TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed 
  by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
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  coincidental. © 2005 Wizards of the Coast, Inc. 
   
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  For questions specific to this document, please e-mail your regional representative at contact.shl@iuzlg.com; for LIVING GREYHAWK campaign 
  questions email rpgahq@wizards.com. 
  SHL7–05 
   
   
   
   
   
   
  Shadows of Nevermore 
   
  A One-Round Dungeons & Dragons® Living Greyhawk™ 
  Shield Lands Regional Adventure 
  Version .9 
   
  by Eric Anondson 
   
  Editor: Paul Kulbitski 
  Triad Reviewer: Paul Kulbitski, Martin Valdez 
  Circle Reviewer: Britt F. Frey 
  Playtesters: Ryan Blomquist, Jeremy Feist, David Haga, Greg Simon. 
   
   
  The Mind Pool has been shattered. They were promised that they would learn the way out of the Shadowdark. The blast 
  of the Mind Pool has subsided and PCs find they are not home and the Shadowdark has been forever changed. 
   
  Part 6 and the Conclusion of the Shadowdark Saga. A one-round Shield Lands Regional adventure set in the 
  Shadowdark for APLs 4–12. 
   
  
  SHL–05 Shadows of Nevermore 
   
  Page 1 
  RPGA® SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA event 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 session Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the session DM. You must be at least a 
  HERALD-LEVEL GM to run this adventure. 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, 
  players 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. 
   
  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. 
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2008. 
   
  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 rule books: Player’s Handbook, 
  Dungeon Master’s Guide, and the Monster Manual. 
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Refer to Appendix 1 for full 
  information on NPCs and monsters. For your 
  convenience, Appendix 1 is split by APL. 
   
  Along with this adventure, you’ll find a RPGA 
  session 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). You 
  need one copy of this for each participating player. 
   
  AVERAGE PARTY LEVEL (APL) 
  See Chapter One of the Living Greyhawk Campaign 
  Sourcebook for details on APLs. If the APL of your group is 
  an odd number, ask them before the adventure begins 
  whether they would like to play the higher or the lower 
  adjacent APL. 
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1st-level characters may find 
  the challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success: 
  1. Enlist a sixth player. 
  2. Advise characters to buy riding dogs to help protect 
  them and fight for them. 
  1. 
   
  TIME UNITS AND UPKEEP 
  This is a standard Regional adventure, set in the Shield 
  Lands. Characters native to that region pay 1 Time Unit 
  per round; all other characters pay 2 Time Units per 
  round. 
   
  More information about Lifestyle and Upkeep can 
  be found in the Living Greyhawk Campaign Sourcebook. 
   
  ADVENTURE BACKGROUND 
  The Shadowdark saga begins with SHL 6-08 Shadows of 
  Memory. At its conclusion the PCs stand astride the Prime 
  Plane and a world of shadows. From their obscured 
  location they witness the traitor Kruptan being shot dead 
  by Graycloaks, and as he dies plummets into a shadowy 
  chasm. 
   
  In SHL 7-01 Falling into Shadows PCs explore the 
  demiplane of the mythical realm of the Shadowdark for 
  their first time encountering denizens and learning about 
  the strange effects this world has upon them and their 
  abilities. 
   
  In SHL 7-02 Shadows of the Mind Flayer King the PCs 
  are caught between the schemes of a tribe of troglodytes 
  and a clan of dark ones, both intent on acquiring the 
  dagger Deathtongue. PCs learn the dagger’s location; it was 
  in the possession of a hive mother beholder. After 
  acquiring the dagger from the beholder, PCs make their 
  way to the City of Az’Halaz, the city where the Mind 
  Flayer King rules. 
   
  In SHL 7-03 Shadows of Intrigue PCs arrive in Az’Halaz 
  and promptly are foisted into the schemes of two rival 
  mind flayer noble houses. The adventure culminates with 
  a three-way battle in the streets of the city between the 
  PCs, the troglodytes, and dark ones from SHL 7-02 over 
  ownership of Deathtongue. 
   
  At the conclusion of SHL 7-03 Shadows of Intrigue 
  PCs are in possession of Deathtongue. Some PCs may 
  have been enslaved or jailed, depending on their 
  
  SHL–05 Shadows of Nevermore 
   
  Page 2 
  decisions. Those not so, are assumed to have returned to 
  the Inn of the Desperate Martyr, while the city of 
  Az’Halaz was thrown into turmoil. The city is on the 
  verge of rebellion thanks to the aid of the PCs and their 
  allies in the city’s Underground. 
   
  In SHL 7-04 Shadows of Captivity PC must infiltrate 
  the Palace of the Mind Flayer King. They destroy the 
  source of the Mind Flayer King’s power, the Mind Pool, 
  and are swallowed in the blast. While immersed in the 
  psychic wave, the PCs retrieved the memory of Kruptan 
  and learned of the truth behind events in the Shield 
  Lands. 
   
  NOW SOME DEEPER BACKGROUND 
   
  By unwittingly destroying the Mind Pool, the PCs 
  have undone a planar prison for an entity that was once 
  an 
  ally 
  of 
  Tharizdun 
  from 
  before 
  Tharizdun’s 
  imprisonment. An alliance of Elder Gods and their 
  followers—good, neutral, and evil—fought Tharizdun 
  and his minions. Tharizdun was imprisoned in his own 
  demiplane and has forever sought freedom. Some of 
  Tharizdun’s minions were dangerous enough to be 
  imprisoned themselves. The Mind Pool was the lock to 
  just one such prison. 
   
  Victorious, an alliance of Good led by ancient 
  followers of Pelor and Rao, an alliance of Neutrality 
  whose descendents eventually became Old Lore and Old 
  Faith, and an alliance of Evil whose descendants became 
  the Ur Flan, all came together on the plains north of the 
  Nyr Dyv eons ago to construct a prison for one dangerous 
  minion. An umbral blot, an assassin of gods. 
   
  Composed of a ring network of obelisks planted in 
  the earth, the obelisks were each infused with eldritch 
  power from each alliance—life and light, balance and 
  magic, death and darkness—to power the dimensional 
  prison. 
   
  As millennia passed, the prison was mostly forgotten 
  about and the obelisks were buried by the sands of time. 
  Thousands of years ago, mind flayers planar explorers 
  came upon a device they could not completely fathom. 
  They knew it was older than they could comprehend. 
  However, they also quickly figured out they could tap in 
  to it for their own purposes. This device, unknown to 
  them, was the lock to the planar prison. The mind flayers 
  subverted it and created the Mind Pool. 
   
  The Mind Pool became a tool which dynasties of 
  elder 
  brain 
  Mind 
  Flayer 
  Kings 
  could 
  unleash 
  unimaginable power. The Mind Flayer Kings altered the 
  pocket plane they discovered to become more suitable to 
  their nature. It became the Shadowdark. The Mind Pool 
  could permanently store memories fully intact, instead of 
  being absorbed by the elder brain. This way, future elder 
  brains could benefit from everything the earlier elder 
  brains had. 
   
  All this came undone when rival Mind Flayer 
  Houses, some seeking to claim the throne from a 
  weakened Mind Flayer King and others wanting to 
  eliminate the King’s source of power, scheme to get the 
  PCs to destroy the Mind Pool. The PCs were successful. 
  They undid the Mind Pool and retrieved the memory of 
  Kruptan. They also freed the umbral blot. An entity so 
  powerful the gods themselves are struck with fear. 
   
  ADVENTURE SUMMARY 
  SHL 7-05 begins quickly and races to the Conclusion as 
  the PCs must chase the umbral blot they freed from the 
  planar prison. 
   
  In the Introduction, the PCs begin with the PCs 
  slowly emerging from the Mind Pool’s blast. The umbral 
  blot likewise is slowly emerging from its prison. Right at 
  this moment the umbral blot’s consciousness is able to 
  communicate with the minds of the PCs. It expresses a 
  sense primordial gratitude and relief for its freedom. PCs 
  are made aware that it will seek the exit from this plane—
  which it now looks for Oerth. The moment fades. 
   
  In Encounter 1, the PCs find themselves in the 
  room of the Mind Pool face to face with the umbral blot. 
  The umbral blot departs by carving its way through the 
  Palace walls. It carves a horizontal tube straight out 
  through the Palace walls and flies to the city far below. 
  PCs must follow. 
   
  In Encounter 2, PCs try to keep up with the umbral 
  blot as it carves a path of havoc through the city, rolling 
  into everything that threatens it, and vacuuming 
  anything that tries to escape. While PCs are keeping up 
  they run into an out of control situation and must fight 
  through a crowd. 
   
  In Encounter 3, PCs catch up with the umbral blot, 
  not exactly hard to find it because there is a 15-foot tube 
  carved through the walls of city buildings. It has led the 
  PCs to one of the Houses. One of the primary activities of 
  the House is arcane research. The umbral blot went here 
  because it knows there are active gates. It paused here 
  waiting for the PCs to catch up. Its intent is to collide 
  with as many gates as are necessary to open up a planar rift 
  that will hurl PCs back to the Prime Material Plane. 
   
  In Encounter 4, PCs have returned to the Shield 
  Lands, but a full year has passed since SHL 6-08 Falling 
  into Shadows. PCs find themselves out near the center of 
  the Shield Lands, well into occupied territory. PCs make 
  their way back to Reclaimed Shield Lands in time to 
  rescue an outpost being attacked by Iuzians. 
   
  In Encounter 5, PCs are not greeted as heroes; 
  instead they are greeted with suspicion. 
   
  Conclusion . . . 
   
  PREPARATION FOR PLAY 
  The DM should take an inventory of the following 
  matters before beginning. 
  • How many Shadow Points do PCs have? — Unless 
  PCs have done out of the ordinary things, maximum 
  possible Shadow Points are 5 (see the Shadowdark 
  Appendix). Some PCs will have more than 5. After 
  completing SHL 7-05 they will gain an additional 
  Shadow Point. If their last module was not in the 
  Shadowdark Saga then they begin this adventure with 
  
  SHL–05 Shadows of Nevermore 
   
  Page 3 
  0 Shadow Points. Hopefully no PC is playing this 
  without having played SHL 7-04 immediately before. 
  • Do any PCs speak Undercommon? — Few creatures 
  in the Shadowdark speak Common. Note which PCs 
  can speak and/or read Undercommon. Natives of 
  Az’Halaz speak Undercommon and if PCs want to 
  speak to them they will need to overcome this barrier. 
  • Which PC was Deathtongue’s bearer? — There can 
  be only one at each table and there must be someone. It 
  is possible, and maybe even likely, that since SHL 7-03 
  the party composition has changed and multiple PCs 
  may have Deathtongue or no PC has it. 
  • Do PCs have shadow chains from SHL 7-01? — 
  Social skill checks are made at a –4 penalty for PCs 
  who do not possess one. 
  • Do the PCs have the former slave from SHL 7-02, 
  Noni, with them? — She may have been left out of 
  the Palace infiltration, probably a wise idea that she 
  would be. If she was not with the PCs at the infiltration 
  then she will conveniently emerge from the city while 
  PCs are chasing the umbral blot and accompany the 
  PCs. 
  • Does anyone serve Myoprim from SHL 7-02? — If 
  PCs let it be known they are agents of Myoprim, they 
  gain a +2 circumstance bonus on social skill checks and 
  a +4 circumstance bonus on Intimidate checks. 
  Myoprim’s name is known to mind flayers of the 
  Shadowdark and they fear her power. There will be 
  little opportunity for PCs to get in trouble with 
  Az’Halaz law enforcement in this adventure; however 
  Myoprim keeps track of her agents no matter where 
  they go. She may have something in store for them 
  later. 
   
  INTRODUCTION 
  PCs begin this adventure in temporary planar pocket that 
  was created by the burst of the Mind Pool. These are the 
  important traits. 
   
  • Subjective directional gravity. See DMG 148. PCs will 
  not need to move around this realm to encounter 
  anything, but if they decide to try and move about, this 
  is how it will be done. 
  • Flowing time. In the time PCs spend in the blast wave, 
  every injury or condition that could heal from resting 
  heals completely. Anything that requires magic to 
  undo is still in place when PCs exit. The time PCs are 
  in the blast is effectively an instant in Shadowdark 
  time. Any PC that has insanity will still have it. 
  Likewise, all-day effects will have ended. 
  • Self-contained. The “borders” wrap in on itself giving 
  the perspective this realm is infinite. 
  • Alterably morphic. The only “objects” that are here are 
  the mind strings. Once PCs touch one the string 
  disappears. The “mind” transfers its memory to the PC. 
  • Strongly neutrally-aligned. This will not come in to 
  play, but PCs affected by this will “feel” the effects. All 
  Intelligence-, Wisdom-, and Charisma-based checks 
  suffer a –2 penalty for each portion of their alignment 
  that is not neutral. So a lawful good paladin would 
  suffer a –4 penalty, while a chaotic neutral rogue would 
  suffer a –2 penalty. 
  • Dead magic. This should not come in to play, but this 
  realm functions like an antimagic field. 
   
  PCs ended SHL 7-04 floating in the aftermath of the 
  Mind Pool’s undoing in a world of utter whiteness 
  surrounded by floating threads of every color. 
   
  You sense the threads floating around you in the 
  utter whiteness gradually moving faster as they 
  move further apart from each other and you. Then 
  you notice something different. You had been quite 
  used to voices speaking to you in your mind 
  telepathically, similar to that, this is still different. 
   
  As the threads move further away from you, you 
  sense an overwhelming presence bearing down 
  upon you more and more. You feel moments of 
  pressure on your soul as if something was testing. 
  Like dipping toes into a lake on a spring day to 
  determine how cold the water was. Then in an 
  instant it jumped right in. Something has jumped in 
  to your minds and is flailing about like it is learning 
  to swim and scaring the fish away. 
   
  “Not master, not prey, not captors, not 
  meddlers. Minds fragile, simple thoughts. Fetters 
  gone, freedom . . . gratitude. 
   
  “Favor for freedom bestowed—offer. Keep 
  proximity close. Return to home. Follow now.” 
   
  As the last words were felt in your mind the 
  whiteness was gradually fading while you returned 
  to what look like the Mind Pool room. 
   
  Before the PCs is the Assassin of the Gods. It is a minion 
  of Tharizdun that had been imprisoned by tripartite 
  alliance thousands and thousands of years ago when 
  Tharizdun himself was imprisoned by an alliance of gods. 
   
  The Assassin of the Elder Gods is not defeatable by 
  PCs and should PCs so much as touch it they will likely 
  disintegrate (DC 50 Fort save). The Assassin of the Elder 
  Gods is extremely intelligent, if it knows a language it 
  does not use one to communicate probably because the 
  languages it speaks are thousands of thousands of years 
  extinct. It is able to communicate with the PCs because of 
  the supernatural after effect of the Mind Pool blast. 
  While in the temporary planar pocket minds can be 
  absorbed and thoughts and concepts transferred to a new 
  owner. 
   
  The Assassin of the Elder Gods is able to use this 
  temporary effect to communicate to the PCs that it has 
  gratitude towards the PCs and desires to return the favor. 
  Now that it is freed from its fetters the Assassin of the 
  Elder Gods could simply fold space and leave the 
  Shadowdark, it cannot take the PCs with it. 
   
  The Assassin of the Elder Gods knows how to help 
  the PCs escape and return home, and it has a plan. Its 
  
  SHL–05 Shadows of Nevermore 
   
  Page 4 
  plan is to locate a standing gate spell or effect and collide 
  itself with it. As long as PCs are nearby, when a planar rift 
  opens, everyone within range is transported to another 
  plane. The Assassin of the Elder Gods has the ability to 
  fold space as it wills, and has the ability to affect the 
  destination of the planar rift. It chooses Oerth. 
   
  If any PC attempts a Sense Motive regarding the 
  words sent to their minds they learn the following. 
  • Initially, something is trying to identify the minds of 
  the PCs. 
  • PCs sense deep gratitude at being freed. 
  • It feels like the sender of the thoughts wants the 
  recipient (the PCs) to keep near to the sender. By 
  keeping close, the sender of the thoughts will return 
  the recipient it its home. 
   
  1: FACE−TO−FACE WITH OBLIVION 
  Gradually, the eternal soft whiteness begins to fade. 
  At the same time, the threads continue to drift only 
  further and further apart until you can barely see 
  them. 
   
  With the fading you begin to see portions of the 
  Mind Pool room through the whiteness. But there is 
  something changed. Where the Mind Pool once was 
  is now a 15-foot-diameter globe of utter darkness. 
  Just hovering. Almost as if it is . . . scrutinizing you. 
   
  The Assassin of the Elder Gods is unbelievably fast with a 
  speed of 90 ft. (perfect). Normally, it can also naturally 
  fold space and travel anywhere in the multiverse. It could 
  leave right now, but under a sense of obligation, 
  gratitude, or whatever something this alien feels, it is 
  returning a favor to the PCs. 
   
  If the PCs have enough potions of levitate remaining 
  on them, it knows this and simply flies horizontally 
  through the palace and out to the city. Its path carves a 
  tunnel for the PCs to walk out through. It expects the 
  PCs are intelligent enough to use the potions of levitate, or 
  other means it is aware of, to descend to the city below. 
  The PCs are 400 feet high, it take two minutes to levitate 
  to the surface below. 
   
  If the PCs used up their potions of levitate during SHL 
  7-04 Shadows of Captivity and have no way for all PCs to 
  levitate or fly down, the Assassin of the Elder Gods knows 
  this as well and carves a spiraling tunnel through the 
  Palace’s stone down to ground level. PCs may believe 
  they should take precautions descending down the 
  sloping, spiraling tunnel. Let them, but there is no need. 
  They simply slide down for hundreds of feet, around and 
  around, and are emptied at the base of the Palace. 
   
  Upon seeing the globe of blackness PCs may try various 
  skill checks. The skills below reveal the following: 
   
  • Knowledge (arcana): 
  • 
  DC 20 PC believes this is a self-controlled 
  construct. 
  • Knowledge (religion): 
  • 
  DC 20 PC knows that there are myths that the 
  predecessors of today’s Greater gods fought with a 
  great evil, casting it to a prison. 
  • 
  DC 25 PC knows that the imprisoned evil is 
  Tharizdun. 
  • 
  DC 30 PC knows Tharizdun had minions and 
  allies that were likewise imprisoned. Lastly, 
  among Tharizdun’s minions were some whose 
  purpose was to destroy gods. 
  • Knowledge (the planes): 
  • 
  DC 30 PC knows of stories of battles among the 
  planes between Elder gods and an ancient evil, the 
  gods were victorious and imprisoned the evil and 
  its minions in planar prisons. 
  • Spellcraft: 
  • 
  DC 26 PC believes the globe will disintegrate 
  anything that touches it. 
  • 
  DC 30 PC believes the globe is like a massive sphere 
  of annihilation. Only bigger, faster, and intelligent. 
   
