TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed 
  by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of Wizards of the 
  Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please visit www.wizards.com/d20 
  This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you can sanction and run DUNGEONS & 
  DRAGONS game events of all sizes, visit our website at www.rpga.com. 
  DUNGEONS & DRAGONS, D&D, GREYHAWK, Living Greyhawk, D&D Rewards, RPGA, Player’s Handbook, Dungeon Master’s Guide, and 
  Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other countries. This material is protected under the copyright laws of the 
  United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written 
  permission of Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely 
  coincidental. © 2005 Wizards of the Coast, Inc. 
  Visit the LIVING GREYHAWK website at www.rpga.com. 
   
  CORS6-03 
   
   
   
  SHADOWS OF THE 
  DREAD SPIRAL 
   
  A One-Round Dungeons & Dragons® Living 
  Greyhawk™  
  Core Special Adventure 
  High Level: Descent into Shadow 
  Version 1 
   
  by Tim Sech 
  Circle Reviewer: Creighton Broadhurst 
  RPGA Content Manager: Stephen Radney-MacFarland 
   
   
  A tainted soul seeking redemption draws your attentions to the foreboding Yatil Mountains. Within its hidden recesses 
  lies the Forgotten Temple of Tharizdun, and there, a terrible labor lost in time begins anew, as the veil between worlds 
  grows thin, and a threat more perilous than all others reaches out to touch the other side. This adventure is divided up 
  into two levels of play (low level and high level); each player may only participate in one of them. A challenging special 
  adventure for characters levels 1-15 (APLs 2-16). 
   
  Resources for this adventure [and the authors of those works] include Complete Arcane [Richard Baker], Complete Warrior [Andy Collins, David 
  Noonan, Ed Stark], Draconomicon [Andy Collins, Skip Williams, James Wyatt], Spell Compendium [Matthew Sernett], Player’s Handbook II [David 
  Noonan], Fiendish Codex Hordes of the Abyss [Ed Stark, James Jacobs, Erik Mona], Libris Mortis [Andy Collins and Bruce Cordell], Dungeon 
  Master’s Guide II [Jesse Decker, David Noonan, Ch.ris Thomasson, James Jacobs, Robin Laws], Heroes of Horror [James Wyatt, Ari Marmell, C.A. 
  Suleiman], Tome of Magic [Matthew Sernett, Ari Marmell, David Noonan, Robert Schwalb], Return to the Temple of Elemental Evil [Monte Cook], 
  and WG4 The Forgotten Temple of Tharizdun [Gary Gygax] 
  
  CORS6-03 Shadows of the Dread Spiral (High) 
   
  Page 2 
  RPGA ® SANCTIONED 
  PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA even from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK campaign—a worldwide, 
  ongoing D&D® campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL™ gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the table Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the table DM. You don’t have to be a 
  HERALD-LEVEL GM to run this adventure if you are not 
  the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK character. Second player and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on November 20, 2006.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com.  
   
  Players Read No Farther 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than this 
  section, you’ll know too much about its challenges, which 
  kills the fun. Also, if you’re playing this adventure as part 
  of an RPGA-sanctioned event, reading beyond this point 
  makes you ineligible to do so.  
   
  Preparing for Play 
  To get the most out of this adventure, you need copies of 
  the following D&D rulebooks: Player’s Handbook, 
  Dungeon Master’s Guide, and the Monster Manual.  
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. Sidebars contain important 
  information for you, including special instruction on 
  running the adventure. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Full information on NPCs 
  and monsters are given in Appendix 1. For your 
  convenience, that appendix 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).  
   
   LIVING GREYHAWK 
  LEVELS OF PLAY 
   Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To determine this 
  modified Average Party Level (APL) follow the steps 
  below: 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), other than 
  those brought by virtue of a class ability (such as 
  animal companions, familiars paladin’s mounts) or 
  the warhorse of a character with the Mounted 
  Combat feat, use the sidebar chart to determine the 
  number of levels you add to the sum of step one. Add 
  each character’s animals separately. A single PC may 
  only bring four or fewer animals of this type, and 
  animals with different CRs are added separately.  
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  3. 
  Sum the results of step 1 and 2, and divide by the 
  number of characters playing in the adventure. 
  Round to the nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
   
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLs are given in even-numbered 
  increments. If the APL of your group falls on an odd 
  number, ask them before the adventure begins whether 
  they would like to play a harder or easier adventure. 
  Based on their choice, use either the higher or the lower 
  adjacent APL. 
  
  CORS6-03 Shadows of the Dread Spiral (High) 
   
  Page 3 
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. If a player 
  character is three character levels or more either higher 
  or lower than the APL at which this adventure is being 
  played, that character receives only one-half of the 
  experience points and gold for the adventure. This 
  simulates the fact that either the PC was not challenged 
  as much as normal or relied on help by higher-level 
  characters to reach the objectives. 
   
  Furthermore, a PC who is four or more levels higher 
  than the highest APL supported by the adventure may 
  not play the adventure. 
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 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. 
   
  TIME UNITS AND UPKEEP 
  This is a special one-round Core adventure, set in the 
  Yatil Moutains. All characters pay 2 Time Units per 
  round. 
   
  Adventurer’s Standard Upkeep costs 12 gp per Time 
  Unit. Rich Upkeep costs 50 gp per Time Unit. Luxury 
  Upkeep costs 100 gp per Time Unit. Characters that fail 
  to pay at least Standard Upkeep will retain temporary 
  ability damage until the next adventure, must buy new 
  spell component pouches and healer’s kits, and may 
  suffer other in-game penalties (or possibly gain in-game 
  benefits) as may be detailed in this adventure. 
   
  A character that does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties by 
  living off the wild. If the character possesses four or more 
  ranks in the Survival skill and succeeds at a DC 20 
  Survival check, the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, may 
  refill spell component pouches and healer’s kits, and may 
  restock up to 20 arrows or bolts if the character has at 
  least four ranks in Craft (bowmaking). The player is 
  allowed to Take 10 on this roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of Chapter 
  3 of the Living Greyhawk Campaign Sourcebook. 
   
  ADVENTURE 
  BACKGROUND 
  Hundreds of years ago, deep in the Yatil Mountains, a vile 
  temple was built to venerate the dread god Tharizdun, the 
  god of entropy, destruction, and eternal darkness. There 
  is no god in the pantheon more feared and hated than he. 
  It is said that Tharizdun craves nothing more than the 
  unmaking of the universe, and as such, the other gods of 
  Oerth imprisoned him away long ago, knowing that if he 
  was to remain free, all that is would be no more. After the 
  god’s imprisonment, his power on Oerth was broken, and 
  the temple’s worshipers scattered across the land. 
   
  Eventually, Tharizdun’s cults began to reform in 
  small numbers across the Flanaess, dedicated to finding a 
  way to free their god from his prison and bring about the 
  end of existence. The temple in the Yatils was once again 
  occupied by Tharizdun’s faithful, and it was through their 
  efforts that a Black Cyst was discovered below the actual 
  temple. A floating block of black rock was discovered, 
  and a vague form could be glanced from within. No 
  amount of prayer, magic, or logic could tell the cultists 
  what was in the black rock – some thought it might be 
  the form of Tharizdun himself. After a while, that notion 
  took hold, and the cultists began to perform a ritual in the 
  hopes that one day, the form would awaken, and either 
  show itself as Tharizdun, or lead them to him. Sacrifices 
  of the flesh and offerings of great wealth were presented 
  before the indistinct form for generation upon 
  generation. 
   
  After a time, the ritual became less and less 
  important to the cultists, as nothing had ever transpired 
  from their offerings. Eventually, the clerics that left the 
  offerings began to steal from the vast hoard, replacing the 
  choicest pieces of wealth with items of less value. Within 
  a short time, the cultists had all left save one – a high 
  priest that continued to perform the ritual alone. Some 
  say this man, toward the end of his days, wandered off to 
  his final resting place to leave the temple abandoned, and 
  the ritual unpracticed. However, that is not the whole 
  truth. While this high priest did indeed abandon the 
  ritual toward the end of his days, he did so to seek out the 
  secrets of lichdom, in order to continue his existence to 
  seek out a way to free dread Tharizdun. 
   
  The temple itself fell into chaos, as various other 
  creatures began to occupy it and use it for their own 
  purposes. Those few sages and historians that knew of its 
  existence named it the Forgotten Temple of Tharizdun. 
  Then, about thirty years ago, a group of adventurers set 
  foot in the temple and cleared it of the savage humanoids 
  and other creatures that now lived there. The adventurers 
  looted the place, and among the items they found, was a 
  magical item called the Iron Horn of Tharizdun. It was 
  eventually sold to a collector of antiquities in Greyhawk 
  City, and then was lost when the collector went missing. 
   
  The high priest unearthed the secrets of becoming a 
  lich, and renamed himself Darken Iyes. His wanderings 
  and research brought him to the Plane of Shadow, where 
  he encountered a shadow dragon named Srinthedul, a 
  creature that claimed to know the secrets of the plane. 
  Darken Iyes was told by the dragon that Tharizdun’s 
  prison was in an inaccessible place on the Plane of 
  Shadow itself, and that by drawing forth the fabric of the 
  plane onto Oerth, the bonds of his captivity would be 
  weakened, and eventually would break. Darken Iyes 
  believed Srinthedul’s wisdom, as the dragon had been a 
  native to the plane for much longer than he had existed, 
  and found that the dragon’s desires matched his own – to 
  free Tharizdun from his prison and end existence.  
   
  To this end, Srinthedul also revealed to the lich 
  necromancer a new form of magic that manipulated the 
  energies of darkness and shadow. Called simply shadow 
  
  CORS6-03 Shadows of the Dread Spiral (High) 
   
  Page 4 
  magic, the two came back to Oerth to once again inhabit 
  the temple and train others in the use of this new magic. 
  By manipulating this energy, small amounts of the Plane 
  of Shadow would be drawn away and to Oerth with each 
  casting. Thus, the spread of this new magic would help 
  them achieve their goal of weakening the bonds of 
  Tharizdun’s imprisonment. 
   
  Darken Iyes’ labor started anew at the temple, and 
  within a few months, he and Srinthedul had subjugated 
  and converted to Tharizdun a small enclave of troglodytes 
  that lived in the temple area. The word began to spread to 
  other Tharizdun worshipers that the temple had become 
  inhabited once more. Other followers soon flocked to the 
  reestablished temple, including a half-dragon spawn of 
  Srinthedul. The shadow dragon even personally trained a 
  few humans in the arts of shadow magic. Portals to the 
  Plane of Shadow were opened, and the Iron Horn of 
  Tharizdun was recovered. The lich and shadow dragon 
  began their grand plans of pulling a large portion of the 
  Plane of Shadow into Oerth, to finally break the bonds 
  that held their dread god. 
   
  ADVENTURE SUMMARY  
  This is a free-flowing LG special. The DM is to use the 
  encounters as a guide since the PCs can go wherever they 
  wish to.  
   
  Introduction: The PCs travel underground inside 
  the lost temple to search for any signs of life and why the 
  native gnomes are restless about this place. 
   
  Encounter 1: The PCs encounter some strange 
  garbled text written in stone. They may see a sentry 
  patrolling the area and attack it. 
   
  Encounter 2: The PCs encounter a demon trapped 
  in the room by the foul minions of the dread 
  necromancer. 
   
  Encounter 3: This secret room is off of the demon 
  room filled with shadow creatures making plans of when 
  this area succumbs to the Plane of Shadow. 
   
  Encounter 4: This room glows and flickers with 
  strange light. The PCs find out how to open the stairway 
  below by blowing on the Iron Horn. This area houses 
  some strange shadow elemental that is the sentry in 
  encounter one. 
   
  Encounter 5: This secret room is where the Iron 
  Horn is held by numerous shadow cultists of Tharizdun. 
   
  Encounter 6: The PCs encounter past adventurers 
  who have gone mad and been tainted by the rotten fruit 
  of the trees. 
   
  Encounter 7: The PCs enter the Black Cyst spiral 
  area where the Plane of Shadow is now infringing upon 
  it.  Encounter 8: Tharizdun cultists attacks the PCs. 
   
  Encounter 9: The PCs use the shadow teleport to 
  transfer to the next room where creatures of the shadow 
  dragon and undead wait for the PCs.  
   
  Encounter 10: The dread necromancer waits in 
  this room ushering out his undead to attack the PCs that 
  are attacking his cultists and the pulsing entity. 
   
  Encounter 11: The PCs blow the Iron Horn and 
  the entity ‘explodes’ creating a bigger rift to the Plane of 
  Shadow. 
   
  Encounter 12: The PCs are on the Plane of Shadow 
  not knowing where to go. They are attacked by dark 
  creatures. 
   
  Encounter 13: Srinthedul finally confronts the 
  PCs in an epic battle. 
   
  Conclusion: The PCs travel back to the gnome 
  village to rest and relax. 
   
  PREPARATION FOR PLAY 
  As this is a special event, running this adventure requires 
  more preparation than a normal adventure. This is the 
  high-level adventure for the Living Greyhawk GenCon 
  Special, Shadows of the Dread Spiral. As such, some 
  parties have extraordinary ways of getting out of 
  situations. Adlib as best as you can in these situations 
  with what’s provided in the adventure. Since it is running 
  only at certain conventions, you will be provided with a 
  map and miniatures (see the list below) to play out the 
  adventure. However, you will want to take the following 
  to heart while preparing this adventure for play: 
   
  Read this adventure over very thoroughly at 
  least twice. Make notes to help you run more 
  complex encounters.  
   
  If you have it, read the Tome of Magic – in 
  particular, the section on shadow magic. 
  Shadow magic plays a big part in both the low-
  level adventure and the high-level one, and 
  becoming familiar with the mechanics makes 
  the adventure run much more smoothly 
  (especially when the party has to deal with the 
  The Unforgiving Darkness). 
   
  A set of initiative cards with all the creatures 
  listed on them (as well as many relevant combat 
  statistics) may be available for use. It’s a good 
  idea to print those cards out beforehand, and use 
  them when running the adventure. Combats 
  will move much more quickly with them. 
   
  You may wish to pre-roll about 10d20 (or 
  randomly generate a series of d20 rolls), in case 
  you want to make an opposed check in secret 
  (like ambushers using a Hide check vs. the 
  characters’ Spot checks), so as not to let the 
  characters know you’re resolving something 
  with dice rolls. Just check off each die roll in the 
  order in which it’s rolled. There are potentially 
  quite a few encounters where Hide checks 
  against Spot checks need to be made, due to the 
  nature of the foes. 
   
  Hand out initiative cards to the players, so they 
  may put their characters’ relevant information 
  on them. Make certain they list their saving 
  throws and the skills Hide, Listen, Move 
  Silently, and Spot. 
   
  While the players are filling out their initiative 
  cards, ask each one of them to roll 6d20. Record 
  the results for each character on a piece of paper, 
  away from the eyes of the players. Whenever 
  you need a roll from one of the players that 
  should yield a secret result (such as Spot and 
  
  CORS6-03 Shadows of the Dread Spiral (High) 
   
  Page 5 
  Listen checks before an ambush), mark off the 
  first result from each character’s roll, and add 
  the appropriate modifier. In this way, the 
  players won’t know exactly what you’re doing. 
   
  This adventure is designed to run in 3.5 hours, 
  but it does have more encounters in it than the 
  PCs are likely to face. Keep the action moving 
  along, and the pacing quick. The players will 
  appreciate getting as far along as possible (given 
  their own limitations, of course). 
   
  Give the players a real challenge (but be fair). 
  Let the dice fall where they may (you may want 
  to make combat rolls right out in front of the 
  players). The PCs may have to retreat from a 
  fight, especially if they trigger more than one 
  encounter at the same time. The best part about 
  a special adventure is that it’s high risk, high 
  reward. Make them earn their XP, gold, and, 
  magic items. 
   
  If a party is having an easy time combine 
  encounters (unless of course the PCs use means 
  to mask or silence their fights all the time). 
  Since the Plane of Shadow is starting to meld 
  into the very fabric of Oerth via the entity in the 
  lower chambers monsters may come out at any 
  time. If a party is having an easy time throw 
  various shadow monsters (the same ones located 
  in encounter 1 and 12) that should be a 
  sufficient challenge. Some areas note that if the 
  PCs are being too loud they attract attention but 
  the enemies are not dumb; they buff up 
  beforehand (if they have the means) and then go 
  after the party. 
   
  If the party rests at any time inside the temple 
  during this adventure they are attacked by 
  undead sent by the Darken Iyes the dread 
  necromancer. They will not have an opportunity 
  to rest properly unless they travel to a different 
  plane or leave the temple. If they leave the 
  temple the Plane of Shadow consumes virtually 
  the entire temple by the time they return (as the 
  Srinthedul and dread necromancer have sped up 
  their plans risking their own lives). The random 
  shadow monsters have doubled in numbers 
  inside the temple too.  
   
  If the PCs want to take the time and scry on any 
  of the monsters they may (Not sure how they 
  would without prior knowledge). If they wish to 
  divine about the location, their various gods will 
  acknowledge that some great evil is wishing to 
  be released, that shadow will cover Oerth, and 
  that darkness may prevail if light is to cowardly 
  to venture forth into the unknown. 
   
  The whole area is tainted with evil so that 
  anyone casting detect evil is assaulted by it. The 
  idea is that the temple is falling into a shadowy 
  dark fog that is blanketing it and protruding 
  from every crack. In some areas it is very 
  dangerous to touch the walls as this might cause 
  an adventurer to go insane. Every wall is made 
  of hewn stone as the centuries of erosion and 
  battles has made this complex a former of itself. 
  The heights of the room are 15 feet high at least 
  unless otherwise noted. The doors have the 
  following statistics: 
  o 
  Stone Door: 4 in. thick; hardness 8; 
  hp 60; AC 5; Break DC 28. 
  o 
  Hewn Stone: 3 ft. thick; hardness 8; 
  hp 540; Break DC 50; Climb DC 22 
   
  Tactics appear after each monster listing but if 
  the DM feels there is something better they can 
  do then please do so. This should be a challenge 
  and do not feel that the tactics are set in stone as 
  they are merely a guideline. 
   
  With the dangers of the Temple lurking around 
  every corner, be sure to tell the PCs before the 
  adventure begins that they are to tell the DM 
  who they are healing and when. This is because 
  if the party has just defeated an encounter 
  another one may start up a round later but they 
  do not know this.  
   
  Also in the Lost Temple there are various parts 
  of magical items. These are listed in the 
  encounter but do not mention it to the PCs that 
  this is what they are for. There should be 
  enough hints that they could do something with 
  them but if they do not roleplay it out then so be 
  it. 
   
  DUNGEONS & DRAGONS 
  MINIATURES 
  To run this adventure, it is recommended you use the 
  following miniatures: 
   
  From the Archfiends set: 
  1 Erinyes (33/60) to represent the Lilitu 
   
  From the Deathknell set: 
  1 
  Renegade 
  Warlock 
  (23/60) 
  to 
  represent 
  the 
  Unforgiving Darkness the Shadowcaster 
  1 Grim Necromancer (36/60) to represent Darken Iyes 
  the Dread Necromancer 
  1 Mummy Lord (39/60) to represent the Fiendish 
  Mummy Lord 
  2 Deathloks (50/60) to represent the 2 created Mummies 
   
  From the Angelfire set: 
  2 Chraals (37/60) to represent the 2 Devourers 
  2 Werebears (13/60) to represent the 2 Werewolf Pack 
  Lords 
  2 Stone Giants (8/60) to represent the 2 Dark Stone Giant 
  Rogues 
   
  From the Giants of Legend set: 
  1 Redgar (12/72) to represent Elias the Fighter 
  3 Ghasts (49/72) to represent the Created Ghasts 
  2 Formorians (69/72) to represent the Greater Stone 
  Golems 
   
  
  CORS6-03 Shadows of the Dread Spiral (High) 
   
  Page 6 
  From the Underdark set: 
  2 Dark Nagas (33/60) to represent the Dark Nagas 
  3 Dolgaunt Monks (34/60) to represent the Morghs 
   
  From the War Drums set: 
  1 Warpriest of Moradin (14/60) to represent Broack the 
  dwarven Cleric 
  2 Elemental Walls (6/60) to represent the Dread Wraiths 
  2 Zakya Rakshasa (43/60) to represent the 2 Rakshasas 
  1 Shuluth Mindflayer (38/60) to represent Yar’Fic 
  4 Sacred Watchers (8/60) to represent the Spectres and 
  Wraiths 
   
  From the War of the Dragon Queen set: 
  2 Displacer Beast Pack Lords to represent the Displacer 
  Beast Pack Lords 
  2 Huge Fire Elementals to represent the Shadow 
  Elementals 
  1 Fang Dragon to represent the APLs 10/12/14 Shadow 
  Dragon 
  1 Storm Archer to represent Relia Afterglow 
  1 Dracolich to represent the APL 16 shadow dragon 
   
  INTRODUCTION 
  The adventure begins with the PCs summoned to an old 
  abandoned farm outside the City of Greyhawk. Each 
  player’s character is alone, unless often accompanied by 
  some of the others at the table. Read the following when 
  all the players are ready to begin: 
   
  While taking in the sights and sounds of 
  Greyhawk City on a fine Goodmonth day, a 
  note was brought to your attention, handed to 
  you by your innkeep. It was unremarkably 
  sealed with wax; when you opened it, the 
  message was simple:  
   
  Meet me at Gilfrey’s Old Farm on the 14th of 
  this month. Go into the barn and wait until all 
  who are assembled arrive. Tell no others of this 
  message. This is a matter most urgent. 
  -V 
  Who is this “V”? What could be so urgent? Is 
  this a trap? There’s only one way to find out ... 
  and you’d better begin soon, since it’s already 
  the afternoon of the 13th. Now, to find out 
  where that farm is... 
   
  A simple ask about town, with an accompanying DC 10 
  Gather Information check, or a DC 15 Knowledge (local – 
  Core) check will get a PC the information needed on the 
  location of the farm. Nothing remarkable has occurred 
  there; it’s just an abandoned farm where a family used to 
  sell some of the best tubers in the Domain. It is about a 
  half-day’s walk west of Greyhawk City, just south of River 
  Road.  
   
  Each PC is currently unaware of who else may have 
  received a letter such as this, unless two or more 
  characters commonly travel together. They may spend 
  the rest of the day stocking up on provisions, and 
  preparing for adventure. 
   
  THE OLD FARM 
  Read the following once the players are ready: 
   
  You have followed the instructions of the 
  mysterious “V”, and now find yourself in a 
  dilapidated, moldering, old barn. The door is 
  open to let the light of another sunny summer’s 
  day in, and the wind blows through the barn, 
  causing unsettling creaking noises in the 
  unstable-looking rafters.  
   
  You then notice that other adventurers are 
  assembling here as well. Hopefully, they’re not 
  assassins sent by this “V”. Or, perhaps, “V” has 
  assembled you here to bring the barn down in 
  upon your heads? You banish those dark 
  thoughts and hail the strangers here with you 
  in the barn. 
   
  At this point, have the players introduce their characters 
  to one another. Once introductions have been made, read 
  the following: 
   
  Your apprehensiveness about these strangers 
  begins 
  to 
  fade 
  away 
  as 
  you 
  make 
  your 
  introductions and tell tales of your exploits 
  with one another. After another hour or so, a 
  brown-robed person approaches the barn. As 
  the individual walks from the sunlight of the 
  day outside into the shade of the barn, he pulls 
  down the hood from the robe, revealing the 
  scarred face of a male human, approximately 40 
  years of age.  
   
  “Good day, adventurers. I am Varachan, he 
  who summoned you here. I apologize for the 
  inconvenience of our meeting place, and the 
  urgency by which I wrote. Greyhawk City is 
  full of eyes and ears that might eavesdrop on 
  our discussion and word of it might get back to 
  those who can dismantle the whole mission 
  before it has even began. 
   
  “I am familiar with all of you through my 
  information network, but I know that none of 
  you are familiar with me. However, I must ask 
  for your trust here, before we begin talk of 
  specifics. Will you each submit to a divination 
  spell that allows me to discern truth from lie? 
  There are a few questions I need to ask each 
  one of you, to ensure that my message was 
  received in the proper hands.” 
   
  If the PCs agree, Varachan casts a zone of truth spell after 
  gathering the party within its radius. He then proceeds to 
  ask the following questions to each PC: 
   
   
  Are you the person to whom the 
  message was addressed? Answer yes or 
  no. 
  
  CORS6-03 Shadows of the Dread Spiral (High) 
   
  Page 7 
   
  Do you worship a deity of evil? Answer 
  yes or no. 
   
  Have you knowingly aided a minion of 
  the Elder Elemental Eye or Tharizdun? 
  Answer yes or no. 
   
  Keep in mind that with submission to the zone of truth 
  spell, any answer the PC speaks must be truthful. As long 
  as the answer to the first question is “yes”, and the last two 
  is “no”, Varachan is satisfied. If a PC gives a “no” answer to 
  the first question, or a “yes” answer to the 2nd or 3rd 
  questions, Varachan notes it, and completes his 
  questioning of all the PCs. Once finished, he turns to the 
  PC who failed his test, sighs and tells the PC that they 
  cannot continue on this mission. He then casts one or 
  more teleport spells (he has 3 in total) to bring the rest of 
  the party to Gnome Vale. Varachan can bring along 4 
  other people per teleport, so 3 should do the trick. The PC 
  that failed the line of questioning is then unable to 
  participate in the adventure. 
   
  Development: If a player’s character fails the line of 
  questioning, they may select another PC that would meet 
  the criteria from those they have available, if possible. 
  That character meets up with the group in Gnome Vale, 
  and has already been screened by Varachan to ensure that 
  he or she is acceptable for this mission. 
   
  k Varachan: male human cleric (Fharlanghn, formerly 
  Tharizdun) 13 (NG; Bluff +9, Diplomacy +5, Intimidate 
  +4). 
   
  THE MISSION 
  Once Varachan is satisfied with the PCs’ replies continue 
  with the following information. In order to facilitate 
  faster play, and to aid in comprehension, Valachan’s talk 
  is reproduced in Player Handout 1. Give the players 
  this handout, so that they may reference it when 
  appropriate. 
   
  “I thank you for your willingness to accept my 
  requests without rebuke. Now, I shall first tell 
  you who I am, and then we’ll talk of what needs 
  to be done. 
   
  “As you already know, I am Varachan, 
  although in times past that name meant a 
  servant 
  of 
  dread 
  Tharizdun, 
  rather 
  than 
  Fharlanghn as I am now. I was once a vile and 
  despicable being, preying upon the suffering of 
  others, hoping to find ways to bring down his 
  prison and unleash his dark power upon all of 
  Oerth. Then, one day, I felt something stir 
  within me. It was a conscience, a feeling of 
  regret and shame for what deeds I had done, 
  and what I was. It was from that moment that I 
  forsook my bondage to Tharizdun, and devoted 
  myself to ensuring that he would forever 
  remain imprisoned. I was in the Temple of All-
  Consumption at the time, near the Lortmil 
  Mountains. After my work was done there, I 
  moved around with other groups of cultists, 
  always working to foil their plans from within, 
  or getting the word out to adventurers to take 
  down the cults when I could not disrupt their 
  plans. For many years now I have played the 
  role of a faithful servant of Tharizdun, in order 
  to stay close to those who seek ill upon the 
  world. 
   
  “Thus, a dire threat to Oerth was recently 
  brought to my attention. I cannot get involved, 
  lest my true allegiance be discovered, but I did 
  gather as much information as I could to 
  provide to you to help squelch this new plot. 
   
  “A long time ago, in the Yatil Mountains, 
  there was a temple devoted to Tharizdun, where 
  cultists flocked like moths to the flame. 
  Apparently, from what I was able to uncover, it 
  was some sort of focal point for Tharizdun’s 
  power, and the cultists there engaged in a ritual 
  to draw him forth from his prison. As time 
  went by, the ritual lost its original context, and 
  the priests wavered in their commitments until 
  only a single priest remained to conduct the 
  ritual.  
   
  “Here is where what some know differs 
  from what is known by the few in Tharizdun’s 
  service. The story goes that the priest, tired and 
  old, eventually went off to his final rest 
  somewhere in the undertemple. However, the 
  truth is that the priest abandoned the ritual to 
  seek out the secrets of lichdom, so that he 
  could remain in Tharizdun’s service for as long 
  as necessary to free him from his prison. 
   
  “Eventually, he achieved his goal, and 
  became a lich, renaming himself Darken Iyes. 
  His research took him to the Plane of Shadow, 
  where he encountered a powerful shadow 
  dragon, who claimed to know the secrets of 
  Tharizdun’s imprisonment. The dragon said 
  that 
  Tharizdun 
  was 
  imprisoned 
  on 
  an 
  inaccessible part of the Plane of Shadow, and 
  the only way to truly free him would be to draw 
  forth the plane onto Oerth, to weaken his 
  bonds. The dragon knew an insidious way of 
  accomplishing this – a new form of magic 
  known simply as shadow magic, which, with 
  every casting, draws forth small bits of the 
  Plane of Shadow into the caster’s world. Thus, 
  every time shadow magic is employed, it 
  weakens the bonds of the dread god a little 
  more. 
   
  “The two of them came back to Oerth, and 
  also began a plot to speed along the process of 
  Tharizdun’s return. They returned to the old 
  temple, which had been called the Forgotten 
  Temple of Tharizdun since it had fallen out of 
  use for such a long time, and subjugated the 
  denizens there – troglodytes, I believe. In 
  addition, the shadow dragon began to train a 
  select few in the art of shadow magic, and he 
  and the lich began a plot to draw forth a large 
  
  CORS6-03 Shadows of the Dread Spiral (High) 
   
  Page 8 
  portion of the Plane of Shadow to Oerth 
  through the focus deep in the undertemple. 
   
  “Thus, the current state of things; a 
  situation most dire is upon us. My contact 
  inside the temple has not reported to me in 
  some time; I fear he is lost. I need you to travel 
  to the temple and take out this Darken Iyes and 
  close the portal to the Plane of Shadow forever! 
  I will teleport you near the entrance to the 
  lower temple for secrecy sake. Can you attempt 
  this?” 
   
  If the PCs give their consent, then continue on. If a PC 
  does not wish to attempt this task, then the adventure is 
  over for that PC; the player may choose to bring another 
  PC that is more suitable if they wish (in which case, the 
  adventurers meet the PC in Gnome Vale on their way to 
  the temple).  
   
  Read the following once the PCs have made their 
  determinations: 
   
  “Good. Now, I have some more information for 
  you, and some equipment that might aid you.” 
   
  Varachan knows something about the temple, and can 
  provide the PCs with the following information: 
   
  The temple is located in the Yatil Mountains, up 
  a winding pass in a very remote area. It is 
  accessible by one trail that leads across a bridge 
  to it, and it probably will not be guarded on the 
  outside. 
   
  I’m fairly certain that one of the shadowcasters 
  (someone who employs shadow magic) is there 
  as well. Beyond that, I do not know what else 
  lies in wait. 
   
  The temple is a focal point for Tharizdun’s 
  power, and as such, it would be wise for non-
  believers to avoid speaking his name while in it, 
  lest you draw the attentions of his minions. 
   
  Read the following to the PCs: 
   
  “Now, I shall take you by magic to Gnome Vale, 
  a small community near the Forgotten Temple 
  of Tharizdun. The gnomes there know of your 
  coming, and you can supply yourself with any 
  foodstuffs and gear you might want for the 
  journey.” 
   
  When the PCs are ready, Varachan casts teleport to bring 
  the PCs to Gnome Vale. He can take up to 4 per casting 
  with him, and he has 3 teleport spells (one for a return 
  once to the farm, and two to transport to Gnome Vale), so 
  up to 8 Medium-size creatures can get there. If the PCs 
  choose to bring a horse (a Large-sized creature), it counts 
  as 2 PCs, so if there are a lot of animal companions, 
  familiars, and mounts, some may need to be left behind. 
   
  GNOME VALE 
  Note: The brief stay in Gnome Vale has the potential to 
  sap a lot of game time through roleplaying. As this is not 
  the main focus of the adventure, try to move things along 
  from here as quickly as reasonable. 
   
  A cool breeze touches your face as the rest of 
  your senses come into focus. You are standing 
  on a mountain trail, and before you a wooded 
  valley is nestled amongst the craggy mountain 
  peaks. Even from this distance, you can hear 
  the sounds of livestock – sheep and goats – and 
  can see gnomes moving to and fro between the 
  thatch-and-stone buildings that dot the valley. 
   
  Varachan stands before you and proclaims, 
  “This is Gnome Vale. The gnomes are friendly 
  enough folk, and have recently taken a shining 
  to adventurers after they dealt with a problem 
  in the Lost Caverns of Tsojcanth last year. You 
  can get your supplies, and find a guide to take 
  you to the trail that leads to the temple.  
   
  After the PCs are done with the gnomes, Varachan 
  teleports them to the entrance of the undertemple. The 
  PCs are on the edge of Gnome Vale, a reclusive 
  community of gnomes only a few days’ journey from the 
  Forgotten Temple of Tharizdun.  
   
  Gnome Vale is a community of about 800 gnomes 
  who live in the relative peace and shelter of the Yatil 
  Mountain Range. The Yatils stretch out eastward from 
  the Dramidj Ocean, forming the southern border of the 
  lands of the Tiger Nomads and Perrenland, the northern 
  border of the Caliphate of Ekbir, Tusmit, and Ket, and 
  halt at the Velverdyva and Fals Rivers, at the northern 
  border of Veluna and the western border of Highfolk. 
  This community, as the crow flies, is about 45 miles 
  northeast of Plovar in Ket, and 60 miles northwest of 
  Highfolk. 
   
