try to swallow in the 
  next round. Alternatively, the greenvise has the 
  option to conduct the grapple normally, or simply 
  use its tendrils or maw to hold the opponent (-20 
  penalty on the grapple check, but the greenvise is 
  not considered grappled). In either case, each 
  successful 
  grapple 
  check 
  it 
  makes 
  during 
  successive rounds automatically deals slam or bite 
  damage, as appropriate. 
  Swallow whole (Ex) A greenvise can swallow a 
  single creature that is at least one size category 
  smaller than itself by making a successful grapple 
  check, provided that it already has that opponent in 
  its maw (see Improved Grab, above). Once inside 
  the greenvise, the opponent takes 2d6+9 points of 
  bludgeoning damage and 2d4 points of acid 
  damage per round from the plant’s stomach. A 
  successful grapple check allows the swallowed 
  creature to climb out of the stomach and return to 
  the greenvise’s maw, where another grapple check 
  is needed to get free. Alternatively, a swallowed 
  creature can try to cut its way out with either claws 
  or a light piercing or slashing weapon. Dealing at 
  least 20 points of damage to the stomach (AC 18) 
  in this way creates an opening large enough to 
  permit escape. Once a single swallowed creature 
  exits, muscular action closes the hole; thus, 
  another swallowed opponent must cut its own way 
  out. A greenvise’s stomach can hold 1 Large, 4 
  Medium, 16 Small, or 64 Tiny or smaller-sized 
  opponents.  
  Woodsense (Ex) A greenvise can automatically 
  sense the location of anything within 60 feet that is 
  in contact with vegetation, even objects or 
  creatures that are not in contact with the same 
  vegetation as it is.  
  Description A greenvise is a larger, sturdier version 
  of the venus fly trap, with a thick, green, trunk-like 
  stem and four sturdy tendrils that hang down like 
  vines. When the creature opens its mouth, a 
  mottled pink maw lined with tooth-like thorns is 
  revealed; when closed, the mouth structure 
  resembles an ordinary leafy bush. A greenvise has 
  small tendril-like roots that it uses to move. 
   
  ENCOUNTER EIGHT-G: STICKS 
  AND 
  STORMS 
  T R U L Y  R O T T E N  AD V AN C E D  S H AM BL I N G  M O U N D   
   
   
   
   
   
   
  CR 11 
  Neutral Huge Plant  
  Init +3; Senses darkvision 60 feet, low-light vision; 
  Listen +8, Spot +0 
  Languages None  
  AC 21, touch 7, flat-footed 21 
   (-1 Dex, -2 size, +14 natural) 
  hp 252 (24 HD) 
  Immune electricity, critical hits, mind-affecting effects, 
  paralysis, poison, polymorphing, sleep, stunning 
  Resist fire 10 
  Fort +18, Ref +6, Will +9 
  Speed 20 ft. (4 squares); swim 20 ft. (4 squares) 
  Melee slam +28 (4d6+11), or 
  Melee 2 slams +28 (4d6+11) 
  Space 15 ft.; Reach 15 ft. 
  Base Atk +19; Grp +37 
  Atk Options improved grab, constrict 4d6+16, 
  Cleave, Power Attack 
  Abilities Str 32, Dex 8, Con 22, Int 7, Wis 10, Cha 9 
  SQ plant traits 
  Feats Cleave, Improved Initiative, Improved Natural 
  Attack, Iron Will, Power Attack, Weapon Focus 
  (slam) 
  Skills Hide +16 (+28 in swampy or forested area), 
  Listen +8, Move Silently +7 
  VER8-03 Darkness is Unbound 
   
  Page 45 
  
   
  Constrict (Ex) A shambling mound deals 4d6+16 
  points of damage with a successful grapple check. 
  Improved grab (Ex) To use this ability, a shambling 
  mound 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. 
  Immunity to electricity (Ex) Shambling mounds take 
  no damage from electricity. Instead, any electricity 
  attack (such as shocking grasp or lightning bolt) 
  used against a shambling mound temporarily 
  grants it 1d4 points of Constitution. The shambling 
  mound loses these points at the rate of 1 per hour.  
   
   
  S T O N E  C I R C L E  L I G H T N I N G  T RAP 
   CR 11 
  Description This chamber is a forty-foot radius circle. 
  There are doorways at the south and north ends of 
  the room. Spaced evenly around the walls are eight 
  standing stones, and at the room’s center is a 
  small pool of water with a central obelisk standing 
  within it. (See the DM Aid in Appendix Five) 
   
  The trap is activated when a creature moves 
  within 10 feet of the central menhir without 
  speaking the command words that are printed on 
  the stone in Druidic (Barley, Malt, Yeast, Hops).  
   
  When the trap is activated, sliding walls close 
  both doorways. PCs in adjacent spaces can make 
  a DC 20 Reflex save to jump to the opposite side 
  before they seal the chamber for the duration of the 
  trap.   
   
  As the doors close, the central stone flashes with 
  light and four bolts of lightning arc between the 
  stones standing at the periphery of the room.  
   