  The Assassin of the Elder Gods does not detect as magic. 
   
  TROUBLESHOOTING 
  The Assassin of the Elder Gods does not respond to any 
  provocation from the PCs. PCs may try to attack it, cast 
  spells at it, communicate with, etc. To the Assassin of the 
  Elder Gods the PCs are insignificant as ants and there 
  really is little the PCs can do to affect it. 
   
  PCs emerge from the Mind Pool blast energized and 
  invigorated by psychic energy. They are healed of the 
  following conditions: 
  • Hit point damage: all hit points healed. 
  • Fatigue and exhaustion: return to normal. 
  • Negative levels: make Fort save before emerging. 
   
  Because someone with the Heal skill is not tending the 
  PCs, the following has not healed from natural rest. 
  • Disease: hopefully noted in Play Notes from the 7-04 
  Shadows of Captivity AR. The disease was still incubating 
  during 7-04 Shadows of Captivity and thus did not come 
  into effect. The disease (if any) is in affect when the PC 
  emerged from the Mind Pool blast. 
  
  SHL–05 Shadows of Nevermore 
   
  Page 5 
  2: RIOTS IN THE STREETS 
  The path to follow the black globe is obvious. 
  Circular voids in walls through the city lined up to 
  form a new sort of tunnel show an obvious 
  direction. You see where it is going. 
   
  But Az’Halaz looks to be coming undone. All 
  over the city wispy forms are taking shape, emerging 
  from walls, the ground, and the cavern roof. 
  Thousands of city inhabitants are in the streets, 
  except for a swath on either side of the “tunnel”. 
   
  You’d guess that everyone is coming out to 
  investigate the destruction caused by the orb you 
  freed. But that is not the entire reason. The wispy 
  shapes emerging from everywhere are attacking 
  every living thing. The inhabitants are fighting for 
  their lives against living shadows . . . did you 
  unleash these as well? 
   
  So did the PCs unleash these shadows? Yes and no. 
   
  The Shadowdark is a realm that was “crafted” as a 
  part of a prison for the unstoppable Assassin of the Elder 
  Gods. The inherent nature of the Assassin of the Elder 
  Gods gradually seeped through the mystic bindings that 
  held it, subverting the planar pocket with some of the 
  essence of the Assassin of the Elder Gods. Over 
  millennia, the realm became tainted in a way that light 
  was absorbed into nothingness. The realm became what 
  the Shadowdark is today. 
   
  With the Mind Pool—the lock to the planar 
  prison—destroyed, the entire prison is coming undone. 
  The light-absorbing qualities are separating from solid 
  matter and taking on a life of their own. The wispy forms 
  have been endowed with some of the personality of the 
  Assassin of the Elder Gods itself; each now seeks to 
  destroy life and light. 
   
  While the shadow elementals are being unleashed 
  here, they are also appearing everywhere in the Shield 
  Lands, emerging from obelisks all over. 
   
  This encounter should occur as PCs step through a 
  “tube tunnel” into a wide, empty street. The street is 
  about 40 feet wide, from building to building. As the PCs 
  reach the center of the street, shadow elemental emerge 
  to attack the PCs. 
   
  CREATURES 
  APL 4 (EL 6) 
  Small Shadow Elementals (4): hp 15 each; Appendix 1. 
   
  APL 6 (EL 8) 
  Medium Shadow Elementals (4): hp 42 each; Appendix 
  1. 
   
  APL 8 (EL 10) 
  Large Shadow Elementals (2): hp 78 each; Appendix 1. 
  Medium Shadow Elementals (3): hp 42 each; Appendix 
  1. 
   
  APL 10 (EL 12) 
  Huge Shadow Elemental (1): hp 154; Appendix 1. 
  Large Shadow Elementals (3): hp 78 each; Appendix 1. 
  Medium Shadow Elementals (3): hp 42 each; Appendix 
  1. 
   
  APL 12 (EL 14) 
  Greater Shadow Elemental (1): hp 178 Appendix 1. 
  Huge Shadow Elemental (1): hp 154; Appendix 1. 
  Large Shadow Elementals (4): hp 78 each; Appendix 1. 
  Medium Shadow Elementals (6): hp 42 each; Appendix 
  1. 
   
  Tactics 
  Initially, what begins the encounter is the shadow 
  elementals using their dawn to dusk ability to drop the 
  light level in the area of the between the two holes-in-
  the-walls precisely where the PCs stand on the surprise 
  round. Next, the shadow elementals emerge from the 
  walls as their first action, and charge the PCs. 
   
  The shadow elementals do not focus on any one PC, 
  but rather emerge from a wide spread, surrounding the 
  PCs. They distribute their attacks evenly per PC. 
   
  It may still make sense to send the largest shadow 
  elemental at the PC most able to take the damage. 
   
  TROUBLESHOOTING 
  Shadow elementals are very susceptible to bright light. 
  There is no police force around to deal with PCs who 
  decide to cast any light spell. 
  
  SHL–05 Shadows of Nevermore 
   
  Page 6 
  3: TAMING THE MIND FLAYERS 
  As the PCs follow the path of the Assassin of the Elder 
  Gods through Az’Halaz, it leads them to one of the House 
  buildings. It is not important which House it is, though 
  House Fulgez would be appropriate. 
   
  You follow the destruction through city. It is not 
  difficult to follow. Circular holes through the walls 
  of buildings lined up as if it were a new sort of 
  tunnel. The “tunnel” leads you directly towards a 
  main House building. The tunnel punches through 
  a 40-foot-high defensive wall. Stepping through, 
  over in a clearing far from you, you see black orb of 
  the hovering over a force of mind flayers and their 
  thrall guards. Instantly, an immense windstorm 
  sucks the arrayed creatures into the void. Gone. 
   
  While watching the horrific spectacle occur, 
  more mind flayers rush out of the House building to 
  meet the unstoppable challenge. [One/A few] catch 
  sight of you, and rush to engage. 
   
  This encounter is in a wide-open field between a 
  defensive wall and the primary House building. 
   
  CREATURES 
  APL 4 (EL 5) 
  Mind Flayer (2): hp 44 each; Monster Manual 187. 
   
  APL 6 (EL 7) 
  Mind Flayers (4): hp 44 each; Monster Manual 187. 
   
  APL 8 (EL 9) 
  Mind Flayers (7): hp 44 each; Monster Manual 187. 
   
  APL 10 (EL 11) 
  Mind Flayers (7): hp 44 each; Monster Manual 187. 
  Ulitharids (3): hp 90 each; Appendix 1. 
   
  APL 12 (EL 13) 
  Mind Flayers (10): hp 44 each; Monster Manual 187. 
  Ulitharids (5): hp 90 each; Appendix 1. 
   
  Tactics 
  The mind flayers are geniuses and communicate 
  telepathically with each other. Upon spotting the PCs, 
  those who turn to engage the PCs space themselves out 
  expertly so as to not have overlapping cones. They also 
  space themselves out enough so that a 20-ft.-radius spell, 
  at APLs 4–8 only covers one mind flayer at most, and at 
  APLs 10–12 only covers two mind flayers at most. 
   
  Immediately, the mind flayers attack the PCs with 
  their mind blast ability. Of course, it does not work 
  because PCs are temporarily immune to stun effects. The 
  mind flayers are completely surprised by this fact, panic, 
  and rush the PCs to close for melee. Any mind flayer that 
  cannot close for melee closes as near as it can then use its 
  charm monster, asking the target that failed its save to 
  “defend me”. 
   
  This encounter’s challenge is adjusted to account for 
  the mind flayer’s wasting their initial round of combat on 
  their ineffective mind blast Additionally, because their 
  mind blast no longer affects PCs, the encounter is adjusted 
  further. This pretty much makes them higher hit point 
  pixies but with a few more melee attacks. 
   
  That said, this encounter is meant to be one the PCs 
  blow through regardless of actual strength. If it still 
  appears that the mind flayers’ numbers are too much, 
  have a few of the mind flayers plane shift away as soon as 
  possible in a panic after their mind blast does work on the 
  PCs 
   
  TROUBLESHOOTING 
  Right now, if the PCs are playing this adventure 
  immediately follow SHL 7-04 Shadows of Captivity, the 
  PCs are immune to the stun from the mind blast ability of 
  the mind flayers and ulitharid, so the encounter’s 
  challenge has been adjusted for this fact. It may still 
  prove immensely easy. 
   
  If it is not easy for PCs, the Assassin of the Elder 
  Gods can be used to end the encounter. While the PCs 
  are fighting, the Assassin of the Elder Gods is nearby 
  within the grounds of the House vacuuming up anything 
  and everything with its vortex ability. If you believe the 
  PCs are having a difficult time just have the Assassin of 
  the Elder Gods cease vortexing and instead charge into 
  the House building (speed: fly 90 ft. (perfect)). Once 
  inside it collides with a gate, a planar rift is created, and 
  the encounter ends. 
   
  DEVELOPMENT 
  As the PCs are fighting the mind flayers, the Assassin of 
  the Elder Gods dives into the main House building. 
  Within is a laboratory where planar travel magic and 
  summoning spells are researched. The Mind Flayer King 
  did not shut down the entire city with the dimensional 
  lock. He excluded the precise laboratories of some of the 
  Houses. 
   
  A laboratory in this House has active gates. Once the 
  Assassin of the Elder Gods finds a gate, it collides, and 
  bam! Planar rift sends the PCs back to Oerth and to 
  Encounter 4. 
  
  SHL–05 Shadows of Nevermore 
   
  Page 7 
  4: WE ARE HOME! ALMOST. 
  In a blink of an eye, you were once in a realm of 
  eternal darkness and shadow beneath a ceiling of 
  stone where light itself was snuffed out, now you 
  find yourself nearly blinded by light. Except the 
  light doesn’t stop. It is shining all around you 
  ceaselessly. 
   
  Closing your eyes seems keeps the discomfort 
  away. And the brightness doesn’t end. You peek an 
  eye open hoping to get a glimpse of what’s going on. 
   
  You saw grass. Green grass. 
   
  The PCs are indeed returned. Unfortunately they are in 
  Iuzian-occupied lands. Fortunately they are not far from 
  the border. 
   
  The PCs’ vision problem is not going to end any time 
  soon. Their extended duration in the Shadowdark has 
  made them extremely light sensitive. Abrupt exposure to 
  bright light (such as sunlight or a daylight spell blinds 
  them for 1 round. On subsequent rounds, the PC is 
  dazzled while operating in bright light. 
   
  TROUBLESHOOTING 
  The PCs are safe right now despite being behind enemy 
  lines. Allow them to camp as long as they desire. Smart 
  players may wish to attempt skill checks to determine 
  their location. 
   
  • Bardic knowledge/loremaster lore 
  • 
  DC 20 It appears they are near some famed 
  orchards around the uplands of the Central Shield 
  Lands. 
  • Knowledge (geography) 
  • 
  DC 10 PCs know they are near the intersection of 
  the borders of the Counties of Harryn, Jondo, 
  Lardon, and Olenak. 
  • 
  DC 15 There will be hedgerows between fields all 
  around the region, any of which are suitable for 
  the PCs to temporarily hide in and rest. 
  • Knowledge (local) 
  • 
  DC 15 PCs know they are near the intersection of 
  the borders of the Counties of Harryn, Jondo, 
  Lardon, and Olenak. 
  • 
  DC 20 There are hedgerows between fields all 
  around the region, any of which are suitable for 
  the PCs to temporarily hide in and rest. 
  • Knowledge (nature) 
  • 
  DC 20 It appears they are near some famed 
  orchards around the uplands surrounding the 
  Central Shield Lands. 
  • Survival 
  • 
  DC 15 It will take about eight hours of travel to 
  get to the border. Weather will be wonderfully 
  clear for the next 24 hours. For each 5 the DC is 
  beat by, the PC learns that after the next day of no 
  clouds, it will be partly cloudy the following days . 
  . . that does not help PCs struggling with light 
  sensitivity. Also, camping in a nearby hedgerow 
  will provide decent shelter to rest. 
   
  After getting acclimated to the light, PCs will notice they 
  and their possessions have developed a grayish 
  discoloration. 
   
  • Heal 
  • 
  DC 15 The coloration is inherent. It will not wash 
  off or rub off. 
  • 
  DC 20 The eyes are likely responding to light the 
  way they are because the PCs have been away from 
  bright light for so long. The eyes just are not used 
  to it. 
  • Knowledge (arcana) 
  • 
  DC 20 Regarding the coloration, PCs might to be 
  infused with some of the essence of the 
  Shadowdark. 
  • Knowledge (nature) 
  • 
  DC 10 Many creatures that live deep underground 
  and never see the sun have developed sensitivity 
  to bright light. This is probably just like that. 
  • Knowledge (the planes) 
  • 
  DC 20 Regarding the coloration, PCs might to be 
  infused with some of the essence of the 
  Shadowdark. 
  • Spellcraft 
  • 
  DC 30 The discoloration is a dim, lingering aura of 
  shadow. Alternatively, if any PC casts detect magic it 
  reveals that each and every PC that came from the 
  Shadowdark has this dim, lingering aura. It is 
  impossible to tell how long the aura will last. 
   
  As soon as PCs are ready to depart in any direction, allow 
  them to attempt a DC 10 Spot check. Despite the low DC, 
  the check is to notice a warning fire that has been set at a 
  Shield Lands’ border fort. A DC 15 Knowledge (local) or 
  DC 10 Profession (soldier) reveals that such a signal 
  means the particular border fort is now or is about to 
  come under attack, and is in need of reinforcements. 
  
  SHL–05 Shadows of Nevermore 
   
  Page 8 
  5: THE CAVALRY TO THE RESCUE 
  A few months ago, a band of soldiers stationed at a new 
  border outpost uncovered an abandoned rural temple to 
  St. Cuthbert still in Iuzian territory. It was significantly 
  intact, enough that magical defenses were still 
  functioning after all these years. It was believed they 
  were protecting a St. Cuthbert relic. 
   
  Action was taken to extend the border out again to 
  bring this temple within the reclaimed Shield Lands. The 
  temple has been reconsecrated and work has been 
  underway for months to reconstruct the damage done 
  from the years of occupation. 
   
  Believing the relic still lies within the temple, an 
  Iuzian host set out to assault the outpost and then move 
  on the temple of St. Cuthbert. Through a spy, the Iuzians 
  know that the defenses of the temple have been disabled, 
  and that there is no cleric of sufficient power on the 
  ground to reactivate them. Having overcome the 
  defenses at the outpost, the Iuzian host now moves on to 
  the temple. 
   
  The signal fire still lifts from within the outpost as 
  you travel over the top of the rise. A few men in 
  Standing Army regalia flee from a corpse filled 
  battlefield towards the safety of the outpost atop the 
  motte. The Iuzian surviving host slowly retakes 
  shape and begins to push on towards the outpost. 
   
  It looks like the Iuzian host is about to mount an attack 
  on the outpost, but it is going to simply march past it and 
  on towards the temple of St. Cuthbert under 
  reconstruction not far from here. Tell PCs how many 
  humans in full plate, with a greatsword and an Iuz 
  iconography emblazoned on the possessions that there 
  are. Anyone with a basic knowledge of Iuzians knows 
  this is what Iuzian priests or blackguards wear. 
   
  A DC +1 per 10 feet Spot check will pick out the 
  different Iuzian ranks (if any) from their outfits. 
   
  APL 4 (EL 7) 
  Bloodhulk Fighter (2): hp 140 each; Appendix 1. 
  Bolstered Human Commoner Zombie (4): hp 16 
  each; Monster Manual 267. 
  Hobgoblin archers on Light Warhorse (4): hp 7 each; 
  Monster Manual 153. 
  Cleric of Iuz Lieutenant (1): hp 35, Appendix 1. 
   
  APL 6 (EL 9) 
  Bloodhulk Fighter (2): hp 140 each; Appendix 1. 
  Bloodhulk Giant (1): hp 196; Appendix 1. 
  Bolstered Human Commoner Zombie (4): hp 16 
  each; Monster Manual 267. 
  Hobgoblin archers on Light Warhorse (4): hp 7 each; 
  Monster Manual 153. 
  Cleric of Iuz Lieutenant (2): hp 35 each; Appendix 1. 
   
  APL 8 (EL 11) 
  Bloodhulk Fighter (2): hp 140 each; Appendix 1. 
  Bloodhulk Giant (1): hp 196; Appendix 1. 
  Bolstered Human Commoner Zombie (6): hp 16 
  each; Monster Manual 267. 
  Hobgoblin archers on Light Warhorse (6): hp 7 each; 
  Monster Manual 153. 
  Cleric of Iuz Captain (1): hp 56, Appendix 1. 
  Cleric of Iuz Lieutenant (2): hp 35 each; Appendix 1. 
   
  APL 10 (EL 13) 
  Bloodhulk Crusher (1): hp 280; Appendix 1. 
  Bloodhulk Fighter (2): hp 140 each; Appendix 1. 
  Bloodhulk Giant (2): hp 196 each; Appendix 1. 
  Bolstered Human Commoner Zombie (8): hp 16 
  each; Monster Manual 267. 
  Hobgoblin archers on Light Warhorse (6): hp 7 each, 
  Monster Manual 153. 
  Cleric of Iuz Captain (2): hp 56 each; Appendix 1. 
  Cleric of Iuz Lieutenant (2): hp 35 each; Appendix 1. 
   
  APL 12 (EL 15) 
  Bloodhulk Crusher (1): hp 280; Appendix 1. 
  Bloodhulk Fighter (3): hp 140 each; Appendix 1. 
  Bloodhulk Giant (2): hp 196 each; Appendix 1. 
  Bolstered Human Commoner Zombie (12): hp 16 
  each; Monster Manual 267. 
  Hobgoblin archers on Light Warhorse (6): hp 7 each; 
  Monster Manual 153. 
  Cleric of Iuz Captain (2): hp 56 each; Appendix 1. 
  Cleric of Iuz Lieutenant (2): hp 35 each; Appendix 1. 
  Iuzian Colonel (1): hp 98, see Appendix 1. 
   
  Excerpted from Monster Manual IV, a Knowledge 
  (religion) check reveals: 
  • DC 10+CR of bloodhulk, this is a bloodhulk, a kind of 
  mindless undead. It can withstand tremendous 
  physical punishment. Also reveals all undead traits. 
  • DC 15+CR of bloodhulk, a bloodhulk is created 
  through a foul ritual that saturates a creature’s flesh 
  with the blood of sacrificed victims. 
  • DC 20+CR of bloodhulk, a bloodhulk is full to bursting 
  with blood. Whenever it takes damage from edged 
  weapons, its flesh ruptures. 
   