  The community itself has a number of structures (a 
  mill by a small stream, a smithy, numerous buildings to 
  house animals), but the gnomes themselves tend to live 
  in the cave complex home in the northeastern corner of 
  the valley. The caves have been worked, and are sized 
  comfortably for Small-sized creatures (the ceilings in 
  many passages are only about 6 feet tall). 
   
  Occasionally, threats from the mountains come 
  down into the village to steal livestock or the gnomes 
  themselves. About half of the gnomes in the community 
  are capable enough in a fight, and almost everyone learns 
  how to wield a weapon at the tender age of 25. The typical 
  gnome on patrol or sentry duty is a 1st-level warrior in 
  studded leather, carrying a club and either a spear or 
  short sword. Those that are posted near the trail entrance 
  usually carry short bows as well, and hide themselves in 
  the boughs of the trees. 
   
  The gnomes here live in a clannish structure, with 
  the most powerful warrior taking the title of Clan Chief. 
  For some time now, the chief has been the Laird Gwaylar, 
  an 8th-level fighter who is quite wise and remarkably 
  friendly to those adventurers that promote the cause of 
  
  CORS6-03 Shadows of the Dread Spiral (High) 
   
  Page 9 
  good. He is served by Nelther of Garl Glittergold (the 
  Chief Cleric of the clan) and Clegin (the Master 
  Illusionist). Some characters have met these gnomes 
  through play of the 2005 Gen Con Special, CORS5-03 
  Secrets of Tsojcanth. 
   
  The gnomes are able to provide the PCs with the 
  following: 
  ∞ 
  Spellcasting services upon their return. The gnomes 
  can provide up to 4th level spells, along with one 
  raise dead. If the PC needing spellcasting upon them 
  played CORS5-03 Secrets of Tsojcanth, they do not 
  need to pay for the service of casting the spell (but 
  must still pay for any expensive material component 
  used). All others pay normal prices. 
   
  Once the characters are ready, continue on to the 
  Forgotten Temple of Tharizdun. This is where the 
  adventure truly begins for the high level PCs. The low-
  level adventurers veered off already taking on other 
  creatures of the deep. The PCs should prepare as 
  necessary before descending. 
   
  PART 1: THE 
  UNDERTEMPLE 
  This lower area has not fallen to the Plane of Shadow yet 
  and still has a few torches lit around it. Shadows abound 
  and there seems to be an inky black fog that pervades 
  everything but it is not thick enough to impede the PCs’ 
  sight (yet). A dark dust seems to hang on everything so 
  describe that as such. 
   
  In addition, the entire level is noticeably cold. This 
  can be seen on the crazed adventurers but it has no 
  detrimental effect yet. 
   
  ENCOUNTER 1: ROOM 
  ONE 
  A strange purple and green glow pulses softly 
  out from the walls bathing the whole stairwell 
  in a weak light.  
    
  Give the PCs a DC 10 Spot check to notice the strange 
  markings above the last step. The shadow elementals in 
  encounter 4 are inside the walls listening for intruders. 
  Unless the PCs are all being stealthy they probably alert 
  the elementals. Once the elementals are aware of the PCs 
  they retreat to their lair in encounter 4 and prepare for 
  the PCs. 
   
  Read the following to PCs noticing the strange 
  markings on the last step: 
   
  You see various markings written in what 
  seems to be an ancient dialect of Common 
  scratched into the wall above the last step. 
  Only certain letters and words are intact - many 
  of them are defaced or have been worn away.  
   
  This is really more for atmosphere as the symbols and 
  defaced words mean nothing now. The PCs can pick out 
  various generalities of words such as shadow, prince, 
  darkness but that is all.  
   
  It is up to the PCs which way they wish to proceed.  
   
  ENCOUNTER 2: ROOM 
  TWO 
  If the PCs make a DC 20 Spot check read the following: 
   
  A faint but recognizable smell permeates from 
  this room as you can barely make out various 
  skulls, decaying bodies, and mundane items 
  stacked up in the middle of the room. A soft 
  whistling sound and some footsteps can be 
  heard as two slender hands stack another skull 
  onto the pile.  
   
  A 
  softly 
  glowing 
  circle 
  can 
  be 
  seen 
  protruding out from the bodies and stained 
  blood in the room. 
   
  This room has a lilitu bound inside, however she is 
  transformed with her disguise self ability to look like a 
  beautiful female elf. The dread necromancer trapped it 
  here many years ago and he faithfully goes back and 
  reestablishes the bindings. The demon has basically tried 
  every trick in the book to get out but has not been 
  successful and is losing her mind. Thus, she is stacking 
  various decaying skulls and body parts on top of each 
  other. These are from past intruders and bribes from the 
  cultists sacrificing their own.  
   
  The actual circle of protection/binding is the room 
  itself and not the false circle around the demon.  
   
  The demon does have one agenda made by the dread 
  necromancer and that is to defend this room from good 
  people. The demon may be losing her mind but she 
  recognizes a party of do-gooders when she sees them but 
  is not above diplomatically dealing with them.  
   
  A DC 25 Knowledge (the planes) recognizes that the 
  circle has some minor flaws in it. A DC 35 Knowledge 
  (the planes) reveals that the actual room itself is the 
  binding area.  
   
  The PCs have a chance to realize that this is a bound 
  demon and not go in. However, the demon has full cover 
  behind the bodies and cannot be seen unless the PCs go 
  into the room. 
   
  If the lilitu hears the PCs approach she casts detect 
  good to check out the intruders. She then talks with them 
  using her telepathy. 
   
  “Ahh welcome my good friends,” a voice purrs 
  in 
  your 
  head. 
  “It 
  is 
  good 
  such 
  strong 
  individuals have crept into the lair of shadow. 
  Whatever are you doing here?” 
   
  She never strays around the blockage. Her goal is to 
  manipulate the PCs and get free of the binding. She tries 
  to lure one PC into the room to break the seal and offers 
  information for her freedom. She tries to detect thoughts 
  
  CORS6-03 Shadows of the Dread Spiral (High) 
   
  Page 10 
  during the process to see if the PCs are going to honor 
  their word.  
   
  If the PCs truthfully honor their commitment she 
  tells them of the dread necromancer, nagas, the crazy 
  adventurers, and that she has seen numerous undead all 
  the time. She does not know of the shadowcaster or the 
  shadow dragon however. 
   
  If the PCs accept she continues: 
   
  “Excellent, now would any of you care to join 
  me in celebration? I can offer a great gift that 
  will 
  help 
  you 
  immensely 
  on 
  your 
  most 
  dangerous mission…” she giggles at the latter 
  and bats an eye. (Point at all the males) “Come now. 
  You must be curious of the power I can give 
  you...” 
   
  If a PC accepts, she gives her the lilitu’s gift ability. Please 
  read the notes on it in Appendix 2. If no one accepts, she 
  is disappointed and leaves the PCs to their fate.  
   
  If the PCs at anytime threaten her or do not take her 
  up on her offer she attacks them.  
   
  APL 10 (EL 12) 
   
  d Lilitu: hp 119; Appendix 1. 
   
  APL 12 (EL 14) 
   
  d Lilitu: cleric 2; hp 144; Appendix 1. 
   
  APL 14 (EL 16) 
   
  d �Lilitu: cleric 4; hp 162; Appendix 1. 
   
  APL 16 (EL 18) 
   
  d �Lilitu: cleric 6; hp 180; Appendix 1. 
   
  Tactics: If the PCs attack, remember that any spells such 
  as holy word, holy aura, or the like heal/affect her as if 
  she were good due to her shroud alignment ability. She 
  has her long duration spells up already just to be on the 
  safe side. If the PCs went to fight the elementals or crazed 
  adventurers first she has precast spells with a duration of 
  1 minute or longer. 
   
  Treasure:  
   
  APL 10: Loot: 127 gp; Magic: +1 glamered chain 
  shirt (329 gp), pearl of power 3rd (750 gp), amulet of 
  might fists +1 (500 gp), elixir of truth (42 gp) 
   
  APL 12: Loot: 127 gp; Magic: +2 glamered chain 
  shirt (579 gp), pearl of power 3rd (750 gp), amulet of 
  might fists +1 (500 gp), elixir of truth (42 gp), cloak of 
  charisma +2 (333 gp), ring of protection +2 (666 gp) 
   
  APL 14: Loot: 127 gp; Magic: +2 glamered chain 
  shirt (579 gp), pearl of power 3rd (750 gp), amulet of 
  might fists +1 (500 gp), elixir of truth (42 gp), cloak of 
  charisma +4 (1333 gp), ring of protection +2 (666 gp) 
   
  APL 16: Loot:  127 gp; C: 0 gp; M: +3 glamered chain 
  shirt (995 gp), pearl of power 3rd (750 gp), amulet of 
  might fists +1 (500 gp), elixir of truth (42 gp), cloak of 
  charisma +4 (1333 gp), ring of protection +3 (1500 gp) 
   
  Development: The PCs can find a secret room behind 
  this room with a DC 30 Search check. A DC 15 Spot 
  check also reveals that some of the fog drifts in and out of 
  the cracks around the secret door more so than in any 
  other part in the room. 
   
  Opening the secret door requires the PCs to simply 
  take one of the skulls and smash it into the door. There 
  are various skull fragments around the area to give them a 
  hint.  
   
  SPECIAL NOTE: Only one PC can take one of the 
  skulls that they didn’t smash (there are only 4 special 
  whole ones in the room) and, with the combination of 
  other materials found in the dungeon, can create a 
  superior item with the help of the gnomes. Roll 1d4 to 
  determine what type of race the skull is. 1 is an elf, 2 is a 
  halfling, 3 is a orc, and 4 is a goblin. More details on this 
  are at the end of the adventure under special items. 
   
  On occasion, the skull comes to ‘life’ and begins 
  speaking in its native tongue if the PC carrying it is the 
  same race as the skull. It gives a bit of useful advice (like if 
  the PCs are stuck in a room) but usually it just makes a 
  snide comment and chuckles at the party for being dumb 
  and getting themselves killed like it has done to itself.  
   
  ENCOUNTER 3: ROOM 
  THREE 
  This secret room is off of the demon room filled with 
  shadow creatures making plans of when this area 
  succumbs to the Plane of Shadow. 
   
  The hallway is protected by a diminutive guardian 
  spell trap located at the end of the hallway. It 
  immediately goes off once a PC enters the hallway. It has 
  the true seeing ability. 
   
  Once the trap is triggered read: 
   
  Suddenly a grotesque creature made of shadow 
  emerges at the end of the hallway. Four dark 
  tentacle spurts out of its mass as it sends forth 
  a barrage of pain. 
   
  APL 10 (EL 8) 
   
  a Guardian Spell Turret: CR 7; Diminutive 
  magic device; visual trigger (true seeing); automatic reset; 
  four different spells cast one per round in set order; 
  power word blind, reverse gravity, prismatic ray, finger of 
  death; no spells cast every fifth round but spell turret self-
  repairs 4d8+20 hp; Search DC 32; Disable Device DC 32; 
  level; Caster Level 14; AC 7; hardness 8; hp 200. 
   
  APL 12 (EL 9) 
   
  a Guardian Spell Turret: CR 9; Diminutive 
  magic device; visual trigger (true seeing); automatic reset; 
  four different spells cast one per round in set order; maze, 
  greater shout, Otto’s irresistible dance, horrid wilting;; no 
  spells cast every fifth round but spell turret self-repairs 
  4d8+20 hp; Search DC 33; Disable Device DC 33; level; 
  Caster Level 16; AC 7; hardness 8; hp 200. 
   
  APL 14 (EL 10) 
  
  CORS6-03 Shadows of the Dread Spiral (High) 
   
  Page 11 
   
  a Guardian Spell Turret: CR 10; Diminutive 
  magic device; visual trigger (true seeing); automatic reset; 
  four different spells cast one per round in set order; wail 
  of the banshee, weird, power word kill, energy drain; no 
  spells cast every fifth round but spell turret self-repairs 
  4d8+20 hp; Search DC 34; Disable Device DC 34; level; 
  Caster Level 18; AC 7; hardness 8; hp 200. 
   
  APL 16 (EL 10) 
   
  a Guardian Spell Turret: CR 10; Diminutive 
  magic device; visual trigger (true seeing); automatic reset; 
  four different spells cast one per round in set order; wail 
  of the banshee, weird, power word kill, energy drain; no 
  spells cast every fifth round but spell turret self-repairs 
  4d8+20 hp; Search DC 34; Disable Device DC 34; level; 
  Caster Level 18; AC 7; hardness 8; hp 200. 
   
  Development: Once the spell turret goes off the nagas 
  become aware of the PCs and prepare accordingly. 
   
  APL 10 (EL 10) 
   
  �d Dark Nagas (2): hp 58 each; Monster Manual 
  page 191.  
   
  APL 12 (EL 12) 
   
  �d Dark Nagas (2): sorcerer 2; hp 85 each; 
  Appendix 1. 
   
  APL 14 (EL 14) 
   
  d Dark Nagas (2): sorcerer 4; hp 95 each; 
  Appendix 1. 
   
  APL 16 (EL 16) 
   
  d �Dark Nagas (2): sorcerer 6; hp 117 each; 
  Appendix 1. 
   
  Tactics: The nagas do not negotiate as they are fanatical. 
  They cast greater invisibility and cat’s grace at APL 12. At 
  APLs 14 and 16, they add mirror image and lesser globe of 
  invulnerability and cast cloudkill in the room since they 
  are immune to poison. They then hide in the room. 
  (These spells are already reflected in their stat blocks). 
  They use their most destructive spells as soon as they can 
  and if low on hit points dimension door away. 
   
  If the nagas hear the PCs cry for help and they 
  realize the situation they engage them while the spell 
  turret is active as it has been told that they are not 
  enemies. 
   
  Treasure: 
   
  APL 12: Magic: amulet of health +2 (333 gp), cloak 
  of charisma +2 (333 gp) 
   
  APL 14: Magic: amulet of health +2 (333 gp), cloak 
  of charisma +2 (333 gp) 
   
  APL 16: Magic: amulet of health +4 (1333 gp), cloak 
  of charisma +4 (1333 gp) 
   
  Development: There is not much in this room other 
  than a few parchments with scribbled words written in 
  Infernal about how the Srinthedul and the dread 
  necromancer are planning on creating a pocket of the 
  Plane of Shadow on Oerth. 
   
  ENCOUNTER 4: ROOM 
  FOUR 
  Walking 
  through 
  the 
  hazy 
  blackness 
  highlighted by the strange purple glow of the 
  stone walls a room emerges. The stillness of the 
  room is noticeable as a huge stone block made 
  of solid black stone sits in the middle. Around 
  the huge stone block stand numerous torches 
  made of flesh with a skull at the top of each of 
  them. 
   
  If the shadow elementals were successful and fled back to 
  this room they will have cast their mystery dusk and 
  dawn all over the room. This casts the room in shadowy 
  illumination. They will also have alerted their master - 
  ‘the unforgiving darkness’ - in the secret room to the PCs’ 
  presence. 
   
  APL 10 (EL 9) 
   
  d �Shadow Elemental: hp 136; Appendix 1.  
   
  APL 12 (EL 11) 
   
  d �Shadow Elemental: hp 178; Appendix 1. 
   
  APL 14 (EL 13) 
   
  d �Shadow Elemental: hp 204; Appendix 1. 
   
  APL 16 (EL 15) 
   
  d �Shadow Elementals (2): hp 204 each; 
  Appendix 1. 
   
  Tactics: The elemental(s) are in the back of the room 
  and waits for all the PCs to enter before striking. At APL 
  16 one of the elementals is behind the huge black stone.  
   
  There is a secret door in this room. A DC 20 Search 
  check reveals it. It is very cold to the touch. Opening it is 
  easy enough. If the PCs open it continue to encounter 5. 
   
  Development: If the battle lasts for more than 4 rounds 
  the secret door connecting this room to encounter five 
  opens and the stone giants creep out to attack the PCs 
  using Hide and Move Silently. The shadowcaster casts his 
  curtain of shadows in front of the horn to protect it and 
  heads out one round later. If the battle with the 
  elementals is short the enemies in encounter five just 
  prepare for the PCs’ assault. 
   
  Once all the enemies have been defeated, the PCs are 
  free to inspect the black stone block. If a PC just touches 
  the wall without saying that they first search the block it 
  is trapped with a word of chaos spell. 
   
  Inspecting the mammoth black stone walls you 
  notice that every once in a while a flash of 
  purple ‘fire’ explodes then disappears without a 
  trace. After a few more moments another 
  
  CORS6-03 Shadows of the Dread Spiral (High) 
   
  Page 12 
  purple image vaguely appears in the shape of a 
  skull then disappears.  
   
  A DC 25 Search check reveals that it appears to be a solid 
  wall but that there appears to be ways for it to be moved 
  (but by no means that the PCs have).  
   
  A DC 32 Search check reveals a nasty surprise to 
  anyone who touches the block. 
   
  APLs 10-12 (EL 8) 
   
  a Word of Chaos Trap: CR 8; magic device; 
  touch trigger; automatic reset; spell effect (word of chaos, 
  13th- level cleric); Search DC 32, Disable Device DC 32. 
    
  APLs 14-16 (EL 9) 
   
  a Word of Chaos Trap: CR 9; magic device; 
  touch trigger; automatic reset; spell effect (word of chaos, 
  17th- level cleric); Search DC 32, Disable Device DC 32.  
   
  The PCs can try to smash the block or use various spells 
  to bypass it but none work. It seems to repair itself or 
  block their passage. The only way to trigger the block is 
  to blow the Iron Horn (found in encounter 5) and set the 
  skulls of Tharizdun on fire.  
   
  NOTE: Once the PCs have the iron horn (and use it) 
  and light the torches read the following: 
   
  The horn first spews out frost and ice as a 
  sickly sound begins to reverberate throughout 
  the dungeon. The torches start to lean towards 
  the sound as the huge stone block begins to 
  melt away. Shadows still linger for a few 
  moments as it becomes apparent that there are 
  stairs leading downward further into this vile 
  dungeon.  
   
  Assuming the PCs go down the steps continue: 
   
  Traveling down the steps you notice that green 
  and purple lights are flashing all around you 
  traveling along the walls. Looking closer it 
  appears like the veins of a humanoid are 
  imbedded into the wall and its blood are these 
  colors. 
   
  Continue to Part 2. 
   
  ENCOUNTER 5: ROOM 
  FIVE 
  Depending on if the enemies in this room have come out 
  or not this encounter can change. The text below assumes 
  they have stayed in the room prepping spells to fight the 
  PCs. 
   
  A frigid breeze blows through the door as it 
  opens. In front of you is a black wall of what 
  appears to be made of shadows. A hideous 
  sound of what assuredly is laughter echoes off 
  the walls. 
   
  The shadowcaster has cast curtain of shadows 5 feet into 
  the room upon hearing the PCs (At APL 12 and up only). 
  (Refer to Appendix 2 about mysteries and dispelling 
  them should the PCs enter). On the other side of the wall 
  are the iron horn and its guardians - the stone giants and 
  the shadowcaster. 
   
  NOTE: At higher APLs the shadowcasters mysteries 
  are considered supernatural and thus cannot be dispelled.  
  Once the PCs cross the wall read the following: 
   
  Standing before you is a figure that appears to 
  be made of shadow. What little light there is 
  makes his shadows dance around the walls in 
  an uneven pattern. His face is nowhere to be 
  seen underneath his cloak as he begins to 
  gesture strangely calling forth some unknown 
  power! Behind him sits a unique horn that is 
  made of some kind of iron. 
   
  APL 10 (EL 12) 
   
  d The Unforgiving Darkness: male human 
  shadowcaster 10; hp 70; Appendix 1. 
   
  d �Dark Stone Giants (2): male giant; hp 140; 
  Appendix 1. 
   
  APL 12 (EL 14) 
   
  d �The Unforgiving Darkness: male human 
  shadowcaster 12; hp 84; Appendix 1. 
   
  �d Dark Stone Giants (2): male giant rogue 4; hp 
  177; Appendix 1. 
   
  APL 14 (EL 16) 
   
  d �The Unforgiving Darkness: male human 
  shadowcaster 14; hp 101; Appendix 1. 
   
  d �Dark Stone Giants (2): male giant rogue 8; hp 
  241; Appendix 1. 
   
  APL 16 (EL 18) 
   
  d �The Unforgiving Darkness: male human 
  shadowcaster 16; hp 124; Appendix 1. 
   
  d �Dark Stone Giants (2): male giant rogue 14; 
  hp 321; Appendix 1. 
   
  Tactics: At all APLs the stone giants hide and wait for 
  the best possible moment to strike the PCs. They se their 
  hide in plain sight ability as much as they can to take 
  advantage of their sneak attack. They also use Awesome 
  Blow and Staggering Strike to knock the PCs back into 
  the curtain of shadows so that they take more cold 
  damage. 
   
  The shadowcaster if he has time casts various 
  mysteries on himself and the stone giants beforehand. 
  This is included in the stat blocks. During combat he uses 
  his damage dealing spells to the best of their ability. He 
  casts shadow skin as an immediate action to help with 
  taking les damage. 
   
  Treasure:  
  
  CORS6-03 Shadows of the Dread Spiral (High) 
   
  Page 13 
   
  APL 10: Loot: 3 gp; Magic: amulet of health +2 x3 
  (333 gp each), cloak of charisma +2 (333 gp) vest of 
  resistance +2 x3 (333 gp each), gloves of dexterity +2 x3 
  (333 gp each), +1 morningstar (193 gp), headband of 
  intellect +2 (333 gp), orb of shadow (apprentice 3rd) (375 
  gp), +1 large mithral chain shirt x2 (196 gp each), +1 large 
  greatclub x2 (193 gp each) 
   
  APL 12: Loot: 3 gp; Magic: amulet of health +2 x3 
  (333 gp each), cloak of charisma +4 (1333 gp) vest of 
  resistance +2 x3 (333 gp each), gloves of dexterity +2 x3 
  (333 gp each), +1 morningstar (193 gp), headband of 
  intellect +2 (333 gp), orb of shadow (apprentice 3rd) (375 
  gp), orb of shadow (initiate 5th) (1041 gp)+1 large mithral 
  chain shirt x2 (196 gp each), +1 large greatclub x2 (193 gp 
  each), boots of striding and springing (458 gp), boots of 
  speed x2 (1000 gp each) 
   
  APL 14: Loot: 3 gp; Magic: amulet of health +2 x3 
  (333 gp each), cloak of charisma +4 (1333 gp) vest of 
  resistance +2 x3 (333 gp each), gloves of dexterity +2 x3 
  (333 gp each), +1 morningstar (193 gp), headband of 
  intellect +4 (1333 gp), orb of shadow (apprentice 3rd) (375 
  gp), orb of shadow (initiate 6th) (1500 gp per character)+1 
  large mithral chain shirt x2 (196 gp each), +1 large human 
  bane greatclub x2 (693 gp each), boots of striding and 
  springing (458 gp boots of speed x2 (1000 gp each), ring 
  of evasion (2083 gp), cape of the mounteback x2 (840 gp 
  each) 
   
  APL 16: Loot: 3 gp; Magic: amulet of health +2 x2 
  (333 gp each), amulet of health +4 (1333 gp per character), 
  cloak of charisma +4 (1333 gp) vest of resistance +2 x3 
  (333 gp each), gloves of dexterity +2 x3 (333 gp each), +1 
  morningstar (193 gp), headband of intellect +4 (1333 gp 
  per character), orb of shadow (apprentice 3rd) (375 gp), 
  orb of shadow (initiate 6th) (1500 gp)+1 large mithral 
  chain shirt x2 (196 gp each), +1 large human bane 
  greatclub x2 (693 gp each), boots of striding and 
  springing (458 gp), boots of speed x2 (1000 gp each), ring 
  of evasion (2083 gp), cape of the mounteback x2 (840 gp 
  each) 
   
  Development: Once these enemies are defeated the 
  PCs are free to grab the Iron Horn of Tharizdun. A bit of 
  frost covers the horn so anyone touching it without the 
  aid of endure elements or similar spell takes 1 point of 
  damage per round. The PCs have to light all the torches of 
  Tharizdun in encounter 4 and blow this horn to proceed 
  to Part 2. 
   
  The PCs also see that the room that held the Iron 
  Horn has numerous tomes and books strewn about. A DC 
  15+APL Search check allows them to find a book that can 
  help an arcane caster learn the knowledge of shadow 
  magic. This PC receive the special certificate Knowledge 
  of Shadow. 
   
  Once the book is picked up read the following: 
   
  After picking up a particular tome that seems 
  to be seeping black shadow mist out of its 
  covers you feel a cold chill run up your spine. 
  Whatever this is its power seems to be quite 
  potent. 
   
  ENCOUNTER 6: ROOM SIX 
  This room is home to three crazy adventurers who 
  stumbled upon the dungeon long ago. They entered this 
  area first and ate a few of the fruit from the trees before 
  suffering a terrible fate. They have killed their 
  companions because they believed they were stealing the 
  fruit. 
   
  They fight together to protect their precious fruit 
  from intruders. They have eaten so much of the fruit that 
  their sanity is long gone and they cannot be healed unless 
  a miracle or wish is used. 
   
  If the PCs have fought in any other rooms it is very 
  likely these three will have heard it (their paranoid and 
  all check down the hall to make sure no one is coming) 
  and have prepared their spells. Also, Relia sneaks off to 
  hide her fruit in a place the others do not know about 
  which is down the hallway. From there she can spot the 
  PCs and tells her compatriots that they have trouble.  
   
  Shadows dance off the walls as it appears that 
  you have walked into the middle of a loud 
  conversation.  
   
  “You keep to your side Relia or I’ll gut you!” 
  a gruff voice spurts out. 
   
  “Don’t tempt me Broack or I’ll tear you limb 
  from limb to get your precious fruit,” a female 
  voice shouts back. 
   
  “Oh how I love for you to fight, I so hope 
  that you come to battle that you may both kill 
  yourself and thus I can have all the fruit to 
  myself.” A third voice laughs out. “Oh but it 
  appears we may have visitors prepare yourself!” 
   
  APL 10 (EL 12) 
   
  d �Broack Hardstone: male dwarf cleric 9; hp 74; 
  Appendix 1. 
   
  d �Elias Yuli: male human fighter 9; hp 90; 
  Appendix 1. 
   
  d �Relia Afterglow: female elf rogue 10; hp 53; 
  Appendix 1. 
   
  APL 12 (EL 14) 
   
  d �Broack Hardstone: male dwarf cleric 11; hp 
  91; Appendix 1. 
   
  d �Elias Yuli: male human fighter 11; hp 110; 
  Appendix 1. 
   
  d �Relia Afterglow: female elf rogue 12; hp 63; 
  Appendix 1. 
   
  APL 14 (EL 16) 
   
  d �Broack Hardstone: male dwarf cleric 13; hp 
  108; Appendix 1. 
   
  d �Elias Yuli: male human fighter 13; hp 153; 
  Appendix 1. 
   
  d �Relia Afterglow: female elf Rogue 14; hp 74; 
  Appendix 1. 
   
  APL 16 (EL 18) 
  
  CORS6-03 Shadows of the Dread Spiral (High) 
   
  Page 14 
   
  d �Broack Hardstone: male dwarf cleric 15; hp 
  124; Appendix 1. 
   
  d �Elias Yuli: male human fighter 15; hp 161; 
  Appendix 1. 
   
  d �Relia Afterglow: female elf rogue 16; hp 84; 
  Appendix 1. 
   
  Tactics: Refer to the power up stat blocks in Appendix 1. 
  The three adventurers fight together to protect the fruit 
  and use their abilities the best they can. At APL 16, there 
  is a symbol of death on the ground 10 feet away from the 
  entrance to the room. Broack created it before they all 
  went insane. All of them know the password. A DC 23 
  Spellcraft alerts the PCs to what this is. It is triggered to 
  go off if anyone passes over it. 
   
  Treasure: 
   
  APL 10: Loot: 43 gp; Magic: +1 full plate (221 gp), +1 
  heavy steel shield (98 gp), +1 sudden stunning heavy 
  mace (360 gp), cloak of resistance +1 x2 (83 gp each), ring 
  of protection +1 x3 (167 gp each), periapt of wisdom +2 x2 
  (333 gp each), wand of mirror image (375 gp ), +1 chain 
  shirt x2 (104 gp each), +1 greatsword (196 gp), +1 amulet 
  of natural armor (167 gp ), +1 longbow (198 gp), gloves of 
  dexterity +2 (333 gp), gauntlets of ogre power (333 gp), 
  cloak of charisma +2 (333 gp), vest of resistance +1 (83 gp) 
   
  APL 12: Loot: 43 gp; Magic: +1 full plate (221 gp), +1 
  heavy steel shield (98 gp), +1 sudden stunning heavy 
  mace (360 gp), cloak of resistance +1 x2 (83 gp  each), ring 
  of protection +1 x3 (167 gp  each), periapt of wisdom +2 
  (333 gp), periapt of wisdom +4 (1333 gp), wand of slow 
  (937 gp), +1 chain shirt (104 gp), +1 mithral chain shirt 
  (188 gp), +1 flaming surge greatsword (359 gp), +1 amulet 
  of natural armor (167 gp), +1 longbow(198 gp), gloves of 
  dexterity +4 (1333 gp), belt of giant strength +4 (1333 gp), 
  vest of resistance +1 (83 gp) 
    
  APL 14: Loot: 43 gp; Magic: +1 full plate (221 gp ), 
  +1 light fortification heavy steel shield (348 gp), +1 
  sudden stunning heavy mace (360 gp), cloak of resistance 
  +1 x2 (83 gp  each), ring of protection +1 x3 (167 gp  
  each), periapt of wisdom +2 (333 gp), periapt of wisdom 
  +4 (1333 gp), wand of slow(937 gp),wand of false life (15 
  charges) (222 gp), +2 mithral chain shirt (437 gp), +1 
  mithral breastplate (445 gp), +1 wounding flaming surge 
  greatsword (1695 gp), +1 amulet of natural armor (167 
  gp), +1 keen longbow(698 gp), gloves of dexterity +4 x2 
  (1333 gp), belt of giant strength +4 (1333 gp), chime of 
  interruption (1400 gp), +1 icy burst rapier (1525 gp), vest 
  of resistance +1 (83 gp) 
   
  APL 16: Loot: 43 gp; Magic: +1 full plate (221 gp), +1 
  light fortification heavy steel shield (348 gp), +1 sudden 
  stunning heavy mace (360 gp), cloak of resistance +3 x2 
  (1333 gp  each), ring of protection +1 x3 (167 gp  each), 
  periapt of wisdom +2 (333 gp), periapt of wisdom +6 (3000 
  gp), wand of slow (937 gp),wand of false life (15 charges) 
  (112 gp), +4 leafweave leather armor (1396 gp), +1 mithral 
  breastplate (445 gp), +1 wounding flaming surge 
  greatsword (1695 gp), +3 amulet of natural armor (1500 
  gp), +1 keen longbow (698 gp), gloves of dexterity +4 x2 
  (1333 gp), belt of giant strength +4 (1333 gp), chime of 
  interruption (1400 gp), +1 icy burst rapier (1525 gp), vest 
  of resistance +1 (83 gp) 
   
  Development: Once the crazy adventures have been 
  killed the PCs are free to roam the area. There are various 
  decaying trees and fruits lying all about the area. Insects 
  crawl over the fruit and the place smells bad. However, 
  with a DC 10+APL Search check the PCs find one piece 
  of fruit up in the trees that seems to be untainted. 
   
  It takes some time to get the fruit using normal 
  means (like climbing) but there is no threat. 
   
  Once the PCs get the fruit ask what they do with it. 
  If the PCs do nothing and store it in any way, it becomes 
  rotted after 10 minutes even if stored in an 
  extradimensional space.  
   
  If a PC eats it, roll 1d8 for the effect, which becomes 
  permanent unless dispelled by means of a miracle or 
  wish. The effect cannot be changed and the PC 
  immediately gets the permanent benefit as if he gained a 
  stat point upon levelling every 4 levels. 
  1- +1 to Strength 
  2 - +1 to Dexterity 
  3 - +1 to Constitution 
  4 - +1 to Wisdom  
  5 - +1 to Intelligence 
  6 - +1 to Charisma 
  7 - -1 to any stat point (roll a 1d6) 
  8 – 10 + APL Will save or Insanity 
   
  Mark on the AR what effect the PC received. 
   
  PART 2: THE BLACK CYST 
  This area of the Lost Temple is shrouded more heavily in 
  shadows and is on the verge of succumbing to the Plane 
  of Shadow. If the PCs rest overnight this area is now 
  considered part of the Plane of Shadow. Refer to 
  Dungeon Master’s Guide page 152 for details. 
   
  ENCOUNTER 7: ROOM 
  SEVEN 
  There is only one danger here and that is if at any point a 
  PC touches the walls (corporeal or non) they are subject 
  to an insanity spell.  
   
  All APLs (EL 7) 
   
  a Wall of Insanity: CR 7; magic device; touch 
  trigger; automatic reset; spell effect (insanity, 13th-level 
  wizard, DC 21 Will save negates); Search DC 32, Disable 
  Device DC 32.  
   
  The same strange purple and green light seems 
  to be guiding you along this spiral. It never 
  seems to end as sometimes the lights connect 
  and an explosive spark erupts in the middle of 
  the path painting a picture of some grotesque 
  creature. Some of the explosions rip apart parts 
  of the wall as the stones fall to the floor. The 
  energy seems to be pulsing in the stone. 
  
  CORS6-03 Shadows of the Dread Spiral (High) 
   
  Page 15 
   
  The PCs may pick up a green or purple stone that has 
  been infused with this strange energy. The gnomes may 
  be able to figure out a way to harness it if it isn’t evil… 
   
  ENCOUNTER 8: ROOM 
  EIGHT 
  This room contains various monsters summoned here by 
  the shadow dragon as he promised them (lied) a piece of 
  the new shadow realm. Also in the room is a shadow 
  teleport leading to encounter 9. 
   