  Each round on the trap’s initiative count, roll 2d8 
  four times, but do not add the values. An arc of 
  lightning springs forth between the stones indicated 
  on each die. For example, a roll of 4 and 8 in one 
  2d8 pair means that a bolt of electricity connects 
  stone #4 and stone #8. 
   
  If doubles are rolled on a pair of dice (for 
  example, two 2’s), then that arc of lightning 
  crackles on the indicated stone (stone #2). All PCs 
  standing adjacent to it are subject to the attack, but 
  that is the extent of its effect.   
   
  If an individual stone is destroyed, it no longer 
  originates lightning, nor can it act as an anchor in 
  future rounds. If a lightning arc would normally be 
  connected to it, then it instead crackles on the 
  remaining stone, only affecting adjacent squares. 
  Doubles rolled on a destroyed stone have no effect 
  at all.  
   
  The central standing stone never acts as an 
  anchor to the arcing lightning, but it serves as a 
  central disarm location for the entire trap. It is, 
  however, covered in contact poison. The first 
  character to attempt to disable the stone circle 
  lightning trap’s central point without first searching 
  for traps on the center stone is subjected to the 
  Trapguard Trap (see below).  
  Search DC 26; Type Magical 
  Trigger Detection (alarm); Init +5 
  Effect Arcs of lightning* (6d6 damage, Reflex DC 16 
  for half); between four pairs of standing stones  
  Duration 14 rounds 
  Destruction AC 22; hp 27; hardness 11 (each 
  standing stone) 
  Destruction AC 27; hp 49; hardness 11 (central 
  stone, shuts down all lightning arcs, but doors 
  remain closed until the trap’s duration expires) 
  Disarm Disable Device DC 29 (each standing stone) 
  Disarm Disable Device DC 29 (central stone, shuts 
  down all lightning arcs, but doors remain closed 
  until the trap’s duration expires; see also the 
  trapguard trap, below) 
  Dispel DC 22 (each standing stone) 
  * see Appendix 2: New Rules Items 
   
  T R AP G U AR D  T RAP 
  Description This trap guards the central stone of the 
  stone circle lightning trap, above.  
  Contact poison: CR 6; mechanical; touch trigger; no 
  reset; poison (terinav root, DC 16 Fortitude save 
  resists, 1d6 Dex/2d6 Dex); Search DC 25; Disable 
  Device DC 19. 
   
   
   
   
  VER8-03 Darkness is Unbound 
   
  Page 46 
  
   
  VER8-03: Darkness is Unbound 
   
  Page 47 
  Appendix 2: New Rules Items 
  New Feats 
  Heat Endurance [General] 
  Either as a result of growing up in the waste, or by training 
  your body and mind to ignore the effects of searing heat, 
  you 
  can 
  exist 
  with 
  ease 
  in 
  high-temperature 
  environments. 
  Prerequisite: Base Fortitude save +2 
  Benefit: You gain a +2 bonus on saving throws against fire 
  effects. You can exist comfortably in temperatures up to 
  120 degrees Fahrenheit without having to make Fortitude 
  saves. Your protection against Heat is Level 1. 
  Source: Sandstorm 
   
  Improved Heat Endurance [General]  
  You can survive even in the most extreme natural heat 
  conditions.  
  Prerequisites: Base Fortitude save +6, Heat Endurance. 
  Benefit: You gain fire resistance 5. If you already have fire 
  resistance, it increases by 5. You can exist comfortably in 
  temperatures up to 160 degrees Fahrenheit without 
  having to make Fortitude saves. Your protection against 
  heat is level 3.  
  Source: Sandstorm 
   
  Nonlethal Substitution [Metamagic]  
  You can modify an energy spell to deal nonlethal damage. 
  Prerequisites: Knowledge (arcana) 5 ranks, any metamagic 
  feat. 
  Benefit: Choose one type of energy (acid, cold, electricity or 
  fire). You can then modify any spell with the chosen 
  descriptor to deal nonlethal damage instead of normal 
  energy damage. The nonlethal spell works normally in all 
  aspects except the type of damage dealt—for example, a 
  nonlethal fireball has the same range and area, but since it 
  deals nonlethal damage instead of energy damage, it will 
  not damage objects or set fire to combustibles in the area. 
   
  A nonlethal spell takes up a spell slot of one level higher 
  than the spell’s normal level. 
  Source: Complete Arcane 
   
  Rapid Spell [Metamagic]  
  You can cast spells with long casting times more quickly. 
  Benefit: Only spells with a casting time greater than 1 
  standard action can be made rapid. A rapid spell with a 
  casting time of 1 full round can be cast as a standard 
  action. A rapid spell with a casting time measured in 
  rounds can be cast in 1 full round. Rapid spells with 
  casting times measured in minutes can be cast in one 
  minute, and rapid spells with casting times measured in 
  hours can be cast in 1 hour.  
   