  Tactics 
  The PCs are coming upon the Iuzian host after its victory 
  on the field in front of the Shield Lands outpost. The host 
  is marching slowly—as fast as the bloodhulks can 
  move—on to the St. Cuthbert temple. Its attention is on 
  its goal giving PCs an easy chance of surprising the host. 
   
  The hobgoblins are identical to the Monster Manual 
  except substitute a +1 Str composite longbow for the 
  javelin. The hobgoblin’s horses flee once their rider has 
  been taken out and do not attack PCs with their rider on 
  them. 
  
  SHL–05 Shadows of Nevermore 
   
  Page 9 
   
  The Iuzian cleric officers do not have any particular 
  favored method of dealing with PCs. One to consider 
  would be, once PCs initiate combat, have the clerics cast 
  invisibility, and then bolster and spontaneously inflict 
  wounds to heal the undead while invisible, saving spells 
  like flame strike until the end or to flee for another day. 
  Alternatively, the clerics cast invisibility and move to 
  flank the PC casters near the rear of the party. 
   
  Treasure: The PCs can gain the following treasure here: 
   
  APL 4: Loot 389 gp; Coin 90 gp; Magic 184 gp; potion 
  of cure light wounds (4 gp each [2]), masterwork full plate 
  (275 gp), masterwork greatsword (58 gp), masterwork 
  light crossbow (56 gp), amulet of natural armor +1 (167 gp); 
  Total 650 gp. 
   
  APL 6: Loot 778 gp; Coin 0 gp; Magic 350 gp; potion 
  of cure light wounds (4 gp each [4]), masterwork full plate 
  (275 gp each [2]), masterwork greatsword (58 gp each [2]), 
  masterwork light crossbow (56 gp each [2]), amulet of 
  natural armor +1 (167 gp each [2]); Total 1,128 gp. 
   
  APL 8: Loot 826 gp; Coin 0 gp; Magic 1,366 gp; potion 
  of cure light wounds (4 gp each [6]), masterwork full plate 
  (275 gp each [2]), +2 full plate (471 gp), masterwork 
  greatsword (58 gp each [2]), +1 greatsword (196 gp), 
  masterwork light crossbow (56 gp each [3]), amulet of 
  natural armor +1 (167 gp each [2]), periapt of Wisdom +2 
  (333 gp); Total 2,192 gp. 
   
  APL 10: Loot 890 gp; Coin 0 gp; Magic 2,365 gp; 
  potion of cure light wounds (4 gp each [8]), masterwork full 
  plate (275 gp each [2]), +2 full plate (471 gp each [2]), 
  masterwork greatsword (58 gp each [2]), +1 greatsword 
  (196 gp each [2]), masterwork light crossbow (56 gp each 
  [4]), amulet of natural armor +1 (167 gp each [2]), periapt of 
  Wisdom +2 (333 gp each [2]); Total 3,256 gp. 
   
  APL 12: Loot 2,134 gp; Coin 0 gp; Magic 5,541 gp; 
  potion of cure light wounds (4 gp each [10]), masterwork full 
  plate (275 gp each [2]), +2 full plate (471 gp each [3]), 
  masterwork greatsword (58 gp each [2]), +1 greatsword 
  (196 gp each [2]), +2 greatsword (696 gp), masterwork light 
  crossbow (56 gp each [4]), amulet of health +4 (1,333 gp), 
  amulet of natural armor +1 (167 gp each [2]), periapt of 
  Wisdom +2 (333 gp each [2]), ring of protection +2 (667 gp), 
  black adder venom (20 gp each dose [5]), deathblade 
  poison (300 gp each dose [3]), purple worm poison (117 
  gp each dose [2]); Total 7,675 gp. 
   
  Detect Magic Results: Potion of cure light wounds 
  (faint; [DC 16] conjuration). 
  +2 full plate (moderate; [DC ?] ?). 
  +1 greatsword (faint; [DC ?] ?). 
  +2 greatsword (moderate; [DC ?] ?). 
  Amulet of health +4 (moderate; [DC 19] transmutation). 
  Amulet of natural armor +1 (faint; [DC 17] transmutation). 
  Periapt of Wisdom +2 (moderate; [DC 19] transmutation). 
  Ring of protection +2 (faint; [DC 17] abjuration). 
   
  TROUBLESHOOTING 
  At higher APLs, the presence of the extra zombies and 
  hobgoblins are little more than mooks for the PCs and do 
  not factor in to the rating of the encounter level. 
  However, because the PCs end up getting many rounds 
  of preparation before attacking, as well as a likely surprise 
  round to initiate combat, the encounter rating has been 
  adjusted to account for that. 
   
  Possible skill checks that could reveal information 
  that will impact the PCs’ actions. 
  • Profession (soldier) 
  • 
  DC 10 Estimates the host will get to the outpost in 
  about 6 rounds. 
  • 
  DC 20 The PC believes the host is actually 
  marching for a destination past the outpost. 
  • Spot 
  • 
  DC 10 Estimates the host will get to the outpost in 
  about 6 rounds. 
   
  If any PC had played the Shield Lands Interactive SHL 7-
  01i The Brotherhood Forms, they can make the following 
  skill check. 
   
  • Bardic knowledge/loremaster lore 
  • 
  DC 20 A temple to St. Cuthbert reclaimed recently 
  from Iuzian occupation was said to have still 
  housed a powerful relic to St. Cuthbert. 
  • Knowledge (local) 
  • 
  DC 10 A temple to St. Cuthbert was reclaimed 
  from Iuzian occupation near the border. 
  • 
  DC 15 The temple was said to still house a 
  powerful relic to St. Cuthbert. 
  • Knowledge (geography) 
  • 
  DC 15 A temple to St. Cuthbert that was recently 
  reclaimed from Iuzian occupation is very close to 
  this outpost. 
   
  PCs do not need to fight within arrowshot of the Shield 
  Lands outpost. They may desire instead waiting until the 
  host is past the outpost. 
   
  If it occurs near the outpost, it is on a cleared 
  open field. Feel free to randomly place the following 
  terrain elements: 
  • Light rubble: 
  • 
  An outcropping of stones and boulders. DC of 
  Balance and Tumble checks increase by 2. 
  • Trench: 
  • 
  Provides cover, except from adjacent squares. 
  • 
  Costs 2 squares of movement to exit ditch, normal 
  to enter. 
  • 
  Melee attacks from outside trench to target in 
  trench gain +1 higher ground bonus. 
   
  If it occurs en route to the temple, past the outpost, it 
  will be on slightly hindering terrain of overgrown 
  farmland. Every square not filled with a terrain element 
  picked from the list below, is light undergrowth. Light 
  undergrowth has the following effects upon PCs. 
  • A space of light undergrowth costs 2 squares of 
  movement to move into. 
  
  SHL–05 Shadows of Nevermore 
   
  Page 10 
  • A square of light undergrowth provides concealment. 
  • Light undergrowth increases the DC of Move Silently 
  and Tumble checks by 2. 
   
  Feel free to randomly place the following terrain 
  elements: 
  • Light rubble: 
  • 
  An outcropping of stones and boulders. DC of 
  Balance and Tumble checks increase by 2. 
  • Irrigation ditch: 
  • 
  Provides cover, except from adjacent squares. 
  • 
  Costs 2 squares of movement to exit irrigation, 
  normal to enter. 
  • 
  Melee attacks from outside trench to target in 
  trench gain +1 higher ground bonus. 
  • Stone fences: 
  • 
  Costs 2 squares of movement to cross a stone 
  fence. 
  • 
  Provide cover. 
  • 
  On a DC 15 Ride check, mounted characters can 
  cross fence without slowing movement. On a 
  failed check, the steed crosses fence, but the rider 
  falls out of the saddle. 
   
  DEVELOPMENT 
  Once PCs defeat the Iuzians, continue with Encounter 5.  
   
  6: A LONG STRANGE TRIP IS OVER 
  Once victorious, soldiers from the Standing Army ride 
  out from either the temple grounds or the outpost, 
  whichever the PCs are nearest, to meet the PCs. 
   
  Showing a sign of friendship, riding out with the 
  soldiers to meet the PCs is Sir Galodin, a Knight of Holy 
  Shielding (previously appeared in SHL 3-01 The Lonely 
  Tower, SHL 3-07 Noble Intentions and SHL 3-08 In the Cold 
  Grave). Sir Galodin is friendly, modest, open-minded, and 
  chooses his words carefully. 
   
  The PCs do not look normal, but it is by their actions 
  that the Shield Landers led by Sir Galodin feel safe in 
  riding out to meet the PCs face-to-face. The first thing Sir 
  Galodin announces as he nears the PCs is a request the 
  PCs “please show your badges and identify 
  yourselves”. 
   
  No PC will have the badge Sir Galodin is looking for. 
  He is looking for the badge of revelation developed by in 
  conjunction with inquisitors of the churches of 
  Heironeous, Mayaheine, Pholtus, and St. Cuthbert. Not 
  having a badge initially causes Sir Galodin worry, so he 
  asks the PCs to explain themselves. This should give PCs 
  the opportunity to explain what has happened, where 
  they have been. 
   
  While PCs are explaining themselves, Sir Galodin 
  detects evil on the PCs, where he picks up a dim, lingering 
  aura. Such an aura could only have been caused by 
  exposure to a great evil, not the PCs themselves being 
  evil. This intrigues Sir Galodin, and actually lends 
  credibility of the PCs’ story of being in another realm. If 
  PCs Bluff, give Sir Galodin a Sense Motive, if he detects 
  the Bluff Sir Galodin calls them on it gently telling them 
  that no harm will come from the truth. 
   
  Sir Galodin earnestly hangs on the PCs every word 
  wanting to know more. You should try to give the PCs a 
  sense that Sir Galodin can be trusted with everything, 
  because he can be. If the truth of Kruptan or the 
  conspiracy led by Zhayne is mentioned to Sir Galodin, a 
  look of deep revelation comes over his face. He halts the 
  PCs’ story, telling them to follow him back. 
   
  If PCs try to tell him of Simen’s Hextor-worship at 
  any time, Sir Galodin is outraged at the PCs, doubts them, 
  and thinks they are crazy. Likely something knocked 
  their wits while they were gone—he insists they not talk 
  about it anymore, he counsels them not to speak of 
  unfounded, unprovable accusations. 
   
  Once returned, Sir Galodin opens up, bringing the 
  PCs up-to-date on events in the Shield Lands in private, 
  such as explaining: 
  • There was a rural temple to St. Cuthbert that was 
  reclaimed a few months ago when the borders were 
  pushed out further. The outpost was part of the new 
  border constructions. 
  • Lord Torkeep was appointed to get the Standing Army 
  into shape and has been busy reworking logistics and 
  even started an Army Mage unit. 
  • Lord Bladehone’s plans for missions to Law’s Forge 
  have been accepted by the full council and are in stages 
  of implementation. 
  • Lady Katarina’s return to Admundfort to deal with 
  overzealous Dyvers merchants, Iuzian infiltrators, and 
  accelerate reclamation of the city ruins and her family 
  estates. 
  • The Sidhee have gotten angrier. 
  • Rumors of monsters or all strange variety spilling out 
  of shadows for the past week. 
  • Many missing Shield Landers have reappeared in the 
  past week as well. 
  • And a week ago, all of the obsidian obelisks through 
  the region changed color from black to a glowing 
  white. 
  • He explains to any PC in the Standing Army metaorg 
  that because they have been away from their post for 
  such a long period of time, they may be in for 
  punishment per the terms of regular enlistment. 
  • Due to the thorough infiltration by Iuzian agents, 
  especially doppelgangers, the Council of Lords tasked 
  the Church of Holy Shielding with leading an order of 
  inquisitors from all four major lawful churches. The 
  Council of Inquisition often work with Knights of 
  Holy Shielding, whose powers to adjudicate issues are 
  primarily secular in origin, the Council Inquisitors 
  have a widely interpreted task to root out evil in the 
  Shield Lands. They hunt out shapechangers, fiend-
  friendly arcanists, diabolical religions, possessions, and 
  spawning free-willed undead. 
  • The origin of the platinum badges of revelation came 
  from the doppelganger infiltrations over the past year. 
  
  SHL–05 Shadows of Nevermore 
   
  Page 11 
  Instead of only important dignitaries being supplanted 
  by doppelgangers, every social class and occupation 
  had been targeted by a new breed of doppelgangers 
  that had been able to foil normal detection. 
   
  Sir Galodin explains that he believes it in the PCs best 
  interest that he escorts them back to Critwall, where he 
  can vouch for them. 
   
  CREATURES 
  Sir Galodin is friendly, modest, open-minded, and 
  chooses his words carefully. 
   
  Sir 
  Galodin: 
  Mid-20s 
  male 
  human 
  (Oeridian) 
  Ftr6/Clr3/KoHS4 (Sense Motive +8, Spot [distracted] –
  3). 
   
  Treasure: For coming to the aid so timely, the rebuilding 
  temple to Saint Cuthbert wishes to reward the PCs. The 
  list of items are in the Items Found portion of the AR. 
   
  TROUBLESHOOTING 
  Certain PCs returning from the Shadowdark will already 
  be Wanted by the Council. They likely know that 
  Knights have authorization to arrest wanted PCs. PCs 
  would need disguises of some sort. Sir Galodin’s Spot 
  check (for opposed Disguise checks) is modified for 
  being distracted. 
   
  When Sir Galodin leads PCs back from the 
  battlefield, Wanted PCs have an opportunity to make a 
  run and escape “justice” if they wish. 
   
  If Wanted PCs make no effort to disguise 
  themselves, Sir Galodin eventually notices them. Sir 
  Galodin would politely approach the PCs and warn them 
  that he knows who they are, knows they are wanted by 
  the Council of Lords and is obligated to bring them to 
  justice. He tells them all that means is that he is honor 
  bound to escort Wanted PCs to Critwall’s Court of 
  Honor. This is the same destination Standing Army PCs 
  need to go to adjudicate their fate. 
   
  If Wanted PCs do not try to avoid their fate, Sir 
  Galodin tells them he is impressed and promises to put in 
  a good word for them. 
   
  DEVELOPMENT 
  It is possible that some PCs do not want the attention of 
  being escorted back to Critwall, such as those Wanted by 
  the Council. That is fine; those PCs may depart or find 
  their own way back to Critwall. Allow them to. In which 
  case, those PCs are not present at the following 
  encounter, but they end up hearing about it secondhand. 
  CONCLUSION 
  Sir Galodin escorts the PCs to Critwall. Along the way 
  there, strangers give worried looks at the PCs, some make 
  mundane gestures of warding. Distrusting stares are 
  common, open and free conversations are rare. Instead 
  Shield Landers speak to each other in whispers as if 
  hoping to not be overheard. 
   
  This is happening not just after PCs are seen, but by 
  everyone even before they spot the PCs. The mood of the 
  Shield Lands has changed. Numerous strangers can be 
  seen with platinum badges. The badges detect as magic 
  with multiple auras; faint divination, faint abjuration, and 
  faint transmutation. Many have the badges, but not all. 
  Despite its necessity, this is because the badges are 
  expensive and they are not being given out for free. 
   
  Sir Galodin leads the PCs through Critwall to the 
  Court of Honor, where their status will be adjudicated. 
  This is primarily a factor to PCs who are Knights or are in 
  the Standing Army. 
   
  If PCs are in the Standing Army, are Knights, or 
  Greycloaks, they have some time in Deep Rock waiting 
  for their abandoning their post, or being away from call-
  up for so long. Members of the Standing Army sign up 
  for two years of service. While PCs may have already 
  spent the full amount of TUs required by membership in 
  the Standing Army, being away from call-up for so long 
  has been noted by their superior officers in the Army. 
  Any PCs still gaining benefit from membership of the 
  Standing 
  Army 
  receive 
  an 
  unjust 
  sentence 
  of 
  punishment in Deep Rock for 4 TUs! Knights and 
  Greycloaks are also sentenced to time in Deep Rock. 
  NOTE: Agents of Myoprim only serve half this time in 
  Deep Rock. It seemed strange that such a sentence was 
  cut short; no one asked any questions regarding the order 
  to release the PC early. The documents were authentic; at 
  least they sure looked authentic. Who would have 
  imagined Myoprim’s reach would stretch this far! Does it 
  also mean Myoprim escaped the Shadowdark as well? 
   
  Once out from Deep Rock, all Standing Army PCs 
  must re-enlist for an additional two years immediately 
  after the term is up. 
   
  Such Standing Army PCs may try to skip out on this 
  unjust punishment, either by trying to resign from the 
  Standing Army or fleeing, in such case they become 
  Wanted by the Council as well as they are expelled from 
  the Standing Army metaorgs. If they are members of the 
  Standing Army and Knights, then they are also expelled 
  from their knightly order. 
   
  If PCs purchased shadow chains or a dark lantern 
  then members of the Arcanists Society or The Guild 
  requesting time to research the items approach the PCs. 
  The PCs are asked to be agents for the relevant metaorg 
  as “acquirers of knowledge”. If such PCs spend 2 TUs, the 
  factotum class is Open access for them. 
   
  If PCs are members of a Church metaorg for a lawful 
  religion, those Churches express great displeasure at the 
  PCs being away from their duties for so long. After 
  explaining the situation to their hierarchy, the PCs are 
  
  SHL–05 Shadows of Nevermore 
   
  Page 12 
  directed to spend extra time attending religious services 
  or performing duties. In place of the extra time attending 
  services or performing duties, the PCs may substitute 
  additional time on the Border for it. 
   
  If PCs were already Wanted by the Council before 
  SHL 7-05 Shadows of Nevermore, and have their fate 
  adjudicated in the Court of Honor, Sir Galodin speaks on 
  behalf of the PC. Those PCs lose their Wanted status and 
  may again join Shield Lands metaorgs normally. 
   
  EPILOGUE 
   
  However PCs arrive in Critwall, either escorted by 
  Sir Galodin, or on their own, before PCs get where they 
  are going, they walk along The Procession and arrive at a 
  massive assembly before Castle Critwall. 
   
  The balcony is protected with an antimagic field, a 
  dimension lock, and a wind wall suspended high above the 
  crowd. 
   
  This passage was read before the start of the battle 
  interactive that immediately followed the premier of this 
  adventure. 
   
  You are at the rear of the crowd of assembled 
  thousands. The wide plaza in front of Castle Critwall 
  is packed with yeomen, the heart and soul of the 
  Shield Lands army. Shield Lands freeholders are 
  farmers who sign seven-year contracts for land. 
  Common folk sign for rent, yeomen sign for 
  military service to their lord. It is 597 and the seven 
  year contracts are soon to expire. The Army is facing 
  a crisis. In seven years, most yeomen have not been 
  paid with the land they have been promised. Their 
  promised land is still occupied. The yeomen of the 
  Standing 
  Army 
  have 
  begun 
  losing 
  morale 
  contemplating whether their seven years of service 
  has been for naught. 
   