  APL 10 (EL 12) 
   
  d �Rakshasas (2): hp 52 each; Monster Manual 
  211.  
   
  APL 12 (EL 14) 
   
  d �Displacer Beast Pack Lords (2): hp 203 
  each; Monster Manual 66. 
   
  APL 14 (EL 16) 
   
  d �Werewolf Lords (2): hp 132 each; Monster 
  Manual 176. 
   
  APL 16 (EL 18) 
   
  �d Greater Stone Golems (2): hp 271 each; 
  Monster Manual 136. 
   
  Treasure: 
   
  APL 14: Magic: +2 bastard sword x2 (696 gp) 
   
  Development: The PCs can inspect the teleport in the 
  corner of the room but it is harmless. Only living entities 
  can use the teleport. Once the PCs enter, continue to 
  encounter 9.  
   
  ENCOUNTER 9: ROOM 
  NINE 
  Read the following: 
   
  Your guts and head feel like they are being 
  ripped apart and sewn together with shadow as 
  you freefall towards nothingness. The entire 
  area is swirling all about you as you seemingly 
  plummet to your death when all of a sudden 
  you see a light and various red eyes staring 
  back at you. 
   
  In the center of this room a sense of 
  foreboding and evil resonates outward from a 
  jet black altar 15 feet wide. Tendrils of shadow 
  emerge from it groping the area searching for 
  something.  
   
  Have the PCs make a DC 10+APL Reflex save not to 
  begin this encounter prone. The undead were created by 
  the dread necromancer who gathered them in this room. 
  They are the last defense against good, protecting the 
  strange entity that the Plane of Shadow is feeding off.  
   
  The undead immediately attack the PCs when they 
  see (or hear) them.  
   
  APL 10 (EL 11) 
   
  �Created Ghasts (2): hp 44 each; Appendix 1 
   
  �Morghs (3): hp 91 each; Monster Manual 189. 
   
  APL 12 (EL 13) 
   
  �Created Ghasts (3): hp 44 each; Appendix 1 
   
   
  �Devourers (2): hp 78 each; Monster Manual 58. 
   
  APL 14 (EL 15) 
   
  �Created Wraiths (2): hp 50 each; Appendix 1  
   
  �Created Mummy’s (2): hp 81 each; Appendix 1.
   
   
   
  �Imbued Fiendish Mummy: monk 8; hp 152 
  each; Appendix 1.  
   
  �Dread Wraiths (2): hp 104 each; Monster 
  Manual 258. 
   
  APL 16 (EL 17) 
   
  �Created Spectres (2): hp 70 each; Appendix 1.  
   
  �Created Morghs (3): hp 140 each; Appendix 1. 
   
  �Imbued Fiendish Mummy: monk 10; hp 172 
  each; Appendix 1.  
   
  �Dread Wraiths (2): hp 104 each; Monster 
  Manual 258. 
   
  �Devourers (2): hp 78 each; Monster Manual 58. 
   
  Tactics: The undead are very simple minded (except the 
  fiendish mummy). They just try to take down the PCs as 
  fast as possible. Undead pour through the shadow door in 
  the back every round starting in the third round. 
  Describe the shadow door to the PCs once the first wave 
  comes through.  
   
  Suddenly a spark of inkiness bursts forth in the 
  back of the room as even more undead pour out 
  of this ‘door’. 
   
  All APLs 
   
  υShadow Door: No hardness; no hit points; no 
  Open Locks; no Disable Device. 
   
  The door is made of pure shadow and when entered 
  teleports users into the next room where the dread 
  necromancer is waiting. His undead filter out of the 
  shadow door and it blocks light so that PCs cannot see 
  what is in the room. (Undead fighting the PCs are still 
  controlled by the dread necromancer and they still feel 
  his presence - they just can’t see him). 
   
  Treasure: 
   
  APL 14: M: cloak of resistance +3 (750 gp), periapt 
  of wisdom +4 (1333 gp), gloves of dexterity +4 (1333 gp), 
  monk’s belt (1084 gp). 
  
  CORS6-03 Shadows of the Dread Spiral (High) 
   
  Page 16 
   
  APL 16: M: cloak of resistance +3 (750 gp), periapt 
  of wisdom +4 (1333 gp), gloves of dexterity +4 (1333 gp), 
  monk’s belt (1084 gp), boots of speed (1000 gp).. 
   
  Development: A 15 ft. by 10 ft. pulsing ‘entity’ lies in 
  the center of this room. If the PCs wish to blow the iron 
  horn proceed to encounter 11. A DC 10+APL Knowledge 
  (the planes) check reveals that this seems to be a portal to 
  the Plane of Shadow and that the realm seems to be 
  seeping into Oerth through this entity. There isn’t a 
  decisive way to figure out to destroy it however. 
   
  ENCOUNTER 10: ROOM 
  TEN 
  As soon as your senses return, a voice greets 
  you out of the darkness, “Welcome to my Plane 
  of Shadow. It is a fitting place for your death 
  you pathetic mortals!” 
   
  This room is protected by an unhallow spell that detects 
  magic. 
   
  APL 10 (EL 12) 
   
  Darken Iyes: male human dread necromancer 12; 
  hp 81; Appendix 1. 
   
  APL 12 (EL 14) 
   
  Darken Iyes: male human dread necromancer 14; 
  hp 95; Appendix 1. 
   
  APL 14 (EL 16) 
   
  Darken Iyes: male human dread necromancer 16; 
  hp 108; Appendix 1. 
   
  APL 16 (EL 18) 
   
  Darken Iyes: male human dread necromancer 18; 
  hp 122; Appendix 1. 
   
  Tactics: The dread necromancer uses harm, greater 
  harm, mass harm, finger of death, and horrid wilting 
  frequently as he casts spells like a sorcerer. If near to 
  death he casts greater dispel magic as an area effect to get 
  rid of parties that have death ward up (for the dragon). 
   
  Treasure:  
   
  APL 10: Loot: 3 gp; Magic: ring of nullification (267 
  gp), vest of resistance +3 (750 gp), ring of protection +2 
  (666 gp), cloak of charisma +4 (1333 gp), +1 battleaxe (193 
  gp), +1 chain shirt (104 gp), pink ioun stone (666 gp), 
  collar of umbral metamorphosis (900 gp) 
   
  APL 12: Loot: 3 gp; Magic: ring of nullification (267 
  gp), vest of resistance +3 (750 gp), ring of protection +2 
  (666 gp), cloak of charisma +4 (1333 gp), +1 battleaxe (193 
  gp), +1 chain shirt (104), amulet of health +2 (333 gp), 
  gauntlets of ogre power (333 gp), pink ioun stone (666 
  gp), collar of umbral metamorphosis (900 gp) 
   
  APL 14: Loot: 3 gp; Magic: ring of nullification (267 
  gp), vest of resistance +3 (750 gp), ring of protection +2 
  (666 gp), cloak of charisma +4 (1333 gp), +1 battleaxe (193 
  gp), +1 chain shirt (104), amulet of health +2 (333 gp), 
  gauntlets of ogre power (333 gp), pink ioun stone (666 
  gp), collar of umbral metamorphosis (900 gp) 
   
  APL 16: Loot: 3 gp; Magic: ring of nullification (267 
  gp), vest of resistance +3 (750 gp), ring of protection +2 
  (666 gp), cloak of charisma +6 (3000 gp), +1 battleaxe (193 
  gp), +1 chain shirt (104), amulet of health +2 (333 gp), 
  gauntlets of ogre power (333 gp), pink ioun stone (666 
  gp), collar of umbral metamorphosis (900 gp) 
   
  ENCOUNTER 11: ROOM 
  ELEVEN 
  After everything has been defeated the PCs need to blow 
  the iron horn once more to open a portal large enough to 
  the Plane of Shadow through the entity.  
   
  All other means to step inside the entity or destroy it 
  fail. If a PC cast a divination spell to determine what to do 
  it tells him in some form that the horn or music should 
  be played in order to open the way to darkness. 
   
  However, this is also very dangerous because 
  opening a larger portal allows more of the shadow plane 
  to seep into Oerth and rapidly increase the change. 
  However, this makes the entity highly unstable (this is 
  why the dread necromancer and the shadow dragon did 
  not do this). 
   
  A DC 20 Knowledge (the planes) check or a DC 30 
  Knowledge (arcana) check reveala that this is the portal to 
  the Plane of Shadow. 
   
  Once a PC blows the horn read the following: 
   
  The ominous sound of the horn reverberates 
  through the walls. The ‘entity’ begins to pulse 
  even more rapidly as its tendrils thicken and 
  start to wrap around your bodies. The tendrils 
  then begin to pull you into its gaping maw as 
  you are finally whisked away to the Plane of 
  Shadow. 
   
  ENCOUNTER 12: 
  ROAMING THROUGH THE 
  PLANE OF SHADOW  
  Once the PCs are on the Plane of Shadow the shadow 
  dragon notices their presence as he has been sent a 
  message from the dread necromancer about what is going 
  on.  
   
  The shadow dragon does not attack during this 
  encounter instead flying overhead out of range and sight 
  of the PCs taunting them and asking them to join him in 
  his reign on Oerth. 
   
  Bursting forth from the entity’s belly into the 
  Plane of Shadow was an unpleasant experience. 
  Stark black and white pillars dot the landscape. 
  Shrines of about 10 to 15 feet tall seem to litter 
  the area but there are no distinguishable marks 
  as to whom they are for. 
  
  CORS6-03 Shadows of the Dread Spiral (High) 
   
  Page 17 
   
  A few gusts of wind blow past you. There is 
  no door behind you nor do you see an escape 
  route. Then from some place beyond your 
  vision a voice booms out. 
   
  “Welcome to my realm puny mortals! It is I, 
  Srinthedul, the greatest shadow dragon in this 
  realm. I am discouraged you have bested all my 
  pitiful help but they are replaceable. You could 
  join me if you wish…” 
   
  It is at this point that Yar’Fic attacks the PCs from one of 
  the pillars. 
   
  APL 10 (EL 11) 
   
  �Yar’fic: male mind flayer sorcerer 3; hp 93; 
  Appendix 1. 
   
  APL 12 (EL 13) 
   
  �Yar’fic: male mind flayer sorcerer 5; hp 107; 
  Appendix 1. 
   
  APL 14 (EL 15) 
   
  �Yar’fic: male mind flayer sorcerer 7; hp 118; 
  Appendix 1. 
   
  APL 16 (EL 17) 
   
  �Yar’fic: male mind flayer sorcerer 9; hp 130; 
  Monster Manual 187. 
   
  Tactics: Yar’fic uses his mind blast as soon as possible. 
  He then uses his most damage dealing spells to eliminate 
  any PCs that saved against his mind blast. At APL 14 and 
  up he has mirror image up already. At APL 16 he has cast 
  fire shield and see invisibility. 
   
  Treasure: 
   
  APL 10: Magic: +1 amulet of natural armor (167 gp), 
  gloves of dexterity +2 (333 gp), cloak of charisma +2 (333 
  gp), wand of magic missiles (7th) (437 gp), vest of 
  resistance +2 (333 gp). 
   
  APL 12: Magic: +1 amulet of natural armor (167 gp), 
  gloves of dexterity +2 (333 gp), cloak of charisma +4 (1333 
  gp), wand of magic missiles (9th) (562 gp), vest of 
  resistance +2 (333 gp). 
   
  APL 14: Magic: +3 amulet of natural armor (1500 
  gp), gloves of dexterity +2 (333 gp), cloak of charisma +4 
  (1333 gp), wand of magic missiles (9th) (562 gp), vest of 
  resistance +2 (333 gp). 
   
  APL 16: Magic: +3 amulet of natural armor (1500 
  gp), gloves of dexterity +2 (333 gp), cloak of charisma +6 
  (3000 gp), wand of magic missiles (9th) (562 gp), vest of 
  resistance +2 (333 gp). 
   
  Development: Once they have defeated Yar’fic. 
  Srin’Black again begins his taunting. Continue to 
  encounter 13.  
    
  ENCOUNTER 13: THE 
  MIGHTY DRAGON 
  The battle with Srinthedul begins for the right to see if 
  Oerth is safe from the Plane of Shadow. 
   
  APL 10 (EL 13) 
   
  Srinthedul: male adult shadow dragon; hp 180; 
  Appendix 1. 
   
  APL 12 (EL 15) 
   
  Srinthedul: male adult shadow dragon fighter 2; hp 
  270; Appendix 1. 
   
  APL 14 (EL 17) 
   
  Srinthedul: male mature adult shadow dragon 
  fighter 1; hp 309; Appendix 1. 
   
  APL 16 (EL 19) 
   
  Srinthedul: male very old shadow dragon; hp 406; 
  Appendix 1. 
   
  Tactics: At all APLs he uses his breath on the party first, 
  catching as many of them as he can. (He uses Heighten 
  Breath the first time he breaths). He use his excellent 
  flying maneuverability the best he can. At all APLs he has 
  cast mirror image, shield, and see invisibility on himself 
  already (reflected in the stat blocks). He casts wind wall 
  in front of an archer. If it’s apparent that the party all have 
  death ward up he casts an area dispel magic before his 
  second use of breath weapon.  
   
  Development: Once Srinthedul is defeated, the whole 
  area will be ready to collapse. The PCs have a chance to 
  grab a shadow scale off him if they choose but they must 
  hurry. 
   
  Srinthedul falls from the dark sky and collides 
  into one of the pillars in a catastrophic 
  collision. Then all of the shrines and pillars 
  begin to shake and crumble as cracks in the 
  foundation of the landscape begin forming.  
   
  A huge explosion erupts from behind you as 
  thick shadow tendrils writhe out of the surface 
  beckoning you to jump in. 
   
  If the PCs jump in, they are transport back to the 
  beginning of the dungeon. From here they may go back 
  to the gnome village. They have three rounds to get out; if 
  they do not they are stuck on the Plane of Shadow and 
  thus must find their own way out. 
   
  If the PCs are defeated go to Conclusion A. If they 
  are successful go to Conclusion B.  
   
  Treasure: 
   
  APL 10: Magic: ring of protection +2 (666 gp), 
  amulet of natural armor +2 (666 gp), pale blue rhomboid 
  ioun stone (666 gp), cloak of resistance +2 (333 gp), 
  Daazzix’s vest* (2083 gp). 
  
  CORS6-03 Shadows of the Dread Spiral (High) 
   
  Page 18 
   
  APL 12: Magic: ring of protection +2 (666 gp), 
  amulet of natural armor +2 (666 gp), pale blue rhomboid 
  ioun stone (666 gp), cloak of resistance +2 (333 gp), 
  Daazzix’s vest* (2083 gp). 
   
  APL 14: Magic: ring of protection +2 (666 gp), 
  amulet of natural armor +2 (666 gp), pale blue rhomboid 
  ioun stone (666 gp), cloak of resistance +2 (333 gp), 
  Daazzix’s vest* (2083 gp). 
   
  APL 16: Magic: ring of protection +2 (666 gp), 
  amulet of natural armor +2 (666 gp), pale blue rhomboid 
  ioun stone (666 gp), cloak of resistance +2 (333 gp), 
  Daazzix’s vest* (2083 gp). 
   
  CONCLUSION 
  CONCLUSION A 
  Use this conclusion for PCs that were not successful in 
  stopping 
  the shadow dragon and/or the dread 
  necromancer. They could still get some of the special 
  materials from the lost temple however, the Plane of 
  Shadow will consume this area of Oerth now. 
   
  The long walk back to the gnome village is a 
  somber one as the darkness of the Plane of 
  Shadow steadily creeps out over the Yatil 
  Mountains consuming it.  
   
  The gnome village is a bustle of activity as 
  many gnomes gather their supplies to flee their 
  homes from the impending doom. 
   
  Many of the gnomes give you sad looks; 
  some offer a smile to at least acknowledge that 
  you tried to help. 
   
  A few of the elders come rushing up to you 
  and ask what you saw and what happened. 
   
  After the PCs tell them what happened the gnome 
  wizards inspects any items the PCs found and tell them 
  what it is and if they can make them something of it. 
  These gnomes are be the last to leave the village and thus 
  can take a few moments to try and help out the PCs. 
  Continue to the special rewards part of the adventure. 
   
  CONCLUSION B 
  Use this conclusion if the PCs have successfully defeated 
  the lost temple denizens (specifically the shadow dragon 
  and the dread necromancer).  
    
  The long walk back to the gnome village is a 
  tiresome one but the darkness that was seeping 
  through the mountainside is now receding to 
  whence it came.  
   
  The gnome village is a bustle of activity as 
  many gnomes gather their party supplies to set 
  up tents and food for the celebration that is in 
  your honor.  
   
  Many of the gnomes give you pats on the 
  back and holler your names as they run by 
  jumping for joy. A few of the elders come 
  rushing up to you to ask what you saw and what 
  happened. 
   
  Once the PCs tell them what happened the elders 
  congratulate the PCs, wish them good fortune, and gladly 
  identify the items they have retrieved offering to help 
  them make new ones if they so choose. 
   
  All successful PCs receive the Favor of Varachan. For 
  the rest of the special items refer to the Special Rewards 
  section after the Treasure Summary. 
   
  The End 
   
  
  CORS6-03 Shadows of the Dread Spiral (High) 
   
  Page 19 
  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award. Award the total value (objectives plus 
  roleplaying) to each character. 
   
  Encounter 2 
  Defeat the Lilitu 
  APL 10  
  360 XP 
  APL 12  
  420 XP 
  APL 14  
  480 XP 
  APL 16  
  540 XP 
   
  Encounter 3 
  Bypass the trap 
  APL 10  
  240 XP 
  APL 12  
  270 XP 
  APL 14  
  300 XP 
  APL 16  
  300 XP 
   
  Encounter 3 
  Defeat the nagas 
  APL 10  
  360 XP 
  APL 12  
  420 XP 
  APL 14  
  480 XP 
  APL 16  
  540 XP 
   
  Encounter 4 
  Defeat the shadow elemental 
   
  APL 10  
  270 XP 
  APL 12  
  330 XP 
  APL 14  
  390 XP 
  APL 16  
  450 XP 
   
  Encounter 4 
  Do not trigger the trap  
  APL 10  
  240 XP 
  APL 12  
  240 XP 
  APL 14  
  270 XP 
  APL 16  
  270 XP 
   
  Encounter 5 
  Defeat the stone giants and shadowcaster. 
  APL 10  
  360 XP 
  APL 12  
  420 XP 
  APL 14  
  480 XP 
  APL 16  
  540 XP 
   
  Encounter 6 
  Defeat the crazy adventurers. 
  APL 10  
  360 XP 
  APL 12  
  420 XP 
  APL 14  
  480 XP 
  APL 16  
  540 XP 
   
  Encounter 7 
  Defeat the wall trap 
  All APLs  
  210 XP 
   
  Encounter 8 
  Defeat the guardians of the lair 
  APL 10  
  360 XP 
  APL 12  
  420 XP 
  APL 14  
  480 XP 
  APL 16  
  540 XP 
   
  Encounter 9 
  Defeat the many undead 
  APL 10  
  330 XP 
  APL 12  
  390 XP 
  APL 14  
  450 XP 
  APL 16  
  510 XP 
   
  Encounter 10 
  Defeat the dreadnecromancer. 
  APL 10  
  360 XP 
  APL 12  
  420 XP 
  APL 14  
  480 XP 
  APL 16  
  540 XP 
   
  Encounter 12 
  Defeat the guardian mind flayer 
  APL 10  
  330 XP 
  APL 12  
  390 XP 
  APL 14  
  450 XP 
  APL 16  
  510 XP 
   
  Encounter 13 
  Defeat the shadow dragon. 
  APL 10  
  390 XP 
  APL 12  
  450 XP 
  APL 14  
  510 XP 
  APL 16  
  570 XP 
   
  Story award 
  Finding at least two of the special pieces and asking the 
  gnomes to help make it for them. 
  APL 10  
  136 XP 
  APL 12  
  157 XP 
  APL 14  
  180 XP 
  APL 16  
  200 XP 
   
  Discretionary roleplaying award 
  APL 10  
  136 XP 
  APL 12  
  157 XP 
  APL 14  
  180 XP 
  APL 16  
  200 XP 
   
  Total possible experience:   
  APL 10  
  2,700 XP 
  APL 12  
  3,150 XP 
  APL 14  
  3,600 XP 
  APL 16  
  4,050 XP 
   
  
  CORS6-03 Shadows of the Dread Spiral (High) 
   
  Page 20 
  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. Because this is a Regional 
  scenario, characters may spend additional Time Units to 
  practice professions or create items immediately after the 
  adventure so this total may be modified by other 
  circumstances. 
  L = Looted gear from enemy; C = Coin, Gems, Jewelry, and 
  other valuables; M = Magic Items. 
  Loot:  Looted gear from enemy 
  C: Coin, Gems, Jewelry, and other valuables 
  M: Magic Items (sell value)  
   
  Encounter 2 
   
  APL 10: Loot:  127 gp; Magic: +1 glamered chain 
  shirt (329 gp), pearl of power 3rd (750 gp), amulet of 
  might fists +1 (500 gp), elixir of truth (42 gp) 
   
  APL 12: Loot:  127 gp: Magic: +2 glamered chain 
  shirt (579 gp), pearl of power 3rd (750 gp), amulet of 
  might fists +1 (500 gp), elixir of truth (42 gp), cloak of 
  charisma +2 (333 gp), ring of protection +2 (666 gp) 
   
  APL 14: Loot:  127 gp: Magic: +2 glamered chain 
  shirt (579 gp), pearl of power 3rd (750 gp), amulet of 
  might fists +1 (500 gp), elixir of truth (42 gp), cloak of 
  charisma +4 (1333 gp), ring of protection +2 (666 gp) 
   
  APL 16: Loot:  127 gp: Magic: +3 glamered chain 
  shirt (995 gp), pearl of power 3rd (750 gp), amulet of 
  might fists +1 (500 gp), elixir of truth (42 gp), cloak of 
  charisma +4 (1333 gp), ring of protection +3 (1500 gp) 
   
  Encounter 3 
   
  APL 12:  Magic: amulet of health +2 (333 gp), cloak 
  of charisma +2 (333 gp) 
   
  APL 14:  Magic: amulet of health +2 (333 gp), cloak 
  of charisma +2 (333 gp) 
   
  APL 16:  Magic: amulet of health +4 (1333 gp), cloak 
  of charisma +4 (1333 gp) 
   
  Encounter 5 
   
  APL 10: Loot:  3 gp: Magic: amulet of health +2 x3 
  (333 gp each), cloak of charisma +2 (333 gp) vest of 
  resistance +2 x3 (333 gp each), gloves of dexterity +2 x3 
  (333 gp each), +1 morningstar (193 gp), headband of 
  intellect +2 (333 gp), orb of shadow (apprentice 3rd) (375 
  gp), +1 large mithral chain shirt x2 (196 gp each), +1 large 
  greatclub x2 (193 gp each) 
   
  APL 12: Loot:  3 gp: Magic: amulet of health +2 x3 
  (333 gp each), cloak of charisma +4 (1333 gp) vest of 
  resistance +2 x3 (333 gp each), gloves of dexterity +2 x3 
  (333 gp each), +1 morningstar (193 gp), headband of 
  intellect +2 (333 gp), orb of shadow (apprentice 3rd) (375 
  gp), orb of shadow (initiate 5th) (1041 gp)+1 large mithral 
  chain shirt x2 (196 gp each), +1 large greatclub x2 (193 gp 
  each), boots of striding and springing (458 gp), boots of 
  speed x2 (1000 gp each) 
   
  APL 14: Loot:  3 gp: Magic: amulet of health +2 x3 
  (333 gp each), cloak of charisma +4 (1333 gp) vest of 
  resistance +2 x3 (333 gp each), gloves of dexterity +2 x3 
  (333 gp each), +1 morningstar (193 gp), headband of 
  intellect +4 (1333 gp), orb of shadow (apprentice 3rd) (375 
  gp), orb of shadow (initiate 6th) (1500 gp)+1 large mithral 
  chain shirt x2 (196 gp each), +1 large human bane 
  greatclub x2 (693 gp each), boots of striding and 
  springing (458 gp), boots of speed x2 (1000 gp each), ring 
  of evasion (2083 gp), cape of the mounteback x2 (840 gp 
  each) 
   
  APL 16: Loot:  3 gp: Magic: amulet of health +2 x2 
  (333 gp each), amulet of health +4 (1333 gp), cloak of 
  charisma +4 (1333 gp) vest of resistance +2 x3 (333 gp 
  each), gloves of dexterity +2 x3 (333 gp each), +1 
  morningstar (193 gp), headband of intellect +4 (1333 gp), 
  orb of shadow (apprentice 3rd) (375 gp), orb of shadow 
  (initiate 6th) (1500 gp)+1 large mithral chain shirt x2 (196 
  gp each), +1 large human bane greatclub x2 (693 gp each), 
  boots of striding and springing (458 gp), boots of speed x2 
  (1000 gp each), ring of evasion (2083 gp), cape of the 
  mounteback x2 (840 gp each) 
   
  Encounter 6 
   
  APL 10: Loot:  43 gp: Magic: +1 full plate(221 gp), +1 
  heavy steel shield(98 gp), +1 sudden stunning heavy 
  mace(360 gp), cloak of resistance +1 x2(83 gp each), ring 
  of protection +1 x3(167 gp each), periapt of wisdom +2 
  
  CORS6-03 Shadows of the Dread Spiral (High) 
   
  Page 21 
  x2(333 gp each), wand of mirror image (375 gp), +1 chain 
  shirt x2 (104 gp each), +1 greatsword(196 gp), +1 amulet 
  of natural armor(167 gp), +1 longbow(198 gp), gloves of 
  dexterity +2 (333 gp), gauntlets of ogre power (333 gp), 
  cloak of charisma +2 (333 gp), vest of resistance +1 (83 gp) 
   
  APL 12: Loot:  43 gp: Magic: +1 full plate(221 gp), +1 
  heavy steel shield(98 gp), +1 sudden stunning heavy 
  mace(360 gp), cloak of resistance +1 x2(83 gp each), ring 
  of protection +1 x3(167 gp each), periapt of wisdom +2 
  (333 gp), periapt of wisdom +4 (1333 gp), wand of 
  slow(937 gp), +1 chain shirt (104 gp), +1 mithral chain 
  shirt (188 gp), +1 flaming surge greatsword(359 gp), +1 
  amulet of natural armor(167 gp), +1 longbow(198 gp), 
  gloves of dexterity +4 (1333 gp), belt of giant strength +4 
  (1333 gp), vest of resistance +1 (83 gp) 
    
  APL 14: Loot:  43 gp: Magic: +1 full plate(221 gp), +1 
  light fortification heavy steel shield(348 gp), +1 sudden 
  stunning heavy mace(360 gp), cloak of resistance +1 x2(83 
  gp each), ring of protection +1 x3(167 gp each), periapt of 
  wisdom +2 (333 gp), periapt of wisdom +4 (1333 gp), 
  wand of slow(937 gp),wand of false life (15 charges) (222 
  gp), +2 mithral chain shirt (437 gp), +1 mithral breastplate 
  (445 gp), +1 wounding flaming surge greatsword(1695 
  gp), +1 amulet of natural armor(167 gp), +1 keen 
  longbow(698 gp), gloves of dexterity +4 x2 (1333 gp), belt 
  of giant strength +4 (1333 gp), chime of interruption 
  (1400 gp), +1 icy burst rapier (1525 gp), vest of resistance 
  +1 (83 gp) 
   
  APL 16: Loot:  43 gp: Magic: +1 full plate(221 gp), +1 
  light fortification heavy steel shield(348 gp), +1 sudden 
  stunning heavy mace(360 gp), cloak of resistance +3 
  x2(1333 gp each), ring of protection +1 x3(167 gp each), 
  periapt of wisdom +2 (333 gp), periapt of wisdom +6 (3000 
  gp), wand of slow(937 gp),wand of false life (15 charges) 
  (112 gp), +4 leafweave leather armor (1396 gp), +1 mithral 
  breastplate (445 gp), +1 wounding flaming surge 
  greatsword(1695 gp), +3 amulet of natural armor(1500 
  gp), +1 keen longbow(698 gp), gloves of dexterity +4 x2 
  (1333 gp), belt of giant strength +4 (1333 gp), chime of 
  interruption (1400 gp), +1 icy burst rapier (1525 gp), vest 
  of resistance +1 (83 gp) 
   
  Encounter 8 
   
  APL 14:  Magic: +2 bastard sword x2 (695 gp each)  
   
  Encounter 9 
   
  APL 14:  Magic: cloak of resistance +3 (750 gp), 
  periapt of wisdom +4 (1333 gp), gloves of dexterity +4 
  (1333 gp), monk’s belt (1084 gp), 
   
  APL 16:  Magic: cloak of resistance +3 (750 gp), 
  periapt of wisdom +4 (1333 gp), gloves of dexterity +4 
  (1333 gp), monk’s belt (1084 gp), boots of speed (1000 gp) 
   
  Encounter 10 
   
  APL 10: Loot:  3 gp: Magic: ring of nullification (267 
  gp), vest of resistance +3 (750 gp), ring of protection +2 
  (666 gp), cloak of charisma +4 (1333 gp), +1 battleaxe (193 
  gp), +1 chain shirt (104), pink ioun stone (666 gp), collar 
  of umbral metamorphosis (900 gp) 
   
  APL 12: Loot:  3 gp: Magic: ring of nullification (267 
  gp), vest of resistance +3 (750 gp), ring of protection +2 
  (666 gp), cloak of charisma +4 (1333 gp), +1 battleaxe (193 
  gp), +1 chain shirt (104), amulet of health +2 (333 gp), 
  gauntlets of ogre power (333 gp), pink ioun stone (666 
  gp), collar of umbral metamorphosis (900 gp) 
   
  APL 14: Loot:  3 gp: Magic: ring of nullification (267 
  gp), vest of resistance +3 (750 gp), ring of protection +2 
  (666 gp), cloak of charisma +4 (1333 gp), +1 battleaxe (193 
  gp), +1 chain shirt (104), amulet of health +2 (333 gp), 
  gauntlets of ogre power (333 gp), pink ioun stone (666 
  gp), collar of umbral metamorphosis (900 gp) 
   
  APL 16: Loot:  3 gp: Magic: ring of nullification (267 
  gp), vest of resistance +3 (750 gp), ring of protection +2 
  (666 gp), cloak of charisma +6 (3000 gp), +1 battleaxe (193 
  gp), +1 chain shirt (104), amulet of health +2 (333 gp), 
  gauntlets of ogre power (333 gp), pink ioun stone (666 
  gp), collar of umbral metamorphosis (900 gp) 
   
  Encounter 12 
   
  APL 10:  Magic: +1 amulet of natural armor (167 
  gp), gloves of dexterity +2 (333 gp), cloak of charisma +2 
  (333 gp), wand of magic missiles (7th) (437 gp), vest of 
  resistance +2 (333 gp) 
   
  APL 12:  Magic: +1 amulet of natural armor (167 
  gp), gloves of dexterity +2 (333 gp), cloak of charisma +4 
  (1333 gp), wand of magic missiles (9th) (562 gp), vest of 
  resistance +2 (333 gp) 
   
  APL 14:  Magic: +3 amulet of natural armor (1500 
  gp), gloves of dexterity +2 (333 gp), cloak of charisma +4 
  (1333 gp), wand of magic missiles (9th) (562 gp), vest of 
  resistance +2 (333 gp) 
   
  APL 16:  Magic: +3 amulet of natural armor (1500 
  gp), gloves of dexterity +2 (333 gp), cloak of charisma +6 
  (3000 gp), wand of magic missiles (9th) (562 gp), vest of 
  resistance +2 (333 gp) 
   
  Encounter 13 
   
  APL 10:  Magic: ring of protection +2 (666 gp), 
  amulet of natural armor +2 (666 gp), pale blue rhomboid 
  ioun stone (666 gp), cloak of resistance +2 (333 gp), 
  Daazzix’s vest* (2083 gp) 
   
  APL 12:  Magic: ring of protection +2 (666 gp), 
  amulet of natural armor +2 (666 gp), pale blue rhomboid 
  ioun stone (666 gp), cloak of resistance +2 (333 gp), 
  Daazzix’s vest* (2083 gp) 
   
  APL 14:  Magic: ring of protection +2 (666 gp), 
  amulet of natural armor +2 (666 gp), pale blue rhomboid 
  ioun stone (666 gp), cloak of resistance +2 (333 gp), 
  Daazzix’s vest* (2083 gp) 
   
  APL 16:  Magic: ring of protection +2 (666 gp), 
  amulet of natural armor +2 (666 gp), pale blue rhomboid 
  ioun stone (666 gp), cloak of resistance +2 (333 gp), 
  Daazzix’s vest* (2083 gp) 
   
  Total Possible Treasure 
  APL 10  
  4,600 gp 
  APL 12  
  6,600 gp 
  APL 14  
  13,200 gp 
  APL 16  
  19,800 gp 
  
  CORS6-03 Shadows of the Dread Spiral (High) 
   
  Page 22 
   
  Adventure Certificates 
  These certificates are separate from the adventure record 
  and are only awarded to PCs qualifying for them (as listed 
  in the adventure text). 
   
  Knowledge of Shadow: Through Martela Thriel, an 
  infiltrator in Tharizdun’s cults that learned the secrets of 
  shadow magic, you have learned fascinating but terrible 
  secrets. It is said that Tharizdun’s prison lies in an 
  inaccessible place on the Plane of Shadow, and that his 
  bonds are forged from the stuff of the plane itself. His 
  essence has become a part of that plane, and through the 
  knowledge of shadow magic, one can come to a greater 
  understanding of the nature of Tharizdun’s captivity, and 
  possibly how to destroy him forever. However, using the 
  dark secrets of shadow magic brings more of the essence 
  of that plane to Oerth, thus weakening the dread god’s 
  prison on the Plane of Shadow. This terrible truth is now 
  a burden for you to bear, and for those with good in their 
  hearts, it is a constant gnawing at the edges of a sane 
  mind – to bring Tharizdun closer to freedom in order to 
  understand how to ultimately defeat him. 
   