  A rapid spell uses up a spell slot one level higher than 
  the spell’s normal level. 
  Source: Complete Divine  
   
  New Equipment 
  Belt of battle  
  Price (Item Level): 12,000 gp (13th) 
  Body Slot: Waist 
  Caster Level: 9th 
  Aura: Moderate; (DC 19) transmutation 
  Activation: — and swift (mental) 
  Weight: — 
  A belt of battle helps you avoid being caught off guard in 
  combat and allows occasional bursts of extra activity. 
  While worn, it grants you a +2 competence bonus on 
  initiative checks. This is a continuous effect and requires 
  no activation. 
  In addition, a belt of battle has three charges, which are 
  renewed each day at dawn. Each time you activate the belt, 
  one of the black pearls set into its buckle turns white. The 
  pearls return to normal when the belt’s charges renew. 
  Spending 1 or more charges grants you an extra action, 
  which must be taken immediately (before you take any 
  other action).   
   
  1 charge: 1 move action. 
   
  2 charges: 1 standard action 
   
  3 charges: 1 full-round action. 
  Prerequisites: Craft Wondrous Item, haste. 
  Cost to create: 6000 gp, 480 xp, 12 days.  
  Source: Magic Item Compendium 
   
  Death ward enhancement (from Magic Item 
  Compendium) 
  Price (Item Level): +1 bonus  
  Property: Armor or Shield 
  Caster Level: 7th 
  Aura: Moderate; (DC 19) necromancy 
  Activation: Immediate (mental) 
  Armor and shields that have this property are favored by 
  those dedicated to fighting the foul art of necromancy. 
  While wearing or using death ward armor or a death ward 
  shield, you can activate the armor to ignore any death 
  effect (including death spells, magical death effects, and 
  energy drain) or negative energy effect (such as inflict 
  spells or chill touch).   
  The death ward property functions once per day.  
  Prerequisites: Craft Wondrous Item, death ward. 
  Cost to create: Varies.  
  Source: Magic Item Compendium 
   
  Hermann M’s Special Stein  
  Price (Item Level): 400 gp (3rd) 
  Body Slot: — (held) 
  Caster Level: 6th 
  
   
  Aura: Faint; (DC 16) conjuration 
  Activation: Standard (command) 
  Weight: — 
  Three times per day, when you recite the command word, 
  this mug fills with 12 ounces of water or Hermann M’s 
  Special Blend (your choice).  
  Prerequisites: Craft Wondrous Item, Nonlethal Substitution, 
  five ranks in Profession (brewer), create water, fire seeds. 
  Cost to create: 200 gp, 16 xp, 1 day. 
  Source: based on the everfull mug from Magic Item 
  Compendium 
    
  New Spells 
  Arc of lightning (from Spell Compendium) 
  Conjuration (Creation) [Electricity] 
  Level: Druid 4, sorcerer/wizard 5, Windstorm 5 
  Components: V, S, M/DF 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Area: A line between two creatures 
  Duration: Instantaneous 
  Saving Throw: Reflex half 
  Spell Resistance: No 
   
  This bolt deals 1d6 points of electricity damage per 
  caster level (maximum 15d6) to both creatures and to 
  anything in the line between them. 
   
  Both creatures must be in range, and you must be able to 
  target them both (as if this spell had them as its targets). Draw 
  the line from any corner in one creature’s space to any corner 
  in the other’s space. The bolt affects all squares in this line. 
   
  Arcane Material Component: Two small iron rods. 
   
  Healing lorecall (from Spell Compendium) 
  Divination 
  Level: Cleric 2, druid 2, ranger 1 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Personal 
  Target: You 
  Duration: 10 minutes/level 
   
  A caster with 5 or more ranks in Heal can, when casting 
  a conjuration (healing) spell, choose to remove any one of the 
  following conditions affecting the subject of the spell, in 
  addition to the spell’s normal effects: dazed, dazzled, or 
  fatigued. A caster with 10 or more ranks in Heal can choose 
  from the following conditions in addition to those above: 
  exhausted, nauseated, or sickened. 
   
  Also, when determining the amount of damage healed 
  by your conjuration (healing) spells, you can substitute your 
  total ranks in Heal for your caster level. The normal caster 
  level limit for individual spells still applies; thus, a 3rd-level 
  cleric with 6 ranks in Heal when under the effect of healing 
  lorecall cures 1d8+5 points of damage with a cure light 
  wounds spell. 
   
  Material Component: A mint leaf. 
   
  Listening lorecall (from Spell Compendium) 
  Divination 
  Level: Druid 2, ranger 2 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: Personal 
  Target: You 
  Duration: 10 minutes/level 
   
  You gain a +4 insight bonus on Listen checks. In 
  addition, if you have 5 or more ranks in Listen, you gain 
  blindsense out to 30 feet. If you have 12 or more ranks in 
  Listen, you gain blindsight out to 15 feet. 
   
  A silence spell or effect negates the blindsense or 
  blindsight granted by a listening lorecall spell. 
   
  Nature’s favor (from Spell Compendium) 
  Evocation 
  Level: Druid 2, ranger 2 
  Components: V, S, DF 
  Casting Time: 1 swift action 
  Range: Touch 
  Target: Animal touched 
  Duration: 1 minute 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
   
  You grant the subject animal a +1 luck bonus on attack 
  rolls and damage rolls for every three caster levels you 
  possess (maximum +5). 
   