  High on above the crowd on a balcony are most 
  of the Council of Lords. It appears that various 
  Lords have already addressed the crowd, hoping to 
  appease the army’s yeomen. Count Planton Yaldon, 
  Count of Battledown just finished announcing that 
  he is departing to the County of Urnst to visit with 
  the new Countess and request military aid for the 
  Shield Lands. The crowd mildly, but politely, cheers 
  in approval. He continues. 
   
  “Next, here is Count Simen Sharn.” 
   
  A young, smiling man, approaches the railing 
  from the rear of the balcony. The crowd cheers. The 
  popular young Count waves the crowd to silence. 
   
  “I would be presumptuous, indeed, to present 
  myself against the distinguished lord to whom you 
  have listened if this were but a measuring of ability; 
  but this is not a contest among persons. The 
  humblest citizen in all the Shield Lands when clad 
  in the armor of a righteous cause is stronger than all 
  the whole hosts of evil that they can meet. I come to 
  speak to you in defense of causes as holy as the cause 
  of justice and honor—the causes of order and 
  leadership. 
   
  “In 591, a few nobles, most of them members of 
  this very Council of Lords, addressed you citizens of 
  the 
  Shield 
  Lands 
  asserting 
  that 
  complete 
  reclamation was the paramount issue of the land; 
  asserting also the right of the Council to control 
  reclamation; concluding with the request that all 
  yeomen should contract for military service in 
  exchange for land to be reclaimed. 
   
  “Our assembled Lords then had gone forth from 
  stalemate to stalemate, until they are assembled 
  now, still not ready to redeem any contracts with 
  payment in reclaimed land. The seven year yeoman 
  contracts are coming due and still there is no land to 
  pay yeomen Shield Landers. You have been asked to 
  defer to your superiors in the matter of reclamation, 
  and that is right, but your superiors, we on this 
  balcony, have let you all down. 
   
  “But in this delay, brother has been arrayed 
  against brother, and father against son. The warmest 
  ties of love and acquaintance and association have 
  been disintegrated. Old Lords have been usurped by 
  doppelgangers sent by Old Wicked, and no new 
  Lords have been allowed to replace them on the 
  Council. And the Shield Lands wait to be reclaimed. 
   
  “Ah. My good Shield Lands commoners, I say 
  not one word against those who live upon the 
  border; those hardy pioneers who brave all the 
  dangers of the reclamation, who have made the land 
  blossom as the rose—those pioneers away out there, 
  rearing their children near to the edge of 
  darkness—out there where they are erecting 
  outposts for the defense of our children and 
  churches where we praise The Invincible, and the 
  cemeteries where sleep the ashes of our dead—are 
  as deserving of consideration by the Lords of this 
  good land as any commoner in this country. 
   
  “It is for them that I speak. I come as an 
  aggressor. Our war must be a war of reconquest, not 
  stalemate. We should not be fighting in defense of 
  our homes, our families, and posterity. We should 
  be fighting to take our homes back, to destroy the 
  threat to our families, and to create a new destiny. 
  You have petitioned the Council, and your petitions 
  have been disregarded. You have waited, and your 
  waiting has been scorned. You have begged the 
  Council, and they have are deaf when calamity 
  comes. 
   
  “Beg no longer; wait no more; petition no more. 
  The cause of order and leadership has been bruised 
  and beaten by the Council! 
   
  “Those of you with your yeoman service 
  complete and no land to show for it, I ask that you 
  defer to ME! Tomorrow, I am going to war to reclaim 
  the Shield Lands. My vassals and I are leaving for 
  the border to battle Iuz and take land back. If you 
  defer to me, sign with my forces, you will get land 
  from what I reclaim! 
   
  “Tomorrow, Law’s Crusade marches north!” 
  
  SHL–05 Shadows of Nevermore 
   
  Page 13 
   
  The assembled Shield Landers explode in 
  cheers. Through the forest of upraised fists, you can 
  see wild chaos on the balcony of Castle Critwall as 
  the Lords appear to be opening arguing with each 
  other while their attendants try to shuffle them 
  behind curtains. 
   
  The Shield Lands are going to war. 
   
  EXPERIENCE POINT SUMMARY 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award. Award the total value (objectives plus 
  roleplaying) to each character. 
   
  2: RIOTS IN THE STREETS 
  Fight the shadow elementals 
  APL 4 
  180 XP 
  APL 6 
  240 XP 
  APL 8 
  300 XP 
  APL 10 
  360 XP 
  APL 12 
  420 XP 
   
  3: TAMING THE MIND FLAYERS 
  Defeat the mind flayers 
  APL 4 
  150 XP 
  APL 6 
  210 XP 
  APL 8 
  270 XP 
  APL 10 
  330 XP 
  APL 12 
  390 XP 
   
  5: CAVALRY TO THE RESCUE 
  Defeat the Iuzian host 
  APL 4 
  210 XP 
  APL 6 
  270 XP 
  APL 8 
  330 XP 
  APL 10 
  390 XP 
  APL 12 
  450 XP 
   
  STORY AWARD 
  Got Sir Galodin to give them an update on the 
  state of thing: 
  APL 4 
  120 XP 
  APL 6 
  160 XP 
  APL 8 
  200 XP 
  APL 10 
  240 XP 
  APL 12 
  280 XP 
   
  DISCRETIONARY ROLEPLAYING AWARD 
  APL 4  
  15 XP 
  APL 6  
  20 XP 
  APL 8  
  25 XP 
  APL 10  
  30 XP 
  APL 12  
  35 XP 
   
  TOTAL POSSIBLE EXPERIENCE: 
  APL 4 
  675 XP 
  APL 6 
  900 XP 
  APL 8 
  1,125 XP 
  APL 10 
  1,350 XP 
  APL 12 
  1,575 XP 
   
  TREASURE SUMMARY 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes. Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions. Looting the bodies takes at least 10 
  minutes per every 5 enemies, and if the characters cannot 
  take the time to loot the bodies, they do not gain this 
  gold. If you feel it is reasonable that characters can go 
  back to loot the bodies, and those bodies are there (i.e., 
  not carted off by dungeon scavengers, removed from the 
  scene by the local watch, and so on), characters may 
  return to retrieve loot. If the characters do not loot the 
  body, the gold piece value for the loot is subtracted from 
  the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A normal 
  adventuring party can usually gather this wealth in a 
  round or so. If for some reason, they pass up this treasure, 
  the coin total is subtracted from the encounter totals 
  given below. 
   
  Next, the magic items are listed. Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure. Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it. Other times they may 
  attempt to use the item blindly. If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the 
  item is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure. Write the total in 
  the GP Gained field of the adventure certificate.  
   
  Loot = Looted gear from enemy; Coin = Coin, Gems, 
  Jewelry, and other valuables; Magic = Magic Items. 
   
  5: CAVALRY TO THE RESCUE 
   
  APL 4: Loot 389 gp; Coin 90 gp; Magic 184 gp; potion 
  of cure light wounds (4 gp each [2]), masterwork full plate 
  (275 gp), masterwork greatsword (58 gp), masterwork 
  light crossbow (56 gp), amulet of natural armor +1 (167 gp); 
  Total 650 gp. 
  
  SHL–05 Shadows of Nevermore 
   
  Page 14 
   
  APL 6: Loot 778 gp; Coin 0 gp; Magic 350 gp; potion 
  of cure light wounds (4 gp each [4]), masterwork full plate 
  (275 gp each [2]), masterwork greatsword (58 gp each [2]), 
  masterwork light crossbow (56 gp each [2]), amulet of 
  natural armor +1 (167 gp each [2]); Total 1,128 gp. 
   
  APL 8: Loot 826 gp; Coin 0 gp; Magic 1,366 gp; potion 
  of cure light wounds (4 gp each [6]), masterwork full plate 
  (275 gp each [2]), +2 full plate (471 gp), masterwork 
  greatsword (58 gp each [2]), +1 greatsword (196 gp), 
  masterwork light crossbow (56 gp each [3]), amulet of 
  natural armor +1 (167 gp each [2]), periapt of Wisdom +2 
  (333 gp); Total 2,192 gp. 
   
  APL 10: Loot 890 gp; Coin 0 gp; Magic 2,365 gp; 
  potion of cure light wounds (4 gp each [8]), masterwork full 
  plate (275 gp each [2]), +2 full plate (471 gp each [2]), 
  masterwork greatsword (58 gp each [2]), +1 greatsword 
  (196 gp each [2]), masterwork light crossbow (56 gp each 
  [4]), amulet of natural armor +1 (167 gp each [2]), periapt of 
  Wisdom +2 (333 gp each [2]); Total 3,256 gp. 
   
  APL 12: Loot 2,134 gp; Coin 0 gp; Magic 5,541 gp; 
  potion of cure light wounds (4 gp each [10]), masterwork full 
  plate (275 gp each [2]), +2 full plate (471 gp each [3]), 
  masterwork greatsword (58 gp each [2]), +1 greatsword 
  (196 gp each [2]), +2 greatsword (696 gp), masterwork light 
  crossbow (56 gp each [4]), amulet of health +4 (1,333 gp), 
  amulet of natural armor +1 (167 gp each [2]), periapt of 
  Wisdom +2 (333 gp each [2]), ring of protection +2 (667 gp), 
  black adder venom (20 gp each dose [5]), deathblade 
  poison (300 gp each dose [3]), purple worm poison (117 
  gp each dose [2]); Total 7,675 gp. 
   
  TOTAL POSSIBLE TREASURE 
   
  APL 4: Loot 389 gp; Coin 90 gp; Magic 184 gp; Total 
  650 gp. 
   
  APL 6: Loot 778 gp; Coin 0 gp; Magic 350 gp; Total 
  1,128 gp. 
   
  APL 8: Loot 826 gp; Coin 0 gp; Magic 1,366 gp; Total 
  2,192 gp. 
   
  APL 10: Loot 890 gp; Coin 0 gp; Magic 2,365 gp; 
  Total 3,256 gp. 
   
  APL 12: Loot 2,134 gp; Coin 0 gp; Magic 5,541 gp; 
  Total 7,675 gp. 
   
  ADVENTURE RECORD 
  Note: Shadowdark adventures include SHL6-08, 7-01, 7-02, 7-03, 7-04, and 7-05. ‘Shadowdark’ 
  access is the same as ‘Adventure’ access, but the items may also be purchased after Shadowdark 
  adventures. 
   
  � Trapped in Shadow! 
   
  Benefits: If your prior AR is from a Shadowdark adventure, you 
  gain 1 Shadow Point. This AR does not count for determining 
  “Adventure” access length from non-Shadowdark ARs. All items on this 
  AR are changed to ‘Shadowdark’ access. 
   
  Restrictions: If you use Magic Item Creation, Benefits from 
  Non-Adventuring Activity, purchase items from a non-Shadowdark AR, 
  or play a non-Shadowdark adventure before completing all adventures 
  in the Shadowdark series, you lose all accumulated shadow points, all 
  Shadowdark access reverts to Adventure access, and all Shadowdark 
  ARs retroactively count for determining Adventure access length from 
  non-Shadowdark ARs. 
   
  � Penance! You must spend extra TUs at religious services equal to 
  your metaorg’s yearly TU cost. 
   
  � AwoL: You violated your contract of service in the Standing Army. 
  You spend 4 TUs in Deep Rock contemplating the injustice of it all. You 
  also promise to sign up for another term of service (two more years), 
  once your current contract is completed. 
   
  � Wanted! You skipped out on serving time in Deep Rock. 
   
  � No Longer Wanted: Impressed by your honor, Sir Galodin speaks 
  for you; the Court of Honor rescinds your Wanted status. 
   
  � Oh! Let me see THAT! After spending 2 TUs as an agent for 
  either the Arcanists’ Society or The Guild, you have Open 
  access to the factotumDun class. 
   
  � How Long Was I Gone?: You qualify for Dungeon DelverCAv. 
   
  � Tainted by Shadow: For one year from the date on this AR, you are 
  affected as follows: 
  • Light Blindness: See MM 103. 
  • Color of Shadow: Your coloration is now in shades of black and 
  white. If you had a prior color change or gain a new one after this, 
  Color of Shadow overrides it. When Tainted by Shadow expires, your 
  color returns to normal. You gain a +2 Circumstance bonus to Hide 
  checks in shadowy illumination or darkness and a –2 Circumstance 
  penalty to Diplomacy, Disguise, Gather Information, and Handle 
  Animal checks. 
  • Dim Aura: Detect evil reveals a dim, lingering aura 
   
  ITEMS FOUND DURING THE ADVENTURE 
  APL 4: 
  • Blessed bandage (Adventure, MIC) 
  • Cobra straps (Adventure, MIC) 
  • Lenses of revelation (Adventure, MIC) 
  • Quicksilver boots (Adventure, MIC) 
  • War Cross of St. Cuthbert (Regional, CC) 
   
  APL 6 (as APL 4 plus the following): 
  • Gauntlets of war (Adventure, CC) 
  • Panther mask (Adventure, MIC) 
  • Rapidstrike bracers (Adventure, MIC) 
   
  APL 8 (as APLs 4–6 plus the following): 
  • Helm of righteous war (Adventure, CC) 
  • Scorpion kama (Adventure, MIC) 
   
  APL 10 (as APLs 4–8 plus the following): 
  • Blade of righteous war (Adventure, CC) 
  • Domain staff of war (Adventure, CC) 
   
  APL 12 (as APLs 4–10 plus the following): 
  • Bastion of Righteous War (Adventure, CC) 
  • Pearl of power 6th-level (Adventure, DMG) 
  
  SHL–05 Shadows of Nevermore 
   
  Page 15 
  SPENDING YOUR SHADOW POINTS 
  By spending accumulated Shadow Points, you may gain a 
  selection of the following benefits. No PC can have more than 7 
  Shadow Points. All Shadow Points must be spent now. 
   
  Total Shadow Points:                     . 
   
  Permanent Taint (2 points): Tainted by Shadow (see SHL7-05 
  Shadows of Nevermore AR) becomes permanent. 
   
  Darkvision (2 points): You gain darkvision 60 ft. for the 
  duration of Tainted by Shadow; if you already have darkvision, 
  the range increases by 60 ft. 
   
  Convert Item Frequency: For each Shadow Point spent, you 
  can convert two Items Found on any Shadowdark AR to 
  Frequency: Regional. 
   
  Retain More Memories: You may make one feat (1 point), 
  prestige class (2 points), or spell (1 point/2 spells) Open access 
  from the Awash in Ten Thousand Dead Minds portion of the 
  SHL 7-04 AR. 
   
  Prestige Classes (2 points each) 
  • Abolisher; LoM 
  • Cavestalker; DotU 
  • Darkrunner; LoM 
  • Keeper of the Cerulean Sign; LoM 
  • Shadowblade; ToM 
  • Topaz Guardian; LoM; In the Shield Lands, the Topaz Order 
  is part of the Church of Holy Shielding. You must worship 
  Heironeous. 
   
  Item Upgrades (1 point each) 
  • Consumptive (weapon): MIC 
  • Dark (armor): DotU 
  • Daylight (armor): MIC 
  • Illuminating (weapon): MIC 
  • Light burst (weapon): DotU 
  • Mindarmor (armor): MIC 
  • Shadowstrike (weapon): MIC 
  • Shadow Striking (weapon): ToM 
  • Sparkling (weapon): DotU 
  • Twilight (armor): MIC 
  • +2 Cha enhancement bonus to head slot item: MIC 
  • +2 Con enhancement bonus to torso slot item: MIC 
  • +2 Dex enhancement bonus to feet slot item: MIC 
  • +2 Int enhancement bonus to face slot item: MIC 
  • +2 Str enhancement bonus to arm slot item: MIC 
  • +2 Wis enhancement bonus to hear slot item: MIC 
  Feats (1 point each) 
  • Aberration Banemagic; LoM 
  • Nocturnal Caster; ToM 
  • Shadowborn Warrior; DotU 
  • Shadowbound; Dra #319 
  • Umbral Shroud; CC 
  • Umbral Spell: DotU 
  • Unseen Arrow; ToM 
   
  Alternate Class Features (2 points each) 
  • Barbarian: trapkillerDun 
  • Barbarian: view the spirit worldCC 
  • Bard: mimicking songDun 
  • Cleric: divine restorationDun 
  • Druid: root walkerDun 
  • Favored soul: deity’s favorPH2 
  • Fighter: dungeon crasherDun 
  • Hexblade: dark companionPH2 
  • Marshal: adrenaline boostPH2 
  • Monk: wall walkerDun 
  • Paladin: divine spiritDun 
  • Ranger: trap expertDun 
  • Rogue: penetrating strikeDun 
  • Scout: dungeon specialistPH2 
  • Sorcerer: spell shieldDun 
  • Swashbuckler: shield of bladesPH2 
  • Warmage: eclectic learningPH2 
  • Wizard: wizard of sun and moonDun 
   
  Spells (1 point for two spells) 
  • CC: ravenous darkness, rejuvenating light. 
  • CM: nightmare terrain, pall of twilight. 
  • DotU: shadow double, shadow shroud, snuff the light. 
  • LoM: detect aberration, invoke the cerulean sign. 
  • SpC: blacklight, claws of darkness, cone of dimness, dark way, 
  darkbolt, deeper darkvision, ghost touch armor, ghost touch weapon, 
  light of lunia, light of mercuria, light of venya, moon bolt, moon lust, 
  net of shadows, shadow cache, shadow hand, shadow phase, shadow 
  mask, shadow radiance, shadow spray, shadow well, shadowfade, 
  shadowy grappler, slashing darkness, spectral weapon, veil of 
  shadow, wall of light. 
   
  Spend It All (7 points): By spending 7 shadow points, the PC 
  can receive the dark creatureToM template. The template is 
  acquired on the very next level the character attains, instead of a 
  new character class. As a +1 LA template, it counts as one 
  character class level. 
  