  You have access to the shadowcaster class from Tome 
  of Magic. Every time you gain a level in shadowcaster, 
  you may choose to convert one existing arcane 
  spellcasting class level into a level of shadowcaster, as 
  detailed on page 115 (“A Creeping Darkness: Multiclass 
  Shadowcasters”). You also have access to all feats and 
  mysteries in the shadow magic section of Tome of Magic. 
  In addition, you also have access to the following prestige 
  classes: child of night, master of shadow, and 
  noctumancer. Lastly, you can use the rule presented in 
  the Living Greyhawk Campaign Sourcebook for pearls of 
  power to craft orbs of shadow, provided you meet all the 
  other prerequisites. This certificate does not grant you 
  access to orbs of shadow; you must still find them in 
  adventures as normal. 
   
  Most shadowcasters, especially those with this 
  knowledge, are not good aligned. However, a precious 
  few strong-willed souls attempt to practice the craft in the 
  hopes that their knowledge will prove indispensable in 
  the fight against Tharizdun. If you have a good 
  alignment, the maddening paradigm of your situation 
  brings you to the brink of insanity. At the beginning of 
  every adventure, good-aligned characters must make a 
  Will saving throw, DC 10 + their shadowcaster (or other 
  mystery user) levels or begin play with 1d4 points of 
  Wisdom damage. Show your DM this certificate at the 
  beginning of each adventure; the DM rolls the damage. 
   
  Favor of Varachan: Varachan is grateful that you all 
  have come back safely from your adventuring. He is 
  disillusioned that so much about the dark arts was hidden 
  away in the Lost Temple. A dark cloud still hangs over the 
  Yatil Mountains even though the evil has been purged. 
  Varachan believes that the Plane of Shadow may never 
  leave this area, but it has, at least, been stopped from 
  taking over the lands.  
   
  Varachan, through his many sources from around 
  Oerth, can get you in contact with people that will train 
  you in the following prestige classes:  darkrunner (Lords 
  of Madness), death delver (Heroes of Horror), duskblade 
  class (Player’s Handbook II). Additionally, he can arrange 
  training in the alternate class features for barbarian, bard, 
  and cleric listed in the Player’s Handbook II. If you 
  choose an alternate class ability, write the choice on the 
  AR of the adventure you chose it. You cannot switch back 
  to the core class ability at any point. 
   
  ITEMS FOR THE 
  ADVENTURE RECORD 
  Special Items: 
  For the PC who picked up a special skull and returned it 
  to the gnomes they can have the gnomes fuse it in ONE 
  weapon, suit of armor or shield of their choosing. The 
  skull fuses itself into that item. Circle to which skull the 
  PC has access. Each skull has different abilities.  
   
  Each +1 enhancement bonus or +1 special ability of 
  the item chosen adds 1 to the ego of the intelligent item 
  so please fill that in on the AR and  
   
  The skull’s base ego scores are:  
   
  Halfling: Ego 10 
   
  Elf: Ego 10 
   
  Half-Orc: Ego 13 
   
  Goblin: Ego 13 
  Hector the Halfling: AL LG; Int 10, Wis 16, Cha 
  16; Speech (Common, Halfling), 60 ft. darkvision and 
  hearing. Lesser powers: deathwatch continually active, 10 
  ranks in Listen (total +13); cure moderate wounds (2d8+3) 
  on wielder 3/day. Ego: ____; Cost 20,200 gp. 
  Ionia the Elf: AL CG; Int 16, Wis 10, Cha 16; 
  Speech (Common,  Elf, Dwarf, Halfling), 60 ft darkvision 
  and hearing. Lesser powers: 10 ranks Knowledge (arcane) 
  (total +13), detect magic at will, 10 ranks in Spellcraft 
  (total +13); Ego: ____; Cost 19,600 gp. 
  Teebor the Goblin: Int 17, Wis 10, Cha 17; Speech 
  (Common, Draconic, Goblin, Halfling), telepathy, 120 ft. 
  darkvision and hearing. Lesser powers: 10 ranks in Bluff 
  (total +13), invisibility 1/day, mirror image 2/day; greater 
  powers: haste 3/day; Ego _____; Total Cost 43,000 gp. 
  Grunks the Half-Orc: AL CN; Int 17, Wis 17, Cha 
  10; Speech (Common, Goblin, Halfling ,Orc), telepathy, 
  120 ft. darkvision and hearing. Lesser powers: 10 ranks in 
  Intimidate (total +13), bear’s endurance 2/day, rage 2/day; 
  greater powers: fly 1/day; Ego _____; Total Cost 37,000 gp. 
   
  If the PC also picked up one of the green or purple stones 
  they may add those to the skulls (they go into the eye 
  sockets). Their abilities also fuse into that item.  
   
  The purple stone can cast insanity 1/day using the 
  PCs’ level as the caster level. (Cost 7,500 gp) 
   
  The green stone casts disintegrate 1/day using the 
  PCs’ level as the caster level. (Cost 7,500 gp) 
   
  The PC must donate the market price of the 
  upgrades to the gnomes.  
   
  
  CORS6-03 Shadows of the Dread Spiral (High) 
   
  Page 23 
  υ Collar of Umbral Metamorphosis: A command 
  word both activates and deactivates the collar. This 
  requires a standard action. A collar functions for up to 10 
  minutes per day, divided up as you see fit (but each use 
  counts as 1 minute, minimum); This item transforms you 
  into a being of shadow, bestowing the dark creature 
  template; Moderate transmutation; CL 11th; Craft 
  Wondrous Item, shadow investiture,; 1 1b; Price: 10,800 
  gp. 
   
  ITEM ACCESS 
  APL 10 
   Vest of Resistance +3 (Adventure; CA) 
   Ring of Nullification (Adventure; Tome of Magic) 
   +1 Sudden Stunning Heavy Mace (Adventure; 
  DMG2) 
   Pearl of Power 3rd (Adventure; DMG) 
   Wand of Mirror Image (Adventure; DMG) 
   Boots of Speed (Adventure; DMG) 
   Pink Rhomboid Ioun Stone (Adventure; DMG) 
   Collar of Umbral Metamorphosis (Adventure; Tome 
  of Magic) 
   
  APL 12 (all of APL 10 plus the following) 
   Wand of Slow (Adventure; DMG) 
   Boots Of Striding And Springing (Adventure; DMG) 
   +1 Flaming Surge Greatsword (Adventure; DMG 2) 
   
  APL 14 (all of APLs 10-12 plus the following) 
   Chime Of Interruption (Adventure; DMG) 
   Wand Of False Life (15 charges) (Adventure; 1,350 
  gp) 
   +1 Heavy Steel Shield Light fortification (Adventure; 
  DMG) 
   Amulet Of Natural Armor +3 (Adventure; DMG) 
   Cape Of The Mounteback  (Adventure; DMG) 
   +1 Mithral Breastplate (Adventure; DMG) 
   Ring of Evasion (Adventure; DMG) 
   +1 Icy Burst Rapier (Adventure; DMG) 
   +1 Keen Longbow (Adventure; DMG) 
   +1 Wounding Flaming Surge 
  Greatsword(Adventure; DMG 2) 
   
  APL 16 (all of APLs 10-14 plus the following) 
   Cloak of Charisma +6(Adventure; DMG) 
   Periapt Of Wisdom +6(Adventure; DMG) 
   +4 Leafweave Leather Armor (Adventure; Races of 
  Wild) 
   
   
   
  
  Shadows of the Dread Spiral  
   
  Page 24 
   
   
  Appendix 1: APL 10 
  ENCOUNTER 2 
  �Lilitu*: CR 12; Medium outsider (chaotic, evil, 
  extraplanar, tanar’ri); HD 14d8+56; hp 119; Init +8; Spd 
  40 ft; AC 31 , touch 18, flat-footed 23; Base Atk +14; Grp 
  +17; Atk +22 melee (1d4+3 plus poison, stinger) or +21 
  melee (1d6+2, claw); Full Atk +23/+18/+13 melee 
  (1d6+3, masterwork light mace) or +22 melee (1d4+3 
  plus poison, 4 stingers) or +21 melee (1d6+2, 2 claws); 
  Space/Reach 5ft./ 5ft (10 ft. with stinger); SA Lilitu’s 
  gift; SQ Tanar’ri traits, item use, mock divinity, 
  darkvision 60 ft., telepathy 100 ft., resistance acid, cold, 
  fire 10, SR 23, damage reduction 10/cold iron or good, 
  immune to electricity and poison, shroud alignment; 
  AL CE; SV Fort +13, Ref +17, Will +14; Str 17, Dex 26, 
  Con 18, Int 19, Wis 20, Cha 30.  
   
  Skills and Feats: Bluff +29, Concentration +21, 
  Diplomacy +31, Disguise +27 (+29 acting), Forgery +21, 
  Heal +22, Intimidate +31, Knowledge (religion) +21, 
  Listen +22, Perform (dance) +27, Sense Motive +22, 
  Spot +22; Combat Reflexes, Persuasive, Quicken Spell-
  Like Ability (suggestion), Weapon Finesse, Spell 
  Penetration 
   
  Spells Prepared: (6/7+1/7+1/5+1/5+1/3+1; save DC 
  = 20 + Spell Level; 0th – cure minor wounds (4), detect 
  magic, mending; 1st – command, cure light wounds 
  (4), disguise self (D), divine favor, shield of faith; 2nd – 
  cure moderate wounds (4), invisibility (D), sound burst, 
  hold person, eagle’s splendor; 3rd – bestow curse, cure 
  serious wounds (2), dispel magic, searing light, magic 
  vestment, nondetection (D); 4th – confusion (D), cure 
  critical wounds (2), freedom of movement, death ward; 
  5th – lesser planar binding (D), flame strike, slay living, 
  true seeing 
   
  Possessions: +1 glamered chain shirt, pearl of 
  power 3rd, amulet of might fists +1, incense of 
  meditation, masterwork light mace, fancy jewelry. 
   
  Spell-Like Abilities: (CL 14th): At will – charm 
  monster (DC 24), detect good, detect thoughts (DC 22), 
  disguise self (DC 21, no limit on duration), fly, 
  suggestion (DC 23), greater teleport (self plus 50 
  pounds of objects only), sending, tongues; 1/day – 
  dominate person (DC 25), Quickened suggestion (DC 
  23), symbol of persuasion (DC 26) 
   
  * see Appendix 2: New Rules Items 
   
  Power-Up 
  Suite 
  (Prepared 
  – 
  magic 
  vestment, freedom of movement, true seeing, 
  death ward): AC 32 , touch 18, flat-footed 24;  
   
  Spells Prepared: (6/7+1/7+1/5+1/5+1/3+1; save DC 
  = 20 + Spell Level; 0th – cure minor wounds (4), detect 
  magic, mending; 1st – command, cure light wounds 
  (4), disguise self (D), divine favor, shield of faith; 2nd – 
  cure moderate wounds (4), invisibility (D), sound burst, 
  hold person, eagle’s splendor; 3rd – bestow curse, cure 
  serious wounds (2), dispel magic, searing light, magic 
  vestment, nondetection (D); 4th – confusion (D), cure 
  critical wounds (2), freedom of movement, death ward; 
  5th – lesser planar binding (D), flame strike, slay living, 
  true seeing 
   
  ENCOUNTER 4 
  �Shadow Elemental: CR 9; Huge elemental 
  (extraplanar, incorporeal); HD 16d8+64; hp 136; Init +8; 
  fly 40 ft (perfect); AC 13 (-2 size, +1 deflection, +4 Dex), 
  touch 13, flat-footed 9; Base Atk +12; Grp +20; Atk +15 
  melee (2d6 plus 2d6 cold, incorporeal touch); Full Atk 
  +15 melee (2d6 plus 2d6 cold, 2 incorporeal touches); 
  Space/Reach 15ft./15 ft.; SA Shadow mastery, dusk and 
  dawn; SQ Blindsight 60 ft., elemental traits, incorporeal 
  traits; AL NE; SV Fort +9, Ref +16, Will +5; Str -, Dex 18, 
  Con 18, Int 6, Wis 11, Cha 11.  
   
  Skills and Feats: Listen +11, Spot +12; Alertness, 
  Combat Reflexes, Flyby Attack, Improved Initiative, 
  Lightning Reflexes, Weapon Focus (incorporeal touch)  
   
  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): Three times per day, a 
  shadow elemental can use dusk and dawn, as the 
  mystery. It has a caster level equal to one-half its HD. 
   
  * see Appendix 2: New Rules Items 
   
  ENCOUNTER 5 
  �The 
  Unforgiving 
  Darkness: 
  male 
  human 
  shadowcaster 10; CR 10; Medium humanoid (human); 
  HD 10d6+20; hp 70; Init +7; Spd 30 ft; AC 13, touch 13, 
  flat-footed 10; Base Atk +5; Grp +4; Atk/Full Atk +5 
  melee (1d8, +1 morningstar) or +8 ranged (1d8, light 
  crossbow); SA Fundamentals of shadows, apprentice 
  mysteries, initiate mysteries; SQ See in darkness 30 ft., 
  sustaining shadows; AL CE; SV Fort +11, Ref +8, Will 
  +9; Str 8, Dex 16, Con 14, Int 16, Wis 10, Cha 18.  
   
  Skills and Feats Concentration +15, Hide +10, 
  Knowledge (arcane) +8, Knowledge (the planes) +8 , 
  Move Silently +8, Spellcraft +13, Spot +12; Shadow 
  Cast*, 
  Empower 
  Mystery*, 
  Quicken 
  Mystery*, 
  Improved Initiative, Improved Toughness*, Path 
  Focus* (Veil of Shadows), Reach Mystery*, Still 
  Mystery* 
   
  Mysteries and Fundamentals: Save DC = 14 + 
  Fundamental/Mystery level; save DC = 15 + Veil of 
  Shadows Mystery level; Fundamentals (3/day 
  each): 0 – arrow of dusk*, caul of shadow*, mystic 
  reflections*, 
  shadow 
  hood*, 
  umbral 
  hand*; 
  Apprentice 
  paths: 
  (act 
  like 
  spell-like 
  abilities): 1st – steel shadows* (2/day) , dusk and 
  dawn*(2/day), carpet of shadows*(2/day); 2nd – black 
  fire*(2/day), shadow skin*(2/day); 3rd – dancing 
  shadows*(2/day); Initiate paths (act like spells): 
  4th – shadows fade*(1/day), bolster* (1/day), shadow 
  vision*(1/day); 5th – languor*(1/day) 
   
  Possessions: light crossbow, +1 morningstar, 
  headband of intellect +2, amulet of health +2, vest of 
  
  Shadows of the Dread Spiral  
   
  Page 25 
   
   
  resistance +2, cloak of charisma +2, orb of shadow* 
  (apprentice 3rd), gloves of dexterity +2 
   
  Sustaining Shadow (Ex): The shadowcaster 
  need eat only a single meal per week to maintain health 
  and only needs 1 hour of sleep per night (but you must 
  still rest for 8 hours to regain your mysteries for the 
  next day). 
   
  Mysteries and Paths*: see Appendix 2 for 
  explanation. 
   
  * see Appendix 2: New Rules Items  
   
  Power-Up Suite (Prepared – caul of 
  shadow, steel shadow, 
  dancing shadows, 
  bolster): hp 120; AC 21, touch 15, flat-footed 18; Also 
  has concealment based on dancing shadows  
   
  Mysteries and Fundamentals: Save DC = 14 + 
  Fundamental/Mystery level; save DC = 15 + Veil of 
  Shadows Mystery level; Fundamentals (3/day 
  each): 0 – arrow of dusk*, caul of shadow*(2/day), 
  mystic reflections*, shadow hood*, umbral hand*; 
  Apprentice 
  paths: 
  (act 
  like 
  spell-like 
  abilities): 1st – steel shadows* (1/day) , dusk and 
  dawn*(2/day), carpet of shadows*(2/day); 2nd – black 
  fire*(2/day), shadow skin*(2/day); 3rd – dancing 
  shadows*(0/day); Initiate paths (act like spells): 
  4th – shadows fade*(1/day), bolster* (0/day), shadow 
  vision*(1/day); 5th – languor*(1/day) 
   
  �Dark Stone Giants (2): CR 8; Large giant (earth, 
  extraplanar); HD 14d8+56; hp 140; Init +5; Spd 50 ft; 
  AC 30, touch 14, flat-footed 25; Base Atk +10; Grp +22; 
  Atk +22 melee (2d8+16, +1 large greatclub)  or +20 
  melee (1d4+9, slam)  or +14 ranged (2d8+15, rock); Full 
  Atk +22/+17 melee (2d8+16, +1 large greatclub)  or +20 
  melee (1d4+9, 2 slams) or +14 ranged (2d8+15, rock); 
  Space/Reach 10 ft./10ft.; SA Rock throwing; SQ 
  Darkvision 60 ft., superior low-light vision, cold 
  resistance 10, rock catching, hide in plain sight; AL NE; 
  SV Fort +16, Ref +11, Will +10;  Str 31, Dex 20, Con 21, 
  Int 10, Wis 14, Cha 8.  
   
  Skills and Feats: Climb +15, Hide +23, Listen +12, 
  Move Silently +11, Spot +11; Combat Reflexes, Iron 
  Will, Weapon Focus (greatclub), Power Attack, 
  Improved Toughness* 
   
  Possessions: +1 large mithral chain shirt, +1 large 
  greatclub, amulet of health +2, vest of resistance +2, 
  gloves of dexterity +2 
   
  Power-Up 
  Suite 
  (both 
  have 
  dancing 
  shadows cast on them): Has concealment based on 
  dancing shadows 
   
  ENCOUNTER 6 
  �Broack Hardstone: male dwarf cleric 9; CR 9; 
  Medium humanoid (dwarf); HD 9d8+27; hp 74; Init +4; 
  Spd 20 ft; AC 23, touch 11, flat-footed 23; Base Atk +6; 
  Grp +8; Atk +9 melee (1d8+2, +1 heavy mace)  or +6 
  ranged (1d8, light crossbow); Full Atk +9/+4 melee 
  (1d8+2, +1 sudden stunning heavy mace) or +6 ranged 
  (1d8, light crossbow) ; AL CN; SV Fort +10, Ref +6, Will 
  +11;  Str 14, Dex 10, Con 16, Int 8, Wis 18, Cha 12.  
   
  Skills and Feats Concentration +13, Knowledge 
  (Religion) +1 , Spellcraft +3; Combat Casting, 
  Lightning Reflexes, Improved Initiative, Skill Focus 
  (concentration)  
   
  Spells Prepared (6/5+1/5+1/4+1/3+1/1+1; save DC 
  = 14 + Spell Level; 0th – create water, detect magic, 
  light, mending, purify food and drink, detect poison; 
  1st – inflict light wounds, shield of faith, bless, bane, 
  Nystul’s magic aura**; 2nd – bull’s strength, calm 
  emotions, sound burst, spiritual weapon, inflict 
  moderate wounds, invisibility**; 3rd –dispel magic**, 
  magic 
  vestment 
  (x2), 
  protection 
  from 
  energy, 
  invisibility purge ; 4th – death ward, divine power, 
  freedom of movement, confusion**; 5th – flame strike, 
  spell resistance** 
   
  **Domains: Magic and Trickery 
   
  Possessions: +1 full plate, +1 heavy steel shield, +1 
  sudden stunning heavy mace*, light crossbow, vest of 
  resistance +1, ring of protection +1, periapt of wisdom 
  +2, wand of mirror image, cloak of charisma +2 
   
  Power-Up Suite (Prepared – divine power, 
  magic vestment twice, freedom of movement, 
  protection from energy, spell resistance, 
  death ward): hp 83; AC 27 (+11 armor, +5 shield, +1 
  deflection), touch 11, flat-footed 27; Atk +15 melee 
  (1d8+6, +1 heavy mace) or +9 ranged (1d8, light 
  crossbow); Full Atk +15/+10 melee (1d8+6, +1 sudden 
  stunning heavy mace) or +9 ranged (1d8, light 
  crossbow); SR 21, protection from electricity (108 hp); 
  Str 20. 
   
  Spells Prepared (6/5+1/5+1/4+1/3+1/1+1; save DC 
  = 14 + Spell Level; 0th – create water, detect magic, 
  light, mending, purify food and drink, detect poison; 
  1st – inflict light wounds, shield of faith, bless, bane, 
  Nystul’s magic aura**; 2nd – bear’s endurance, calm 
  emotions, sound burst, spiritual weapon, inflict 
  moderate wounds, invisibility**; 3rd –dispel magic**, 
  magic 
  vestment 
  (x2), 
  protection 
  from 
  energy, 
  invisibility purge ; 4th – death ward, divine power, 
  freedom of movement, confusion**; 5th – flame strike, 
  spell resistance** 
   
  * see Appendix 2: New Rules Items  
   
  �Elias Yuli: male human fighter 9; CR 9; Medium 
  humanoid (human); HD 9d10+18; hp 90; Init +1; Spd 
  30 ft; AC 19, touch 12, flat-footed 17; Base Atk +9; Grp 
  +13; Atk +17 melee (2d6+11, +1 greatsword/17-20) + or 
  +10 ranged (1d8, longbow); Full Atk +17/+12 melee 
  (2d6+11, +1 greatsword/17-20) + or +10/+5 ranged (1d8, 
  longbow)  Dex; AL CN; SV Fort +9, Ref +7, Will +7;  Str 
  18, Dex 13, Con 15, Int 10, Wis 12, Cha 8.  
   
  Skills and Feats:  Climb +10, Jump +10 , Ride +12 , 
  Tumble +5; Weapon Focus (greatsword), Weapon 
  Specialization (greatsword), Quick Draw, Lightning 
  Reflexes, Power Attack, Iron Will, Lunging Strike*, 
  Melee 
  Weapon 
  Mastery 
  (slashing)*, 
  Improved 
  Toughness*, Improved Critical (greatsword)  
   
  Possessions: +1 chain shirt, +1 greatsword, 
  longsword, falchion, longbow, cloak of resistance +1, 
  
  Shadows of the Dread Spiral  
   
  Page 26 
   
   
  ring of protection +1, +1 amulet of natural armor, 
  gauntlets of ogre power 
   
  * see Appendix 2: New Rules Items 
   
  �Relia Afterglow: female elf rogue 10; CR 10; 
  Medium humanoid (elf); HD 10d6+10; hp 53; Init +8; 
  Spd 30 ft; AC 20, touch 15, flat-footed 16; Base Atk +7; 
  Grp +7; Atk +13 melee (1d6, masterwork rapier)  or +13 
  ranged (1d8+1, +1 longbow); Full Atk +13/+8 melee 
  (1d6, masterwork rapier)  or +13/+8 ranged (1d8+1, +1 
  longbow); SA Sneak attack +5d6, improved evasion, 
  uncanny dodge, improved uncanny dodge, trapfinding, 
  trap sense +3; AL CN; SV Fort +5, Ref +13, Will +4;  Str 
  10, Dex 20, Con 12, Int 14, Wis 10, Cha 12.  
   
  Skills and Feats:  Balance +9, Bluff +6, Decipher 
  Script +7, Diplomacy +6, Disable Device +14, Escape 
  Artist +16, Hide +16, Listen +13, Move Silently +16, 
  Open Lock +11, Search +11, Sleight of Hand +7, 
  Spot+13, Tumble +16, Use Magic Device +5; Weapon 
  Finesse, Improved Initiative, Point Blank Shot, Precise 
  Shot 
   
  Possessions: +1 chain shirt, masterwork rapier, 
  longsword, +1 longbow, cloak of resistance +1, ring of 
  protection +1, periapt of wisdom +2, gloves of dexterity 
  +2 
   
  ENCOUNTER 9 
  �Created Ghasts (2): CR 3; Medium undead; HD 
  4d12+11; hp 44; Init +5; Spd 30 ft; AC 19 , touch 15, flat-
  footed 14; Base Atk +2; Grp +7; Atk +9 melee (1d8+7 
  plus 1d6 cold plus 2d6 to living creatures plus paralysis, 
  bite); Full Atk +9 melee (1d8+7 plus 1d6 cold plus 2d6 
  to living creatures plus paralysis, bite) and +7 melee 
  (1d4+4 plus 2d6 to living creatures plus 1d6 cold, 2 
  claws); SA Ghoul fever, paralysis, stench; SQ 
  Darkvision 60ft. undead traits, +10 turn resistance; AL 
  CE; SV Fort +1, Ref +6, Will +6; Str 21, Dex 21, Con -, 
  Int 13, Wis 14, Cha 16.  
   
  Skills and Feats: Balance +9, Climb +11, Hide +10, 
  Jump +11, Move Silently +10, Spot +8; Multiattack, 
  Toughness 
   
  ENCOUNTER 10 
  �Darken Iyes: male human dread necromancer 12*; 
  CR 12; Medium humanoid (human); HD 12d6+36; hp 
  81; Init +1; Spd 40 ft; AC 18 , touch 13, flat-footed 17; 
  Base Atk +6; Grp +6; Atk +7 melee (1d8+1, +1 battleaxe) 
  or +7 ranged (1d8, light crossbow); Full Atk +7/+2 
  melee (1d8+1, +1 battleaxe) or +7 ranged (1d8, light 
  crossbow); SA Rebuke undead, charnel touch (1d8+3), 
  negative energy burst, fear aura, scabrous touch 
  (2/day), enervating touch; SQ Lich body DR 6/magic 
  and bludgeoning, advanced learning, mental bastion 
  (+2), summon familiar, undead mastery, negative 
  energy resistance, light fortification(25%), darkvision 
  60 ft, hide in plain sight, cold resistance 10, superior 
  low-light vision; AL CE; SV Fort +10, Ref +8, Will +12;  
  Str 10, Dex 13, Con 16, Int 8, Wis 12, Cha 22.  
   
  Skills and Feats: Concentration +18, Decipher 
  Script +1, Hide +9, Knowledge (Arcana) +1, Knowledge 
  (Religion) +1, Spellcraft +6; 
  Spell Penetration, 
  Corpsecrafter*, Deadly Chill*, Bolster Resistance*, 
  Necromantic Presence*, Necromantic Might* 
   
  Spells Known (8/4/6/6/6/2; save DC = 16 + Spell 
  Level); 1st – bane, bestow wound*, cause fear, chill 
  touch, detect magic, detect undead, doom, hide from 
  undead, inflict light wounds, ray of enfeeblement, 
  summon undead I*, undetectable alignment; 2nd – 
  blindness/deafness, command undead, darkness, death 
  knell, false life, gentle repose, ghoul touch, inflict 
  moderate wounds, scare, spectral hand, summon 
  swarm, summon undead II*; 3rd – crushing despair, 
  halt undead, inflict serious wounds, ray of exhaustion, 
  speak with dead, summon undead III*, undead torch*, 
  vampiric touch; 4th – animate dead, bestow curse, 
  contagion, death ward, dispel magic, enervation, 
  Evard’s black tentacles, fear, giant vermin, inflict 
  critical wounds, phantasmal killer, poison, summon 
  undead IV*; 5th – blight, cloudkill, fire in the blood*, 
  greater dispel magic, insect plague, lesser planar 
  binding, magic jar, mass inflict light wounds, 
  nightmare, night’s caress*, oath of blood*, slay living, 
  summon undead V*, undeath to death, unhallow, 
  waves of fatigue; 6th – acid fog, circle of death, create 
  undead, eyebite, geas/quest, harm, mass inflict 
  moderate wounds, planar binding, waves of exhaustion. 
   
  Possessions: +1 chain shirt, +1 battleaxe, light 
  crossbow, cloak of charisma +4, vest of resistance +3, 
  ring of nullification*, ring of protection +2, pink ioun 
  stone (con +2), collar of umbral metamorphosis* 
   
  Negative Energy Burst (Su): 2/day; 12d4 
  damage Will save DC 22 half.  
   
  Fear Aura (Su): Beginning at 5th level, a dread 
  necromancer radiates a 5 foot radius fear aura as a free 
  action. Enemies in the area must succeed on a Will save 
  (DC 22) or become shaken. A creature who successfully 
  saves cannot be affected by that dread necromancer’s 
  fear aura for 24 hours. 
   
  Scabrous Touch (Su): This ability works like 
  the contagion spell inflicting the disease of her choice 
  immediately, with no incubation period, unless the 
  target makes a successful Fortitude save (DC 22). The 
  DC for subsequent saving throws to resist the effects of 
  the disease depends on the disease inflicted. Activating 
  this class feature is a swift action. The effect lasts until 
  the dread necromancer makes a successful charnel 
  touch attack. The spectral hand spell enables a dread 
  necromancer to deliver a scabrous touch attack from a 
  distance.  
   
  Enervating Touch (Su): Each day, she can 
  bestow a total number of negative levels equal to one-
  half her class level, but no more than two negative 
  levels with a single touch. The saving throw to remove 
  the negative levels has a Fortitude save DC of 22.  
   
  Power-Up Suite (Prepared – false life, 
  death ward, fire in the blood): hp 96 
   
  
  Shadows of the Dread Spiral  
   
  Page 27 
   
   
  ENCOUNTER 12 
  �Yar’Fic: mind flayer sorcerer 3; CR 11; Medium 
  aberration; HD 8d8+3d4+33; hp 93; Init +8; Spd 30 ft; 
  AC 22, touch 14, flat-footed 18; Base Atk +7; Grp +7; 
  Atk +11 melee (1d4, tentacle); Full Atk +11 melee (1d4, 
  4 tentacles); SA Mind blast, psionics, improved grab, 
  extract; SQ Darkvision 60 ft., SR 28, telepathy 100 ft.; 
  AL CE; SV Fort +8, Ref +9, Will +15; Str 10, Dex 18, 
  Con 16, Int 18, Wis 19, Cha 23.  
   
  Skills and Feats: Bluff +20, Concentration +17, 
  Hide +15, Intimidate +16, Knowledge (arcane) +18, 
  Knowledge (planes) +15, Listen +13, Move Silently +15, 
  Spellcraft +18, Spot +16; Improved Initiative, Weapon 
  Finesse, Dodge, Improved Toughness*  Spells 
  Known (6/6; save DC = 16+ Spell Level; o – acid splash, 
  detect magic, mage hand, ray of frost, read magic; 1st – 
  lesser acid orb*, ray of enfeeblement, shield;  
   
  Possessions: cloak of charisma +2, vest of 
  resistance +2, wand of magic missile (7th), amulet of 
  natural armor +1, gloves of dexterity +2, piece of 
  shadow entity 
   
  Mind Blast (Sp): This psionic attack is a cone 60 
  feet long. Anyone caught inn this cone must succeed 
  on a DC 20 Will save or be stunned for 3d4 rounds.  
   
  Psionics (Sp): At will – charm monster (DC 20), 
  detect thoughts (DC 18), levitate, plane shift, 
  suggestion (DC 17). Effective caster level 10th.  
   
  * see Appendix 2: New Rules Items 
   
  ENCOUNTER 13 
  �Srinthedul: Male adult shadow dragon; CR 13; 
  Large dragon; HD 19d12+57; hp 180; Init +0; Spd 80 ft; 
  fly 150 ft (average); AC 35, touch 11, flat-footed 35; Base 
  Atk +19; Grp +28; Atk +23 melee (2d6+5, bite) or +21 
  melee (1d8+3, claw); Full Atk +23 melee (2d6+5, bite)  
  and +21 melee (1d8+3, 2 claws)  and +21 melee (1d6+3, 
  2 wings)  and +21 melee (1d8+7, tail slap); Space/Reach 
  10ft./5 ft. (10ft. with bite); SA Breath weapon, frightful 
  presence, dimension door, mirror image, spells; SQ 
  Immunity to energy drain, paralysis, sleep, shadow 
  blend, DR 5/magic, SR 27, blindsense 60 ft, darkvision 
  120 ft; AL CE; SV Fort +19, Ref +13, Will +23;  Str 21, 
  Dex 10, Con 17, Int 20, Wis 20, Cha 21.  
   
  Skills and Feats:  Concentration +25, Diplomacy 
  +27, Escape Artist +22, Intimidate +27, Knowledge 
  (planes) +27, Knowledge (religion) +27, Listen +27, 
  Search +27, Sense Motive +27, Spot +27, Use Magic 
  Device +27; Multiattack, Hover, Wingover, Improved 
  Maneuverability*, Adroit Flyby Attack*, Recover 
  Breath*, Heighten Breath* 
   
  Possessions: ring of protection +2, amulet of 
  natural armor +2, cloak of resistance +2, pale blue 
  rhomboid ioun stone, Daazzix’s vest* 
   
  Breath Weapon (Su): 40 foot cone, damage 3 
  negative levels, Reflex save DC 24 half. 
   
  Spell-Like 
  Abilities: 
  3/day 
  nondetection; 
  2/day – dimension door, mirror image; 1/day – shadow 
  walk 
   
  Frightful Presence (Ex): 180 ft. radius, 18 HD 
  or less, Will DC 24 negates. 
   
  Shadow Blend (Su): In any condition of 
  illumination other than full daylight, a very young or 
  older shadow dragon can disappear into the shadows, 
  giving it total concealment. Artificial illumination, 
  even a light or continual flame spell, does not negate 
  this ability. A daylight spell, however, does. 
  Spells: As 5th level sorcerer. 
   
  Sorcerer spells: (6/7/3; save DC = 15 + spell level): 
  0 – detect magic, read magic, message, ray of frost, acid 
  splash, touch of fatigue; 1st –shield, magic missile, ray 
  of enfeeblement, grease; 2nd – see invisibility, 
  glitterdust.  
   