  Unyielding roots (from Spell Compendium) 
  Transmutation 
  Level: Druid 8 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Willing creature touched 
  Duration: 1 round/level (D) 
  Saving Throw: Fortitude negates 
  (harmless) 
  Spell Resistance: Yes (harmless) 
   
  The creature you touch must be standing on or 
  otherwise touching the ground for this spell to have an effect 
  on it. For the duration of the spell, the touched creature can’t 
  move from its current space, nor can it be moved from its 
  space by bull rushes, overruns, magic such as Bigby’s forceful 
  hand, or any effect short of a massive earthquake. 
   
  Such attempts simply fail. If an overrun attempt is made 
  against a creature with unyielding roots, the rooted creature 
  must block rather than avoid the overrun. The rooted 
  creature automatically wins the Strength check to stop the 
  overrun and can make a Strength check (opposed by the 
  overrunning creature’s Strength or Dexterity check) to knock 
  the overrunning creature prone. 
   
  The roots draw life energy from the ground that feed the 
  touched creature, healing up to 30 points of damage per 
  round, neutralizing poisons automatically, and wiping away 
  negative levels (as the restoration spell). The touched creature 
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  gets a +4 bonus on Fortitude and Will saves as long as the 
  roots remain, but a –4 penalty on Reflex saves. 
  
   
  Appendix 3:  Legwork 
  At various points throughout this adventure, the PCs may want to find out more information about the happenings in 
  the Viscounty. Have them make the appropriate skill checks, with higher checks resulting in more information. Other 
  knowledge skills may be used, in addition to the ones listed, at the DM’s discretion. The DM is reminded that each 
  Gather Information check takes 1d4+1 hours. All DCs are increased by +5 for Bardic Knowledge checks. 
  Gathering Information in Verbobonc City: (Bardic Knowledge, Gather Information, Knowledge [Local: VTF]).  
  DC 3: Verbobonc has a new Viscount – Lord Estival, who only returned to these lands a few years ago to reclaim his 
  patents of nobility. It’s wonderful to see Castle Greyfist occupied again. Veluna couldn’t have chosen a better friend to 
  the common man. May the Cudgel bless his reign! 
  DC 4: Viscount Estival has really cleaned up the city. After the Mounted Borderers disbanded, he appointed his own 
  guards, the Bondsmen of Estival, to handle law enforcement in Verbobonc.  
  DC 5: Bishop Haufren has been in a coma for a really long time. I wonder if he’ll ever wake up. 
  DC 7: Magister Har was conducting some mad experiment on the Skyroads. It went wrong and blew up in his face, 
  killing him and taking half of the Wrinkle Academy with him! Now the scholars don’t have anywhere to read their 
  books. Boo-hoo. It’s high time they got real jobs like the rest of us!  
  DC 9: Lord Langmuir and Lady Elise Brandenberg have set a date for their wedding. It’s so exciting! 
  DC 10: The night of Viscount Estival’s coronation, Trithereonites made a coordinated strike against the head of every 
  noble house in the lands. Demonic agents of the Summoner killed almost every last one of them. Because of that, some 
  people are calling Estival’s ascension “The Red Investiture.” 
  DC 11: Since the assassinations were orchestrated by his cult, worshipping Trithereon is now punishable by death. The 
  Viscount’s not taking any chances with those anarchists. Serves ‘em right for what they did!  
  DC 12: Shannus was stripped of his nobility and placed under house arrest in Glory. He deserves worse, after he started 
  that whole civil war between the nobles by invading Validia last year. 
  DC 13: With Shannus removed from power, the Low Road through the Iron Wood is open again. Of course, now the 
  lycanthropes will probably be back on the prowl. Zilchus save us! 
  DC 15: Supplies of Hermann M’s Special Blend are running out all over town. Probably the fault of those lazy Rhennee 
  bargefolk in Rhynehurst. Bah! This would have to happen to my favorite beer! 
  DC 16: The Great Dire Dark is back. A friend of mine knows a merchant who saw it last week when he got caught in the 
  Iron Wood after dark. Where’s Shannus when ya need him?  
  DC 17: I was worried that the Cienega Valley wineries would stop production when House Langmuir was threatening 
  to invade the town, but it looks like the danger has passed now that Lord Ludovic’s deposed his mother. Cheers to the 
  Sun Father for that! 
  DC 18: Some adventurers assassinated Lord and Lady Saflynd, but they say that the whole noble family were actually 
  werewolves! The other nobles who were killed on the night of the Red Investiture were the heads of Houses Chondell, 
  DeChutes, Deleveu, Galans, Haxx, Rhynehurst, Saflynd, and Stefania. 
  DC 20: Bondsmen have been pickin’ up law breakers all over the region since Lord Estival became the Viscount. Its 
  getting hard to make a dishonest wage. Show your nose in the wrong place, and you’ll get a one-way ticket to the 
  Quarry. 
  DC 23: The ranks of the Black Rose Company have swollen in the wake of the dissolution of all the noble houses. I’ve 
  seen people coming and going from their headquarters at all hours. I wonder what they’re up to in there.  
  DC 24: I heard that the Autumn Wind Brewery in Swan is a secret hideout for kobold insurgents! They’re putting 
  something in the ale! 
  DC 26: Some Trithereonites are claiming that the cultists who organized the assassinations of the Red Investiture all 
  belonged to a separate sect of followers with no ties to the rest of their church. A likely story! 
  DC 28: I don’t trust the new Viscount. He’s been too successful with everything he’s undertaken. By Olidammara’s dice, 
  nobody’s that lucky! 
  DC 30: Didja hear? Some adventurers actually found Viscount Langard! No one knows where he is now, though. 
  Whaddya make o’ that? 
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  Gathering Information in Rhynehurst: (Gather Information, NOTE: all DCs have been increased by 10, because of 
  the limited amount of time available for gathering information)   
  DC 13: Viscount Estival’s rule and the strict policing by the Bondsmen of the Viscount have hurt commerce in the city.  
  DC 15: The late Lord Rhynehurst allowed for a number of methods to speed trading and transactions through the town. 
  Those options are no longer available.  
  DC 18: Many traders, who avoided taxes before, have now been ruined by the assessment of back taxes and the 
  stringent application of shipping rules and regulations.  
  DC 20: The re-opening of the Iron Wood has brought renewed land trade with Devarnish, but with Lord Shannus 
  deposed and his forces confined to Glory, the Iron Wood threatens to become a haven for lycanthropes once more.  
  DC 25: Darkhapor, the floating Rhennee barge town just outside of Rhynehurst, has a reputation as a haven for 
  lawlessness. With their business being encroached upon by the new rule of the Viscount, the bargefolk are talking more 
  and more about ‘breaking the piers’ and allowing the waterborne town to sail away down the Velverdyva. 
  DC 30: Cordova “The Bear” Battirovka was assassinated a few months ago, but his merchant family seems to be doing 
  well for themselves under its new leadership, considering the circumstances.  
  DC 35:  A number of traders affiliated with the Battirovka Merchant Family have been seen associating with suspected 
  Black Rose Company adventurers. It is possible that the merchants and the adventurers have joined forces. 
  DC 40: Some people say that fugitive Trithereonites have sought refuge in Darkhapor. 
  DC 45: With the recent deaths and dissolutions of so many noble houses, the Battirovka Family has lost many of their 
  trade agreements and sponsors. They have created a pact with the Black Rose Company and are acting as bladerunners 
  for the adventurers’ guild, smuggling weapons and goods to the people who need them.  
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  Appendix 4:  The Laws of the Viscounty
  The Laws of Verbobonc are designed to maintain the 
  status quo, protecting the nobility at the expense of the 
  common man. Commoners – including all player PCs 
  – have very few rights. If they break the law, they will 
  be punished. 
   