  SHL–05 Shadows of Nevermore 
   
  Page 16 
  APPENDIX 1: ALL APLS
  1: FACE−TO−FACE WITH OBLIVION 
  AS S AS S I N  O F  T H E  E L D E R  G O D S 
  CR  38 
  Genderless umbral blot 
  N Huge construct 
  Init +19; Senses blindsight 200 ft., darkvision 60 ft. 
  low-light vision; Listen +106, Spot +106 
  Languages Unknown 
  AC 44, touch 19, flat-footed 33 
   (–2 size, +11 Dex, +25 natural) 
  hp 726 (81 HD); fast healing 10 
  Immune construct traits, disintegration effects 
  Resist acid 30, cold 30, electricity 30, fire 30, sonic 
  30; SR 44 
  Fort +33, Ref +38, Will +37 
  Speed 90 ft. fly (perfect) (18 squares) 
  Melee disintegrating touch +69 (DC 50 disintegration 
  or 5d6) 
  Space 15 ft.; Reach 10 ft. 
  Base Atk +60; Grp +76 
  Atk Options Combat Reflexes 
  Special Actions planar travel, track, vortex 
  Abilities Str 26, Dex 32, Con —, Int 32, Wis 30, Cha 
  30 
  SQ  
  Feats Alertness, Combat Reflexes, Flyby Attack, 
  Great Fortitude, Improved Initiative, Skill Focus 
  (Sense Motive), Skill Focus (Survival), Stealthy, 
  Track, Epic Fortitude, Epic Prowess (x3), Epic Skill 
  Focus (Hide), Epic Skill Focus (Listen), Epic Skill 
  Focus (Sense Motive), Epic Skill Focus (Spot), 
  Epic Toughness) x10, Superior Initiative 
  Skills Appraise +95, Concentration +84, Hide +99, 
  Knowledge (arcana) +95, Knowledge (history) +95, 
  Knowledge (religion) +95, Knowledge (the planes) 
  +99, Listen +106, Move Silently +97, Search +95, 
  Sense Motive +107, Spot +106, Survival +97 (+99 
  when tracking, +99 when on other planes) 
  Disintegrating Touch (Ex) Any material object that 
  comes into contact with the Assassin of the Elder 
  Gods is immediately disintegrated unless it 
  succeeds at Fortitude save (DC 50). A character or 
  object that has been disintegrated by the Assassin 
  of the Elder Gods disappears completely, leaving 
  behind not even dust. Those who make a 
  successful saving throw still take 5d6 points of 
  damage from the disintegrating touch. Likewise, 
  weapons or objects that save take a like amount of 
  damage, ignoring hardness. (Remember, tended or 
  held objects save with the same bonus as their 
  owners. 
  Vortex (Ex) As a swift action, the Assassin of the 
  Elder Gods can suspend the insulation that 
  prevents air from rushing at it, creating a vortex 
  that immediately sucks all air within 30 feet of the 
  Assassin of the Elder Gods, causing a sudden 
  influx in all directions. 
   
   
  All flying or floating creatures within 30 feet 
  of the Assassin of the Elder Gods who fail a DC 50 
  Reflex save are swept along with the wind into 
  contact with the Assassin of the Elder Gods. 
  Nonflying creatures within 30 feet who fail a DC 25 
  Reflex save are pulled into contact. Contact with 
  the Assassin of the Elder Gods could lead to 
  disintegration as noted above. 
  Planar Travel (Ex) The Assassin of the Elder Gods 
  can fold space at will. As a standard action it can 
  use dimension door, ethereal jaunt, greater 
  teleport, or plane shift. 
  Source Epic Level Handbook. 
   
  Physical Description: A 15-ft.-diameter hovering 
  sphere of absolute void, utter darkness. 
  
  SHL–05 Shadows of Nevermore 
   
  Page 17 
  APPENDIX 1: APL 4 
  1: RIOTS IN THE STREETS 
  S M ALL S H AD O W  E L E M E N T AL 
  CR  2 
  NE Small elemental (extraplanar, incorporeal) 
  Init +4; Senses blindsight 60 ft., darkvision 60 ft., 
  sense presence in adjacent square; Listen +3, Spot 
  +3 
  Languages none known, understands summoner’s 
  orders 
  AC 12, touch 12, flat-footed 12 
   (+1 size, +1 deflection) 
  Miss Chance 50% (incorporeal) 
  hp 15 (3d8 HD) 
  Immune 
  elemental 
  immunities, 
  incorporeal 
  immunities 
  Fort +1, Ref +3, Will +1 
  Weakness shadow mastery 
  Speed 40 ft. fly (perfect) (8 squares) 
  Melee incorporeal touch +3 (1d4 plus 1d4 cold) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp –2 
  Special Actions dusk and dawn 3/day 
  Abilities Str —, Dex 10, Con 10, Int 4, Wis 11, Cha 
  11 
  SQ elemental traits, incorporeal traits, shadow 
  mastery 
  Feats Improved Initiative 
  Skills Listen +3, Spot +3 
  Shadow Mastery (Ex) A shadow elemental gains a 
  +1 bonus on attack rolls and damage rolls if both it 
  and its foe are in an area of darkness or shadowy 
  illumination. While in an area of bright light (such 
  as sunlight or that caused by a daylight spell), 
  shadow elementals take a –4 penalty on attack 
  rolls and damage rolls. 
  Dusk and Dawn (Su) 3/day, a shadow elemental can 
  use dusk and dawn, as the mystery. CL 1st. 
  Skills A shadow elemental is perfectly silent, never 
  needing to make a Move Silently check if it wishes 
  to not be heard. 
  Source Tome of Magic 165. 
   
   
  Power-Up 
  Suite 
  (While 
  in 
  darkness 
  of 
  shadowy illumination): incorporeal touch +4 
  (1d4+1 plus cold 1d4+1) 
   
   
  Physical Description: The shadows coalesce into 
  a single point of pulsing animated darkness. 
  Trailing smoky wisps of gloom, the vague form 
  moves soundlessly closer, draining the light as it 
  passes. 
  
  SHL–05 Shadows of Nevermore 
   
  Page 18 
  4: CAVALRY 
  B L O O D H U L K  F I G HTE R 
  CR  4 
  NE Medium undead 
  Init –1; Senses darkvision 60 ft., low-light vision; 
  Listen +0, Spot +0 
  Languages understands creator’s orders  
  AC 11, touch 9, flat-footed 11 
   (–1 Dex, +2 natural) 
  hp 140 (10 HD) 
  Immune undead immunities 
  Fort +3 Ref +2, Will +7 
  Weakness fragile 
  Speed 20 ft. (4 squares) 
  Melee slam +8 (1d8+4) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp +8 
  Abilities Str 16, Dex 9, Con —, Int —, Wis 10, Cha 1 
  SQ blood bloated, undead traits 
  Feats — 
  Skills Listen +0, Spot +0 
  Fragile (Ex) A bloodhulk fighter takes an extra 1d6 
  points of damage whenever it takes at least 1 point 
  of damage from a piercing or slashing weapon. 
  Blood Bloated (Ex) A bloodhulk fighter always gains 
  the maximum possible per Hit Die. In addition, it 
  gains 2 bonus hit points per Hit Die. 
  Source Monster Manual IV 20. 
   
   
  Physical Description: This might have been a 
  human, once. Now it is a bloated horror, distended 
  veins sprawling across its livid skin. Scraps of 
  rotting cloth are all that cover its swollen body. Its 
  empty eyes fix on you, and it lurches forward 
  swinging massive fists. 
  C L E R I C  O F  I UZ L I E UTE NANT 
  CR  5 
  Female human cleric of Iuz 5 
  CE Medium humanoid (human) 
  Init –1; Senses Listen +10, Spot +3 
  Languages Common  
  AC 18, touch 9, flat-footed 18; magic circle against 
  good 
   (–1 Dex, +8 full plate, +1 natural 
  hp 36 +4 temp (5d8 HD) 
  Fort +6 Ref +0 Will +7; magic circle against good 
  Speed 20 ft. in full plate (4 squares), base movement 
  30 ft. 
  Melee masterwork greatsword +7 (2d6+3) 
  Ranged masterwork light crossbow +3 (1d8, 19–20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +5 
  Special Actions Profane Lifeleech, rebuke undead 
  8/day (+3, 2d6+7, CL 6th) 
  Combat Gear 2 potions of cure light wounds 
  Cleric Spells Prepared (CL 6th, [Evil] CL 7th): 
   3rd(2+D)—animate dead, dispel magic, magic circle 
  against goodD 
   2nd(3+D)—bear’s endurance, death knell (DC 15), 
  hold person (DC 15), invisibilityD 
   1st(4+D)—bane (DC 14), cure light wounds, cause 
  fear (DC 14) (2), protection from goodD 
   0(5)— detect magic, guidance (2), light, resistance 
  D: Domain spell. Deity: Iuz. Domains: Evil, Trickery 
  Abilities Str 15, Dex 8, Con 14, Int 10, Wis 16, Cha 
  12 
  Feats Improved Turning, Extra Turning, Profane 
  Lifeleech 
  Skills Concentration +10, Listen +11, Spellcraft +8 
  Possessions combat gear plus masterwork full plate, 
  masterwork 
  greatsword, 
  masterwork 
  light 
  crossbow, 10 bolts, wooden holy symbol, amulet of 
  natural armor +1 
   
   
  Power-Up Suite (bear’s endurance): hp 46 + 4 
  temp; Fort +8; Concentration +12 
   
  Power-Up Suite (death knell): prefigured into 
  statistics. 
  
  SHL–05 Shadows of Nevermore 
   
  Page 19 
   
  APL 6 
  1: RIOTS IN THE STREETS 
  M E D I U M  S H AD O W  E L E M E N T AL 
  CR  4 
  NE Medium elemental (extraplanar, incorporeal) 
  Init +5; Senses blindsight 60 ft., darkvision 60 ft., 
  sense presence in adjacent square; Listen +4, Spot 
  +5 
  Languages none known, understands summoner’s 
  orders 
  AC 12, touch 12, flat-footed 11 
   (+1 Dex, +1 deflection) 
  Miss Chance 50% (incorporeal) 
  hp 42 (6d8 HD) 
  Immune 
  elemental 
  immunities, 
  incorporeal 
  immunities 
  Fort +4, Ref +6, Will +2 
  Weakness shadow mastery 
  Speed 40 ft. fly (perfect) (8 squares) 
  Melee incorporeal touch +5 (1d6 plus 1d6 cold) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +4 
  Atk Options Combat Reflexes, Hold the Line 
  Special Actions dusk and dawn 3/day 
  Abilities Str —, Dex 12, Con 14, Int 4, Wis 11, Cha 
  11 
  SQ elemental traits, incorporeal traits, shadow 
  mastery 
  Feats Combat Reflexes, Hold the Line, Improved 
  Initiative 
  Skills Listen +4, Spot +5 
  Shadow Mastery (Ex) A shadow elemental gains a 
  +1 bonus on attack rolls and damage rolls if both it 
  and its foe are in an area of darkness or shadowy 
  illumination. While in an area of bright light (such 
  as sunlight or that caused by a daylight spell), 
  shadow elementals take a –4 penalty on attack 
  rolls and damage rolls. 
  Dusk and Dawn (Su) 3/day, a shadow elemental can 
  use dusk and dawn, as the mystery. CL 3rd. 
  Skills A shadow elemental is perfectly silent, never 
  needing to make a Move Silently check if it wishes 
  to not be heard. 
  Source Tome of Magic 165. 
   
   
  Power-Up 
  Suite 
  (While 
  in 
  darkness 
  of 
  shadowy illumination): incorporeal touch +6 
  (1d6+1 plus cold 1d6+1) 
   
   
  Physical Description: The shadows coalesce into 
  a single point of pulsing animated darkness. 
  Trailing smoky wisps of gloom, the vague form 
  moves soundlessly closer, draining the light as it 
  passes. 
  4: CAVALRY 
  B L O O D H U L K  F I G HTE R 
  CR  4 
  NE Medium undead 
  Init –1; Senses darkvision 60 ft., low-light vision; 
  Listen +0, Spot +0 
  Languages understands creator’s orders  
  AC 11, touch 9, flat-footed 11 
   (–1 Dex, +2 natural) 
  hp 140 (10 HD) 
  Immune undead immunities 
  Fort +3 Ref +2, Will +7 
  Weakness fragile 
  Speed 20 ft. (4 squares) 
  Melee slam +8 (1d8+4) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp +8 
  Abilities Str 16, Dex 9, Con —, Int —, Wis 10, Cha 1 
  SQ blood bloated, undead traits 
  Feats — 
  Skills Listen +0, Spot +0 
  Fragile (Ex) A bloodhulk fighter takes an extra 1d6 
  points of damage whenever it takes at least 1 point 
  of damage from a piercing or slashing weapon. 
  Blood Bloated (Ex) A bloodhulk fighter always gains 
  the maximum possible per Hit Die. In addition, it 
  gains 2 bonus hit points per Hit Die. 
  Source Monster Manual IV 20. 
   
   
  Physical Description: This might have been a 
  human, once. Now it is a bloated horror, distended 
  veins sprawling across its livid skin. Scraps of 
  rotting cloth are all that cover its swollen body. Its 
  empty eyes fix on you, and it lurches forward 
  swinging massive fists. 
  
  SHL–05 Shadows of Nevermore 
   
  Page 20 
  B L O O D H U L K  G I ANT 
  CR  6 
  NE Large undead 
  Init –2; Senses darkvision 60 ft., low-light vision; 
  Listen +0, Spot +0 
  Languages understands creator’s orders  
  AC 13, touch 7, flat-footed 13 
   (–1 size, –2 Dex, +6 natural) 
  hp 196 (14 HD) 
  Immune undead immunities 
  Fort +4 Ref +2, Will +9 
  Weakness fragile 
  Speed 20 ft. (4 squares) 
  Melee slam +17 (2d6+16) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +7; Grp +22 
  Abilities Str 33, Dex 6, Con —, Int —, Wis 10, Cha 1 
  SQ blood bloated, undead traits 
  Feats — 
  Skills Listen +0, Spot +0 
  Fragile (Ex) A bloodhulk fighter takes an extra 1d6 
  points of damage whenever it takes at least 1 point 
  of damage from a piercing or slashing weapon. 
  Blood Bloated (Ex) A bloodhulk fighter always gains 
  the maximum possible per Hit Die. In addition, it 
  gains 2 bonus hit points per Hit Die. 
  Source Monster Manual IV 20. 
   
   
  Physical Description: A towering, swollen giant 
  looks as if its skin is about to burst and rip away. 
  Thick veins across its body, and here and there it 
  pulses and shifts with a great quantity of fluid. 
  C L E R I C  O F  I UZ L I E UTE NANT 
  CR  5 
  Female human cleric of Iuz 5 
  CE Medium humanoid (human) 
  Init –1; Senses Listen +10, Spot +3 
  Languages Common  
  AC 18, touch 9, flat-footed 18; magic circle against 
  good 
   (–1 Dex, +8 full plate, +1 natural 
  hp 36 +4 temp (5d8 HD) 
  Fort +6 Ref +0 Will +7; magic circle against good 
  Speed 20 ft. in full plate (4 squares), base movement 
  30 ft. 
  Melee masterwork greatsword +7 (2d6+3) 
  Ranged masterwork light crossbow +3 (1d8, 19–20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +5 
  Special Actions Profane Lifeleech, rebuke undead 
  8/day (only 4 uses left) (+3, 2d6+7, CL 6th) 
  Combat Gear 2 potions of cure light wounds 
  Cleric Spells Prepared (CL 6th, [Evil] CL 7th): 
   3rd(2+D)—animate dead, dispel magic, magic circle 
  against goodD 
   2nd(3+D)—bear’s endurance, death knell (DC 15), 
  hold person (DC 15), invisibilityD 
   1st(4+D)—bane (DC 14), cure light wounds, cause 
  fear (DC 14) (2), protection from goodD 
   0(5)— detect magic, guidance (2), light, resistance 
  D: Domain spell. Deity: Iuz. Domains: Evil, Trickery 
  Abilities Str 15, Dex 8, Con 14, Int 10, Wis 16, Cha 
  12 
  Feats Improved Turning, Extra Turning, Profane 
  Lifeleech 
  Skills Concentration +10, Listen +11, Spellcraft +8 
  Possessions combat gear plus masterwork full plate, 
  masterwork 
  greatsword, 
  masterwork 
  light 
  crossbow, 10 bolts, wooden holy symbol, amulet of 
  natural armor +1 
   
   
  Power-Up Suite (bear’s endurance): hp 46 + 4 
  temp; Fort +8; Concentration +12 
   
  Power-Up Suite (death knell): prefigured into 
  statistics. 
  
  SHL–05 Shadows of Nevermore 
   
  Page 21 
  APL 8 
  1: RIOTS IN THE STREETS 
  L ARG E  S H AD O W  E L E M E N T AL 
  CR  7 
  NE Large elemental (extraplanar, incorporeal) 
  Init +6; Senses blindsight 60 ft., darkvision 60 ft., 
  sense presence in adjacent square; Listen +8, Spot 
  +9 
  Languages none known, understands summoner’s 
  orders 
  AC 12, touch 12, flat-footed 10 
   (–1 size, +2 Dex, +1 deflection) 
  Miss Chance 50% (incorporeal) 
  hp 78 (10d8 HD) 
  Immune 
  elemental 
  immunities, 
  incorporeal 
  immunities 
  Fort +6, Ref +10, Will +3 
  Weakness shadow mastery 
  Speed 40 ft. fly (perfect) (8 squares) 
  Melee incorporeal touch +9 (1d8 plus 1d8 cold) or, 
  Melee 2 incorporeal touches +9 (1d8 plus 1d8 cold) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +7; Grp +11 
  Atk Options Combat Reflexes, Hold the Line 
  Special Actions dusk and dawn 3/day 
  Abilities Str —, Dex 14, Con 16, Int 6, Wis 11, Cha 
  11 
  SQ elemental traits, incorporeal traits, shadow 
  mastery 
  Feats Alertness, Combat Reflexes, Hold the Line, 
  Improved Initiative 
  Skills Listen +8, Spot +9 
  Shadow Mastery (Ex) A shadow elemental gains a 
  +1 bonus on attack rolls and damage rolls if both it 
  and its foe are in an area of darkness or shadowy 
  illumination. While in an area of bright light (such 
  as sunlight or that caused by a daylight spell), 
  shadow elementals take a –4 penalty on attack 
  rolls and damage rolls. 
  Dusk and Dawn (Su) 3/day, a shadow elemental can 
  use dusk and dawn, as the mystery. CL 5th. 
  Skills A shadow elemental is perfectly silent, never 
  needing to make a Move Silently check if it wishes 
  to not be heard. 
  Source Tome of Magic 165. 
   