  * see Appendix 2: New Rules Items 
   
  Power-Up Suite (Prepared – mirror image, 
  shield, see invisibility): AC 39, touch 11, flat-
  footed 39 
  
  Shadows of the Dread Spiral  
   
  Page 28 
   
   
  APL 12 
  ENCOUNTER 2 
  �Lilitu*: cleric 2; CR 14; Medium Outsider (chaotic, 
  evil, extraplanar, tanar’ri); HD 16d8+64; hp 144; Init +8; 
  Spd 40 ft; AC 34, touch 20, flat-footed 26; Base Atk +15; 
  Grp +18; Atk +23 melee (1d4+4 plus poison, stinger)  or 
  +22 melee (1d6+2, claw); Full Atk +23 melee (1d4+4 
  plus poison, 4 stingers) or +22 melee (1d6+2, 2 claws); 
  Space/Reach 5ft./ 5ft (10 ft. with stinger); SA Lilitu’s 
  gift; SQ Tanar’ri traits, item use, turn or rebuke undead, 
  mock divinity, darkvision 60 ft., telepathy 100 ft., 
  resistance acid, cold, fire 10, SR 23, damage reduction 
  10/cold iron or good, immune to electricity and poison, 
  shroud alignment; AL CE; SV Fort +16, Ref +17, Will 
  +17; Str 18, Dex 26, Con 18, Int 19, Wis 20, Cha 32.  
   
  Skills and Feats: Bluff +30 , Concentration +23, 
  Diplomacy +32, Disguise +28 (+30 acting) , Forgery +21, 
  Heal +24, Intimidate +32, Knowledge (religion) +21, 
  Listen +22, Perform (dance) +28, Sense Motive +24, 
  Spellcraft +8, Spot +22; Combat Reflexes, Persuasive, 
  Quicken Spell-Like Ability (suggestion), Weapon 
  Finesse, Spell Penetration, Combat Casting  
  Spells 
  Prepared: (6/8+1/7+1/7+1/6+1/4+1/3+1; save DC = 21 + 
  Spell Level; CL 11th; 0th – cure minor wounds (4), 
  detect magic, mending; 1st – command, cure light 
  wounds (4), death watch, disguise self (D), divine favor, 
  shield of faith; 2nd – cure moderate wounds (4), 
  invisibility (D), sound burst, hold person, eagle’s 
  splendor; 3rd – bestow curse, blindness/deafness, cure 
  serious wounds (2), dispel magic, searing light (2), 
  magic vestment, nondetection (D); 4th – confusion (D), 
  cure critical wounds (2), freedom of movement, death 
  ward, restoration; 5th – lesser planar binding (D), flame 
  strike, greater command, slay living, true seeing; 6th – 
  harm, heal, antilife shell, mislead (D) 
   
  Possessions: +2 glamered chain shirt, masterwork 
  mace, pearl of power 3rd, amulet of might fists +1, 
  incense of meditation, elixir of truth, fancy jewelry, 
  cloak of charisma +2, ring of protection +2 
   
  Spell-Like Abilities: (CL 14th): At will – charm 
  monster (DC 24), detect good, detect thoughts (DC 22), 
  disguise self (DC 21, no limit on duration), fly, 
  suggestion (DC 23), greater teleport (self plus 50 
  pounds of objects only), sending, tongues; 1/day – 
  dominate person (DC 25), Quickened suggestion (DC 
  23), symbol of persuasion (DC 26) 
   
  * see Appendix 2: New Rules Items 
   
  Power-Up 
  Suite 
  (Prepared 
  – 
  magic 
  vestment, freedom of movement, true seeing, 
  death ward): AC 35, touch 20, flat-footed 27;  
   
  Spells 
  Prepared: 
  (6/8+1/7+1/7+1/6+1/4+1/3+1; 
  save DC = 21 + Spell Level; 0th – cure minor wounds 
  (4), detect magic, mending; 1st – command, cure light 
  wounds (4), death watch, disguise self (D), divine favor, 
  shield of faith; 2nd – cure moderate wounds (4), 
  invisibility (D), sound burst, hold person, eagle’s 
  splendor; 3rd – bestow curse, blindness/deafness, cure 
  serious wounds (2), dispel magic, searing light (2), 
  magic vestment, nondetection (D); 4th – confusion (D), 
  cure critical wounds (2), freedom of movement, death 
  ward, restoration; 5th – lesser planar binding (D), flame 
  strike, greater command, slay living, true seeing; 6th – 
  harm, heal, antilife shell, mislead (D) 
   
  ENCOUNTER 4 
  �Shadow Elemental, Greater: CR 11; Huge 
  elemental (extraplanar, incorporeal); HD 21d8+84; hp 
  178; Init +9; fly 40 ft (perfect); AC 14 (-2 size, +1 
  deflection, +5 Dex), touch 14, flat-footed 9; Base Atk 
  +15; Grp +23; Atk +19 melee (2d6 plus 4d6 cold, 
  incorporeal touch); Full Atk +19 melee (2d6 plus 4d6 
  cold, 2 incorporeal touches); Space/Reach 15ft./15 ft.; 
  SA Shadow mastery, dusk and dawn; SQ Blindsight 60 
  ft., elemental traits, incorporeal traits; AL NE; SV Fort 
  +11, Ref +19, Will +7; Str -, Dex 20, Con 18, Int 8, Wis 
  11, Cha 11.  
   
  Skills and Feats: Listen +14, Spot +14; Alertness, 
  Combat Reflexes, Dodge, Flyby Attack, Improved 
  Initiative, Lightning Reflexes, Mobility, Weapon Focus 
  (incorporeal touch)  
   
  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): Three times per day, a 
  shadow elemental can use dusk and dawn, as the 
  mystery. It has a caster level equal to one-half its HD. 
   
  * see Appendix 2: New Rules Items 
   
  ENCOUNTER 5 
  �The 
  Unforgiving 
  Darkness: 
  male 
  human 
  shadowcaster 12; CR 12; Medium humanoid (human); 
  HD 12d6+24; hp 84; Init +7; Spd 40 ft; AC 13, touch 13, 
  flat-footed 10; Base Atk +6; Grp +5; Atk +6 melee (1d8, 
  +1 morningstar) or +9 ranged (1d8, light crossbow); 
  Full Atk +6/+1 melee (1d8, +1 morningstar) or +9 
  ranged (1d8, light crossbow); SA Fundamentals of 
  shadows, apprentice mysteries, initiate mysteries; SQ 
  See in complete darkness (even magical darkness) 60 
  ft., sustaining shadows; AL CE; SV Fort +12, Ref +11, 
  Will +10; Str 8, Dex 17, Con 14, Int 16, Wis 10, Cha 20.  
   
  Skills and Feats: Concentration +17, Hide +12, 
  Knowledge (arcane) +8, Knowledge (the planes) +8, 
  Move Silently +10, Spellcraft +13, Spot +16; Shadow 
  Cast*, 
  Empower 
  Mystery*, 
  Quicken 
  Mystery*, 
  Improved Initiative, Improved Toughness*, Path 
  Focus* (Veil of Shadows), Reach Mystery*, Still 
  Mystery*, Lightning Reflexes  Mysteries 
  and 
  Fundamentals: Save DC = 15 + Fundamental/Mystery 
  level; save DC = 16 + Veil of Shadows Mystery level; 
  Fundamentals (3/day each): 0 – arrow of dusk*, 
  caul of shadow*, mystic reflections*, shadow hood*, 
  umbral hand*, sight obscured*; Apprentice paths: 
  (act like spell-like abilities): 1st – steel shadows* 
  
  Shadows of the Dread Spiral  
   
  Page 29 
   
   
  (2/day) 
  , 
  dusk 
  and 
  dawn*(2/day), 
  carpet 
  of 
  shadows*(2/day); 2nd – black fire*(2/day), shadow 
  skin*(2/day); 3rd – dancing shadows*(2/day); Initiate 
  paths (act like spells): 4th – shadows fade*(1/day), 
  bolster* 
  (1/day), 
  shadow 
  vision*(1/day), 
  warp 
  spell*(1/day); 5th – languor*(1/day), curtain of 
  shadows* (0/day);  
   
  Possessions: light crossbow, +1 morningstar, 
  headband of intellect +2, amulet of health +2, vest of 
  resistance +2, cloak of charisma +4, orb of shadow* 
  (apprentice 3rd), orb of shadow* (initiate 5th), boots of 
  striding and springing, gloves of dexterity +2 
   
  Sustaining Shadow (Ex): The shadowcaster 
  need eat only a single meal per week to maintain health 
  and only needs 1 hour of sleep per night (but you must 
  still rest for 8 hours to regain your mysteries for the 
  next day). 
   
  Mysteries and Paths*: see Appendix 2 for 
  explanation. 
   
  * see Appendix 2: New Rules Items  
   
  Power-Up Suite (Prepared – caul of 
  shadow, steel shadow, 
  dancing shadows, 
  bolster): hp 144; AC 21, touch 15, flat-footed 18); Also 
  has concealment based on dancing shadows. 
   
  Mysteries and Fundamentals: Save DC = 15 + 
  Fundamental/Mystery level; save DC = 16 + Veil of 
  Shadows Mystery level; Fundamentals (3/day 
  each): 0 – arrow of dusk*, caul of shadow*(2/day), 
  mystic reflections*, shadow hood*, umbral hand*, sight 
  obscured*(1/day); Apprentice paths: (act like 
  spell-like abilities): 1st – steel shadows* (2/day) , 
  dusk and dawn*(2/day), carpet of shadows*(2/day); 2nd 
  – black fire*(2/day), shadow skin*(2/day); 3rd – 
  dancing shadows*(0/day); Initiate paths (act like 
  spells): 4th – shadows fade*(1/day), bolster* (0/day), 
  shadow vision*(1/day), warp spell*(1/day); 5th – 
  languor*(1/day), curtain of shadows* (0/day); 
   
  �Dark Stone Giants (2): rogue 4; CR 10; Large giant 
  (earth, extraplanar); HD 14d8+4d6+76; hp 177; Init +5; 
  Spd 50 ft; AC 30 , touch 14, flat-footed 25; Base Atk +13; 
  Grp +26; Atk +25 melee (2d8+17, +1 large greatclub) or 
  +23 melee (1d4+9, slam); Full Atk +25/+20/+15 melee 
  (2d8+17, +1 large greatclub)  or +23 melee (1d4+9, 2 
  slams)  or +17 ranged (2d8+15, rock); Space/Reach 10 
  ft./10ft.; SA Sneak attack +2d6, rock throwing; SQ 
  Darkvision 60 ft., superior low-light vision, evasion, 
  uncanny dodge, trap sense +1, trapfinding, cold 
  resistance 10, rock catching, hide in plain sight; AL NE; 
  SV Fort +17, Ref +15, Will +11;  Str 32, Dex 20, Con 21, 
  Int 10, Wis 14, Cha 8.  
   
  Skills and Feats: Climb +16, Hide +34, Listen +13, 
  Move Silently +11, Spot +21 , Tumble +15 ra; Combat 
  Reflexes, Iron Will, Weapon Focus (greatclub), Power 
  Attack, Improved Toughness*, Improved Bull Rush, 
  Awesome Blow  
   
  Possessions: +1 large mithral chain shirt, +1 large 
  greatclub, amulet of health +2, vest of resistance +2, 
  gloves of dexterity +2, boots of speed 
   
  Power-Up 
  Suite 
  (both 
  have 
  dancing 
  shadows and sight obscured cast on them): 
  Has concealment based on dancing shadows. Hide +39  
   
  ENCOUNTER 6 
  �Broack Hardstone: male dwarf cleric 11; CR 11; 
  Medium humanoid (dwarf); HD 11d8+33; hp 91; Init 
  +4; Spd 20 ft; AC 23, touch 11, flat-footed 23; Base Atk 
  +8; Grp +10; Atk +11 melee (1d8+2, +1 sudden stunning 
  heavy mace)  or +8 ranged (1d8, light crossbow); Full 
  Atk +11/+6 melee (1d8+2, +1 sudden stunning heavy 
  mace) or +8 ranged (1d8, light crossbow); AL CN; SV 
  Fort +11, Ref +6, Will +13; Str 14, Dex 10, Con 16, Int 8, 
  Wis 20, Cha 12.  
   
  Skills and Feats: Concentration +14, Knowledge 
  (Religion) +0, Spellcraft +4; Combat Casting , 
  Lightning Reflexes, Improved Initiative, Skill Focus 
  (concentration)  Spells 
  Prepared 
  (6/7+1/5+1/5+1/4+1/3+1/1+1; save DC = 15 + Spell 
  Level; 0th – create water, detect magic, light, mending, 
  purify food and drink, detect poison; 1st – inflict light 
  wounds, detect undead, shield of faith(x2), bless, bane, 
  Nystul’s magic aura**; 2nd – bears endurance, calm 
  emotions, sound burst, spiritual weapon, inflict 
  moderate wounds, invisibility**; 3rd –dispel magic**, 
  magic 
  vestment 
  (x3), 
  protection 
  from 
  energy, 
  invisibility purge ; 4th – death ward, divine power, 
  greater magic weapon, freedom of movement, 
  confusion**; 5th – flame strike (x2), spell resistance**, 
  true seeing; 6th – harm, antimagic field** 
   
  **Domains: Magic and Trickery 
   
  Possessions: +1 full plate, +1 heavy steel shield, +1 
  sudden stunning heavy mace*, light crossbow, vest of 
  resistance +1, ring of protection +1, periapt of wisdom 
  +4, wand of slow, cloak of charisma +2 
   
  Power-Up Suite (Prepared – divine power, 
  magic vestment twice, freedom of movement, 
  protection from energy, spell resistance, 
  death ward, true seeing): hp 85; AC 27 , touch 11, 
  flat-footed 27; Atk +17 melee (1d8+6, +1 heavy mace)  
  or +11 ranged (1d8, light crossbow); Full Atk +17/+12 
  melee (1d8+6, +1 sudden stunning heavy mace) or +11 
  ranged (1d8, light crossbow) ; SR 23, protection from 
  electricity (120 hp); Str 20. 
   
  Spells Prepared (6/5+1/5+1/4+1/3+1/1+1; save DC 
  = 14 + Spell Level; 0th – create water, detect magic, 
  light, mending, purify food and drink, detect poison; 
  1st – inflict light wounds, detect undead, shield of 
  faith(x2), bless, bane, Nystul’s magic aura**; 2nd – bears 
  endurance, calm emotions, sound burst, spiritual 
  weapon, inflict moderate wounds, invisibility**; 3rd –
  dispel magic**, magic vestment (x3), protection from 
  energy, invisibility purge ; 4th – death ward, divine 
  power, greater magic weapon, freedom of movement, 
  confusion**; 5th – flame strike (x2), spell resistance**, 
  true seeing; 6th – harm, antimagic field** 
   
  * see Appendix 2: New Rules Items  
   
  �Elias Yuli: male human fighter 11; CR 11; Medium 
  humanoid (human); HD 11d10+22; hp 110; Init +1; Spd 
  
  Shadows of the Dread Spiral  
   
  Page 30 
   
   
  30 ft; AC 19, touch 12, flat-footed 17; Base Atk +11; Grp 
  +16; Atk +21 melee (2d6+12, +1 flaming surge 
  greatsword/17-20)  or +12 ranged (1d8, longbow); Full 
  Atk +21/+16/+11 melee (2d6+12, +1 flaming surge 
  greatsword/17-20)  or +12/+7 ranged (1d8, longbow); 
  AL CN; SV Fort +10, Ref +7, Will +7; Str 20, Dex 13, 
  Con 15, Int 10, Wis 12, Cha 8.  
   
  Skills and Feats Climb +11, Jump +11, Ride +12 , 
  Tumble +6, Swim +9; Weapon Focus (greatsword) , 
  Weapon Specialization (greatsword), Quick Draw, 
  Lightning Reflexes, Power Attack, Iron Will, Lunging 
  Strike*, Melee Weapon Mastery (slashing)*, Improved 
  Toughness*, Improved Critical (greatsword), Greater 
  Weapon Focus (greatsword)  
   
  Possessions: +1 chain shirt, +1 flaming surge 
  greatsword*, longsword, falchion, longbow, cloak of 
  resistance +1, ring of protection +1, +1 amulet of 
  natural armor, belt of giant strength +4 
   
  * see Appendix 2: New Rules Items 
   
  Power-Up 
  Suite 
  (Prepared 
  –magic 
  vestment): AC 21 , touch 11, flat-footed 19;  
   
  �Relia Afterglow: female elf rogue 12; CR 12; 
  Medium humanoid (elf); HD 12d6+12; hp 63; Init +9; 
  Spd 30 ft; AC 22, touch 17, flat-footed 16; Base Atk +9; 
  Grp +9; Atk +16 melee (1d6, masterwork rapier)  or +16 
  ranged (1d8+1, +1 longbow); Full Atk +16/+11 melee 
  (1d6, masterwork rapier) or +14/+14/+14 ranged 
  (1d8+1, +1 longbow); SA Sneak attack +6d6, improved 
  evasion, uncanny dodge, improved uncanny dodge, 
  trapfinding, trap sense +4; AL CN; SV Fort +6, Ref +15, 
  Will +5; Str 10, Dex 23, Con 12, Int 14, Wis 10, Cha 12.  
   
  Skills and Feats: Balance +12, Bluff +10, Decipher 
  Script +7, Diplomacy +8, Disable Device +15, Escape 
  Artist +21, Hide +21, Listen +15, Move Silently +21, 
  Open Lock +11, Search +12, Sleight of Hand +10, 
  Spot+15, Tumble +21, Use Magic Device +6; Weapon 
  Finesse, Improved Initiative, Point Blank Shot, Precise 
  Shot, Rapid Shot  Possessions: +1 mithral chain shirt, 
  masterwork rapier, longsword, +1 longbow, cloak of 
  resistance +1, ring of protection +1, periapt of wisdom 
  +2, gloves of dexterity +4 
   
  ENCOUNTER 9 
  �Created Ghasts (3): CR 3; Medium undead; HD 
  4d12+11; hp 44; Init +5; Spd 30 ft; AC 19, touch 15, flat-
  footed 14; Base Atk +2; Grp +7; Atk +9 melee (1d8+7 
  plus 1d6 cold plus 2d6 to living creatures plus paralysis, 
  bite) ; Full Atk +9 melee (1d8+7 plus 1d6 cold plus 2d6 
  to living creatures plus paralysis, bite) and +7 melee 
  (1d4+4 plus 2d6 to living creatures plus 1d6 cold, 2 
  claws); SA Ghoul fever, paralysis, stench; SQ 
  Darkvision 60ft. undead traits, +10 turn resistance; AL 
  CE; SV Fort +1, Ref +6, Will +6;  Str 21, Dex 21, Con -, 
  Int 13, Wis 14, Cha 16.  
   
  Skills and Feats: Balance +9, Climb +11, Hide +10, 
  Jump +11, Move Silently +10, Spot +8; Multiattack, 
  Toughness 
   
  ENCOUNTER 10 
  �Darken Iyes: male human dread necromancer 14*; 
  CR 14; Medium humanoid (human); HD 14d6+42; hp 
  95; Init +1; Spd 40 ft; AC 18, touch 13, flat-footed 17; 
  Base Atk +7; Grp +8; Atk +9 melee (1d8+2, +1 battleaxe) 
  or +8 ranged (1d8, light crossbow); Full Atk +9/+4 
  melee (1d8+2, +1 battleaxe) or +8 ranged (1d8, light 
  crossbow); SA Rebuke undead, charnel touch (1d8+3), 
  negative energy burst, fear aura, scabrous touch 
  (2/day), enervating touch; SQ Lich body DR 6/magic 
  and bludgeoning, advanced learning, mental bastion 
  (+4), summon familiar, undead mastery, negative 
  energy resistance, light fortification(25%), darkvision 
  60 ft, superior low-light vision, cold resistance 10, hide 
  in plain sight; AL CE; SV Fort +10, Ref +8, Will +13; Str 
  12, Dex 13, Con 16, Int 8, Wis 12, Cha 22.  
   
  Skills and Feats: Concentration +20, Decipher 
  Script +1, Hide +9, Knowledge (Arcana) +1 , 
  Knowledge 
  (Religion) 
  +1, 
  Spellcraft 
  +8; 
  Spell 
  Penetration, Corpsecrafter*, Deadly Chill*, Bolster 
  Resistance*, Necromantic Presence*, Necromantic 
  Might* 
   
  Spells Known (7/6/4/6/6/4/3; save DC = 16 + 
  Spell Level); 1st – bane, bestow wound*, cause fear, 
  chill touch, detect magic, detect undead, doom, hide 
  from undead, inflict light wounds, ray of enfeeblement, 
  summon undead I*, undetectable alignment; 2nd – 
  blindness/deafness, command undead, darkness, death 
  knell, false life, gentle repose, ghoul touch, inflict 
  moderate wounds, scare, spectral hand, summon 
  swarm, summon undead II*; 3rd – crushing despair, 
  halt undead, inflict serious wounds, ray of exhaustion, 
  speak with dead, summon undead III*, undead torch*, 
  vampiric touch; 4th – animate dead, bestow curse, 
  contagion, death ward, dispel magic, enervation, 
  Evard’s black tentacles, fear, giant vermin, inflict 
  critical wounds, phantasmal killer, poison, summon 
  undead IV*; 5th – blight, cloudkill, fire in the blood*, 
  greater dispel magic, insect plague, lesser planar 
  binding, magic jar, mass inflict light wounds, 
  nightmare, night’s caress*, oath of blood*, slay living, 
  summon undead V*, undeath to death, unhallow, 
  waves of fatigue; 6th – acid fog, circle of death, create 
  undead, eyebite, geas/quest, harm, mass inflict 
  moderate wounds, planar binding, waves of exhaustion; 
  7th – control undead, finger of death, greater harm*, 
  mass inflict serious wounds, song of discord, vile 
  death*. 
   
  Possessions: +1 chain shirt, +1 battleaxe, light 
  crossbow, cloak of charisma +4, vest of resistance +3, 
  ring of nullification*, ring of protection +2, gauntlets of 
  ogre power, pink ioun stone (con +2), collar of umbral 
  metamorphosis* 
   
  Negative Energy Burst (Su): 3/day; 14d4 
  damage Will save DC 23 half.  
   
  Fear Aura (Su): Beginning at 5th level, a dread 
  necromancer radiates a 5 foot radius fear aura as a free 
  action. Enemies in the area must succeed on a Will save 
  (DC 23) or become shaken. A creature who successfully 
  
  Shadows of the Dread Spiral  
   
  Page 31 
   
   
  saves cannot be affected by that dread necromancer’s 
  fear aura for 24 hours. 
   
  Scabrous Touch (Su): This ability works like 
  the contagion spell inflicting the disease of her choice 
  immediately, with no incubation period, unless the 
  target makes a successful Fortitude save (DC 23). The 
  DC for subsequent saving throws to resist the effects of 
  the disease depends on the disease inflicted. Activating 
  this class feature is a swift action. The effect lasts until 
  the dread necromancer makes a successful charnel 
  touch attack. The spectral hand spell enables a dread 
  necromancer to deliver a scabrous touch attack from a 
  distance.  
   
  Enervating Touch (Su): Each day, she can 
  bestow a total number of negative levels equal to one-
  half her class level, but no more than two negative 
  levels with a single touch. The saving throw to remove 
  the negative levels has a Fortitude save DC of 23.  
   
  * see Appendix 2: New Rules Item 
   
  Power-Up Suite (Prepared – false life, 
  death ward, fire in the blood, undetectable 
  alignment): hp 110 
   
  ENCOUNTER 12 
  �Yar’Fic: mind flayer sorcerer 5; CR 13; Medium 
  aberration; HD 8d8+5d4+39; hp 107; Init +8; Spd 30 ft; 
  AC 26, touch 14, flat-footed 22; Base Atk +8; Grp +8; 
  Atk +12 melee (1d4, tentacle); Full Atk +12 melee (1d4, 
  4 tentacles); SA Mind blast, psionics, improved grab, 
  extract; SQ Darkvision 60 ft., SR 28, telepathy 100 ft.; 
  AL CE; SV Fort +8, Ref +9, Will +16; Str 10, Dex 18, 
  Con 16, Int 18, Wis 19, Cha 26.  
   
  Skills and FeatsBluff +22, Concentration +19, Hide 
  +15, 
  Intimidate 
  +16, 
  Knowledge (arcane) 
  +20, 
  Knowledge (planes) +19, Listen +13, Move Silently +15, 
  Spellcraft +20, Spot +17; Improved Initiative, Weapon 
  Finesse, 
  Dodge, 
  Improved 
  Toughness*, 
  Spell 
  Penetration 
   
  Spells Known (6/6/6; save DC = 18+ Spell Level; o 
  – acid splash, detect magic, touch of fatigue, mage 
  hand, ray of frost, read magic; 1st – lesser acid orb*, ray 
  of enfeeblement, shield, mage armor; 2nd – glitterdust, 
  scorching ray. 
   
  Possessions: cloak of charisma +4, vest of 
  resistance +2, wand of magic missile (9th), amulet of 
  natural armor +1, gloves of dexterity +2, piece of 
  shadow entity 
   
  Mind Blast (Sp): This psionic attack is a cone 60 
  feet long. Anyone caught inn this cone must succeed 
  on a DC 22 Will save or be stunned for 3d4 rounds.  
   
  Psionics (Sp): At will – charm monster (DC 22), 
  detect thoughts (DC 20), levitate, plane shift, 
  suggestion (DC 19). Effective caster level 10th.  
   
  * see Appendix 2: New Rules Items 
   
  ENCOUNTER 13 
  �Srinthedul: male adult shadow dragon fighter 2; CR 
  15; Large dragon; HD 19d12+2d10+105; hp 270; Init +4; 
  Spd 80 ft; fly 150 ft (average); AC 35, touch 11, flat-
  footed 35; Base Atk +21; Grp +30; Atk +25 melee 
  (2d6+5, bite) or +25 melee (1d8+2, claw); Full Atk +25 
  melee (2d6+5, bite)  and +25 melee (1d8+2, 2 claws) and 
  +25 melee (1d6+2, 2 wings)  and +25 melee (1d8+7, tail 
  slap); Space/Reach 10ft./5 ft. (10ft. with bite); SA 
  Breath weapon, frightful presence, dimension door, 
  mirror image, spells; SQ Immunity to energy drain, 
  paralysis, sleep, shadow blend, DR 5/magic, SR 27, 
  blindsense 60 ft, darkvision 120 ft; AL CE; SV Fort +23, 
  Ref +13, Will +23;  Str 21, Dex 10, Con 18, Int 20, Wis 
  20, Cha 21.  
   
  Skills and Feats:  Climb +15, Concentration +27, 
  Diplomacy +27, Escape Artist +22, Intimidate +29, 
  Knowledge (planes) +27, Knowledge (religion) +27, 
  Listen +27, Search +27, Sense Motive +27, Spot +27, 
  Use Magic Device +27; Multiattack, Hover, Wingover, 
  Improved Maneuverability*, Adroit Flyby Attack*, 
  Recover 
  Breath*, 
  Heighten 
  Breath*, 
  Improved 
  Toughness*, 
  Improved 
  Multiattack*, 
  Improved 
  Initiative 
   
  Possessions: ring of protection +2, amulet of 
  natural armor +2, cloak of resistance +2, pale blue 
  rhomboid ioun stone, Daazzix’s vest* 
   
  Breath Weapon (Su): 40 foot cone, damage 3 
  negative levels, Reflex save DC 24 half. 
   
  Spell-Like 
  Abilities: 
  3/day 
  nondetection; 
  2/day – dimension door, mirror image; 1/day – shadow 
  walk. 
   
  Frightful Presence (Ex): 180 ft. radius, 18 HD 
  or less, Will DC 24 negates. 
   
  Shadow Blend (Su): In any condition of 
  illumination other than full daylight, a very young or 
  older shadow dragon can disappear into the shadows, 
  giving it total concealment. Artificial illumination, 
  even a light or continual flame spell, does not negate 
  this ability. A daylight spell, however, does. 
  Spells: As 5th level sorcerer. 
   
  Sorcerer spells: (6/7/3; save DC = 15 + spell level): 
  0 – detect magic, read magic, message, ray of frost, acid 
  splash, touch of fatigue; 1st –shield, magic missile, ray 
  of enfeeblement, grease; 2nd – see invisibility, 
  glitterdust.  
   
  * see Appendix 2: New Rules Items 
   
  Power-Up Suite (Prepared – mirror image, 
  shield, see invisibility): AC 39, touch 11, flat-
  footed 39 
   
  
  Shadows of the Dread Spiral  
   
  Page 32 
   
   
  APL 14 
  ENCOUNTER 2 
  �Lilitu*: cleric 4 CR 16; Medium outsider (chaotic, 
  evil, extraplanar, tanar’ri); HD 18d8+72; hp 162; Init +8; 
  Spd 40 ft; AC 34, touch 20, flat-footed 26; Base Atk +17; 
  Grp +20; Atk +25 melee (1d4+4 plus poison, stinger)  or 
  +24 melee (1d6+2, claw); Full Atk +25 melee (1d4+4 
  plus poison, 4 stingers)  or +24 melee (1d6+2, 2 claws); 
  Space/Reach 5ft./ 5ft (10 ft. with stinger); SA Lilitu’s 
  gift; SQ Tanar’ri traits, item use, turn or rebuke undead, 
  mock divinity, darkvision 60 ft., telepathy 100 ft., 
  resistance acid, cold, fire 10, SR 23, damage reduction 
  10/cold iron or good, immune to electricity and poison, 
  shroud alignment; AL CE; SV Fort +17 Ref +18, Will 
  +18; ; Str 18, Dex 26, Con 18, Int 19, Wis 20, Cha 34.  
   
  Skills and Feats:  Bluff +31, Concentration +25, 
  Diplomacy +33, Disguise +28 (+30 acting), Forgery +21, 
  Heal +26, Intimidate +33, Knowledge (religion) +21, 
  Listen +22, Perform (dance) +29, Sense Motive +24, 
  Spellcraft +14, Spot +23; Combat Reflexes, Persuasive, 
  Quicken Spell-Like Ability (suggestion), Weapon 
  Finesse, Spell Penetration, Combat Casting, Dodge  
   
  Spells 
  Prepared: 
  (6/8+1/8+1/7+1/7+1/5+1/4+1/3+1; save DC = 22 + Spell 
  Level; CL 13th; 0th – cure minor wounds (4), detect 
  magic, mending; 1st – command, cure light wounds 
  (4), death watch, disguise self (D), divine favor, shield 
  of faith; 2nd – cure moderate wounds (4), invisibility 
  (D), spiritual weapon, sound burst, hold person, eagle’s 
  splendor; 3rd – bestow curse, blindness/deafness, cure 
  serious wounds (2), dispel magic, searing light (2), 
  magic vestment, nondetection (D); 4th – confusion (D), 
  cure critical wounds (2), dismissal, freedom of 
  movement, death ward, restoration; 5th – lesser planar 
  binding (D), flame strike, dispel good, greater 
  command, slay living, true seeing; 6th – harm, heal, 
  antilife shell, blade barrier, mislead (D); 7th – screen 
  (D), holy star*, repulsion, mass inflict serious wounds 
   
  Possessions: +2 glamered chain shirt, masterwork 
  mace, pearl of power 3rd, amulet of might fists +1, 
  incense of meditation, elixir of truth, fancy jewelry, 
  cloak of charisma +4, ring of protection +2 
   
  Spell-Like Abilities: (CL 14th): At will – charm 
  monster (DC 24), detect good, detect thoughts (DC 22), 
  disguise self (DC 21, no limit on duration), fly, 
  suggestion (DC 23), greater teleport (self plus 50 
  pounds of objects only), sending, tongues; 1/day – 
  dominate person (DC 25), Quickened suggestion (DC 
  23), symbol of persuasion (DC 26) 
   
  * see Appendix 2: New Rules Items 
   
  Power-Up 
  Suite 
  (Prepared 
  – 
  magic 
  vestment, freedom of movement, true seeing, 
  death ward): AC 35, touch 20, flat-footed 27;  
   
  Spells 
  Prepared: 
  (6/8+1/8+1/7+1/7+1/5+1/4+1/3+1; save DC = 22 + Spell 
  Level; CL 13th; 0th – cure minor wounds (4), detect 
  magic, mending; 1st – command, cure light wounds 
  (4), death watch, disguise self (D), divine favor, shield 
  of faith; 2nd – cure moderate wounds (4), invisibility 
  (D), spiritual weapon, sound burst, hold person, eagle’s 
  splendor; 3rd – bestow curse, blindness/deafness, cure 
  serious wounds (2), dispel magic, searing light (2), 
  magic vestment, nondetection (D); 4th – confusion (D), 
  cure critical wounds (2), dismissal, freedom of 
  movement, death ward, restoration; 5th – lesser planar 
  binding (D), flame strike, dispel good, greater 
  command, slay living, true seeing; 6th – harm, heal, 
  antilife shell, blade barrier, mislead (D); 7th – screen 
  (D), holy star*, repulsion, mass inflict serious wounds 
   
  ENCOUNTER 4 
  �Shadow 
  Elemental, 
  Elder: 
  CR 
  13; 
  Huge 
  elemental (extraplanar, incorporeal); HD 24d8+96; hp 
  204; Init +10; fly 40 ft (perfect); AC 15 (-2 size, +1 
  deflection, +6 Dex), touch 15, flat-footed 9; Base Atk 
  +18; Grp +26; Atk +23 melee (2d6 plus 6d6 cold, 
  incorporeal touch); Full Atk +23 melee (2d6 plus 6d6 
  cold, 2 incorporeal touches); Space/Reach 15ft./15 ft.; 
  SA Shadow mastery, dusk and dawn; SQ Blindsight 60 
  ft., elemental traits, incorporeal traits; AL NE; SV Fort 
  +12, Ref +22, Will +10; Str -, Dex 22, Con 18, Int 10, Wis 
  11, Cha 11.  
   