  HIGH CRIMES AND LOW CRIMES 
       All crimes in the Viscounty are classified as either 
  high crimes or low crimes.  
       Commoners can be accused of any crime by any 
  agent of law enforcement or any noble at any time, so 
  long as the accusing authority is within his 
  jurisdiction. 
       Nobles cannot be accused of low crimes. They can 
  be accused of high crimes, but only by individuals with 
  the Right of High Justice. 
   
  LEGAL AUTHORITY: THE RIGHT OF 
  JUSTICE 
       All legal authority in Verbobonc is divided into two 
  distinct categories: High Justice and Low Justice. 
       Representatives of the law imbued with the Right of 
  Low Justice are involved in the prosecution of ‘day-to-
  day’ law enforcement and may charge and arrest any 
  non-noble offender for any crime. A character that 
  bears the Right of Low Justice may only arrest another 
  character if he either witnesses a crime being 
  committed or if a criminal confesses to committing a 
  crime. Arresting agents cannot fine other player PCs 
  TU and gold, nor can they remove PCs from play. The 
  DM adjudicates the penalties for breaking the law.   
       The Right of High Justice is held by the Viscount, 
  the heads of noble houses, and their most highly 
  appointed representatives. Anyone with the Right of 
  High Justice may charge, arrest, investigate, try, and 
  sentence any offender for any crime. Only those with 
  High Justice may charge a noble with breaking the law, 
  and only for high crimes. Nobles are immune to 
  prosecution for low crimes. No player character in 
  Verbobonc has the right of High Justice, unless he has 
  specific regional documentation to that effect.  
       See the Table 1 below for more details on authority 
  and jurisdiction of various Metaorganizations. 
    
  LAWS IN THE GAME 
       Laws are enforced by the Dungeon Master when the 
  need arises. Before the arrest and adjudication of a 
  player character happens, the DM should warn the 
  player that he is about to commit a crime. If the player 
  decides to act criminally, the DM must decide if there 
  is any way for the authorities to know what has 
  transpired. If so, he should inform the player that his 
  actions will have consequences and that they will be 
  adjudicated after the play session. If the player 
  continues to commit crimes, the DM should adjudicate 
  it immediately and remove the character from the play 
  session for the time being.  
       Once play has finished, the DM should make a final 
  determination of all of the penalties that the character 
  will receive, using Table 2 below for guidance. Any 
  crimes for which the punishment is Death or Exile, 
  must be adjudicated by a member of the Verbobonc 
  Triad. All other crimes may be adjudicated by the judge 
  at the table. 
       If the player of a convicted character wishes to 
  appeal the judge’s ruling, he should contact the 
  Verbobonc Triad. 
   