   
  Power-Up 
  Suite 
  (While 
  in 
  darkness 
  of 
  shadowy illumination): incorporeal touch(es) +10 
  (1d8+1 plus cold 1d8+1) 
   
   
  Physical Description: The shadows coalesce into 
  a single point of pulsing animated darkness. 
  Trailing smoky wisps of gloom, the vague form 
  moves soundlessly closer, draining the light as it 
  passes. 
  M E D I U M  S H AD O W  E L E M E N T AL 
  CR  4 
  NE Medium elemental (extraplanar, incorporeal) 
  Init +5; Senses blindsight 60 ft., darkvision 60 ft., 
  sense presence in adjacent square; Listen +4, Spot 
  +5 
  Languages none known, understands summoner’s 
  orders 
  AC 12, touch 12, flat-footed 11 
   (+1 Dex, +1 deflection) 
  Miss Chance 50% (incorporeal) 
  hp 42 (6d8 HD) 
  Immune 
  elemental 
  immunities, 
  incorporeal 
  immunities 
  Fort +4, Ref +6, Will +2 
  Weakness shadow mastery 
  Speed 40 ft. fly (perfect) (8 squares) 
  Melee incorporeal touch +5 (1d6 plus 1d6 cold) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +4 
  Atk Options Combat Reflexes, Hold the Line 
  Special Actions dusk and dawn 3/day 
  Abilities Str —, Dex 12, Con 14, Int 4, Wis 11, Cha 
  11 
  SQ elemental traits, incorporeal traits, shadow 
  mastery 
  Feats Combat Reflexes, Hold the Line, Improved 
  Initiative 
  Skills Listen +4, Spot +5 
  Shadow Mastery (Ex) A shadow elemental gains a 
  +1 bonus on attack rolls and damage rolls if both it 
  and its foe are in an area of darkness or shadowy 
  illumination. While in an area of bright light (such 
  as sunlight or that caused by a daylight spell), 
  shadow elementals take a –4 penalty on attack 
  rolls and damage rolls. 
  Dusk and Dawn (Su) 3/day, a shadow elemental can 
  use dusk and dawn, as the mystery. CL 3rd. 
  Skills A shadow elemental is perfectly silent, never 
  needing to make a Move Silently check if it wishes 
  to not be heard. 
  Source Tome of Magic 165. 
   
   
  Power-Up 
  Suite 
  (While 
  in 
  darkness 
  of 
  shadowy illumination): incorporeal touch +6 
  (1d6+1 plus cold 1d6+1) 
   
   
  Physical Description: The shadows coalesce into 
  a single point of pulsing animated darkness. 
  Trailing smoky wisps of gloom, the vague form 
  moves soundlessly closer, draining the light as it 
  passes. 
  
  SHL–05 Shadows of Nevermore 
   
  Page 22 
  4: CAVALRY 
  B L O O D H U L K  F I G HTE R 
  CR  4 
  NE Medium undead 
  Init –1; Senses darkvision 60 ft., low-light vision; 
  Listen +0, Spot +0 
  Languages understands creator’s orders  
  AC 11, touch 9, flat-footed 11 
   (–1 Dex, +2 natural) 
  hp 140 (10 HD) 
  Immune undead immunities 
  Fort +3 Ref +2, Will +7 
  Weakness fragile 
  Speed 20 ft. (4 squares) 
  Melee slam +8 (1d8+4) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp +8 
  Abilities Str 16, Dex 9, Con —, Int —, Wis 10, Cha 1 
  SQ blood bloated, undead traits 
  Feats — 
  Skills Listen +0, Spot +0 
  Fragile (Ex) A bloodhulk fighter takes an extra 1d6 
  points of damage whenever it takes at least 1 point 
  of damage from a piercing or slashing weapon. 
  Blood Bloated (Ex) A bloodhulk fighter always gains 
  the maximum possible per Hit Die. In addition, it 
  gains 2 bonus hit points per Hit Die. 
  Source Monster Manual IV 20. 
   
   
  Physical Description: This might have been a 
  human, once. Now it is a bloated horror, distended 
  veins sprawling across its livid skin. Scraps of 
  rotting cloth are all that cover its swollen body. Its 
  empty eyes fix on you, and it lurches forward 
  swinging massive fists. 
  B L O O D H U L K  G I ANT 
  CR  6 
  NE Large undead 
  Init –2; Senses darkvision 60 ft., low-light vision; 
  Listen +0, Spot +0 
  Languages understands creator’s orders  
  AC 13, touch 7, flat-footed 13 
   (–1 size, –2 Dex, +6 natural) 
  hp 196 (14 HD) 
  Immune undead immunities 
  Fort +4 Ref +2, Will +9 
  Weakness fragile 
  Speed 20 ft. (4 squares) 
  Melee slam +17 (2d6+16) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +7; Grp +22 
  Abilities Str 33, Dex 6, Con —, Int —, Wis 10, Cha 1 
  SQ blood bloated, undead traits 
  Feats — 
  Skills Listen +0, Spot +0 
  Fragile (Ex) A bloodhulk fighter takes an extra 1d6 
  points of damage whenever it takes at least 1 point 
  of damage from a piercing or slashing weapon. 
  Blood Bloated (Ex) A bloodhulk fighter always gains 
  the maximum possible per Hit Die. In addition, it 
  gains 2 bonus hit points per Hit Die. 
  Source Monster Manual IV 20. 
   
   
  Physical Description: A towering, swollen giant 
  looks as if its skin is about to burst and rip away. 
  Thick veins across its body, and here and there it 
  pulses and shifts with a great quantity of fluid. 
  
  SHL–05 Shadows of Nevermore 
   
  Page 23 
  C L E R I C  O F  I UZ C AP T AI N 
  CR  9 
  Female human cleric of Iuz 9 
  CE Medium humanoid (human) 
  Init –1; Senses Listen +16, Spot +4 
  Languages Common  
  AC 20, touch 10, flat-footed 20; magic circle against 
  good 
   (–1 Dex, +10 full plate, +1 deflection) 
  hp 63 + 4 temp (9d8 HD) 
  Fort +8, Ref +2, Will +10; magic circle against good 
  Speed 20 ft. in full plate (4 squares), base movement 
  30 ft. 
  Melee +1 greatsword +10/+5 (2d6+5, 19–20) or 
  Ranged masterwork light crossbow +6 (1d8, 19–20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +9 
  Special Actions Profane Lifeleech, rebuke undead 
  8/day  (only 4 uses left) (+3, 2d6+11, CL 10th) 
  Combat Gear 2 potions of cure light wounds 
  Cleric Spells Prepared (CL 10th): 
   5th—dispel goodD (melee touch +8), flame strike 
  (DC 19) 
   4th—confusionD(DC 18), poison (melee touch +8, 
  DC 18), unholy blight (DC 18) (2) 
   3rd—animate dead, contagion (DC 17), dispel 
  magic, invisibility purge, magic circle against 
  goodD 
   2nd—bear’s endurance, death knell (DC 16), hold 
  person (DC 16) (2), invisibilityD, sound burst (DC 
  16) 
   1st—bane (DC 15), cure light wounds (2), cause 
  fear (DC 15) (2), protection from goodD 
   0—cure minor wounds (3), detect magic, light, 
  resistance 
  D: Domain spell. Deity: Iuz. Domains: Evil, Trickery  
  Abilities Str 16, Dex 8, Con 14, Int 10, Wis 18, Cha 
  12 
  Feats Improved Turning, Extra Turning, Profane 
  Lifeleech, Quicken Turning, Domain Spontaneity 
  (Trickery) 
  Skills Concentration +14, Listen +16, Spellcraft +12 
  Possessions combat gear plus +2 full plate, +1 
  greatsword, periapt of Wisdom +2, masterwork 
  light crossbow, 10 bolts, wooden holy symbol, 6 
  torches 
   
   
  Power-Up Suite (bear’s endurance): hp 81 + 4 
  temp; Fort +10; Concentration +16 
   
  Power-Up Suite (death knell): prefigured into 
  statistics. 
  C L E R I C  O F  I UZ L I E UTE NANT 
  CR  5 
  Female human cleric of Iuz 5 
  CE Medium humanoid (human) 
  Init –1; Senses Listen +10, Spot +3 
  Languages Common  
  AC 18, touch 9, flat-footed 18; magic circle against 
  good 
   (–1 Dex, +8 full plate, +1 natural 
  hp 36 +4 temp (5d8 HD) 
  Fort +6 Ref +0 Will +7; magic circle against good 
  Speed 20 ft. in full plate (4 squares), base movement 
  30 ft. 
  Melee masterwork greatsword +7 (2d6+3) 
  Ranged masterwork light crossbow +3 (1d8, 19–20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +5 
  Special Actions Profane Lifeleech, rebuke undead 
  8/day (only 4 uses left) (+3, 2d6+7, CL 6th) 
  Combat Gear 2 potions of cure light wounds 
  Cleric Spells Prepared (CL 6th, [Evil] CL 7th): 
   3rd(2+D)—animate dead, dispel magic, magic circle 
  against goodD 
   2nd(3+D)—bear’s endurance, death knell (DC 15), 
  hold person (DC 15), invisibilityD 
   1st(4+D)—bane (DC 14), cure light wounds, cause 
  fear (DC 14) (2), protection from goodD 
   0(5)— detect magic, guidance (2), light, resistance 
  D: Domain spell. Deity: Iuz. Domains: Evil, Trickery 
  Abilities Str 15, Dex 8, Con 14, Int 10, Wis 16, Cha 
  12 
  Feats Improved Turning, Extra Turning, Profane 
  Lifeleech 
  Skills Concentration +10, Listen +11, Spellcraft +8 
  Possessions combat gear plus masterwork full plate, 
  masterwork 
  greatsword, 
  masterwork 
  light 
  crossbow, 10 bolts, wooden holy symbol, amulet of 
  natural armor +1 
   
   
  Power-Up Suite (bear’s endurance): hp 46 + 4 
  temp; Fort +8; Concentration +12 
   
  Power-Up Suite (death knell): prefigured into 
  statistics. 
  
  SHL–05 Shadows of Nevermore 
   
  Page 24 
  APL 10 
  1: RIOTS IN THE STREETS 
  H U G E  S H AD O W  E L E M E N T AL 
  CR  9 
  NE Huge elemental (extraplanar, incorporeal) 
  Init +8; Senses blindsight 60 ft., darkvision 60 ft., 
  sense presence in adjacent square; Listen +12, 
  Spot +13 
  Languages none known, understands summoner’s 
  orders 
  AC 13, touch 13, flat-footed 9 
   (–2 size, +4 Dex, +1 deflection) 
  Miss Chance 50% (incorporeal) 
  hp 154 (18d8 HD) 
  Immune 
  elemental 
  immunities, 
  incorporeal 
  immunities 
  Fort +10, Ref +17, Will +6 
  Weakness shadow mastery 
  Speed 40 ft. fly (perfect) (8 squares); Flyby Attack 
  Melee incorporeal touch +16 (2d6 plus 2d6 cold) or, 
  Melee 2 incorporeal touches +16 (2d6 plus 2d6 cold) 
  Space 15 ft.; Reach 15 ft. 
  Base Atk +13; Grp +21 
  Atk Options Combat Reflexes, Flyby Attack, Hold the 
  Line 
  Special Actions dusk and dawn 3/day 
  Abilities Str —, Dex 18, Con 18, Int 6, Wis 11, Cha 
  11 
  SQ elemental traits, incorporeal traits, shadow 
  mastery 
  Feats Alertness, Combat Reflexes, Flyby Attack, Hold 
  the Line, Improved Initiative, Lightning Reflexes, 
  Weapon Focus (incorporeal touch) 
  Skills Listen +12, Spot +13 
  Shadow Mastery (Ex) A shadow elemental gains a 
  +1 bonus on attack rolls and damage rolls if both it 
  and its foe are in an area of darkness or shadowy 
  illumination. While in an area of bright light (such 
  as sunlight or that caused by a daylight spell), 
  shadow elementals take a –4 penalty on attack 
  rolls and damage rolls. 
  Dusk and Dawn (Su) 3/day, a shadow elemental can 
  use dusk and dawn, as the mystery. CL 9th. 
  Skills A shadow elemental is perfectly silent, never 
  needing to make a Move Silently check if it wishes 
  to not be heard. 
  Source Tome of Magic 165. 
   
   
  Power-Up 
  Suite 
  (While 
  in 
  darkness 
  of 
  shadowy illumination): incorporeal touch(es) +17 
  (2d6+1 plus cold 2d6+1) 
   
   
  Physical Description: The shadows coalesce into 
  a single point of pulsing animated darkness. 
  Trailing smoky wisps of gloom, the vague form 
  moves soundlessly closer, draining the light as it 
  passes. 
  L AR G E  S H AD O W  E L E M E N T AL 
  CR  7 
  NE Large elemental (extraplanar, incorporeal) 
  Init +6; Senses blindsight 60 ft., darkvision 60 ft., 
  sense presence in adjacent square; Listen +8, Spot 
  +9 
  Languages none known, understands summoner’s 
  orders 
  AC 12, touch 12, flat-footed 10 
   (–1 size, +2 Dex, +1 deflection) 
  Miss Chance 50% (incorporeal) 
  hp 78 (10d8 HD) 
  Immune 
  elemental 
  immunities, 
  incorporeal 
  immunities 
  Fort +6, Ref +10, Will +3 
  Weakness shadow mastery 
  Speed 40 ft. fly (perfect) (8 squares) 
  Melee incorporeal touch +8 (1d8 plus 1d8 cold) or, 
  Melee 2 incorporeal touches +8 (1d8 plus 1d8 cold) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +7; Grp +11 
  Atk Options Combat Reflexes, Hold the Line 
  Special Actions dusk and dawn 3/day 
  Abilities Str —, Dex 14, Con 16, Int 6, Wis 11, Cha 
  11 
  SQ elemental traits, incorporeal traits, shadow 
  mastery 
  Feats Alertness, Combat Reflexes, Hold the Line, 
  Improved Initiative 
  Skills Listen +8, Spot +9 
  Shadow Mastery (Ex) A shadow elemental gains a 
  +1 bonus on attack rolls and damage rolls if both it 
  and its foe are in an area of darkness or shadowy 
  illumination. While in an area of bright light (such 
  as sunlight or that caused by a daylight spell), 
  shadow elementals take a –4 penalty on attack 
  rolls and damage rolls. 
  Dusk and Dawn (Su) 3/day, a shadow elemental can 
  use dusk and dawn, as the mystery. CL 5th. 
  Skills A shadow elemental is perfectly silent, never 
  needing to make a Move Silently check if it wishes 
  to not be heard. 
  Source Tome of Magic 165. 
   
   
  Power-Up 
  Suite 
  (While 
  in 
  darkness 
  of 
  shadowy illumination): incorporeal touch(es) +9 
  (1d8+1 plus cold 1d8+1) 
   
   
  Physical Description: The shadows coalesce into 
  a single point of pulsing animated darkness. 
  Trailing smoky wisps of gloom, the vague form 
  moves soundlessly closer, draining the light as it 
  passes. 
  
  SHL–05 Shadows of Nevermore 
   
  Page 25 
  M E D I U M  S H AD O W  E L E M E N T AL 
  CR  4 
  NE Medium elemental (extraplanar, incorporeal) 
  Init +5; Senses blindsight 60 ft., darkvision 60 ft., 
  sense presence in adjacent square; Listen +4, Spot 
  +5 
  Languages none known, understands summoner’s 
  orders 
  AC 12, touch 12, flat-footed 11 
   (+1 Dex, +1 deflection) 
  Miss Chance 50% (incorporeal) 
  hp 42 (6d8 HD) 
  Immune 
  elemental 
  immunities, 
  incorporeal 
  immunities 
  Fort +4, Ref +6, Will +2 
  Weakness shadow mastery 
  Speed 40 ft. fly (perfect) (8 squares) 
  Melee incorporeal touch +5 (1d6 plus 1d6 cold) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +4 
  Atk Options Combat Reflexes, Hold the Line 
  Special Actions dusk and dawn 3/day 
  Abilities Str —, Dex 12, Con 14, Int 4, Wis 11, Cha 
  11 
  SQ elemental traits, incorporeal traits, shadow 
  mastery 
  Feats Combat Reflexes, Hold the Line, Improved 
  Initiative 
  Skills Listen +4, Spot +5 
  Shadow Mastery (Ex) A shadow elemental gains a 
  +1 bonus on attack rolls and damage rolls if both it 
  and its foe are in an area of darkness or shadowy 
  illumination. While in an area of bright light (such 
  as sunlight or that caused by a daylight spell), 
  shadow elementals take a –4 penalty on attack 
  rolls and damage rolls. 
  Dusk and Dawn (Su) 3/day, a shadow elemental can 
  use dusk and dawn, as the mystery. CL 3rd. 
  Skills A shadow elemental is perfectly silent, never 
  needing to make a Move Silently check if it wishes 
  to not be heard. 
  Source Tome of Magic 165. 
   
   
  Power-Up 
  Suite 
  (While 
  in 
  darkness 
  of 
  shadowy illumination): incorporeal touch +6 
  (1d6+1 plus cold 1d6+1) 
   
   
  Physical Description: The shadows coalesce into 
  a single point of pulsing animated darkness. 
  Trailing smoky wisps of gloom, the vague form 
  moves soundlessly closer, draining the light as it 
  passes. 
   
  2: HOUSE GONE WILD 
  U LI THARI D,  M I ND F L AY E R 
  CR  12 
  LE Large aberration 
  Init +6; Senses telepathy 200 ft., darkvision 60 ft.; 
  Listen +8, Spot +18 
  Languages Undercommon  
  AC 20, touch 11, flat-footed 18 
   (–1 size, +2 Dex, +4 mage armor, +5 natural) 
  hp 90 (12 HD)  
  SR 27 
  Fort +7, Ref +6, Will +13 
  Speed 30 ft. (6 squares); 
  Melee 2 long tentacles +11 (1d8+3) and 4 short 
  tentacles +11 (1d8+3) 
  Space 10 ft.; Reach 5 ft. (10 ft. with 2 long tentacles) 
  Base Atk +9; Grp +16  
  Atk Options improved grab 
  Special Actions extract, mind blast (DC 21) 
  Combat Gear potion of cure serious wounds 
  Spell-Like Abilities (CL 12th): 
   At will—charm monster (DC 19), detect thoughts 
  (DC 17), dimension door, levitate, mage armor 
  (self only), plane shift, suggestion (DC 18); 
   1/day—dominate monster (DC 24), mass 
  suggestion (DC 21) 
  Already cast—mage armor 
  Abilities Str 16, Dex 14, Con 16, Int 21, Wis 17, Cha 
  21 
  Feats Combat Casting, Improved Initiative, Improved 
  Natural Attack, Iron Will, Spell Penetration  
  Skills Bluff +15, Concentration +18 (+22 casting 
  defensively), Diplomacy +14, Disguise +5 (+7 
  acting in character), Gather Information +7, Hide 
  +8, 
  Intimidate 
  +17, 
  Knowledge 
  (local) 
  +15, 
  Knowledge (dungeoneering) +15, Listen +8, Move 
  Silently +13, Sense Motive +8, Spot +18 
  Possessions combat gear 
  Mind Blast (Sp) An Ulitharid can discharge a 
  devastating psionic attack in the form of a cone 60 
  feet long. Anyone caught in this cone must 
  succeed on a DC 21 Will save or be stunned for 
  3d4 rounds. The save DC is Charisma-based. This 
  ability is the equivalent of a 4th-level spell. 
  Improved Grab (Ex) To use this ability, an Ulitharid 
  must hit a Small, Medium, or Large creature with its 
  tentacle 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 attaches the tentacle to the 
  opponent’s head. An Ulitharid can grab a Huge or 
  larger creature only if it can somehow reach the 
  foe’s head. 
   