  Skills and Feats: Listen +29, Spot +29; Alertness, 
  Combat Reflexes, Dodge, Flyby Attack, Improved 
  Initiative, Iron Will, Lightning Reflexes, Mobility, 
  Weapon Focus (incorporeal touch)  
   
  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): Three times per day, a 
  shadow elemental can use dusk and dawn, as the 
  mystery. It has a caster level equal to one-half its HD. 
   
  * see Appendix 2: New Rules Items 
   
  ENCOUNTER 5 
  �The 
  Unforgiving 
  Darkness: 
  male 
  human 
  shadowcaster 14; CR 14; Medium humanoid (human); 
  HD 14d6+32; hp 101; Init +8; Spd 40 ft; AC 14, touch 
  14, flat-footed 10; Base Atk +7; Grp +6; Atk +7 melee 
  (1d8, +1 morningstar) or +11 ranged (1d8, light 
  crossbow); Full Atk +7/+2 melee (1d8, +1 morningstar) 
  or +11 ranged (1d8, light crossbow); SA Fundamentals 
  of 
  shadows 
  (unlimited), 
  apprentice 
  mysteries 
  (supernatural), initiate mysteries (spell-like), master 
  mysteries; SQ See in complete darkness (even magical 
  darkness) 60 ft., sustaining shadows, evasion; AL CE; 
  SV Fort +13, Ref +12, Will +11; Str 8, Dex 19, Con 14, 
  Int 18, Wis 10, Cha 20.  
   
  Skills and Feats: Concentration +19, Hide +14, 
  Knowledge (arcane) +9, Knowledge (the planes) +10, 
  Move Silently +12, Spellcraft +18, Spot +17; Shadow 
  Cast*, 
  Empower 
  Mystery*, 
  Quicken 
  Mystery*, 
  
  Shadows of the Dread Spiral  
   
  Page 33 
   
   
  Improved Initiative, Improved Toughness*), Path 
  Focus* (Veil of Shadows), Reach Mystery*, Still 
  Mystery*, Lightning Reflexes  
   
  Mysteries and Fundamentals: Save DC = 15 + 
  Fundamental/Mystery level; save DC = 16 + Veil of 
  Shadows 
  Mystery 
  level; 
  Fundamentals 
  (Unlimited): 0 – arrow of dusk*, caul of shadow*, 
  mystic reflections*, shadow hood*, umbral hand*, sight 
  obscured*; 
  Apprentice 
  paths: 
  (act 
  like 
  supernatural): 1st – steel shadows* (3/day) , dusk 
  and dawn*(3/day), carpet of shadows*(3/day); 2nd – 
  black fire*(3/day), shadow skin*(3/day); 3rd – dancing 
  shadows*(3/day); Initiate paths (act like spell-
  like abilities): 4th – shadows fade*(2/day), bolster* 
  (2/day), shadow vision*(2/day), warp spell*(2/day); 5th 
  – languor*(2/day), curtain of shadows* (2/day); 6th – 
  shadow investiture* (2/day); Master path (act like 
  spells): 7th – prison of night* (1/day) 
   
  Possessions: light crossbow, +1 morningstar, 
  headband of intellect +4, amulet of health +2, vest of 
  resistance +2, cloak of charisma +4, orb of shadow* 
  (apprentice 3rd), orb of shadow* (initiate 6th), ring of 
  evasion, boots of striding and springing, gloves of 
  dexterity +4 
   
  Sustaining Shadow (Ex): The shadowcaster 
  need eat only a single meal per week to maintain health 
  and only needs 1 hour of sleep per night (but you must 
  still rest for 8 hours to regain your mysteries for the 
  next day). 
   
  Mysteries and Paths*: see Appendix 2 for 
  explanation. 
   
  * see Appendix 2: New Rules Items  
   
  Power-Up Suite (Prepared – caul of 
  shadow, steel shadow, 
  dancing shadows, 
  bolster): hp 171; AC 23, touch 17, flat-footed 19); Also 
  has concealment based on dancing shadows. 
   
  Mysteries and Fundamentals: Save DC = 15 + 
  Fundamental/Mystery level; save DC = 16 + Veil of 
  Shadows 
  Mystery 
  level; 
  Fundamentals 
  (Unlimited): 0 – arrow of dusk*, caul of 
  shadow*(2/day), mystic reflections*, shadow hood*, 
  umbral hand*, sight obscured*(1/day); Apprentice 
  paths: (act like supernatural): 1st – steel 
  shadows* (2/day) , dusk and dawn*(3/day), carpet of 
  shadows*(3/day); 2nd – black fire*(3/day), shadow 
  skin*(3/day); 3rd – dancing shadows*(1/day); Initiate 
  paths (act like spell-like abilities): 4th – 
  shadows 
  fade*(1/day), 
  bolster* 
  (0/day), 
  shadow 
  vision*(2/day), 
  warp 
  spell*(2/day); 
  5th 
  – 
  languor*(2/day), curtain of shadows* (1/day); 6th – 
  unveil* (2/day); Master path (act like spells): 7th 
  – prison of night* (1/day) 
   
  �Dark Stone Giants (2): rogue 8; CR 12; Large giant 
  (earth, extraplanar); HD 14d8+8d6+132; hp 241; Init +6; 
  Spd 50 ft; AC 31, touch 15, flat-footed 26; Base Atk +16; 
  Grp +29; Atk +28 melee (2d8+17 plus 2d6 to humans, 
  +1 large bane (human) greatclub) or +26 melee (1d4+9, 
  slam)  or +21 ranged (2d8+15, rock); Full Atk 
  +28/+23/+18/+13 melee (2d8+17 plus 2d6 to humans, 
  +1 large bane (human) greatclub) or +26 melee (1d4+9, 
  2 slams)  or +21 ranged (2d8+15, rock); Space/Reach 10 
  ft./10ft.; SA Sneak attack +4d6, rock throwing; SQ 
  Darkvision 60 ft., superior low-light vision, evasion, 
  uncanny dodge, improved uncanny dodge, trap sense 
  +2, trapfinding, cold resistance 10, rock catching, hide 
  in plain sight; AL NE; SV Fort +19, Ref +18, Will +12;  
  Str 32, Dex 22, Con 22, Int 10, Wis 14, Cha 8.  
   
  Skills and Feats: Climb +16, Hide +38, Intimidate 
  +5, Listen +15, Move Silently +26, Spot +24, Tumble 
  +19; Combat Reflexes, Iron Will, Weapon Focus 
  (greatclub), Power Attack, Improved Toughness*, 
  Improved Bull Rush, Awesome Blow, Dodge   
   
  Possessions: +1 large mithral chain shirt, +1 large 
  bane (human) greatclub, amulet of health +2, vest of 
  resistance +2, gloves of dexterity +4, boots of speed, 
  cape of the mounteback 
   
  Power-Up 
  Suite 
  (both 
  have 
  dancing 
  shadows and sight obscured cast on them; one 
  has bolster): ONE has hp 316; Both have 
  concealment based on dancing shadows and Hide +43  
   
  ENCOUNTER 6 
  �Broack Hardstone: male dwarf cleric 13; CR 13; 
  Medium humanoid (dwarf); HD 13d8+39; hp 108; Init 
  +4; Spd 20 ft; AC 23, touch 11, flat-footed 23; Base Atk 
  +9; Grp +11; Atk +12 melee (1d8+2, +1 sudden stunning 
  heavy mace)  or +9 ranged (1d8, light crossbow); Full 
  Atk +12/+7 melee (1d8+2, +1 sudden stunning heavy 
  mace) or +9 ranged (1d8, light crossbow); AL CN; SV 
  Fort +12, Ref +7, Will +14; Str 14, Dex 10, Con 16, Int 8, 
  Wis 21, Cha 12.  
   
  Skills and Feats:  Concentration +16, Knowledge 
  (Religion) +0, Spellcraft +4; Combat Casting , 
  Lightning Reflexes, Improved Initiative, Skill Focus 
  (concentration), Empower Spell  
   
  Spells Prepared (6/7+1/6+1/5+1/5+1/4+1/2+1/1+1; 
  save DC = 15 + Spell Level; 0th – create water, detect 
  magic, light, mending, purify food and drink, detect 
  poison; 1st – inflict light wounds, detect undead, shield 
  of faith(x2), bless, bane, Nystul’s magic aura**; 2nd – 
  bull’s strength, calm emotions, sound burst, silence, 
  spiritual 
  weapon, 
  inflict 
  moderate 
  wounds, 
  invisibility**; 3rd –dispel magic**, magic vestment (x3), 
  protection from energy, invisibility purge ; 4th – death 
  ward, divine power, greater magic weapon, freedom of 
  movement(x2), confusion**; 5th – flame strike (x2), 
  spell resistance**, Empowered searing light, true 
  seeing; 6th – harm, antimagic field**, greater dispel 
  magic; 7th – Empowered flame strike, spell turning** 
   
  **Domains: Magic and Trickery 
   
  Possessions: +1 full plate, +1 heavy steel shield 
  light fortification, +1 sudden stunning heavy mace*, 
  light crossbow, vest of resistance +1, ring of protection 
  +1, periapt of wisdom +4, chime of interruption, wand 
  of false life (15 charges), wand of slow, cloak of 
  charisma +2 
   
  Power-Up Suite (Prepared – divine power, 
  magic vestment twice, freedom of movement, 
  protection from energy, spell resistance, 
  
  Shadows of the Dread Spiral  
   
  Page 34 
   
   
  death ward, true seeing, spell turning): hp 121; 
  AC 29, touch 11, flat-footed 29; Atk +19 melee (1d8+6, 
  +1 heavy mace)  or +13 ranged (1d8, light crossbow); 
  Full Atk +19/+14 melee (1d8+6, +1 heavy mace)  or +13 
  ranged (1d8, light crossbow) ; SR 25, protection from 
  electricity (120 hp); Str 20. 
   
  Spells Prepared (6/5+1/5+1/4+1/3+1/1+1; save DC 
  = 14 + Spell Level; 0th – create water, detect magic, 
  light, mending, purify food and drink, detect poison; 
  1st – inflict light wounds, detect undead, shield of 
  faith(x2), bless, bane, Nystul’s magic aura**; 2nd – bears 
  endurance, calm emotions, sound burst, silence, 
  spiritual 
  weapon, 
  inflict 
  moderate 
  wounds, 
  invisibility**; 3rd –dispel magic**, magic vestment (x3), 
  protection from energy, invisibility purge ; 4th – death 
  ward, divine power, greater magic weapon, freedom of 
  movement(x2), confusion**; 5th – flame strike (x2), 
  spell resistance**, Empowered searing light, true 
  seeing; 6th – harm, antimagic field**, greater dispel 
  magic; 7th – Empowered flame strike, spell turning** 
   
  * see Appendix 2: New Rules Items  
   
  �Elias Yuli: male human fighter 13; CR 13; Medium 
  humanoid (human); HD 13d10+39; hp 153; Init +3; Spd 
  30 ft; AC 21, touch 14, flat-footed 18; Base Atk +13; Grp 
  +18; Atk +23 melee (2d6+14, +1 wounding flaming 
  surge greatsword/17-20)  or +16 ranged (1d8, longbow); 
  Full Atk +23/+18/+13 melee (2d6+14, +1 wounding 
  flaming surge greatsword/17-20)  or +16/+11 ranged 
  (1d8, longbow); AL CN; SV Fort +12, Ref +10, Will +8; 
  Str 20, Dex 17, Con 16, Int 10, Wis 12, Cha 8.  
   
  Skills and Feats: Climb +12, Jump +12, Ride +14, 
  Tumble +10, Swim +8; Weapon Focus (greatsword), 
  Weapon Specialization (greatsword), Quick Draw, 
  Lightning Reflexes, Power Attack, Iron Will, Lunging 
  Strike*, Melee Weapon Mastery (slashing)*, Improved 
  Toughness*, Improved Critical (greatsword), Greater 
  Weapon Focus (greatsword), Dodge, Greater Weapon 
  Specialization (greatsword)  
   
  Possessions: +1 mithral breastplate, +1 wounding 
  flaming surge greatsword*, longsword, falchion, 
  longbow, cloak of resistance +1, ring of protection +1, 
  +1 amulet of natural armor, belt of giant strength +4, 
  gloves of dexterity +4 
   
  * see Appendix 2: New Rules Items 
   
  Power-Up 
  Suite 
  (Prepared 
  –magic 
  vestment, freedom of movement): AC 22, touch 
  11, flat-footed 20;  
   
  �Relia Afterglow: female elf rogue 14; CR 14; 
  Medium humanoid (elf); HD 14d6+14; hp 74; Init +9; 
  Spd 30 ft; AC 23, touch 17, flat-footed 17; Base Atk +10; 
  Grp +10; Atk +17 melee (1d6+1, +1 icy burst rapier)  or 
  +17 ranged (1d8+1, +1 keen longbow/19-20); Full Atk 
  +17/+12 melee (1d6+1, +1 icy burst rapier)  or 
  +15/+15/+15 ranged (1d8+1, +1 keen longbow/19-20); 
  SA Sneak attack +7d6, improved evasion, crippling 
  strike, uncanny dodge, improved uncanny dodge, 
  trapfinding, trap sense +4; AL CN; SV Fort +6, Ref +16, 
  Will +5;  Str 10, Dex 23, Con 12, Int 14, Wis 10, Cha 12.  
   
  Skills and Feats:  Balance +12, Bluff +11, Decipher 
  Script +10, Diplomacy +10, Disable Device +15, Escape 
  Artist +23, Hide +23 , Listen +17, Move Silently +23, 
  Open Lock +11, Search +12, Sleight of Hand +10, 
  Spot+17, Tumble +23, Use Magic Device +6; Weapon 
  Finesse, Improved Initiative, Point Blank Shot, Precise 
  Shot, Rapid Shot  
   
  Possessions: +2 mithral chain shirt, +1 icy burst 
  rapier, longsword, +1 keen longbow, cloak of resistance 
  +1, ring of protection +1, periapt of wisdom +2, gloves 
  of dexterity +4 
   
  ENCOUNTER 9 
  �Created Mummy’s (2): CR 5; Medium undead; 
  HD 8d12+19; hp 81; Init +2; Spd 20 ft; AC 22 , touch 12, 
  flat-footed 20; Base Atk +4; Grp +13; Atk +15 melee 
  (1d6+15 plus 1d6 cold, plus mummy rot, slam); Full Atk 
  +15 melee (1d8+15 plus 1d6 cold plus mummy rot, 
  slam) ; SA Despair, mummy rot; SQ Darkvision 60ft. 
  undead traits, damage reduction 5/-, +8 turn resistance, 
  vulnerability to fire; AL LE; SV Fort +4, Ref +4, Will 
  +10; Str 28, Dex 14, Con -, Int 6, Wis 14, Cha 15.  
   
  Skills and Feats: Hide +7, Listen +8, Move Silently 
  +7, Spot +8; Alertness, Great Fortitude, Toughness 
   
  �Created Wraiths (2): CR 5; Medium undead 
  (incorporeal); HD 5d12+5; hp 50; Init +7; Spd fly 60 ft 
  (good); AC 17, touch 17, flat-footed 15; Base Atk +2; Grp 
  -; Atk/Full Atk +10 melee (1d4 plus 1d6 cold plus 1d6 
  Constitution drain, slam); SA Constitution drain, create 
  spawn; SQ Darkvision 60ft., incorporeal traits, sunlight 
  powerlessness, undead traits, unnatural aura, +8 turn 
  resistance; AL LE; SV Fort +1, Ref +6, Will +6;  Str -, 
  Dex 20, Con -, Int 14, Wis 14, Cha 15.  
   
  Skills and Feats: Diplomacy +6, Hide +13, 
  Intimidate +10, Listen +12, Search +10, Sense Motive 
  +8, Spot +12, Survival +2 (+4 following tracks); 
  Alertness, Blind-Fight, Combat Reflexes, Improved 
  Initiative 
   
  �Imbued Fiendish Mummy: monk 8; CR 13; 
  Medium undead (extraplanar)HD 8d12+8d8+32; hp 
  152; Init +4; Spd 40 ft; AC 33 , touch 23, flat-footed 22; 
  Base Atk +10; Grp +17; Atk +19 melee (2d6+7 plus 1d6 
  cold plus 2d6 to living creatures plus mummy rot, 
  unarmed); Full Atk +18/+18/+13 melee (2d6+7 plus 1d6 
  cold plus 2d6 to living creatures plus mummy rot (one 
  time), unarmed); SA Despair, mummy rot, smite good 
  (+16 to damage), flurry of blows, unarmed strike; SQ 
  Darkvision 60ft. undead traits, damage reduction 5/-, 
  +8 turn resistance, vulnerability to fire, still mind, 
  evasion, ki strike (magic), slow fall 40 ft., purity of body; 
  AL LE; SV Fort +11, Ref +15, Will +20;  Str 26, Dex 19, 
  Con -, Int 8, Wis 24, Cha 14.  
   
  Skills and Feats:  Escape Artist +8, Hide +14, Listen 
  +14, Move Silently +14, Spot +15, Tumble +9; Great 
  Fortitude, Improved Unarmed Strike, Improved 
  Grapple, Deflect Arrows, Improved Trip, Weapon 
  Focus (unarmed strike), Blind-Fight, Dodge, Mobility, 
  Stunning Fist 
  
  Shadows of the Dread Spiral  
   
  Page 35 
   
   
   
  Possessions: cloak of resistance +3, monk’s belt, 
  periapt of wisdom +4, gloves of dexterity +4 
   
  ENCOUNTER 10 
  �Darken Iyes: male human dread necromancer 16*; 
  CR 16; Medium humanoid (human); HD 16d6+48; hp 
  108; Init +2; Spd 40 ft; AC 19, touch 14, flat-footed 17; 
  Base Atk +8; Grp +9; Atk +10 melee (1d8+2, +1 
  battleaxe)  or +10 ranged (1d8, light crossbow); Full Atk 
  +10/+5 melee (1d8+2, +1 battleaxe)  or +10 ranged (1d8, 
  light crossbow); SA Rebuke undead, charnel touch 
  (1d8+4), negative energy burst, fear aura, scabrous 
  touch (3/day), enervating touch; SQ Lich body DR 
  8/magic and bludgeoning, advanced learning, mental 
  bastion (+4), summon familiar, undead mastery, 
  negative energy resistance, light fortification (25%) 
  darkvision 60 ft, superior low-light vision, cold 
  resistance 10, hide in plain sight; AL CE; SV Fort +11, 
  Ref +10, Will +14; Str 12, Dex 14, Con 16, Int 8, Wis 12, 
  Cha 22.  
   
  Skills and Feats: Concentration +22, Decipher 
  Script +1, Hide +10, Knowledge (Arcana) +1, 
  Knowledge 
  (Religion) 
  +1, 
  Spellcraft 
  +9; 
  Spell 
  Penetration, Corpsecrafter*, Deadly Chill*, Bolster 
  Resistance*, Necromantic Presence*, Necromantic 
  Might*, Spell Focus (Necromancy)  
   
  Spells Known (7/6/6/6/6/5/4/3; save DC = 16 + 
  Spell Level; DC = 17 + spell level if necromancy); 1st – 
  bane, bestow wound*, cause fear, chill touch, detect 
  magic, detect undead, doom, hide from undead, inflict 
  light wounds, ray of enfeeblement, summon undead I*, 
  undetectable alignment; 2nd – blindness/deafness, 
  command undead, darkness, death knell, false life, 
  gentle repose, ghoul touch, inflict moderate wounds, 
  scare, spectral hand, summon swarm, summon undead 
  II*; 3rd – crushing despair, halt undead, inflict serious 
  wounds, ray of exhaustion, speak with dead, summon 
  undead III*, undead torch*, vampiric touch; 4th – 
  animate dead, bestow curse, contagion, death ward, 
  dispel magic, enervation, Evard’s black tentacles, fear, 
  giant vermin, inflict critical wounds, phantasmal killer, 
  poison, summon undead IV*; 5th – blight, cloudkill, 
  fire in the blood*, greater dispel magic, insect plague, 
  lesser planar binding, magic jar, mass inflict light 
  wounds, nightmare, night’s caress*, oath of blood*, slay 
  living, summon undead V*, undeath to death, 
  unhallow, waves of fatigue; 6th – acid fog, circle of 
  death, create undead, eyebite, geas/quest, harm, mass 
  inflict moderate wounds, planar binding, ray of 
  entropy*, waves of exhaustion; 7th – control undead, 
  finger of death, greater harm*, mass inflict serious 
  wounds, song of discord, vile death*; 8th – create 
  greater undead, horrid wilting, mass inflict critical 
  wounds, symbol of death. 
   
  Possessions: +1 chain shirt, +1 battleaxe, light 
  crossbow, cloak of charisma +4, vest of resistance +3, 
  ring of nullification*, ring of protection +2, gauntlets of 
  ogre power, pink ioun stone (con +2), collar of umbral 
  metamorphosis* 
   
  Negative Energy Burst (Su): 3/day; 16d4 
  damage Will save DC 24 half.  
   
  Fear Aura (Su): Beginning at 5th level, a dread 
  necromancer radiates a 5 foot radius fear aura as a free 
  action. Enemies in the area must succeed on a Will save 
  (DC 24) or become shaken. A creature who successfully 
  saves cannot be affected by that dread necromancer’s 
  fear aura for 24 hours. 
   
  Scabrous Touch (Su): This ability works like 
  the contagion spell inflicting the disease of her choice 
  immediately, with no incubation period, unless the 
  target makes a successful Fortitude save (DC 24). The 
  DC for subsequent saving throws to resist the effects of 
  the disease depends on the disease inflicted. Activating 
  this class feature is a swift action. The effect lasts until 
  the dread necromancer makes a successful charnel 
  touch attack. The spectral hand spell enables a dread 
  necromancer to deliver a scabrous touch attack from a 
  distance.  
   
  Enervating Touch (Su): Each day, she can 
  bestow a total number of negative levels equal to one-
  half her class level, but no more than two negative 
  levels with a single touch. The saving throw to remove 
  the negative levels has a Fortitude save DC of 24.  
   
  * see Appendix 2: New Rules Item 
   
  Power-Up Suite (Prepared – false life, 
  death ward, fire in the blood, undetectable 
  alignment): hp 123 
   
  ENCOUNTER 12 
  �Yar’Fic: mind flayer) sorcerer 7; CR 15; Medium 
  aberration; HD 8d8+7d4+45; hp 118; Init +8; Spd 30 ft; 
  AC 28, touch 14, flat-footed 24; Base Atk +9; Grp +9; 
  Atk +13 melee (1d4, tentacle); Full Atk +13 melee (1d4, 
  4 tentacles); SA Mind blast, psionics, improved grab, 
  extract; SQ Darkvision 60 ft., SR 28, telepathy 100 ft.; 
  AL CE; SV Fort +9, Ref +10, Will +17; Str 10, Dex 18, 
  Con 16, Int 18, Wis 19, Cha 26.  
   
  Skills and FeatsBluff +22, Concentration +21, Hide 
  +15, 
  Intimidate 
  +16, 
  Knowledge (arcane) 
  +22, 
  Knowledge (planes) +21 , Listen +13, Move Silently 
  +15, Spellcraft +22, Spot +19; Improved Initiative, 
  Weapon Finesse, Dodge, Improved Toughness*, Spell 
  Penetration, Greater Spell Penetration 
  Spells 
  Known (6/6/8/6; save DC = 18+ Spell Level; o – acid 
  splash, detect magic, arcane mark, touch of fatigue, 
  mage hand, ray of frost, read magic; 1st – lesser acid 
  orb*, ray of enfeeblement, shield, grease, mage armor; 
  2nd – glitterdust, scorching ray, mirror image; 3rd – 
  lightning bolt, dispel magic. 
   
  Possessions: cloak of charisma +4, vest of 
  resistance +2, wand of magic missile (9th), amulet of 
  natural armor +3, gloves of dexterity +2, piece of 
  shadow entity 
   
  Mind Blast (Sp): This psionic attack is a cone 60 
  feet long. Anyone caught inn this cone must succeed 
  on a DC 22 Will save or be stunned for 3d4 rounds.  
   
  Psionics (Sp): At will – charm monster (DC 22), 
  detect thoughts (DC 20), levitate, plane shift, 
  suggestion (DC 19). Effective caster level 10th.  
  
  Shadows of the Dread Spiral  
   
  Page 36 
   
   
   
  * see Appendix 2: New Rules Items 
   
  ENCOUNTER 13 
  �Srinthedul: male mature adult shadow dragon 
  Fighter 1; CR 17; Large dragon; HD 22d12+1d10+138; 
  hp 309; Init +0; Spd 80 ft; fly 150 ft (average); AC 38, 
  touch 11, flat-footed 38; Base Atk +23; Grp +34; Atk +29 
  melee (2d6+7, bite) or +29 melee (1d8+3, claw); Full Atk 
  +29 melee (2d6+7, bite)  and +29 melee (1d8+3, 2 claws) 
   and +29 melee (1d6+3, 2 wings) and +29 melee 
  (1d8+10, tail slap); Space/Reach 10ft./5 ft. (10ft. with 
  bite); SA Breath weapon, frightful presence, dimension 
  door, mirror image, spells; SQ Immunity to energy 
  drain, paralysis, sleep, shadow blend, DR 10/magic, SR 
  30, blindsense 60 ft, darkvision 120 ft; AL CE; SV Fort 
  +26, Ref +15, Will +25; Str 25, Dex 10, Con 20, Int 20, 
  Wis 20, Cha 21.  
   
  Skills and Feats:  Climb +10, Concentration +31, 
  Diplomacy +27, Escape Artist +22, Intimidate +31, 
  Knowledge (arcane) +9, Knowledge (planes) +31, 
  Knowledge (religion) +31, Listen +31, Search +27, 
  Sense Motive +31, Spot +31, Use Magic Device +31; 
  Multiattack, 
  Hover, 
  Wingover, 
  Improved 
  Maneuverability*, Adroit Flyby Attack*, Recover 
  Breath*, Heighten Breath*, Improved Toughness*, 
  Improved Multiattack* 
   
  Possessions: ring of protection +2, amulet of 
  natural armor +2, cloak of resistance +2, pale blue 
  rhomboid ioun stone, Daazzix’s vest* 
   
  Breath Weapon (Su): 40 foot cone, damage 4 
  negative levels, Reflex save DC 26 half. 
   
  Spell-Like 
  Abilities: 
  3/day 
  nondetection; 
  2/day – dimension door, mirror image; 1/day – shadow 
  walk 
   
  Frightful Presence (Ex): 210 ft. radius, 22 HD 
  or less, Will DC 26 negates. 
   
  Shadow Blend (Su): In any condition of 
  illumination other than full daylight, a very young or 
  older shadow dragon can disappear into the shadows, 
  giving it total concealment. Artificial illumination, 
  even a light or continual flame spell, does not negate 
  this ability. A daylight spell, however, does. 
  Spells: As 7th level sorcerer. 
   
  Sorcerer spells: (6/6/5/3; save DC = 15 + spell 
  level): 0 – detect magic, read magic, message, ray of 
  frost, acid splash, touch of fatigue, mage hand; 1st –
  shield, magic missile, ray of enfeeblement, grease, 
  mage armor; 2nd – see invisibility, glitterdust, bear’s 
  endurance; 3rd – displacement, wind wall 
   
  * see Appendix 2: New Rules Items 
   
  Power-Up 
  Suite 
  (Prepared 
  – 
  bear’s 
  endurance, mirror image, mage armor, shield, 
  see invisibility, displacement): hp 355; AC 46, 
  touch 11, flat-footed 46; Fort +28; Concentration +30. 
   
   
  
  Shadows of the Dread Spiral  
   
  Page 37 
   
   
   
  APL 16 
  ENCOUNTER 2 
  �Lilitu*: cleric 6; CR 18; Medium outsider (chaotic, 
  evil, extraplanar, tanar’ri)HD 20d8+80; hp 180; Init +8; 
  Spd 40 ft; AC 36, touch 21, flat-footed 28; Base Atk +18; 
  Grp +21; Atk +26 melee (1d4+4 plus poison, stinger)  or 
  +25 melee (1d6+2, claw); Full Atk +26 melee (1d4+4 
  plus poison, 4 stingers) or +25 melee (1d6+2, 2 claws); 
  Space/Reach 5ft./ 5ft (10 ft. with stinger); SA Lilitu’s 
  gift; SQ Tanar’ri traits, item use, turn or rebuke undead, 
  mock divinity, darkvision 60 ft., telepathy 100 ft., 
  resistance acid, cold, fire 10, SR 23, damage reduction 
  10/cold iron or good, immune to electricity and poison, 
  shroud alignment; AL CE; SV Fort +18 Ref +19, Will 
  +19; ; Str 18, Dex 26, Con 19, Int 19, Wis 20, Cha 34.  
   
  Skills and Feats: Bluff +31, Concentration +27, 
  Diplomacy +33, Disguise +28 (+30 acting), Forgery +21, 
  Heal +28, Intimidate +33, Knowledge (religion) +22, 
  Listen +22, Perform (dance) +29, Sense Motive +24, 
  Spellcraft +19, Spot +24; Combat Reflexes, Persuasive, 
  Quicken Spell-Like Ability (suggestion), Weapon 
  Finesse, Spell Penetration, Combat Casting , Dodge  
   
  Spells 
  Prepared: 
  (6/8+1/8+1/8+1/8+1/6+1/5+1/4+1/3+1; save DC = 22 + 
  Spell Level; CL 15th; 0th – cure minor wounds (4), 
  detect magic, mending; 1st – command, cure light 
  wounds (4), death watch, disguise self (D), divine favor, 
  shield of faith; 2nd – cure moderate wounds (4), 
  invisibility (D), spiritual weapon, sound burst, hold 
  person, eagle’s splendor; 3rd – bestow curse, 
  blindness/deafness, cure serious wounds (2), deeper 
  darkness, dispel magic, searing light (2), magic 
  vestment, nondetection (D); 4th – confusion (D), cure 
  critical wounds (2), dimensional anchor, dismissal, 
  freedom of movement, death ward, restoration; 5th – 
  lesser planar binding (D), flame strike (2), dispel good, 
  greater command, slay living, true seeing; 6th – harm, 
  heal, antilife shell, greater dispel magic, blade barrier, 
  mislead (D); 7th – screen (D), holy star*, repulsion, 
  regenerate, mass inflict serious wounds; 8th – 
  polymorph any object (D), greater spell immunity, heat 
  drain*, cloak of chaos 
   
  Possessions: +3 glamered chain shirt, masterwork 
  mace, pearl of power 3rd, amulet of might fists +1, 
  incense of meditation, elixir of truth, fancy jewelry, 
  cloak of charisma +4, ring of protection +3 
   
  Spell-Like Abilities: (CL 14th): At will – charm 
  monster (DC 24), detect good, detect thoughts (DC 22), 
  disguise self (DC 21, no limit on duration), fly, 
  suggestion (DC 23), greater teleport (self plus 50 
  pounds of objects only), sending, tongues; 1/day – 
  dominate person (DC 25), Quickened suggestion (DC 
  23), symbol of persuasion (DC 26) 
   
  * see Appendix 2: New Rules Items 
   
  Power-Up 
  Suite 
  (Prepared 
  – 
  magic 
  vestment, freedom of movement, greater spell 
  immunity, true seeing, death ward): AC 37, 
  touch 21, flat-footed 29; immune to maze, glitterdust, 
  magic jar, holy word 
   
  Spells 
  Prepared: 
  (6/8+1/8+1/8+1/8+1/6+1/5+1/4+1/3+1; save DC = 22 + 
  Spell Level; 0th – cure minor wounds (4), detect magic, 
  mending; 1st – command, cure light wounds (4), death 
  watch, disguise self (D), divine favor, shield of faith; 
  2nd – cure moderate wounds (4), invisibility (D), 
  spiritual weapon, sound burst, hold person, eagle’s 
  splendor; 3rd – bestow curse, blindness/deafness, cure 
  serious wounds (2), deeper darkness, dispel magic, 
  searing light (2), magic vestment, nondetection (D); 4th 
  – confusion (D), cure critical wounds (2), dimensional 
  anchor, dismissal, freedom of movement, death ward, 
  restoration; 5th – lesser planar binding (D), flame strike 
  (2), dispel good, greater command, slay living, true 
  seeing; 6th – harm, heal, antilife shell, greater dispel 
  magic, blade barrier, mislead (D); 7th – screen (D), holy 
  star*, repulsion, regenerate, mass inflict serious 
  wounds; 8th – polymorph any object (D), greater spell 
  immunity, heat drain*, cloak of chaos  
   
  ENCOUNTER 4 
  �Shadow Elementals, Elder (2): CR 13; Huge 
  elemental (extraplanar, incorporeal); HD 24d8+96; hp 
  204; Init +10; fly 40 ft (perfect); AC 15 (-2 size, +1 
  deflection, +6 Dex), touch 15, flat-footed 9; Base Atk 
  +18; Grp +26; Atk +23 melee (2d6 plus 6d6 cold, 
  incorporeal touch); Full Atk +23 melee (2d6 plus 6d6 
  cold, 2 incorporeal touches); Space/Reach 15ft./15 ft.; 
  SA Shadow mastery, dusk and dawn; SQ Blindsight 60 
  ft., elemental traits, incorporeal traits; AL NE; SV Fort 
  +12, Ref +22, Will +10; Str -, Dex 22, Con 18, Int 10, Wis 
  11, Cha 11.  
   