  ILLEGAL GOODS 
       The following items are illegal in the Viscounty: 
  assassin’s dagger, dagger of venom, darkskull, drugs, 
  dust of disappearance,  flesh golems and flesh golem 
  manuals, gal-garan, hand of glory, hand of the mage, 
  holy symbols of evil gods, holy symbols of Trithereon, 
  life-drinker, mask of lies, nine lives stealer, poisons, 
  robe of bones, slaves, slaying arrow, sword of life 
  stealing, thieves’ tools, thinuan weapons, and unholy 
  weapons. 
       Additionally, scrolls and wands of spells with the 
  [Evil] descriptor and any item that radiates an aura of 
  evil, requires an evil creator, bestows curses,  animates 
  the dead, or summons or commands elementals, 
  demons, devils, or undead are likewise outlawed.  
       This list is not exhaustive, and Dungeon Masters 
  should exercise their judgment. 
  More detailed information on Verbobonc’s laws, legal 
  system, and methods of law enforcement can be found 
  in the Laws of the Viscounty document, available for 
  download at www.verbobonc.net. 
  
   
  Table 1: Legal Jurisdiction of Verbobonc Metaorganizations 
  Organization 
  Authority 
  Jurisdiction 
  Knights of the Faithful Defender 
  High Justice 
  All Verbobonc 
  Bondsmen of Estival - House Nobles 
  Low Justice 
  All Verbobonc  
  Gentlemen of the Watch 
  Low Justice 
  Verbobonc City 
  Gnarley Rangers 
  Low Justice 
  Gnarley Forest 
  Noble House Guards 
  Low Justice 
  Appropriate Noble Lands 
  Mayors, Sheriffs, and Constables 
  Low Justice 
  The local settlement they have been appointed to 
   
  Table 2: Crimes and Penalties 
  Crime  
   
   
   
  Class  
   
  Penalty 
  Aiding and Abetting 
   
   
  Low 
   
  100 gp OR 500 gp OR 1,000 gp + 4 TU  
  Arson  
   
   
   
  High  
   
  500 gp +, 1 TU 
  Assault  
   
   
   
  Low  
   
  50 gp OR 1,000 gp, 2 TU 
  Banditry  
   
   
   
  High  
   
  Forfeiture of all possessions, 1 TU per 100 gp of stolen goods. 
  Battery  
   
   
   
  Low  
   
  200 gp OR 2,000 gp, 10 TU 
  Blackmail   
   
   
  High  
   
  90% of wealth, 26 TU 
  Blasphemy   
   
  High  
   
  Public whipping 
  Bribery 
   
   
   
  Low 
   
  Ten times value offered and public whipping OR forfeiture of all  gold  
   
   
   
   
   
   
   
  carried, expulsion from metaorg, and public whipping 
  Burglary  
   
   
   
  Low  
   
  200 gp, 2 TU OR 1,000 gp, 10 TU 
  Destruction of Noble’s Property  
  High  
   
  Cost of repairs, 1 TU per 1,000 gp of damage 
  Disturbing the Peace  
   
   
  Low  
   
  Up to 450 gp and/or 1 TU 
  Extortion   
   
   
  High  
   
  90% of wealth, 26 TU 
  Forgery 
   
   
   
  Low  
   
  Confiscation of all possessions, 13 TU, loss of finger 
  Fraud Against a Noble   
  High  
   
  Forfeiture of all possessions, 26 TU OR death 
  Grave Robbing  
   
   
  Low  
   
  Confiscation of carried goods, 1,000 gp, 5 TU OR confiscation of carried  
   
   
   
   
   
   
   
  goods, 5,000 gp, 13 TU 
  Impersonation of a Noble  
   
  High  
   
  Forfeiture of wealth and all possessions, 52 TU OR death 
  Interfering with the Representative of  
  a Noble 
   
   
   
  Low  
   
  Up to 300 gp, 4 TU 
  Kidnapping  
   
   
  High  
   
  Confiscation of goods carried, 1,000 gp, 26 TU OR confiscation of goods  
   
   
   
   
   
   
   
  carried, 10,000 gp fine, 104 TU, and loss of eye and hand. 
  Magical Assault  
   
   
  High  
   
  Confiscation of spellbooks, 500 gp, 4 TU OR confiscation of  spellbooks  
   
   
   
   
   
   
   
  and goods carried, 2,000 gp, 13 TU, and loss of ear. 
  Malicious Mischief  
   
   
  Low  
   
  Up to 1,000 gp, up to 4 TU, and full reimbursement of property value 
  Manslaughter  
   
   
  High  
   
  Forfeiture of all equipment, property, and wealth, 52 TU. 
  Murder  
   
   
   
  High  
   
  Death 
  Negligent Use of Magic   
  High  
   
  Confiscation of spellbooks, 500 gp, 4 TU OR confiscation of  
                                                                                                   
  spellbooks  and goods carried, 2,000 gp, 13 TU, and loss of ear. 
  Ownership of Illegal Goods  
   