   
  If an Ulitharid begins its turn with at least one 
  tentacle attached, it can try to attach its remaining 
  tentacles with a single grapple check. The 
  opponent can escape with a single successful 
  grapple check or an Escape Artist check, but the 
  Ulitharid gets a +2 circumstance bonus on the 
  check for every tentacle that was attached at the 
  beginning of the opponent’s turn. 
  Extract (Ex) An Ulitharid that begins its turn with at 
  least four tentacles attached and that makes a 
  successful grapple check automatically extracts the 
  opponent’s brain, instantly killing that creature. This 
  power is useless against constructs, elementals, 
  oozes, plants, and undead. It is not instantly fatal to 
  foes with multiple heads. 
  Source Lords of Madness 
   
  
  SHL–05 Shadows of Nevermore 
   
  Page 26 
  4: CAVALRY 
  B L O O D H U L K  C R U S H E R 
  CR  8 
  NE Huge undead 
  Init –2; Senses darkvision 60 ft., low-light vision; 
  Listen +0, Spot +0 
  Languages understands creator’s orders  
  AC 14, touch 6, flat-footed 14 
   (–2 size, –2 Dex, +8 natural) 
  hp 280 (20 HD) 
  Immune undead immunities 
  Fort +6 Ref +4, Will +12 
  Weakness fragile 
  Speed 30 ft. (6 squares) 
  Melee slam +24 (3d6+24) 
  Space 15 ft.; Reach 15 ft. 
  Base Atk +10; Grp +34 
  Abilities Str 43, Dex 6, Con —, Int —, Wis 10, Cha 1 
  SQ blood bloated, undead traits 
  Feats — 
  Skills Listen +0, Spot +0 
  Fragile (Ex) A bloodhulk fighter takes an extra 1d6 
  points of damage whenever it takes at least 1 point 
  of damage from a piercing or slashing weapon. 
  Blood Bloated (Ex) A bloodhulk fighter always gains 
  the maximum possible per Hit Die. In addition, it 
  gains 2 bonus hit points per Hit Die. 
  Source Monster Manual IV 21. 
   
   
  Physical Description: A twisted, swollen form the 
  size of a castle tower looms over you. Its bloated, 
  swollen body is covered with thick, ropy veins that 
  throb with viscous blood. It looks down upon you 
  with hollow empty eyes. 
   
  B L O O D H U L K  F I G HTE R 
  CR  4 
  NE Medium undead 
  Init –1; Senses darkvision 60 ft., low-light vision; 
  Listen +0, Spot +0 
  Languages understands creator’s orders  
  AC 11, touch 9, flat-footed 11 
   (–1 Dex, +2 natural) 
  hp 140 (10 HD) 
  Immune undead immunities 
  Fort +3 Ref +2, Will +7 
  Weakness fragile 
  Speed 20 ft. (4 squares) 
  Melee slam +8 (1d8+4) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp +8 
  Abilities Str 16, Dex 9, Con —, Int —, Wis 10, Cha 1 
  SQ blood bloated, undead traits 
  Feats — 
  Skills Listen +0, Spot +0 
  Fragile (Ex) A bloodhulk fighter takes an extra 1d6 
  points of damage whenever it takes at least 1 point 
  of damage from a piercing or slashing weapon. 
  Blood Bloated (Ex) A bloodhulk fighter always gains 
  the maximum possible per Hit Die. In addition, it 
  gains 2 bonus hit points per Hit Die. 
  Source Monster Manual IV 20. 
   
   
  Physical Description: This might have been a 
  human, once. Now it is a bloated horror, distended 
  veins sprawling across its livid skin. Scraps of 
  rotting cloth are all that cover its swollen body. Its 
  empty eyes fix on you, and it lurches forward 
  swinging massive fists. 
   
  B L O O D H U L K  G I ANT 
  CR  6 
  NE Large undead 
  Init –2; Senses darkvision 60 ft., low-light vision; 
  Listen +0, Spot +0 
  Languages understands creator’s orders  
  AC 13, touch 7, flat-footed 13 
   (–1 size, –2 Dex, +6 natural) 
  hp 196 (14 HD) 
  Immune undead immunities 
  Fort +4 Ref +2, Will +9 
  Weakness fragile 
  Speed 20 ft. (4 squares) 
  Melee slam +17 (2d6+16) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +7; Grp +22 
  Abilities Str 33, Dex 6, Con —, Int —, Wis 10, Cha 1 
  SQ blood bloated, undead traits 
  Feats — 
  Skills Listen +0, Spot +0 
  Fragile (Ex) A bloodhulk fighter takes an extra 1d6 
  points of damage whenever it takes at least 1 point 
  of damage from a piercing or slashing weapon. 
  Blood Bloated (Ex) A bloodhulk fighter always gains 
  the maximum possible per Hit Die. In addition, it 
  gains 2 bonus hit points per Hit Die. 
  Source Monster Manual IV 20. 
   
   
  Physical Description: A towering, swollen giant 
  looks as if its skin is about to burst and rip away. 
  Thick veins across its body, and here and there it 
  pulses and shifts with a great quantity of fluid. 
  
  SHL–05 Shadows of Nevermore 
   
  Page 27 
  C L E R I C  O F  I UZ C AP T AI N 
  CR  9 
  Female human cleric of Iuz 9 
  CE Medium humanoid (human) 
  Init –1; Senses Listen +16, Spot +4 
  Languages Common  
  AC 20, touch 10, flat-footed 20; magic circle against 
  good 
   (–1 Dex, +10 full plate, +1 deflection) 
  hp 63 + 4 temp (9d8 HD) 
  Fort +8, Ref +2, Will +10; magic circle against good 
  Speed 20 ft. in full plate (4 squares), base movement 
  30 ft. 
  Melee +1 greatsword +10/+5 (2d6+5, 19–20) or 
  Ranged masterwork light crossbow +6 (1d8, 19–20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +9 
  Special Actions Profane Lifeleech, rebuke undead 
  8/day (only 4 uses left) (+3, 2d6+11, CL 10th) 
  Combat Gear 2 potions of cure light wounds 
  Cleric Spells Prepared (CL 10th): 
   5th—dispel goodD (melee touch +8), flame strike 
  (DC 19) 
   4th—confusionD(DC 18), poison (melee touch +8, 
  DC 18), unholy blight (DC 18) (2) 
   3rd—animate dead, contagion (DC 17), dispel 
  magic, invisibility purge, magic circle against 
  goodD 
   2nd—bear’s endurance, death knell (DC 16), hold 
  person (DC 16) (2), invisibilityD, sound burst (DC 
  16) 
   1st—bane (DC 15), cure light wounds (2), cause 
  fear (DC 15) (2), protection from goodD 
   0—cure minor wounds (3), detect magic, light, 
  resistance 
  D: Domain spell. Deity: Iuz. Domains: Evil, Trickery  
  Abilities Str 16, Dex 8, Con 14, Int 10, Wis 18, Cha 
  12 
  Feats Improved Turning, Extra Turning, Profane 
  Lifeleech, Quicken Turning, Domain Spontaneity 
  (Trickery) 
  Skills Concentration +14, Listen +16, Spellcraft +12 
  Possessions combat gear plus +2 full plate, +1 
  greatsword, periapt of Wisdom +2, masterwork 
  light crossbow, 10 bolts, wooden holy symbol, 6 
  torches 
   
   
  Power-Up Suite (bear’s endurance): hp 81 + 4 
  temp; Fort +10; Concentration +16 
   
  Power-Up Suite (death knell): prefigured into 
  statistics. 
  C L E R I C  O F  I UZ L I E UTE NANT 
  CR  5 
  Female human cleric of Iuz 5 
  CE Medium humanoid (human) 
  Init –1; Senses Listen +10, Spot +3 
  Languages Common  
  AC 18, touch 9, flat-footed 18; magic circle against 
  good 
   (–1 Dex, +8 full plate, +1 natural 
  hp 36 +4 temp (5d8 HD) 
  Fort +6 Ref +0 Will +7; magic circle against good 
  Speed 20 ft. in full plate (4 squares), base movement 
  30 ft. 
  Melee masterwork greatsword +7 (2d6+3) 
  Ranged masterwork light crossbow +3 (1d8, 19–20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +5 
  Special Actions Profane Lifeleech, rebuke undead 
  8/day (only 4 uses left) (+3, 2d6+7, CL 6th) 
  Combat Gear 2 potions of cure light wounds 
  Cleric Spells Prepared (CL 6th, [Evil] CL 7th): 
   3rd(2+D)—animate dead, dispel magic, magic circle 
  against goodD 
   2nd(3+D)—bear’s endurance, death knell (DC 15), 
  hold person (DC 15), invisibilityD 
   1st(4+D)—bane (DC 14), cure light wounds, cause 
  fear (DC 14) (2), protection from goodD 
   0(5)— detect magic, guidance (2), light, resistance 
  D: Domain spell. Deity: Iuz. Domains: Evil, Trickery 
  Abilities Str 15, Dex 8, Con 14, Int 10, Wis 16, Cha 
  12 
  Feats Improved Turning, Extra Turning, Profane 
  Lifeleech 
  Skills Concentration +10, Listen +11, Spellcraft +8 
  Possessions combat gear plus masterwork full plate, 
  masterwork 
  greatsword, 
  masterwork 
  light 
  crossbow, 10 bolts, wooden holy symbol, amulet of 
  natural armor +1 
   
   
  Power-Up Suite (bear’s endurance): hp 46 + 4 
  temp; Fort +8; Concentration +12 
   
  Power-Up Suite (death knell): prefigured into 
  statistics. 
  
  SHL–05 Shadows of Nevermore 
   
  Page 28 
  APL 12 
  1: RIOTS IN THE STREETS 
  G R E ATE R  S H AD O W  E L E M E N T AL 
  CR  11 
  NE Huge elemental (extraplanar, incorporeal) 
  Init +9; Senses blindsight 60 ft., darkvision 60 ft., 
  sense presence in adjacent square; Listen +12, 
  Spot +12 
  Languages none known, understands summoner’s 
  orders 
  AC 14, touch 14, flat-footed 9; Dodge, Mobility 
   (–2 size, +5 Dex, +1 deflection) 
  Miss Chance 50% (incorporeal) 
  hp 178 (21d8 HD) 
  Immune 
  elemental 
  immunities, 
  incorporeal 
  immunities 
  Fort +11, Ref +19, Will +7 
  Weakness shadow mastery 
  Speed 40 ft. fly (perfect) (8 squares); Flyby Attack 
  Melee incorporeal touch +19 (2d6 plus 4d6 cold) or, 
  Melee 2 incorporeal touches +19 (2d6 plus 4d6 cold) 
  Space 15 ft.; Reach 15 ft. 
  Base Atk +15; Grp +23 
  Atk Options Combat Reflexes, Flyby Attack, Hold the 
  Line 
  Special Actions dusk and dawn 3/day 
  Abilities Str —, Dex 20, Con 18, Int 8, Wis 11, Cha 
  11 
  SQ elemental traits, incorporeal traits, shadow 
  mastery 
  Feats Combat Reflexes, Dodge, Flyby Attack, Hold 
  the Line, Improved Initiative, Lightning Reflexes, 
  Mobility, Weapon Focus (incorporeal touch) 
  Skills Listen +12, Spot +12 
  Shadow Mastery (Ex) A shadow elemental gains a 
  +1 bonus on attack rolls and damage rolls if both it 
  and its foe are in an area of darkness or shadowy 
  illumination. While in an area of bright light (such 
  as sunlight or that caused by a daylight spell), 
  shadow elementals take a –4 penalty on attack 
  rolls and damage rolls. 
  Dusk and Dawn (Su) 3/day, a shadow elemental can 
  use dusk and dawn, as the mystery. CL 10th. 
  Skills A shadow elemental is perfectly silent, never 
  needing to make a Move Silently check if it wishes 
  to not be heard. 
  Source Tome of Magic 165. 
   
   
  Power-Up 
  Suite 
  (While 
  in 
  darkness 
  of 
  shadowy illumination): incorporeal touch(es) +20 
  (2d6+1 plus cold 4d6+1) 
   
   
  Physical Description: The shadows coalesce into 
  a single point of pulsing animated darkness. 
  Trailing smoky wisps of gloom, the vague form 
  moves soundlessly closer, draining the light as it 
  passes. 
  H U G E  S H AD O W  E L E M E N T AL 
  CR  9 
  NE Huge elemental (extraplanar, incorporeal) 
  Init +8; Senses blindsight 60 ft., darkvision 60 ft., 
  sense presence in adjacent square; Listen +12, 
  Spot +13 
  Languages none known, understands summoner’s 
  orders 
  AC 13, touch 13, flat-footed 9 
   (–2 size, +4 Dex, +1 deflection) 
  Miss Chance 50% (incorporeal) 
  hp 154 (18d8 HD) 
  Immune 
  elemental 
  immunities, 
  incorporeal 
  immunities 
  Fort +10, Ref +17, Will +6 
  Weakness shadow mastery 
  Speed 40 ft. fly (perfect) (8 squares); Flyby Attack 
  Melee incorporeal touch +16 (2d6 plus 2d6 cold) or, 
  Melee 2 incorporeal touches +16 (2d6 plus 2d6 cold) 
  Space 15 ft.; Reach 15 ft. 
  Base Atk +13; Grp +21 
  Atk Options Combat Reflexes, Flyby Attack, Hold the 
  Line 
  Special Actions dusk and dawn 3/day 
  Abilities Str —, Dex 18, Con 18, Int 6, Wis 11, Cha 
  11 
  SQ elemental traits, incorporeal traits, shadow 
  mastery 
  Feats Alertness, Combat Reflexes, Flyby Attack, Hold 
  the Line, Improved Initiative, Lightning Reflexes, 
  Weapon Focus (incorporeal touch) 
  Skills Listen +12, Spot +13 
  Shadow Mastery (Ex) A shadow elemental gains a 
  +1 bonus on attack rolls and damage rolls if both it 
  and its foe are in an area of darkness or shadowy 
  illumination. While in an area of bright light (such 
  as sunlight or that caused by a daylight spell), 
  shadow elementals take a –4 penalty on attack 
  rolls and damage rolls. 
  Dusk and Dawn (Su) 3/day, a shadow elemental can 
  use dusk and dawn, as the mystery. CL 9th. 
  Skills A shadow elemental is perfectly silent, never 
  needing to make a Move Silently check if it wishes 
  to not be heard. 
  Source Tome of Magic 165. 
   
   
  Power-Up 
  Suite 
  (While 
  in 
  darkness 
  of 
  shadowy illumination): incorporeal touch(es) +17 
  (2d6+1 plus cold 2d6+1) 
   
   
  Physical Description: The shadows coalesce into 
  a single point of pulsing animated darkness. 
  Trailing smoky wisps of gloom, the vague form 
  moves soundlessly closer, draining the light as it 
  passes. 
  
  SHL–05 Shadows of Nevermore 
   
  Page 29 
  L ARG E  S H AD O W  E L E M E N T AL 
  CR  7 
  NE Large elemental (extraplanar, incorporeal) 
  Init +6; Senses blindsight 60 ft., darkvision 60 ft., 
  sense presence in adjacent square; Listen +8, Spot 
  +9 
  Languages none known, understands summoner’s 
  orders 
  AC 12, touch 12, flat-footed 10 
   (–1 size, +2 Dex, +1 deflection) 
  Miss Chance 50% (incorporeal) 
  hp 78 (10d8 HD) 
  Immune 
  elemental 
  immunities, 
  incorporeal 
  immunities 
  Fort +6, Ref +10, Will +3 
  Weakness shadow mastery 
  Speed 40 ft. fly (perfect) (8 squares) 
  Melee incorporeal touch +8 (1d8 plus 1d8 cold) or, 
  Melee 2 incorporeal touches +8 (1d8 plus 1d8 cold) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +7; Grp +11 
  Atk Options Combat Reflexes, Hold the Line 
  Special Actions dusk and dawn 3/day 
  Abilities Str —, Dex 14, Con 16, Int 6, Wis 11, Cha 
  11 
  SQ elemental traits, incorporeal traits, shadow 
  mastery 
  Feats Alertness, Combat Reflexes, Hold the Line, 
  Improved Initiative 
  Skills Listen +8, Spot +9 
  Shadow Mastery (Ex) A shadow elemental gains a 
  +1 bonus on attack rolls and damage rolls if both it 
  and its foe are in an area of darkness or shadowy 
  illumination. While in an area of bright light (such 
  as sunlight or that caused by a daylight spell), 
  shadow elementals take a –4 penalty on attack 
  rolls and damage rolls. 
  Dusk and Dawn (Su) 3/day, a shadow elemental can 
  use dusk and dawn, as the mystery. CL 5th. 
  Skills A shadow elemental is perfectly silent, never 
  needing to make a Move Silently check if it wishes 
  to not be heard. 
  Source Tome of Magic 165. 
   
   
  Power-Up 
  Suite 
  (While 
  in 
  darkness 
  of 
  shadowy illumination): incorporeal touch(es) +9 
  (1d8+1 plus cold 1d8+1) 
   
   
  Physical Description: The shadows coalesce into 
  a single point of pulsing animated darkness. 
  Trailing smoky wisps of gloom, the vague form 
  moves soundlessly closer, draining the light as it 
  passes. 
  M E D I U M  S H AD O W  E L E M E N T AL 
  CR  4 
  NE Medium elemental (extraplanar, incorporeal) 
  Init +5; Senses blindsight 60 ft., darkvision 60 ft., 
  sense presence in adjacent square; Listen +4, Spot 
  +5 
  Languages none known, understands summoner’s 
  orders 
  AC 12, touch 12, flat-footed 11 
   (+1 Dex, +1 deflection) 
  Miss Chance 50% (incorporeal) 
  hp 42 (6d8 HD) 
  Immune 
  elemental 
  immunities, 
  incorporeal 
  immunities 
  Fort +4, Ref +6, Will +2 
  Weakness shadow mastery 
  Speed 40 ft. fly (perfect) (8 squares) 
  Melee incorporeal touch +5 (1d6 plus 1d6 cold) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +4 
  Atk Options Combat Reflexes, Hold the Line 
  Special Actions dusk and dawn 3/day 
  Abilities Str —, Dex 12, Con 14, Int 4, Wis 11, Cha 
  11 
  SQ elemental traits, incorporeal traits, shadow 
  mastery 
  Feats Combat Reflexes, Hold the Line, Improved 
  Initiative 
  Skills Listen +4, Spot +5 
  Shadow Mastery (Ex) A shadow elemental gains a 
  +1 bonus on attack rolls and damage rolls if both it 
  and its foe are in an area of darkness or shadowy 
  illumination. While in an area of bright light (such 
  as sunlight or that caused by a daylight spell), 
  shadow elementals take a –4 penalty on attack 
  rolls and damage rolls. 
  Dusk and Dawn (Su) 3/day, a shadow elemental can 
  use dusk and dawn, as the mystery. CL 3rd. 
  Skills A shadow elemental is perfectly silent, never 
  needing to make a Move Silently check if it wishes 
  to not be heard. 
  Source Tome of Magic 165. 
   