  Skills and Feats: Listen +29, Spot +29; Alertness, 
  Combat Reflexes, Dodge, Flyby Attack, Improved 
  Initiative, Iron Will, Lightning Reflexes, Mobility, 
  Weapon Focus (incorporeal touch)  
   
  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): Three times per day, a 
  shadow elemental can use dusk and dawn, as the 
  mystery. It has a caster level equal to one-half its HD. 
   
  * see Appendix 2: New Rules Items 
   
  ENCOUNTER 5 
  �The 
  Unforgiving 
  Darkness: 
  male 
  human 
  shadowcaster 16; CR 16; Medium humanoid (human); 
  HD 16d6+32; hp 124; Init +9; Spd 40 ft; AC 15, touch 
  15, flat-footed 10; Base Atk +8; Grp +7; Atk +8 melee 
  (1d8, +1 morningstar) or +13 ranged (1d8, light 
  
  Shadows of the Dread Spiral  
   
  Page 38 
   
   
  crossbow ; Full Atk +8/+3 melee (1d8, +1 morningstar) 
  or +13 ranged (1d8, light crossbow); SA Fundamentals 
  of 
  shadows 
  (unlimited), 
  apprentice 
  mysteries 
  (supernatural), initiate mysteries (spell-like), master 
  mysteries; SQ See in complete darkness (even magical 
  darkness) 60 ft., sustaining shadows, evasion; AL CE; 
  SV Fort +15, Ref +14, Will +12; Str 8, Dex 20, Con 16, 
  Int 18, Wis 10, Cha 20.  
   
  Skills and Feats: Concentration +22, Hide +17, 
  Knowledge (arcane) +9, Knowledge (the planes) +10, 
  Move Silently +15, Spellcraft +20, Spot +19; Shadow 
  Cast*, 
  Empower 
  Mystery* 
  Quicken 
  Mystery*, 
  Improved Initiative, Improved Toughness*, Path 
  Focus* (Veil of Shadows), Reach Mystery*, Still 
  Mystery*, Lightning Reflexes, Path Focus* (Breath of 
  Twilight), Spell Penetration 
   
  Mysteries and Fundamentals: Save DC = 15 + 
  Fundamental/Mystery level; save DC = 16 + Veil of 
  Shadows and Breath of Twilight Mystery levels; 
  Fundamentals (Unlimited): 0 – arrow of dusk*, 
  caul of shadow*, liquid night*, mystic reflections*, 
  shadow hood*, umbral hand*, sight obscured*; 
  Apprentice paths: (act like supernatural): 1st – 
  steel shadows* (3/day) , dusk and dawn*(3/day), carpet 
  of shadows*(3/day); 2nd – black fire*(3/day), shadow 
  skin*(3/day); 3rd – dancing shadows*(3/day); Initiate 
  paths (act like spell-like abilities): 4th – 
  shadows 
  fade*(2/day), 
  bolster* 
  (2/day), 
  shadow 
  vision*(2/day), 
  warp 
  spell*(2/day); 
  5th 
  – 
  languor*(2/day), curtain of shadows* (2/day); 6th – 
  unveil* (2/day); Master path (act like spells): 7th 
  – prison of night* (1/day), greater life fades* (1/day); 
  8th- greater flesh fails* (1/day) 
   
  Possessions: light crossbow, +1 morningstar, 
  headband of intellect +4, amulet of health +4, vest of 
  resistance +2, cloak of charisma +4, orb of shadow* 
  (apprentice 3rd), orb of shadow* (initiate 6th), ring of 
  evasion, boots of striding and springing, gloves of 
  dexterity +4 
   
  Sustaining Shadow (Ex): The shadowcaster 
  need eat only a single meal per week to maintain health 
  and only needs 1 hour of sleep per night (but you must 
  still rest for 8 hours to regain your mysteries for the 
  next day). You are also immune to nonmagical diseases 
  and poisons. 
   
  Mysteries and Paths*: see Appendix 2 for 
  explanation. 
   
  * see Appendix 2: New Rules Items  
   
  Power-Up Suite (Prepared – caul of 
  shadow, steel shadow, 
  dancing shadows, 
  bolster): hp 199; AC 24, touch 18, flat-footed 19); Also 
  has concealment based on dancing shadows. 
   
  Mysteries and Fundamentals: Save DC = 15 + 
  Fundamental/Mystery level; save DC = 16 + Veil of 
  Shadows and Breath of Twilight Mystery levels; 
  Fundamentals (Unlimited): 0 – arrow of dusk*, 
  caul of shadow*, liquid night*, mystic reflections*, 
  shadow hood*, umbral hand*, sight obscured*; 
  Apprentice paths: (act like supernatural): 1st – 
  steel shadows* (2/day) , dusk and dawn*(3/day), carpet 
  of shadows*(3/day); 2nd – black fire*(3/day), shadow 
  skin*(3/day); 3rd – dancing shadows*(2/day); Initiate 
  paths (act like spell-like abilities): 4th – 
  shadows 
  fade*(1/day), 
  bolster* 
  (0/day), 
  shadow 
  vision*(2/day), 
  warp 
  spell*(2/day); 
  5th 
  – 
  languor*(2/day), curtain of shadows* (1/day); 6th – 
  unveil* (2/day); Master path (act like spells): 7th 
  – prison of night* (1/day), greater life fades* (1/day); 
  8th- greater flesh fails* (1/day) 
   
  �Dark Stone Giants (2): rog ue 14; CR 16; Large 
  giant (earth, extraplanar) HD 14d8+16d6+180; hp 321; 
  Init +6; Spd 50 ft; AC 31, touch 15, flat-footed 26; Base 
  Atk +20; Grp +34; Atk +33 melee (2d8+19 plus 2d6 to 
  humans, +1 large bane (human) greatclub) or +31 
  melee (1d4+11, slam) or +25 ranged (2d8+15, rock); Full 
  Atk +33/+28/+23/+18 melee (2d8+19 plus 2d6 to 
  humans, +1 large bane (human) greatclub) or +31 
  melee (1d4+11, 2 slams)  or +25 ranged (2d8+15, rock); 
  Space/Reach 10 ft./10ft.; SA Sneak attack +7d6, rock 
  throwing; SQ Darkvision 60 ft., superior low-light 
  vision, 
  evasion, 
  improved 
  evasion, 
  opportunist, 
  uncanny dodge, improved uncanny dodge, trap sense 
  +4, trapfinding, cold resistance 10, rock catching, hide 
  in plain sight; AL NE; SV Fort +21, Ref +21, Will +14;  
  Str 34, Dex 22, Con 22, Int 10, Wis 14, Cha 8.  
   
  Skills and Feats: Climb +17, Hide +46, Intimidate 
  +9, Listen +15, Move Silently +44, Spot +35, Tumble 
  +38; Combat Reflexes, Iron Will, Weapon Focus 
  (greatclub), Power Attack, Improved Toughness*, 
  Improved Bull Rush, Awesome Blow, Dodge, Mobility, 
  Deft Opportunist*, Staggering Strike*  
   
  Possessions: +1 large mithral chain shirt, +1 large 
  bane (human) greatclub, amulet of health +2, vest of 
  resistance +2, gloves of dexterity +4, boots of speed, 
  cape of the mounteback 
   
  Power-Up 
  Suite 
  (both 
  have 
  dancing 
  shadows and sight obscured cast on them; one 
  has bolster): ONE has hp 396; Both have 
  concealment based on dancing shadows and Hide +51  
   
  ENCOUNTER 6 
  �Broack Hardstone: male dwarf cleric 15; CR 15; 
  Medium humanoid (dwarf); HD 15d8+45; hp 124; Init 
  +4; Spd 20 ft; AC 23, touch 11, flat-footed 23; Base Atk 
  +11; Grp +13; Atk +14 melee (1d8+2, +1 sudden 
  stunning heavy mace) or +11 ranged (1d8, light 
  crossbow); Full Atk +14/+9/+4 melee (1d8+2, +1 
  sudden stunning heavy mace) or +11 ranged (1d8, light 
  crossbow); AL CN; SV Fort +15, Ref +10, Will +18; Str 
  14, Dex 10, Con 16, Int 8, Wis 23, Cha 12.  
   
  Skills and Feats: Concentration +18 , Knowledge 
  (Religion) +0, Spellcraft +4; Combat Casting , 
  Lightning Reflexes, Improved Initiative, Skill Focus 
  (concentration), Empower Spell , Silent Spell  
   
  Spells 
  Prepared 
  (6/7+1/7+1/6+1/5+1/5+1/4+1/2+1/1+1; save DC = 16 + 
  Spell Level; 0th – create water, detect magic, light, 
  mending, purify food and drink, detect poison; 1st – 
  inflict light wounds, detect undead, shield of faith(x2), 
  bless, bane, Nystul’s magic aura**; 2nd – bull’s strength, 
  
  Shadows of the Dread Spiral  
   
  Page 39 
   
   
  bears endurance, calm emotions, sound burst, silence, 
  spiritual 
  weapon, 
  inflict 
  moderate 
  wounds, 
  invisibility**; 3rd –dispel magic**, magic vestment (x3), 
  protection from energy, searing light, invisibility 
  purge; 4th – death ward, divine power, greater magic 
  weapon, freedom of movement(x2), confusion**; 5th – 
  flame strike (x2), spell resistance**, spell resistance, 
  Empowered searing light, true seeing; 6th – harm, heal, 
  antimagic field**, Silent freedom of movement, greater 
  dispel magic; 7th – Empowered flame strike, spell 
  turning**, word of chaos; 8th – symbol of death, 
  protection from spells** 
   
  **Domains: Magic and Trickery 
   
  Possessions: +1 full plate, +1 heavy steel shield 
  light fortification, +1 sudden stunning heavy mace*, 
  light crossbow, vest of resistance +3, ring of protection 
  +1, periapt of wisdom +6, chime of interruption, wand 
  of false life (15 charges), wand of slow, cloak of 
  charisma +2 
   
  Power-Up Suite (Prepared – divine power, 
  magic vestment twice, freedom of movement, 
  protection from energy, spell resistance, 
  death ward, true seeing, spell turning): hp 139; 
  AC 29 , touch 11, flat-footed 29; Atk +21 melee (1d8+6, 
  +1 sudden stunning heavy mace) or +15 ranged (1d8, 
  light crossbow); Full Atk +21/+16 melee (1d8+6, +1 
  sudden stunning heavy mace) or +15 ranged (1d8, light 
  crossbow); SR 27, protection from electricity (120 hp); 
  Str 20. 
   
  Spells Prepared (6/5+1/5+1/4+1/3+1/1+1; save DC 
  = 14 + Spell Level; 0th – create water, detect magic, 
  light, mending, purify food and drink, detect poison; 
  1st – inflict light wounds, detect undead, shield of 
  faith(x2), bless, bane, Nystul’s magic aura**; 2nd – bears 
  endurance, calm emotions, sound burst x2, silence, 
  spiritual 
  weapon, 
  inflict 
  moderate 
  wounds, 
  invisibility**; 3rd –dispel magic**, magic vestment (x3), 
  protection from energy, searing light, invisibility purge 
  ; 4th – death ward, divine power, greater magic 
  weapon, freedom of movement(x2), confusion**; 5th – 
  flame strike (x2), spell resistance**, Empowered 
  searing light x2, true seeing; 6th – harm, heal, 
  antimagic field**, Silent flame strike, greater dispel 
  magic; 7th – Empowered flame strike, spell turning**, 
  word of chaos; 8th – symbol of death, protection from 
  spells** 
   
  * see Appendix 2: New Rules Items  
   
  �Elias Yuli: male human fighter 15; CR 15; Medium 
  humanoid (human); HD 15d10+45; hp 161; Init +7; Spd 
  30 ft; AC 23, touch 14, flat-footed 20; Base Atk +15; Grp 
  +20; Atk +25 melee (2d6+14, +1 wounding flaming 
  surge greatsword/17-20)  or +18 ranged (1d8, longbow); 
  Full Atk +25/+20/+15 melee (2d6+14, +1 wounding 
  flaming surge greatsword/17-20) or +18/+13 ranged 
  (1d8, longbow); AL CN; SV Fort +15, Ref +13, Will +11; 
   Str 20, Dex 17, Con 16, Int 10, Wis 12, Cha 8.  
   
  Skills and Feats:  Climb +12, Jump +13, Ride +15, 
  Tumble +11 , Swim +10; Weapon Focus (greatsword), 
  Weapon Specialization (greatsword), Quick Draw, 
  Lightning Reflexes, Power Attack, Iron Will, Lunging 
  Strike*, Melee Weapon Mastery (slashing)*, Improved 
  Toughness*, Improved Critical (greatsword), Greater 
  Weapon Focus (greatsword), Dodge , Greater Weapon 
  Specialization (greatsword), Improved Initiative, Prone 
  Attack* 
   
  Possessions: +1 mithral breastplate, +1 wounding 
  flaming surge greatsword*, longsword, falchion, 
  longbow, cloak of resistance +3, ring of protection +1, 
  +3 amulet of natural armor, belt of giant strength +4, 
  gloves of dexterity +4 
   
  * see Appendix 2: New Rules Items 
   
  Power-Up 
  Suite 
  (Prepared 
  –magic 
  vestment, freedom of movement): AC 26, touch 
  14, flat-footed 23 
   
  �Relia Afterglow: female elf rogue 16; CR 16; 
  Medium humanoid (elf); HD 16d6+16; hp 84; Init +10; 
  Spd 30 ft; AC 24, touch 18, flat-footed 17; Base Atk +12; 
  Grp +12; Atk +20 melee (1d6+1, +1 icy burst rapier) or 
  +21 ranged (1d8+1, +1 keen longbow/19-20); Full Atk 
  +20/+15 melee (1d6+1, +1 icy burst rapier) or 
  +19/+19/+19 ranged (1d8+1, +1 keen longbow/19-20); 
  SA Sneak attack +8d6, improved evasion, crippling 
  strike, uncanny dodge, opportunist, improved uncanny 
  dodge, trapfinding, trap sense +5; AL CN; SV Fort +9, 
  Ref +20, Will +8; Str 10, Dex 24, Con 12, Int 14, Wis 10, 
  Cha 12.  
   
  Skills and Feats: Balance +13, Bluff +11, Decipher 
  Script +10, Diplomacy +10, Disable Device +16 , Escape 
  Artist +26, Hide +26, Listen +19, Move Silently +26, 
  Open Lock +12, Search +14, Sense Motive +6, Sleight of 
  Hand +11, Spot +19, Tumble +26, Use Magic Device +6; 
  Weapon Finesse, Improved Initiative, Point Blank 
  Shot, Precise Shot, Rapid Shot, Weapon Focus 
  (longbow)  
   
  Possessions: +4 leafweave leather armor*, +1 icy 
  burst rapier, longsword, +1 keen longbow, cloak of 
  resistance +3, ring of protection +1, periapt of wisdom 
  +2, gloves of dexterity +4 
   
  ENCOUNTER 9 
  �Created Spectres (2): CR 7; Medium undead 
  (incorporeal); HD 7d12+7; hp 70; Init +7; Spd 40 ft., fly 
  80 ft (good); AC 17, touch 17, flat-footed 13; Base Atk 
  +3; Grp -; Atk/Full Atk +10 melee (1d8 plus 1d6 cold 
  plus energy drain, incorporeal touch); SA Energy drain, 
  create spawn; SQ Darkvision 60ft., incorporeal traits, 
  sunlight powerlessness, undead traits, unnatural aura, 
  +8 turn resistance; AL LE; SV Fort +2, Ref +7, Will +7;  
  Str -, Dex 20, Con -, Int 14, Wis 14, Cha 15.  
   
  Skills and Feats: Hide +15, Intimidate +12, 
  Knowledge (religion) +12, Listen +14, Search +12, Spot 
  +14, Survival +2 (+4 following tracks); Alertness, Blind-
  Fight, Improved Initiative 
   
  �Created Morgh’s (2): CR 8; Medium undead; HD 
  14d12+14; hp 140; Init +10; Spd 30 ft; AC 25, touch 16, 
  flat-footed 14; Base Atk +7; Grp +12; Atk/Full Atk +16 
  melee (1d6+10 plus 1d6 cold, slam)  or +16 melee touch 
  
  Shadows of the Dread Spiral  
   
  Page 40 
   
   
  (paralysis, tongue); SA Improved grab, paralyzing 
  touch, create spawn; SQ Darkvision 60ft. undead traits, 
  +2 turn resistance; AL LE; SV Fort +4, Ref +12, Will +9;  
  Str 25, Dex 23, Con -, Int 11, Wis 10, Cha 10.  
   
  Skills and Feats: Climb +15, Hide +23, Listen +11, 
  Move Silently +23, Spot +15, Swim +11; Alertness, 
  Dodge, Improved Initiative, Lightning Reflexes, 
  Mobility 
   
  �Fiendish Mummy: monk 10; CR 15; Medium 
  undead (extraplanar); HD 8d12+10d8+40; hp 172; Init 
  +4; Spd 50 ft; AC 34, touch 24, flat-footed 23; Base Atk 
  +11; Grp +18; Atk +20 melee (2d6+7 plus 1d6 cold plus 
  mummy rot, unarmed); Full Atk +20/+20/+15 melee 
  (2d6+7 plus 1d6 cold plus 2d6 to living creatures plus 
  2d6 to living creatures plus mummy rot (one time), 
  unarmed); SA Despair, mummy rot, flurry of blows, 
  unarmed strike; SQ Darkvision 60ft. undead traits, 
  damage reduction 5/-, +8 turn resistance, vulnerability 
  to fire, still mind, evasion, improved evasion, ki strike 
  (magic, lawful), slow fall 50 ft., purity of body; AL LE; 
  SV Fort +12, Ref +16, Will +21;  Str 26, Dex 19, Con -, 
  Int 8, Wis 24, Cha 14.  
   
  Skills and Feats:  Escape Artist +8 , Hide +14, 
  Listen +14, Move Silently +14, Spot +16, Tumble +14; 
  Great Fortitude, Improved Unarmed Strike Improved 
  Grapple, Deflect Arrows, Improved Trip, Weapon 
  Focus (unarmed strike), Blind-Fight, Dodge, Mobility, 
  Stunning Fist, Fiery Fist*  
   
  Possessions: cloak of resistance +3, monk’s belt, 
  periapt of wisdom +4, gloves of dexterity +4, boots of 
  speed 
   
  ENCOUNTER 10 
  �Darken Iyes: male human dread necromancer 18*; 
  CR 18; Medium humanoid (human); HD 18d6+55; hp 
  122; Init +2; Spd 40 ft; AC 19, touch 14, flat-footed 17; 
  Base Atk +9; Grp +10; Atk +11 melee (1d8+2, +1 
  battleaxe) or +11 ranged (1d8, light crossbow); Full Atk 
  +11/+6 melee (1d8+2, +1 battleaxe)  or +11 ranged (1d8, 
  light crossbow); SA Rebuke undead, charnel touch 
  (1d8+4), negative energy burst, fear aura, scabrous 
  touch (3/day), enervating touch; SQ Lich body DR 
  8/magic and bludgeoning, advanced learning, mental 
  bastion (+4), summon familiar, undead mastery, 
  negative energy resistance, light fortification (50%) 
  darkvision 60 ft, superior low-light vision, cold 
  resistance 10, hide in plain sight; AL CE; SV Fort +12, 
  Ref +11, Will +15; Str 12, Dex 14, Con 16, Int 8, Wis 12, 
  Cha 24.  
   
  Skills and Feats:  Concentration +24, Decipher 
  Script +1, Hide +10, Knowledge (Arcana) +1, 
  Knowledge (Religion) +1, Spellcraft +11; Spell 
  Penetration, Corpsecrafter*, Deadly Chill*, Bolster 
  Resistance*, Necromantic Presence*, Necromantic 
  Might*, Spell Focus (Necromancy), Greater Spell Focus 
  (Necromancy)  
   
  Spells Known (7/7/6/6/6/5/5/4/3; save DC = 17 + 
  Spell Level; DC = 19 + spell level if necromancy); 1st – 
  bane, bestow wound*, cause fear, chill touch, detect 
  magic, detect undead, doom, hide from undead, inflict 
  light wounds, ray of enfeeblement, summon undead I*, 
  undetectable alignment; 2nd – blindness/deafness, 
  command undead, darkness, death knell, false life, 
  gentle repose, ghoul touch, inflict moderate wounds, 
  scare, spectral hand, summon swarm, summon undead 
  II*; 3rd – crushing despair, halt undead, inflict serious 
  wounds, ray of exhaustion, speak with dead, summon 
  undead III*, undead torch*, vampiric touch; 4th – 
  animate dead, bestow curse, contagion, death ward, 
  dispel magic, enervation, Evard’s black tentacles, fear, 
  giant vermin, inflict critical wounds, phantasmal killer, 
  poison, summon undead IV*; 5th – blight, cloudkill, 
  fire in the blood*, greater dispel magic, insect plague, 
  lesser planar binding, magic jar, mass inflict light 
  wounds, nightmare, night’s caress*, oath of blood*, slay 
  living, summon undead V*, undeath to death, 
  unhallow, waves of fatigue; 6th – acid fog, circle of 
  death, create undead, eyebite, geas/quest, harm, mass 
  inflict moderate wounds, planar binding, ray of 
  entropy*, waves of exhaustion; 7th – control undead, 
  finger of death, greater harm*, mass inflict serious 
  wounds, song of discord, vile death*; 8th – create 
  greater undead, horrid wilting, mass inflict critical 
  wounds, symbol of death; 9th – energy drain, imprison 
  soul*, mass harm*, plague of undead*, wail of the 
  banshee. 
   
  Possessions: +1 chain shirt, +1 battleaxe, light 
  crossbow, cloak of charisma +6, vest of resistance +3, 
  ring of nullification*, ring of protection +2, gauntlets of 
  ogre power, pink ioun stone (con +2), collar of umbral 
  metamorphosis* 
   
  Negative Energy Burst (Su): 4/day; 18d4 
  damage Will save DC 26 half.  
   
  Fear Aura (Su): Beginning at 5th level, a dread 
  necromancer radiates a 5 foot radius fear aura as a free 
  action. Enemies in the area must succeed on a Will save 
  (DC 26) or become shaken. A creature who successfully 
  saves cannot be affected by that dread necromancer’s 
  fear aura for 24 hours. 
   
  Scabrous Touch (Su): This ability works like 
  the contagion spell inflicting the disease of her choice 
  immediately, with no incubation period, unless the 
  target makes a successful Fortitude save (DC 26). The 
  DC for subsequent saving throws to resist the effects of 
  the disease depends on the disease inflicted. Activating 
  this class feature is a swift action. The effect lasts until 
  the dread necromancer makes a successful charnel 
  touch attack. The spectral hand spell enables a dread 
  necromancer to deliver a scabrous touch attack from a 
  distance.  
   
  Enervating Touch (Su): Each day, she can 
  bestow a total number of negative levels equal to her 
  class level, but no more than two negative levels with a 
  single touch. The saving throw to remove the negative 
  levels has a Fortitude save DC of 26.  
   
  * see Appendix 2: New Rules Item 
   
  Power-Up Suite (Prepared – false life, 
  death ward, fire in the blood, undetectable 
  alignment): hp 137 
   
  
  Shadows of the Dread Spiral  
   
  Page 41 
   
   
  ENCOUNTER 12 
  �Yar’Fic: mind flayer sorcerer 9; CR 17; Medium 
  aberration; HD 8d8+9d4+51; hp 130; Init +8; Spd 30 ft; 
  AC 28, touch 14, flat-footed 24; Base Atk +10; Grp +10; 
  Atk +14 melee (1d4, tentacle); Full Atk +14 melee (1d4, 
  4 tentacles); SA Mind blast, psionics, improved grab, 
  extract; SQ Darkvision 60 ft., SR 28, telepathy 100 ft.; 
  AL CE; SV Fort +10, Ref +11, Will +19; Str 10, Dex 18, 
  Con 16, Int 18, Wis 20, Cha 28.  
   
  Skills and Feats: Bluff +23, Concentration +23, 
  Hide +16, Intimidate +16, Knowledge (arcane) +24, 
  Knowledge (planes) +23, Listen +13, Move Silently +16, 
  Spellcraft +24, Spot +20; Improved Initiative, Weapon 
  Finesse, 
  Dodge, 
  Improved 
  Toughness*, 
  Spell 
  Penetration, Greater Spell Penetration 
   
  Spells Known (6/6/8/8/6; save DC = 19+ Spell 
  Level; o – acid splash, detect magic, arcane mark, touch 
  of fatigue, mage hand, ray of frost, resistance, read 
  magic; 1st – lesser acid orb*, magic missile, ray of 
  enfeeblement, shield, grease, mage armor; 2nd – 
  glitterdust, scorching ray, see invisibility, mirror image; 
  3rd – lightning bolt, dispel magic, fireball; 4th – Evard’s 
  black tentacles, fire shield 
   
  Possessions: cloak of charisma +6, vest of 
  resistance +2, amulet of natural armor +3, gloves of 
  dexterity +2, piece of shadow entity 
   
  Mind Blast (Sp): This psionic attack is a cone 60 
  feet long. Anyone caught inn this cone must succeed 
  on a DC 23 Will save or be stunned for 3d4 rounds.  
   
  Psionics (Sp): At will – charm monster (DC 23), 
  detect thoughts (DC 21), levitate, plane shift, 
  suggestion (DC 20). Effective caster level 10th.  
   
  * see Appendix 2: New Rules Items 
   
  ENCOUNTER 13 
  �Srinthedul: male very old adult shadow dragon; CR 
  19; Huge dragon; HD 28d12+196; hp 406; Init +4; Spd 
  80 ft; fly 150 ft (average); AC 43, touch 10, flat-footed 
  43; Base Atk +28; Grp +47; Atk +38 melee (2d8+10, bite) 
  or +38 melee (2d6+5, claw); Full Atk +38 melee 
  (2d8+10, bite) and +38 melee (2d6+5, 2 claws) and +38 
  melee (1d8+5, 2 wings) and +38 melee (2d6+15, tail 
  slap); Space/Reach 15ft./10 ft. (15ft. with bite); SA 
  Breath weapon, crush, frightful presence, dimension 
  door, mirror image, spells; SQ Immunity to energy 
  drain, paralysis, sleep, shadow blend, DR 15/magic, SR 
  33, blindsense 60 ft, nondetection, darkvision 120 ft; 
  AL CE; SV Fort +29, Ref +18, Will +34;  Str 31, Dex 10, 
  Con 22, Int 26, Wis 26, Cha 27.  
   
  Skills and Feats: Concentration +37, Diplomacy 
  +37, Escape Artist +26, Intimidate +26, Knowledge 
  (arcane) +32, Knowledge (planes) +34, Knowledge 
  (religion) +39, Listen +39, Search +30, Sense Motive 
  +39, Spot +39, Use Magic Device +39; Multiattack, 
  Hover, Wingover, Improved Maneuverability*, Adroit 
  Flyby Attack*, Recover Breath*, Heighten Breath*, 
  Improved 
  Toughness*, 
  Improved 
  Multiattack*, 
  Improved Initiative 
   
  Possessions: ring of protection +2, amulet of 
  natural armor +2, cloak of resistance +2, pale blue 
  rhomboid ioun stone, Daazzix’s vest* 
   
  Breath Weapon (Su): 50 foot cone, damage 5 
  negative levels, Reflex save DC 32 half. 
   
  Crush (Ex): Creatures in area must make a 
  Reflex DC 32 or be pinned and take 2d8+15 damage. 
   
  Spell-Like 
  Abilities: 
  3/day 
  nondetection; 
  2/day – dimension door, mirror image; 1/day – shadow 
  walk 
   
  Frightful Presence (Ex): 270 ft. radius, 28 HD 
  or less, Will DC 32 negates. 
   
  Shadow Blend (Su): In any condition of 
  illumination other than full daylight, a very young or 
  older shadow dragon can disappear into the shadows, 
  giving it total concealment. Artificial illumination, 
  even a light or continual flame spell, does not negate 
  this ability. A daylight spell, however, does. 
  Spells: As 11th level sorcerer. 
   
  Sorcerer spells: (6/6/5/6/8/5; save DC = 18 + spell 
  level): 0 – detect magic, detect poison, ghost sound, 
  read magic, message, ray of frost, acid splash, touch of 
  fatigue, mage hand; 1st –shield, magic missile, ray of 
  enfeeblement, grease, mage armor; 2nd – see 
  invisibility, invisibility, protection from 
  arrows, 
  glitterdust, bear’s endurance; 3rd – displacement, wind 
  wall, haste, dispel magic; 4th – fire shield, enervation, 
  phantasmal killer; 5th – shadow evocation, wall of force 
   
  * see Appendix 2: New Rules Items 
   
  Power-Up 
  Suite 
  (Prepared 
  – 
  bear’s 
  endurance, mirror image, mage armor, shield, 
  protection 
  from 
  arrows, 
  see 
  invisibility, 
  displacement): hp 462; AC 51, touch 10, flat-footed 
  51; Fort +31; Concentration +39. 
  
  Shadows of the Dread Spiral  
   
  Page 42 
   
   
  APPENDIX 2: NEW RULES ITEMS 
  FEATS 
  Mysteries and Paths as presented in Tome 
  of Magic 
  All mysteries have the following characteristics, unless 
  otherwise noted in a specific description. 
  ∞ 
  Can be case once per day if functioning as an 
  arcane spell, two times per day if functioning as a 
  spell-like ability, and three times per day if 
  functioning as a supernatural ability. 
  ∞ 
  Can be dismissed at will by the mystery user if it 
  has a duration longer than instantaneous 
  ∞ 
  Functions in darkness or any sort of ambient light, 
  even if the mystery describes the mystery user 
  manipulating his or the subject’s shadow. The 
  mystery user’s connection to the Plane of Shadow 
  is so strong that he can manipulate a subject’s 
  “spiritual shadow” even where shadows cannot 
  normally exist. 
  ∞ 
  Requires a standard action to cast 
  ∞ 
  Requires somatic components if cast as an arcane 
  spell. 
  ∞ 
  Is subject to the same stacking rules as spells 
  ∞ 
  Does not easily interact with spells. Any attempt to 
  use a mystery (such as shadows fade) to dispel a 
  spell, or to use a spell (such as dispel magic) to 
  dispel a mystery, takes a -4 penalty. 
  ∞ 
  Can be identified with a Spellcraft check, but 
  requires a different understanding of that skill. A 
  mystery user with no levels in a spellcasting class 
  takes a -4 penalty on Spellcraft checks made to 
  identify spells. A spellcaster with no levels in a 
  mystery-using class takes a -4 penalty on Spellcraft 
  checks made to identify mysteries. 
  ∞ 
  Cannot benefit from feats that enhance spells, 
  such as metamagic feats, Ability Focus, or 
  Empower Spell-Like Abilities. Instead mysteries 
  benefit from metashadow feats. 
  Apprentice mysteries cast as supernatural abilities are 
  not subject to spell resistance, regardless of what might 
  appear on the spell resistance line of a mystery 
  description. Spell-Like abilities cannot be counterspells 
  nor can supernatural. 
   
  Adroit Flyby Attack [General]  
  Libris Mortis 
  You can make flyby attacks and get out of reach 
  quickly.  
   
  Prerequisites: Fly speed 90, Flyby Attack, 
  Hover, or Wingover 
   
  Benefits: When flying and making an attack 
  action, you can move both before and after the attack, 
  provided that the total distance moved is not greater 
  than your fly speed. Your flying movement does not 
  provoke attacks of opportunity from the creatures you 
  attack during the round when you use this feat.  
   
  Corpsecrafter [General]  
  Libris Mortis 
  Undead you raise or create are tougher than normal.  
   
  Benefits: Each undead you raise or create with 
  any necromancy spell gains a +4 enhancement bonus 
  to Strength and +2 hit points per Hit Die. 
   
  Bolster Resistance [General]  
  Libris Mortis 
  Undead you raise or create are tougher than normal.  
   
  Prerequisites: Corpsecrafter  
   
  Benefits: Each undead you raise or create with 
  any necromancy spell gains +4 turn resistance. 
   
  Deadly Chill [General]  
  Libris Mortis 
  Undead you raise or create deal more damage than 
  normal.  
   
  Prerequisites: Corpsecrafter  
   
  Benefits: Each corporeal undead you raise or 
  create with any necromancy spell deals an extra 1d6 
  points of cold damage with its natural weapons.  
   
  Necromantic Presence [General  
  Libris Mortis 
  Undead you control are harder to turn when they are 
  near you  
   
  Benefits: Whenever undead you control are 
  within 60 feet of you, they gain a +4 bonus to their turn 
  resistance. 
   
  Necromantic Might [General]  
  Libris Mortis 
  Undead you control gain benefits when they are near 
  you.  
   
  Prerequisites: Necromantic Presence  
   
  Benefit: Whenever undead you control are 
  within 60 feet of you, they are physically inspired by 
  your necromantic aura, and gain a +2 enhancement 
  bonus on their attack rolls and saving throws. 
   
  Heighten Breath  
  Draconomicon 
  Your breath weapon is even more deadly than normal. 
   
  Prerequisites: Con 13, breath weapon 
   
  Benefit: You can increase the save DC of your 
  breath weapon by any number up to a maximum equal 
  to your Constitution bonus. 
   
  For each point by which you increase the save DC, 
  add +1 to the number of rounds you must wait before 
  using your breath weapon again.  
    
  Improved Toughness  
  Complete Warrior 
  You are significantly tougher than normal. 
   
  Prerequisite: Base Fortitude Save bonus +2 
   
  Benefit: You gain a number of hit points equal to 
  your current Hit Dice. Each time you gain a HD (such 
  as by gaining a level), you gain 1 additional hit point. If 
  
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  you lose a HD (such as by losing a level), you lose 1 hit 
  point permanently. 
   
  Special: 
  A 
  fighter 
  may 
  select 
  Improved 
  Toughness as one of his fighter bonus feats. 
   
  Improved Multiattack  
  Draconomicon 
  You are particularly adept at using all your natural 
  weapons at once. 
   