  Low  
   
  Varies: Confiscation of the item(s) owned and a warning and fine of 100 to  
   
   
   
   
   
   
   
  2,000 gp to exile from the region, as deemed by the item. 
  Perjury  
   
   
   
  High  
   
  600 gp, 8 TU 
  Piracy  
   
   
   
  High  
   
  Confiscation of all wealth, 500 gp, 10 TU OR confiscation of all  
                                                                                                   wealth, 2,000 gp, 26 TU, and loss of eye. 
  Resisting Arrest 
   
   
  Low 
   
  300 gp, 2 TU OR 600 gp, 4 TU  
  Robbery  
   
   
   
  High  
   
  Confiscation of goods carried, 1,000 gp, 10 TU OR confiscation of goods  
   
   
   
   
   
   
   
  carried, 5,000 gp, 26 TU, loss of hand 
  Sedition  
   
   
   
  High  
   
  13 TU 
  Smuggling  
   
  High 
   
  Confiscation of illegal goods, 2,000 gp, 13 TU, public whipping, loss of a  
   
   
   
   
   
   
   
  finger. Sometimes exile.  
  Theft   
   
   
  Low  
   
  Confiscation of goods carried, 200 gp, 5 TU OR confiscation of  
                                                                                                   
  goods carried, 1,000 gp, 12 TU, loss of finger 
  Treason/Revolt 
   
   
  High 
    
  Forfeiture of all possessions, property, and wealth, and death by hanging,  
   
   
   
   
   
   
   
  draw and quartering, or stoning. 
  Trespassing  
   
   
  Low  
   
  20gp – 500 gp 
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  Appendix 5: DM’s Aids and Player Handouts 
  DM’s Aid #1 
  Ghen Tayber’s Mundivagant  Menagerie  
  Ghen Tayber, Menagerie Master, has been touring the 
  lands of the Velverdyva Trade Route for many years. 
  Tayber is a showman who loves to entertain, so his 
  work delights him a great deal. He is a genuinely 
  cheerful man.  
  In his time as a performer, he has created a sensation 
  by collecting strange and exotic beasts, often captured 
  in the wild by adventurers. Tayber travels with his 
  company up and down the Velverdyva Trade Route in 
  their colorful wagons, unfurling their silver and orange 
  banners and flags to perform in any hamlet or town 
  with a population to support an audience. In larger 
  towns and cities, Tayber will often set up for two or 
  three weeks at a time under his grand tent before 
  venturing back onto the road.   
  Tayber feels no qualms about displaying caged animals 
  for profit; he thinks he’s doing townspeople a service 
  by showing them monsters that they wouldn’t ever see 
  (or survive to tell of) in the wild. However, Tayber 
  won’t allow any mishandling of his creatures, and sees 
  to their comfort even before his own. Tayber does this 
  for economical reasons: people will pay more to see 
  healthy, strong animals than sickly, dying ones. 
  Tayber has replaced some of his stoic, silent crew with 
  more colorful help. His lovely assistants during 
  performances are two indistinguishable, nubile blonde 
  young ladies named Syreena and Sylphia. He also 
  employs a pair of taciturn Attloi Rhennee twins named 
  Slapdash and Slipshod as assistant animal handlers. 
  The rest of the crew is made up of eight large, taciturn 
  men who defer to Tayber on almost everything. Two 
  trained monkeys help out the crew with simple tasks.  
  Tayber’s menagerie currently boasts thirteen unusual 
  animals: two camels, two monkeys, a dancing wolf, two 
  rust monsters, a grick, an owlbear, a dire weasel, a 
  malformed horse, a giant eagle (advertised as a baby 
  roc), and a spider eater. See the Monster Manual for all 
  statistics. 
  Tayber’s pair of camels draws his lead wagon, and 
  teams of oxen pull the other four. 
  Wagon 1: Ghen himself usually rides on this lead 
  wagon. Beside him is his wolf animal companion, 
  Dancing Dellia, who wears a ballerina outfit during her 
  performances. The wagon bears a wooden cage holding 
  two rust monsters.  
  Wagon 2: Driven by Slapdash, this wagon carries two 
  cages. Inside the larger one is an overweight and 
  largely sedentary owlbear who has grown lazy and 
  accustomed to the ‘good life’ of being a performer. 
  During shows, he grudgingly wears an arlecchino 
  clown hat. The smaller cage holds an aggressive grick. 
  Wagon 3: Syreena drives this wagon. It carries a cage 
  holding a dire weasel, and another cage holding a 
  deformed horse. The horse has two-foot antelope-like 
  antlers growing out of its head, but is otherwise 
  perfectly healthy. This wagon also carries the 
  Menagerie’s supplies and camping gear.  
  Wagon 4: Sylphia handles this wagon, which carries 
  the performance tents and signage for the show. The 
  two monkeys who help with the performances usually 
  ride on this wagon, as well. 
  Wagon 5: Slipshod brings up the rear of the caravan in 
  a wagon laden with two large cages. One holds a “baby 
  roc” (actually, a giant eagle), and the other holds a 
  spider eater. When the menagerie sets up shop, these 
  beasts are let out to stretch their wings on large tethers. 
  They are carefully controlled by the handlers to keep 
  them from attacking livestock, small animals, the rest 
  of Tayber’s crew, or—most importantly—the other 
  animals of the menagerie.  
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  Player Handout #1a 
  Battirovka Merchant Family: Due to your contacts within the Battirovka Merchant House, you are aware of some 
  privileged information. It is expected that you keep this to yourself.  
  1) Late last year, Cordova “The Bear” Battirovka, our Father, was assassinated by insurgent members of the Family 
  working in concert with the Dyvers Alliance. A bard named Brooknir Veladorn has assumed the mantle of the Bear and 
  married Cordova’s daughter Illanya.  
  2) With the assassinations of Lord Willem Haxx and Lord Wendell Rhynehurst, and with Viscount Langard gone, the 
  Family has lost its major sponsors in Verbobonc. These men represented not only some of our best customers, but also 
  offered a measure of protection from prosecution, since they graciously accepted regular bribes. We have no such 
  relationship with Viscount Estival. 
  3) Because of these losses, and because we share a common antipathy for the overly strict rule of Law, the Family has 
  entered into a mutually beneficial relationship with the Company of the Black Rose. The Family’s business now greatly 
  revolves around smuggling weapons and contraband gear for the adventuring company. 
  4) As such, members of the Black Rose, should you encounter them, should be treated as our closest allies. It is been 
  recommended that you do as many of your brothers and sisters have done and join up with the adventuring company. 
  You may do so before this adventure begins. 
  5) While you were at a safehouse in Verbobonc, your halfling Uncle Farrin offered you the use of some equipment, 
  should you find work. You may take mundane equipment, scrolls, and potions of a value equal to 50gp x APL to be used 
  in your next great exploit (that is, this adventure). This equipment, if not used up, must be returned at the end of the 
  adventure. 
   