   
  Power-Up 
  Suite 
  (While 
  in 
  darkness 
  of 
  shadowy illumination): incorporeal touch +6 
  (1d6+1 plus cold 1d6+1) 
   
   
  Physical Description: The shadows coalesce into 
  a single point of pulsing animated darkness. 
  Trailing smoky wisps of gloom, the vague form 
  moves soundlessly closer, draining the light as it 
  passes. 
  
  SHL–05 Shadows of Nevermore 
   
  Page 30 
  2: HOUSE GONE WILD 
  U LI THARI D,  M I ND F L AY E R 
  CR  12 
  LE Large aberration 
  Init +6; Senses telepathy 200 ft., darkvision 60 ft.; 
  Listen +8, Spot +18 
  Languages Undercommon  
  AC 20, touch 11, flat-footed 18 
   (–1 size, +2 Dex, +4 mage armor, +5 natural) 
  hp 90 (12 HD)  
  SR 27 
  Fort +7, Ref +6, Will +13 
  Speed 30 ft. (6 squares); 
  Melee 2 long tentacles +11 (1d8+3) and 4 short 
  tentacles +11 (1d8+3) 
  Space 10 ft.; Reach 5 ft. (10 ft. with 2 long tentacles) 
  Base Atk +9; Grp +16  
  Atk Options improved grab 
  Special Actions extract, mind blast (DC 21) 
  Combat Gear potion of cure serious wounds 
  Spell-Like Abilities (CL 12th): 
   At will—charm monster (DC 19), detect thoughts 
  (DC 17), dimension door, levitate, mage armor 
  (self only), plane shift, suggestion (DC 18); 
   1/day—dominate monster (DC 24), mass 
  suggestion (DC 21) 
  Already cast—mage armor 
  Abilities Str 16, Dex 14, Con 16, Int 21, Wis 17, Cha 
  21 
  Feats Combat Casting, Improved Initiative, Improved 
  Natural Attack, Iron Will, Spell Penetration  
  Skills Bluff +15, Concentration +18 (+22 casting 
  defensively), Diplomacy +14, Disguise +5 (+7 
  acting in character), Gather Information +7, Hide 
  +8, 
  Intimidate 
  +17, 
  Knowledge 
  (local) 
  +15, 
  Knowledge (dungeoneering) +15, Listen +8, Move 
  Silently +13, Sense Motive +8, Spot +18 
  Possessions combat gear 
  Mind Blast (Sp) An Ulitharid can discharge a 
  devastating psionic attack in the form of a cone 60 
  feet long. Anyone caught in this cone must 
  succeed on a DC 21 Will save or be stunned for 
  3d4 rounds. The save DC is Charisma-based. This 
  ability is the equivalent of a 4th-level spell. 
  Improved Grab (Ex) To use this ability, an Ulitharid 
  must hit a Small, Medium, or Large creature with its 
  tentacle 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 attaches the tentacle to the 
  opponent’s head. An Ulitharid can grab a Huge or 
  larger creature only if it can somehow reach the 
  foe’s head. 
   
   
  If an Ulitharid begins its turn with at least one 
  tentacle attached, it can try to attach its remaining 
  tentacles with a single grapple check. The 
  opponent can escape with a single successful 
  grapple check or an Escape Artist check, but the 
  Ulitharid gets a +2 circumstance bonus on the 
  check for every tentacle that was attached at the 
  beginning of the opponent’s turn. 
  Extract (Ex) An Ulitharid that begins its turn with at 
  least four tentacles attached and that makes a 
  successful grapple check automatically extracts the 
  opponent’s brain, instantly killing that creature. This 
  power is useless against constructs, elementals, 
  oozes, plants, and undead. It is not instantly fatal to 
  foes with multiple heads. 
  Source Lords of Madness 
   
  4: CAVALRY 
  B L O O D H U L K  C R U S H E R 
  CR  8 
  NE Huge undead 
  Init –2; Senses darkvision 60 ft., low-light vision; 
  Listen +0, Spot +0 
  Languages understands creator’s orders  
  AC 14, touch 6, flat-footed 14 
   (–2 size, –2 Dex, +8 natural) 
  hp 280 (20 HD) 
  Immune undead immunities 
  Fort +6 Ref +4, Will +12 
  Weakness fragile 
  Speed 30 ft. (6 squares) 
  Melee slam +24 (3d6+24) 
  Space 15 ft.; Reach 15 ft. 
  Base Atk +10; Grp +34 
  Abilities Str 43, Dex 6, Con —, Int —, Wis 10, Cha 1 
  SQ blood bloated, undead traits 
  Feats — 
  Skills Listen +0, Spot +0 
  Fragile (Ex) A bloodhulk fighter takes an extra 1d6 
  points of damage whenever it takes at least 1 point 
  of damage from a piercing or slashing weapon. 
  Blood Bloated (Ex) A bloodhulk fighter always gains 
  the maximum possible per Hit Die. In addition, it 
  gains 2 bonus hit points per Hit Die. 
  Source Monster Manual IV 21. 
   
   
  Physical Description: A twisted, swollen form the 
  size of a castle tower looms over you. Its bloated, 
  swollen body is covered with thick, ropy veins that 
  throb with viscous blood. It looks down upon you 
  with hollow empty eyes. 
  
  SHL–05 Shadows of Nevermore 
   
  Page 31 
  B L O O D H U L K  F I G HTE R 
  CR  4 
  NE Medium undead 
  Init –1; Senses darkvision 60 ft., low-light vision; 
  Listen +0, Spot +0 
  Languages understands creator’s orders  
  AC 11, touch 9, flat-footed 11 
   (–1 Dex, +2 natural) 
  hp 140 (10 HD) 
  Immune undead immunities 
  Fort +3 Ref +2, Will +7 
  Weakness fragile 
  Speed 20 ft. (4 squares) 
  Melee slam +8 (1d8+4) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp +8 
  Abilities Str 16, Dex 9, Con —, Int —, Wis 10, Cha 1 
  SQ blood bloated, undead traits 
  Feats — 
  Skills Listen +0, Spot +0 
  Fragile (Ex) A bloodhulk fighter takes an extra 1d6 
  points of damage whenever it takes at least 1 point 
  of damage from a piercing or slashing weapon. 
  Blood Bloated (Ex) A bloodhulk fighter always gains 
  the maximum possible per Hit Die. In addition, it 
  gains 2 bonus hit points per Hit Die. 
  Source Monster Manual IV 20. 
   
   
  Physical Description: This might have been a 
  human, once. Now it is a bloated horror, distended 
  veins sprawling across its livid skin. Scraps of 
  rotting cloth are all that cover its swollen body. Its 
  empty eyes fix on you, and it lurches forward 
  swinging massive fists. 
   
  B L O O D H U L K  G I ANT 
  CR  6 
  NE Large undead 
  Init –2; Senses darkvision 60 ft., low-light vision; 
  Listen +0, Spot +0 
  Languages understands creator’s orders  
  AC 13, touch 7, flat-footed 13 
   (–1 size, –2 Dex, +6 natural) 
  hp 196 (14 HD) 
  Immune undead immunities 
  Fort +4 Ref +2, Will +9 
  Weakness fragile 
  Speed 20 ft. (4 squares) 
  Melee slam +17 (2d6+16) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +7; Grp +22 
  Abilities Str 33, Dex 6, Con —, Int —, Wis 10, Cha 1 
  SQ blood bloated, undead traits 
  Feats — 
  Skills Listen +0, Spot +0 
  Fragile (Ex) A bloodhulk fighter takes an extra 1d6 
  points of damage whenever it takes at least 1 point 
  of damage from a piercing or slashing weapon. 
  Blood Bloated (Ex) A bloodhulk fighter always gains 
  the maximum possible per Hit Die. In addition, it 
  gains 2 bonus hit points per Hit Die. 
  Source Monster Manual IV 20. 
   
   
  Physical Description: A towering, swollen giant 
  looks as if its skin is about to burst and rip away. 
  Thick veins across its body, and here and there it 
  pulses and shifts with a great quantity of fluid. 
   
  C L E R I C  O F  I UZ C AP T AI N 
  CR  9 
  Female human cleric of Iuz 9 
  CE Medium humanoid (human) 
  Init –1; Senses Listen +16, Spot +4 
  Languages Common  
  AC 20, touch 10, flat-footed 20; magic circle against 
  good 
   (–1 Dex, +10 full plate, +1 deflection) 
  hp 63 + 4 temp (9d8 HD) 
  Fort +8, Ref +2, Will +10; magic circle against good 
  Speed 20 ft. in full plate (4 squares), base movement 
  30 ft. 
  Melee +1 greatsword +10/+5 (2d6+5, 19–20) or 
  Ranged masterwork light crossbow +6 (1d8, 19–20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +9 
  Special Actions Profane Lifeleech, rebuke undead 
  8/day (only 4 uses left) (+3, 2d6+11, CL 10th) 
  Combat Gear 2 potions of cure light wounds 
  Cleric Spells Prepared (CL 10th): 
   5th—dispel goodD (melee touch +8), flame strike 
  (DC 19) 
   4th—confusionD(DC 18), poison (melee touch +8, 
  DC 18), unholy blight (DC 18) (2) 
   3rd—animate dead, contagion (DC 17), dispel 
  magic, invisibility purge, magic circle against 
  goodD 
   2nd—bear’s endurance, death knell (DC 16), hold 
  person (DC 16) (2), invisibilityD, sound burst (DC 
  16) 
   1st—bane (DC 15), cure light wounds (2), cause 
  fear (DC 15) (2), protection from goodD 
   0—cure minor wounds (3), detect magic, light, 
  resistance 
  D: Domain spell. Deity: Iuz. Domains: Evil, Trickery  
  Abilities Str 16, Dex 8, Con 14, Int 10, Wis 18, Cha 
  12 
  Feats Improved Turning, Extra Turning, Profane 
  Lifeleech, Quicken Turning, Domain Spontaneity 
  (Trickery) 
  Skills Concentration +14, Listen +16, Spellcraft +12 
  Possessions combat gear plus +2 full plate, +1 
  greatsword, periapt of Wisdom +2, masterwork 
  light crossbow, 10 bolts, wooden holy symbol, 6 
  torches 
   
   
  Power-Up Suite (bear’s endurance): hp 81 + 4 
  temp; Fort +10; Concentration +16 
   
  Power-Up Suite (death knell): prefigured into 
  statistics. 
  
  SHL–05 Shadows of Nevermore 
   
  Page 32 
  C L E R I C  O F  I UZ L I E UTE NANT 
  CR  5 
  Female human cleric of Iuz 5 
  CE Medium humanoid (human) 
  Init –1; Senses Listen +10, Spot +3 
  Languages Common  
  AC 18, touch 9, flat-footed 18; magic circle against 
  good 
   (–1 Dex, +8 full plate, +1 natural 
  hp 36 +4 temp (5d8 HD) 
  Fort +6 Ref +0 Will +7; magic circle against good 
  Speed 20 ft. in full plate (4 squares), base movement 
  30 ft. 
  Melee masterwork greatsword +7 (2d6+3) 
  Ranged masterwork light crossbow +3 (1d8, 19–20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +5 
  Special Actions Profane Lifeleech, rebuke undead 
  8/day (only 4 uses left) (+3, 2d6+7, CL 6th) 
  Combat Gear 2 potions of cure light wounds 
  Cleric Spells Prepared (CL 6th, [Evil] CL 7th): 
   3rd(2+D)—animate dead, dispel magic, magic circle 
  against goodD 
   2nd(3+D)—bear’s endurance, death knell (DC 15), 
  hold person (DC 15), invisibilityD 
   1st(4+D)—bane (DC 14), cure light wounds, cause 
  fear (DC 14) (2), protection from goodD 
   0(5)— detect magic, guidance (2), light, resistance 
  D: Domain spell. Deity: Iuz. Domains: Evil, Trickery 
  Abilities Str 15, Dex 8, Con 14, Int 10, Wis 16, Cha 
  12 
  Feats Improved Turning, Extra Turning, Profane 
  Lifeleech 
  Skills Concentration +10, Listen +11, Spellcraft +8 
  Possessions combat gear plus masterwork full plate, 
  masterwork 
  greatsword, 
  masterwork 
  light 
  crossbow, 10 bolts, wooden holy symbol, amulet of 
  natural armor +1 
   
   
  Power-Up Suite (bear’s endurance): hp 46 + 4 
  temp; Fort +8; Concentration +12 
   
  Power-Up Suite (death knell): prefigured into 
  statistics. 
  I UZI AN C O L O N E L 
  CR  11 
  Male human fighter 1/fallen paladin 6/blackguard 4 
  CE Medium humanoid (human) 
  Init +0; Senses Listen +2, Spot +2 
  Aura aura of despair, aura of evil 
  Languages Common 
  AC 22, touch 12, flat-footed 20 
   (+10 full plate, +2 deflection) 
  hp 103 + 4 temp (11d20 HD); regeneration/fast 
  healing; DR  
  Fort +16, Ref +7, Will +7 
  Speed 20 ft. in full plate (4 squares), base movement 
  30 ft. 
  Melee +2 greatsword +18/+13/+8 (2d6+8 and poison, 
  17-20/x2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +11; Grp +15 
  Atk Options Cleave, Divine Justice (5/day), Improved 
  Sunder, Power Attack, smite good 3/day, sneak 
  attack +2d6 
  Special Actions rebuke undead 5/day (+2, 2d6+4, CL 
  2nd) 
  Combat Gear 5 doses of black adder venom, 3 doses 
  of deathblade poison, 2 doses of purple worm 
  poison 
  Blackguard Spells Prepared (CL 3rd): 
   2nd—bull’s strength, death knell (DC 14) 
   1st—corrupt weapon, corrupt weapon 
  �Already cast 
  Spell-Like Abilities (CL 2nd): 
   At will—detect good (DC 13) 
  Abilities Str 18, Dex 10, Con 16, Int 8, Wis 14, Cha 
  14 
  SQ aura of despair, aura of evil, dark blessing, lay on 
  hands 8 pts/day, poison use 
  Feats 
  Cleave, 
  Improved 
  Critical 
  (greatsword), 
  Improved Sunder, Divine Justice, Power Attack, 
  Weapon Focus (greatsword)  
  Skills Concentration +10, Diplomacy +4, Heal +7, 
  Hide +0, Knowledge (religion) +4, Sense Motive +8 
  Possessions combat gear plus +2 full plate, +2 
  greatsword, ring of protection +2, amulet of health 
  +4 
  Aura of despair (Su) Foes within 10 feet take a –2 
  penalty on all saves. 
  Aura of evil (Ex) Radiates a faint evil aura per detect 
  evil. 
  Dark blessing (Su) Applies Charisma bonus to all 
  saves. 
  Lay on hands (Su) 1/day blackguard can heal self of 
  8 points of damage. 
  Poison use Blackguards never risk accidentally 
  poisoning themselves 
   
   
  Power-Up 
  Suite 
  (bull’s 
  strength): 
  +2 
  greatsword +20/+15/+10 (2d6+11 and poison, 17–
  20x2); Grp +17 
   
  Power-Up Suite (death knell): prefigured into 
  statistics. 
  
  SHL–05 Shadows of Nevermore 
   
  Page 33 
  APPENDIX 2: NEW RULES ITEMS 
  FEATS 
  DIVINE JUSTICE 
  You can channel divine energy to turn you foe’s strength 
  against him, striking him with the same force that he had 
  used against you. 
   
  Prerequisite: Ability to turn or rebuke undead. 
   
  Benefit: As a swift action, you can expend a turn 
  attempt to mark an opponent as the target of this feat. 
  The next time this opponent strikes you with an armed 
  melee attack or a natural weapon, record the damage he 
  deals the next time you strike him in melee, you deal that 
  damage or your weapon’s damage, whichever is greater. 
  Your weapon’s qualities still determine if damage 
  reduction applies to the damage you deal. 
   
  You can mark only one opponent at a time with this 
  feat. You must take damage from your foe within 1 
  minute of using this feat, or your turn or rebuke attempt 
  is wasted. After taking damage, you must strike your foe 
  within 1 minute, or you lose this feat’s benefit. Until you 
  strike your foe and trigger the feat’s benefit, you cannot 
  use this feat again to mark the same or a different 
  opponent. 
   
  Source: Player’s Handbook 2 88 
   
  DOMAIN SPONTANEITY 
  You are so familiar with one of your domains that you can 
  convert other prepared spells into spells from that 
  domain. 
   
  Prerequisite: Ability to turn or rebuke undead. 
   
  Benefit: Each time you take this feat, choose a 
  domain that you have access to. You may now convert 
  prepares divine spells into any spell from that domain. 
  You expend a spell of equal or higher level, as well as 
  expending one of your daily turn attempts. This works 
  just as good clerics spontaneously cast prepared spells as 
  cure spells. 
   
  Special: You can take this feat multiple times. Each 
  time you take the feat, it applies to a new domain. 
   
  HOLD THE LINE 
  You are trained in defensive techniques against charging 
  opponents. 
   
  Prerequisites: Combat Reflexes, BAB +2 
   
  Benefit: You may make an attack of opportunity 
  against a charging opponent who enters an area you 
  threaten. 
  Your 
  attack 
  of 
  opportunity 
  happens 
  immediately before the charge attack is resolved. 
   
  Normal: You only get an attack of opportunity 
  against a character that exits a square you threaten 
   
  Source: Complete Warrior 100 
  PROFANE LIFELEECH 
  You can channel negative energy to draw the life force 
  from nearby living creatures 
   
  Benefit: As a standard action, you can spend two of 
  your rebuke attempts to deal 1d6 points of damage to all 
  living creatures within a 30-foot burst. This effect can’t 
  reduce any creature’s current hit points to less than 0. 
  You are healed of an amount of damage equal to the total 
  number of hit points that you drain from affected 
  creatures, but this healing does not allow you to exceed 
  your full normal hit point total. 
   
  Special: This feat deals no damage to constructs of 
  undead. 
   
  Source: Libris Mortis 29 
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Shield Lands/597/Normal Scenarios/SHL7-05 - Shadows Nevermore (APL 4-12)/SHL7-05 - Shadows Nevermore.pdf