    
   
  Player Handout #1b 
  Company of the Black Rose: Due to your contacts within the Company of the Black Rose, you are aware of some 
  privileged information. It is expected that you keep this to yourself.  
  1) With so many disenfranchised noble vassals and the disbandment of the Mounted Borderers, the Company is 
  enjoying a new surge in membership.   
  2) Because of this surge, and because we share a common antipathy to the overly strict rule of Law, the Company of the 
  Black Rose has entered into a mutually beneficial relationship with the Battirovka Merchant Family. The Battirovkas 
  are now acting as the Company’s primary smugglers, moving weapons and supplies to the people who need them.  
  3) As such, members of the Family, if they are encountered, should be treated as our closest allies in the war against 
  oppression.  
  4) While you were at the Kron Hall tavern in Gnomeburg looking for adventure, a Company Officer quietly offered you 
  the use of some supplies for use should you find any work. You may take mundane equipment, scrolls, and potions of a 
  value equal to 50gp x APL to be used in your next great exploit (that is, this adventure). This equipment, if not used up, 
  must be returned at the end of the adventure. 
  VER8-03 Darkness is Unbound 
   
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  Player Handout #2 
   
  VER8-03 Darkness is Unbound 
   
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  Player Handout #3 
  This letter was presented to you by the elves Asharath and Illuvitar of the Iron Wood’s Mist Children Tribe. 
   
   
  Adventurers, 
  The land has need of your swords and spells, for a great evil has returned, 
  threatening to engulf all the Viscounty in its darkness. Time is crucial, for this 
  power grows stronger with each passing day.     
    
  I respectfully request your presence in the Town of Glory as soon as possible. I can 
  promise a small fortune in wheatsheaves if you undertake this quest on my behalf, 
  and you will have the thanks of the Viscounty and all of its peoples if you succeed. 
   
   
  Shannus 
  Lord Mayor of the Town of Glory  
  VER8-03 Darkness is Unbound 
   
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  Player Handout #4 
  This tattered parchment is in Shannus’s possession. It bears a prophecy: 
   
   
   
   
   
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  VER8-03 Darkness is Unbound 
   
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  Critical Events Summary 
  Please submit the answers to these questions to the Verbobonc point of contact before May 14th, 2008. Answers can be 
  sent electronically to poc@verbobonc.net. Use the subject line “VER8-03 Critical Event Summary.” 
   
  1. 
  Did the party turn in the fugitives from Encounter Four, or did the trio escape? 
   
  2. 
  Did the party reach the final chamber of the Oerthblood dungeon (Encounter Nine)?  
   
  3. 
  Did the party kill Hermann M? 
   
  4. 
  Did the party tell Shannus about the Oerthblood? 
   
  5. 
  Did the party lie to Shannus, telling him that the Great Dire Dark had returned? And if so, did the party tell 
  him that it has been vanquished? 
   
  6. 
  Please list any other events that happened during the scenario that you feel the Triad should be aware of. 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/EXTRAS/Greyhawk/Living Greyhawk - RPGA/VER (Verbobonc)/VER8-03 Darkness is Unbound (3E).pdf