  Prerequisite: Three or more natural weapons, 
  Multiattack 
   
  Benefit: Your secondary attacks with natural 
  weapons have no penalty on the attack roll. You still 
  add only ½ your Strength bonus, if any, to damage 
  dealt.  
   
  Normal: Without this feat, your secondary 
  natural attacks are made at a -5 penalty (or a -2 penalty 
  if you have the Multiattack feat)  
   
  Deft Opportunist  
  Complete Adventurer 
  You can deliver a wound that hampers an opponent’s 
  movement.  
   
  Prerequisite: Base attack bonus +6, sneak attack 
   
  Benefit: If you deal damage with a melee sneak 
  attack, you can also deliver a wound that limits your 
  foe’s mobility. For 1 round (or until the target is the 
  beneficiary of a DC 15 Heal check or any magical 
  healing that restores at least 1 hit point, whichever 
  comes first), your target is treated as if it were 
  staggered, even if its nonlethal damage doesn’t exactly 
  equal its current hit points. A target can resist this 
  effect by making a successful Fortitude save (DC equal 
  to damage dealt). Multiple staggering strikes on the 
  same creature do not stack. This feat has no effect on 
  creatures not subject to sneak attack damage.  
   
  Staggering Strike  
  Complete Adventurer 
  You are prepared for the unexpected. 
   
  Prerequisite: Dex 15, Combat Reflexes 
   
  Benefit: You get a +4 bonus on attack rolls when 
  making attacks of opportunity.  
   
  Lunging Strike  
  Player’s Handbook II 
  You make a single attack against a foe who stands just 
  beyond your reach. 
   
  Prerequisite: Base attack bonus +6 
   
  Benefit: As a full-round action, you can make a 
  single strike with a 5-foot bonus to your attack’s reach. 
  This benefit applies to both armed and unarmed 
  attacks, including touch attacks made to deliver spells.  
   
  Special: A fighter may select Lunging Strike as 
  one of his fighter bonus feats. 
   
  Fiery Fist  
  Player’s Handbook II 
  By channeling your Ki energy, you sheathe your limbs 
  in magical fire. Your unarmed strikes deal extra fire 
  damage.  
   
  Prerequisite: Dex 13, Wis 13, Improved 
  Unarmed Strike, Stunning Fist, base attack bonus +8 
   
  Benefit: As a swift action, you can expend one of 
  your uses of the Stunning Fist feat to surround your 
  firsts and feet in flame. For the rest of your turn, you 
  gain an extra 1d6 points of fire damage on your 
  unarmed strikes. 
   
  When you select this feat, you gain an additional 
  daily use of Stunning Fist. 
   
  Special: A fighter may select Fiery Fist as one of 
  his fighter bonus feats. A monk with the Stunning Fist 
  feat can select Fiery Fist as her bonus feat at 2nd level, 
  even if she does not meet the other prerequisites. 
   
  Melee Weapon Mastery  
  Player’s Handbook II 
   
  Prerequisite: Proficiency with selected weapon, 
  Weapon Focus with selected weapon, Weapon 
  Specialization with selected weapon, base attack bonus 
  +8 
   
  Benefit: When you select this feat, choose 
  bludgeoning, piercing, or slashing. You must have 
  Weapon Focus and Weapon Specialization with a 
  melee weapon that deals this type of damage. When 
  using any melee weapon that has the damage type you 
  selected, you gain a +2 bonus on attack rolls and a +2 
  bonus on damage rolls.  
   
  Special: You can select this feat more than once. 
  Each time, you can select a new damage type. 
   
  A fighter may select Melee Weapon Mastery as 
  one of his fighter bonus feats. 
   
  Prone Attack  
  Complete Warrior 
  You can attack from a prone position without penalty.  
  Prerequisites: Dex 15, Lightning Reflexes, base 
  attack bonus +2 
  Benefits: You can make an attack from the prone 
  position and take no penalty on your attack roll. If your 
  attack roll is successful, you may regain your feet 
  immediately as a free action. Opponents gain no bonus 
  on melee attacks against you while you are prone.  
  Special: A fighter may select Prone Attack as one of 
  his fighter bonus feats. 
   
  Improved Maneuverability 
  Draconomicon 
  Your maneuverability in flight improves.  
   
  Prerequisites: Fly speed 150 feet, Hover or 
  Wingover 
   
  Benefit: Your maneuverability improves by one 
  category, from clumsy to poor, poor to average, or 
  average to good (see Tactical Aerial Movement, page 20 
  of the Dungeon Master’s Guide).  
   
  Special: You can take this feat multiple times. 
  Each time you take the feat, your maneuverability 
  
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  improves by one category (but never becomes better 
  than good).  
   
  Recover Breath  
  Draconomicon 
  You wait less time before being able to use your breath 
  weapon again.  
   
  Prerequisites: Con 17, breath weapon 
   
  Benefit: You reduce the interval between uses of 
  your breath weapon. You wait 1 round less than usual 
  before breathing again, but always at least 1 round. The 
  feat stacks with the effects of metabreath feats, 
  reducing the total time you must wait to use your 
  breath weapon again by 1 round. 
   
  Special: If you have multiple heads with breath 
  weapons, all breath weapons use the reduced interval.  
   
  Shadow Cast  
  Tome of Magic 
  Your shadow shimmers as you cast a spell and you 
  seem to cast your mysteries from elsewhere.  
   
  Prerequisites: 
  Concentration 
  5 
  ranks, 
  shadowcaster level 1st.  
   
  Benefit: Designate a square adjacent to you. If no 
  one threatens that square, you do not provoke an attack 
  of opportunity when you cast a spell or use a spell-like 
  ability.  
   
  Empower Mystery  
  Tome of Magic 
  You can cast mysteries to greater effect.  
   
  Prerequisites: Any metashadow feat. 
   
  Benefit: Once per day, you can apply the effect 
  of the Empower Spell feat to any mystery you cast. All 
  variable numeric effects of an empowered mystery 
  increase by one-half. 
   
  Casting an empowered mystery is a full-round 
  action. a square adjacent to you.  
   
  Special: You can take this feat multiple times. 
   
  Quicken Mystery  
  Tome of Magic 
  You can cast a mystery with a moment’s thought.  
   
  Prerequisites: Any three metashadow feats. 
   
  Benefit: Once per day, you can cast a mystery as 
  a swift action. This feat functions in most respects as 
  the Quicken Spell feat.  
   
  Special: You can take this feat up to three times. 
  To take it a second time, you must have seven 
  metashadow feats. To take it a third time, you must 
  have eleven metashadow feats.  
   
  Still Mystery  
  Tome of Magic 
  You can cast a mystery without gestures.  
   
  Benefit: A stilled mystery can be cast with no 
  somatic components. This also prevents your shadow 
  from making gestures that differs from your own 
  during casting. Because mysteries activated as spell-like 
  and supernatural abilities have no somatic components, 
  this feat is useful only with mysteries cast as arcane 
  spells.  
   
  Reach Mystery  
  Tome of Magic 
  You can cast touch range mysteries without touching 
  the target.  
   
  Prerequisites: Any metashadow feat. 
   
  Benefit: Once per day, you can cast a mystery 
  that normally has a range of touch at any target within 
  30 feet. The mystery effectively becomes a ray, so you 
  must succeed on a ranged touch attack to bestow the 
  mystery upon the recipient.  
   
  Special: You can take this feat multiple times. 
   
  Path Focus  
  Tome of Magic 
  Choose a path of shadow magic, such as Touch of 
  Twilight. Your mysteries of that path are more potent 
  than normal.  
   
  Benefit: You function at +1 caster level when 
  casting mysteries of this path. Additionally, add +1 to 
  the DC of all saving throws against mysteries from this 
  path.  
   
  Special: You can gain this feat multiple times. Its 
  effects do not stack. Each time you take the feat, it 
  applies to a new path.  
   
  Greater Path Focus  
  Tome of Magic 
  Choose a path of shadow magic to which you have 
  already applied the Path Focus feat. Your mysteries of 
  that path are now even more potent.  
   
  Prerequisites: Path Focus. 
   
  Benefit: You function at +1 caster level when 
  casting mysteries you select. Additionally, add +1 to the 
  Difficulty Class of all saving throws against mysteries 
  from that path. These bonuses stack with those granted 
  by Path Focus.   
   
  Special: You can gain this feat multiple times. Its 
  effects do not stack. Each time you take the feat, it 
  applies to a new path to which you have applied the 
  Path Focus feat. 
   
  SPELLS AND MYSTERIES 
  Bestow Wound  
  Heroes of Horror 
  Transmutation 
  Level: Dread Necromancer 1, sorcerer/wizard 1, Spite 
  1 
  Components: V, S, M 
  Casting Time: 1 immediate action 
  Range: Touch 
  Area: Living creature touched 
  Duration: Instantaneous 
  Saving Throw: Fortitude half 
  Spell Resistance: Yes 
  If wounded, you can cast this spell and touch a living 
  creature. The target takes damage equal to your wounds 
  at the rate of 1 point of damage per your caster level, or 
  
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  the amount needed to bring you up to your maximum 
  hit points, whichever is less. At the same time, you heal 
  that much damage, as if a cure spell had been cast on 
  you. 
   
  Material Component: A small eye agate worth at 
  least 10 gp.  
   
  Summon Undead  
  Spell Compendium 
  Conjuration (Summoning) [Evil] 
  Level: Blackguard 1, cleric 1, dread necromancer 1, 
  sorcerer/wizard 1 
  Components: V, S, F, DF 
  Casting Time: 1 round 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Effect: One summoned creature 
  Duration: 1 round/level 
  Saving Throw: None 
  Spell Resistance: No 
  This spell functions like summon monster I (see page 
  285 of the Player’s Handbook), except that you 
  summon an undead creature.  
   
  Summon undead I conjures one of the creatures 
  from the 1st level list in the Summon Undead table at 
  right. You choose which creature to summon, and you 
  can change that choice each time you cast the spell. 
  Summoned undead do not count toward the total Hit 
  Dice of undead that you can control with animate dead, 
  plague of undead, or other command undead abilities., 
  no undead creature you summon can have more Hit 
  Dice than your caster level +1. 
   
  Focus: A tiny Bag, a small candle not lit, and a 
  carved bone from any humanoid. 
   
  Note: The descriptions of the summon undead 
  spells presented here supersede earlier published 
  descriptions.  
   
  Summon Undead 
  1st level 
  Human warrior skeleton 
  Kobold zombie 
   
  2nd level 
  Owlbear skeleton 
  Bugbear zombie 
   
  3rd level 
  Ghoul 
  Troll skeleton 
  Ogre zombie 
   
  4th level 
  Allip 
  Ghast 
  Wyvern zombie 
  5th level 
  Mummy 
  Shadow 
  Vampire spawn 
  Wight 
   
  Fire in the Blood  
  Heroes of Horror 
  Transmutation 
  Level: Dread Necromancer 5, cleric 5, Spite 5 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Personal 
  Area: You 
  Duration: 1 minute/level 
  Saving Throw: None 
  Spell Resistance: No 
  This unsettling spell enables you to make deadly 
  weapons of your own arteries and veins. Once the spell 
  is cast, your blood takes on a mystical potency that 
  makes it more corrosive than the strongest acid to 
  anyone who draws it from you. From then on, until the 
  spell’s duration has elapsed anyone who deals slashing 
  or piercing melee damage on you is sprayed with your 
  blood in retribution. The blood deals a cumulative 1d6 
  points of damage per attack upon your attacker, with 
  no save or spell resistance applicable, up to a maximum 
  of 5d6. Thus, the first time a foe hits you with a 
  slashing or piercing weapon, he instantly takes 1d6 
  points of damage from the sanguinary backlash. The 
  second time that same foe strikes you, he takes 2d6 
  points of damage. As soon as any single foe has taken 
  5d6 points of damage in a single spray from your 
  corrosive blood, the spell ends. 
   
  Opponents striking you with magical attacks that 
  do not manifest in a slashing or piercing manner, or 
  those striking you with only bludgeoning weapons, do 
  not trigger the retributive blood spray. 
   
  The arc and direction of the blood spray is magical 
  in nature, and the spray does not splatter adjacent 
  squares or parties, no matter how close together they 
  might be. Each spray strikes only the one responsible 
  for the wound. 
   
  Material Component: A drop of your own blood.  
   
  Holy Star 
  Spell Compendium 
  Abjuration 
  Level: Cleric 7 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: 0 ft. 
  Effect: Protective star of energy 
  Duration: 3 rounds (D) 
  You create a glowing mote of energy that stays near 
  your shoulder, providing light equal to that of a candle. 
  This star has the following three functions, you can 
  designate which function to activate as a free action on 
  your turn. 
   
  Spell Turning: A holy star can turn a total of four 
  to seven (1d4+3) spell levels, as the spell turning spell 
  (PH 282). Any turning potential depleted through this 
  use remains so for the duration of the spell; the holy 
  star does not return to full capacity every time you 
  chose this function. If its entire spell turning capacity 
  
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  is expended, this function no longer works, but the 
  others do. 
   
  Protection: A holy star gives you a +6 circumstance 
  bonus to AC. 
   
  Fire Bolt: A holy star lashes out with a beam of 
  energy as a ranged touch attack against a creature (you 
  choose the target) up to 90 feet away (no range 
  increment). This attack uses your attack bonus and 
  deals fire damage equal to 1d6 points per two caster 
  levels (maximum 10d6)  
   
  Ray of Entropy 
  Spell Compendium 
  Necromancy 
  Level: 
  Sorcerer/wizard 
  6 
  (dread 
  necromancer 
  advanced learning spell) 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Effect: Ray 
  Duration: 1 minute/level 
  Saving Throw: None 
  Spell Resistance: Yes 
  When you cast this spell, you unleash a ray of negative 
  energy that consumes the life energy of the subject. 
  You must succeed on a ranged touch attack with the 
  ray to strike a target. If your attack is successful against 
  a living creature, the ray makes the subject weaker, 
  slower, and less healthy. The subject takes a -4 penalty 
  to Strength, Constitution, and Dexterity for the 
  duration of the spell.  
   
  Heat Drain 
  Spell Compendium 
  Necromancy 
  Level: Cleric 8 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: 20 ft. 
  Effect: 20-ft.-radius burst centered on you 
  Duration: Instantaneous 
  Saving Throw: Fortitude negates 
  Spell Resistance: Yes 
  You drain the heat from all living creatures within the 
  affected area except you. This influx of warmth heals 
  and empowers you. All affected living creatures take 
  1d6 points of cold damage per caster level (maximum 
  20d6). For every living creature that takes damage from 
  this spell, you gain 2 temporary hit points. The 
  temporary hit points last for up to 1 minute per level.  
   
  Lesser Acid Orb  
  Spell Compendium 
  Conjuration (Creation) [Acid] 
  Level: Sorcerer/wizard 1 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Effect: One orb of acid 
  Duration: Instantaneous  
  Saving Throw: None 
  Spell Resistance: No 
  An orb of acid about 2 inches across shoots from your 
  palm at its target, dealing 1d8 points of acid damage. 
  You must succeed on a ranged touch attack to hit your 
  target. 
   
  For every two caster levels beyond 1st, your orb 
  deals an additional 1d8 points of damage: 2d8 at 3rd 
  level, 3d8 at 5th level, 4d8 at 7th level, and the 
  maximum 5d8 at 9th level or higher.  
   
  Electric Loop  
  Spell Compendium 
  Evocation [Electricity] 
  Level: Sorcerer/wizard 2 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Area: One creature/3 levels, each of which is adjacent 
  to another target 
  Duration: Instantaneous 
  Saving Throw: Reflex half; see text 
  Spell Resistance: Yes 
  You create one small stroke of lightning that targets 
  one creature per three caster levels you possess 
  (maximum four creatures). Each target must be in a 
  square adjacent to another target. The spell deals 1d6 
  points of electricity damage per two caster levels 
  (maximum 5d6) to each target. A creature that fails its 
  Reflex save must make a successful Will save or be 
  stunned for 1 round.  
   
  Material Component: A loop of copper wire and a 
  magnet.  
   
  Acid Storm 
  Spell Compendium 
  Conjuration (Creation) [Acid] 
  Level: Sorcerer/wizard 6 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10ft./level) 
  Area: Cylinder (20-ft. radius, 20 ft. high) 
  Duration: Instantaneous 
  Saving Throw: Reflex half 
  Spell Resistance: No 
  Acid rain deals 1d6 points of acid damage per caster 
  level (maximum 15d6) to each creature in the area. 
   
  Material Component: A flask of acid (10 gp).  
   
  Oath of Blood  
  Heroes of Horror 
  Necromancy 
  Level: Dread Necromancer 5, cleric 5, sorcerer/wizard 
  5 
  Components: V, S, M, DF 
  Casting Time: 1 minute 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Effect: One living creature  
  Duration: See below 
  Saving Throw: None 
  
  Shadows of the Dread Spiral  
   
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  Spell Resistance: Yes 
  Oath of blood functions only when cast on a creature 
  that has recently been subject to a geas or similar spell. 
  It extends the reach of the geas beyond death. If the 
  individual subject to the geas dies before completing 
  the task, oath of blood animates him as an undead 
  creature in order that he might continue his quest. The 
  nature of the undead creature is determined by the 
  caster level of this spell, as per create undead (see page 
  215 of the Player’s Handbook). Once the task is 
  complete or the original geas (or similar spell) expires, 
  the magic animating the subject ends and he returns to 
  death 
   
  Material Component: Grave dirt mixed with 
  powdered onyx worth at least 40 gp per HD of the 
  target.  
   
  Vile Death 
  Heroes of Horror 
  Conjuration (Calling) [Evil] 
  Level: Dread Necromancer 7, cleric 9, sorcerer/wizard 
  9  
  Components: V, S, M, XP 
  Casting Time: 1 hour 
  Range: Touch 
  Effect: One corporeal undead creature  
  Duration: Permanent (D) 
  Saving Throw: None 
  Spell Resistance: Yes 
  You summon the spirit of a fiend from the depths of 
  Hell or the Abyss and bind it into the body of a 
  corporeal undead creature.  
   
  Binding the fiend applies the fiendish template 
  (see page 108 of the Monster Manual) to the undead 
  creature. The resulting creature is independent of you 
  and can act on its own. Its initial attitude toward you is 
  indifferent. 
   
  Material Component: A bit of brimstone and a 
  bloodstone worth at least 500 gp. 
   
  XP Cost: 100 xp.  
   
  Imprison Soul  
  Heroes of Horror 
  Necromancy [Evil] 
  Level: Dread Necromancer 9, cleric 9, Spite 9 
  Components: V, S, M, F 
  Casting Time: 1 standard action; see text 
  Range: Touch 
  Target: Creature Touched  
  Saving Throw: Will negates 
  Spell Resistance: Yes 
   
  By casting imprison soul, you place the subject’s 
  soul in a receptacle, such as a gem, ring, or some other 
  miniscule object, leaving the body lifeless. While 
  trapped, the subject takes 1d4 points of Constitution 
  damage per day until dead or freed. The rituals to 
  prepare the receptacle require three days. Destroying 
  or opening the receptacle ends the spell, releasing the 
  soul. 
   
  To cast the spell, you must know the name of the 
  target. The receptacle must be within spell range and 
  you must know where it is. 
   
  Material Component: A portion of the target’s 
  body (a fingernail, a strand of hair, or some other small 
  part). 
   
  Focus: A Tiny or smaller object to be the receptacle 
  for the subject’s soul. 
   
  Note: This updated version of this spell supersedes 
  earlier published descriptions. 
   
  Greater Harm 
  Heroes of Horror 
  Necromancy 
  Level: Dread Necromancer 7, cleric 7 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One creature  
  Saving Throw: Will half, see text 
  Spell Resistance: Yes 
   
  As harm (see page 239 of the Player’s Handbook), 
  except as noted above and in that this spell deals 1d12 
  points of damage per caster level, to a maximum of 
  20d12 at 20th level. 
   
  Mass Harm 
  Heroes of Horror 
  Necromancy 
  Level: Dread Necromancer 9 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: 20 ft. 
  Area: 20-ft.-radius burst centered on caster 
  Target: All creatures except the caster in the area  
  Saving Throw: Will half, see text 
  Spell Resistance: Yes 
   
  As greater harm, except as noted above.  
   
  Plague of Undead 
  Heroes of Horror 
  Necromancy [Evil} 
  Level: Dread Necromancer 9, cleric 9, sorcerer/wizard 
  9 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One or more corpses within range  
  Duration: Instantaneous 
  Saving Throw: None 
  Spell Resistance: No 
   
  This spell unleashes great necromantic power, 
  raising a host of undead creatures. Plague of undead 
  turns the bones or bodies of dead creatures within the 
  spell’s range into undead skeletons or zombies with 
  maximum hit points for their Hit Dice. The undead 
  remain animated until destroyed. (A destroyed 
  skeleton or zombie can’t be animated again.) 
   
  Regardless of the specific numbers or kinds of 
  undead created with this spell, a single casting of 
  
  Shadows of the Dread Spiral  
   
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  plague of undead can’t create more HD of undead than 
  four times your caster level. 
   
  The undead you create remain under your control 
  indefinitely and follow your spoken commands. 
  However, no matter how many times you use this spell 
  or animate dead (see page 198 of the Player’s 
  Handbook), you can only control 4 HD worth of 
  undead creatures per caster level; creatures you 
  animate with either spell count against this limit. If 
  you exceed this number, newly created creatures fall 
  under your control and any excess undead from 
  previous castings of this spell or animate dead become 
  uncontrolled. Anytime this limit causes you to release 
  some of the undead you control through this spell or 
  animate dead, you choose which undead are released. 
   
  The bones and bodies required for this spell follow 
  the same restrictions as animate dead. All the material 
  to be animated by this spell must be within range when 
  the spell is cast. 
   
  Material Component: A black sapphire worth 100 
  gp or several black sapphires with total value of 100 gp. 
   
   
  Night’s Caress  
  Spell Compendium 
  Necromancy [Evil] 
  Level: Dread Necromancer 5, sorcerer/wizard 5,  
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Touch 
  Effect: Creature touched 
  Duration: Instantaneous 
  Saving Throw: Fortitude partial; see text 
  Spell Resistance: Yes 
  Your touch deals 1d6 points of damage per caster level 
  (maximum 15d6) and 1d6+2 points of Constitution 
  damage. (A successful Fortitude saving throw negates 
  the Constitution damage). 
   
  The spell has a special effect on an undead 
  creature. An undead touched by you takes no damage 
  or Constitution loss, but it must make a successful Will 
  saving throw or flee as if panicked for 1d4 rounds +1 
  round per caster level.  
   
  Undead Torch 
  Spell Compendium 
  Necromancy 
  Level: Dread Necromancer 3, sorcerer/wizard 3  
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Effect: One corporeal undead/level, no two of which 
  are more than 30 ft. apart  
  Duration: 1 round/level 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
  The subject creature deals an extra 2d6 points of 
  damage on melee attacks against living creatures. If an 
  attacked creature has spell resistance, the resistance is 
  checked the first time the undead subject attacks it. If 
  your caster level check fails, the creature is unaffected 
  by that casting of the undead torch. 
   
  If the undead creature is destroyed the undead 
  torch continues to burn at the location of its 
  destruction until the duration ends, and living 
  creatures that pass through that area take 2d6 points of 
  damage. If the undead creature assumes a nonphysical 
  state (such as a vampire assuming gaseous form), the 
  spell disperses harmlessly.  
   
  Material Component: A living or dead firefly or 
  glow worm.  
   
  Dusk and Dawn  
  Tome of Magic 
  Apprentice, Shutters and Clouds 
  Level/School: 1st/Evocation  
  Range: Close (25 ft. + 5 ft./2 levels) 
  Area: 20-ft.-radius emanation centered on a point in 
  space 
  Duration: 10 minutes/level 
  Saving Throw: None 
  Spell Resistance: No 
  You make a dark area lighter or light area darker, 
  blanketing the affected area in shadowy illumination. 
  Creatures with darkvision can see through this area 
  normally. 
   
  Steelshadows 
  Tome of Magic 
  Apprentice, Cloak of Shadows 
  Level/School: 1st/Abjuration  
  Range: Personal 
  Target: You 
  Duration: 10 minutes/level 
  Steel shadows grants you a +3 armor bonus and a +3 
  shield bonus to AC, but without weight, armor check 
  penalty, arcane spell failure chance, or speed reduction. 
  The effect is not a force effect, and attacks from 
  incorporeal creatures ignore it.  
   
  Shadow Skin  
  Tome of Magic 
  Apprentice, Shutters and Clouds 
  Level/School: 2nd/Abjuration  
  Range: Personal 
  Target: You 
  Duration: 1 round or less; see text 
  You can cast this mystery as an immediate action. You 
  gain damage reduction according to your caster level 
  (see table below). This DR lasts until the beginning of 
  your next turn.  
  Caster Level 
  DR 
  Up to 4th 
   
  5/magic 
  5th-9th  
  10/magic 
  10th-14th 
   
  10/silver 
  15th-19th 
   
  15/silver 
  20th  
   
  15/- 
   
  Dancing Shadows  
  Tome of Magic 
  
  Shadows of the Dread Spiral  
   
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  Apprentice, Shutters and Clouds 
  Level/School: 3rd/Illusion  
  Range: Touch 
  Target: One creature/5 levels  
  Duration: 1 round/level (D) 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
  You grant subjects concealment. If you cast this 
  mystery on a single subject, the shadows are thicker, 
  and the subject gains total concealment. The spell see 
  invisibility and the mystery piercing sight do not 
  negate these miss chances, but the spell true seeing and 
  the mystery truth revealed do.  
   
  Carpet of Shadows  
  Tome of Magic 
  Apprentice, Dark Terrain 
  Level/School: 1st/Conjuration (Creation) 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Area: One 5-ft. square/level (S)  
  Duration: 1 minute/level (D) 
  Saving Throw: None 
  Spell Resistance: No 
  You cloak the ground with an uneven and hard to 
  traverse surface. The terrain becomes difficult, 
  meaning that each 5-foot square within the area costs 
  double to move into. For instance, each light 
  undergrowth square (normally costing 2 squares of 
  movement to move into) now costs 4 squares of 
  movement to move into. If you cast this mystery a 
  second time on the same area (or apportion of the same 
  area) while the first casting is still active the second 
  casting does not worsen the terrain further (although it 
  would extend the duration of the effect on that area). 
   
  Black Fire 
  Tome of Magic 
  Apprentice, Dark Terrain 
  Level/School: 2nd/Evocation 
  Range: Close (25 ft. + 5 ft. /2 levels) 
  Area: One 5-ft. square/level (S)  
  Duration: 1 round/level (D) 
  Saving Throw: Reflex negates; see text 
  Spell Resistance: Yes 
  You create a shapeable shadowy curtain of black flame 
  that covers the affected squares. The fire deals 1d6 
  points of cold damage per two caster levels to any 
  creature standing in an affected square at the 
  beginning of each of your turns until the effect ends. 
  In addition, the flame deals damage to any creature 
  entering or passing through an affected square. Black 
  fire burns only a few feet tall, so a creature can avoid 
  the effect of the mystery by jumping or flying over the 
  area. 
   
  Shadows Fade  
  Tome of Magic 
  Initiate, Unbinding Shade 
  Level/School: 4th/Abjuration 
  Range: Medium (100 ft. + 10 ft. /level) 
  Area: One creature or object; or 20-ft. radius burst 
  Duration: Instantaneous 
  Saving Throw: None 
  Spell Resistance: No 
  This mystery functions like the spell dispel magic.  
   
  Bolster  
  Tome of Magic 
  Initiate, Body and Soul 
  Level/School: 4th/Transmutation  
  Range: Touch 
  Target: Creature touched 
  Duration: 10 minutes/ level or until discharged (D) 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
  You grant the subject temporary hit points for each of 
  its Hit Dice (maximum 75). For the duration of the 
  effect, the subject’s shadow grows larger than normal, 
  and its movements are very slightly uncoordinated 
  with those of the subject. An observer can notice this 
  characteristic by making a DC 20 Spot check. 
  concealment. If you cast this mystery on a single 
  subject, the shadows are thicker, and the subject gains 
  total concealment. The spell see invisibility and the 
  mystery piercing sight do not negate these miss 
  chances, but the spell true seeing and the mystery truth 
  revealed do.  
    
  Step Into Shadows  
  Tome of Magic 
  Initiate, Ebon Roads 
  Level/School: 4th/Conjuration (Teleportation)  
  Range: Long (400 ft. + 40 ft./level) 
  Target: You and touched objects or other touched 
  willing creatures 
  Duration: Instantaneous 
  Saving Throw: None and Will negates (object) 
  Spell Resistance: No and Yes (harmless) 
  This mystery functions like the spell dimension door.  
   
  Languor  
  Tome of Magic 
  Initiate, Body and Soul 
  Level/School: 5th/Enchantment (Compulsion)  
  Range: Close (25 ft. + 5 ft. /2 levels) 
  Target: One creature or one creature/ level, no two of 
  which are more than 30 ft. apart; see text  
  Duration: 1 round/ 2 levels (D) 
  Saving Throw: Will negates  
  Spell Resistance: Yes  
  Languor functions like either the spell slow or the spell 
  hold monster. You choose which version you want 
  before the effect begins. If you choose hold monster, 
  the mystery can affect only one subject.  
   
  Unveil  
  Tome of Magic 
  Initiate, Veil of Shadows 
  Level/School: 6th/Divination 
  Range: Touch 
  
  Shadows of the Dread Spiral  
   
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  Area: Creature touched 
  Duration: Instantaneous 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
  This mystery immediately ends any of the following 
  adverse conditions: ability damage, blinded, confused, 
  dazed, dazzled, deafened, diseased, exhausted, fatigued, 
  immobilized, insanity, nauseated, sickened, stunned, 
  and poisoned. In addition, it negates the effects of the 
  mysteries mesmerizing shade, shadow hood, and 
  shadow between, and cancels curses as the spell 
  remove curse.  
   
  Warp Spell  
  Tome of Magic 
  Initiate, Black Magic 
  Level/School: 4th/Abjuration 
  Range: Close (25 ft. + 5 ft. /2 levels) 
  Target: A spell or mystery cast by someone else 
  Duration: Instantaneous 
  Saving Throw: Will negates; see text 
  Spell Resistance: No 
  You can cast this mystery as an immediate action to 
  warp another caster’s spell or mystery. In this case, 
  warp spell must be used at the moment of the other 
  caster’s casting. To be successful, you must beat the 
  other caster on an opposed caster level check (1d20 + 
  caster level). If you do not, you have failed to take 
  control of his spell or mystery, and it manifests 
  normally. 
   
   If you succeed on the opposed check, the other 
  caster’s mystery or spell is countered, as if you had used 
  the counter spell action successfully, and you gain one 
  additional use of an apprentice path mystery that you 
  know. You can keep this additional use until a later 
  turn (requiring a standard action to activate), but it 
  must be used within 1 hour or it is lost. You can also 
  combine the activation of the additional spell or 
  mystery with the immediate action required for the 
  warp spell mystery itself, allowing you to cast the 
  apprentice path mystery out of turn.  
   
  Pass Into Shadow 
  Tome of Magic 
  Initiate, Ebon Roads 
  Level/School: 5th/Conjuration (Teleportation) 
  Range: Touch 
  Effect: Creature touched, or up to eight willing 
  creatures joining hands 
  Duration: Instantaneous 
  Saving Throw: Will negates 
  Spell Resistance: Yes 
  This mystery functions like the spell plane shift, except 
  that your destination or origination must be the Plane 
  of Shadow.  
   
  Prison of Night  
  Tome of Magic 
  Master, Ebon Walls 
  Level/School: 7th/Conjuration (Creation) 
  Range: Close (25 ft. + 5 ft. /2 levels) 
  Target: One Huge or smaller creature 
  Duration: 1 round /level (D) 
  Saving Throw: Fortitude negates; see text 
  Spell Resistance: Yes 
  This mystery immobilizes the subject in a prison of 
  shadowstuff. This prison blocks both line of effect and 
  line of sight to the creature inside it, and is 
  impenetrable from the outside. The creature inside the 
  prison takes 1d6 points of cold damage at the 
  beginning of each round that it remains inside the 
  prison.  
   
  Once each round as a standard action, a creature 
  caught in the prison can attempt a Fortitude saving 
  throw against the spell’s original DC to break out of the 
  prison. Success means that the creature can move out 
  of the prison, and it fades to nothingness. Failure 
  means that the creature take 1d4 points of Constitution 
  damage and remains trapped.  
   
  Life Fades, Greater 
  Tome of Magic 
  Master, Breath of Twilight 
  Level/School: 7th/Necromancy 
  Range: Close (25 ft. + 5 ft. /2 levels) 
  Target: One living creature/level in a 20-ft. radius 
  spread  
  Duration: Instantaneous 
  Saving Throw: Fortitude partial 
  Spell Resistance: Yes 
  Your touch deals 1d6 points of nonlethal damage per 
  caster level (maximum 20d6) and causes the subject to 
  become exhausted for 1 round per caster level (a 
  Fortitude save reduces the damage by half and 
  decreases the exhaustion to fatigue). This mystery does 
  not stack with itself, so a creature fatigued by saving 
  against one casting does not become exhausted by 
  saving against a second casting.  
   
  Flesh Fails, Greater  
  Tome of Magic 
  Master, Breath of Twilight 
  Level/School: 8th/Necromancy 
  Range: Close (25 ft. + 5 ft. /2 levels) 
  Target: One living creature/level in a 20-ft. radius 
  spread  
  Duration: Instantaneous 
  Saving Throw: None 
  Spell Resistance: Yes 
  This mystery functions like the mystery flesh fails, 
  except that you can affect multiple subjects, and you 
  deal either 6 points of Strength damage, 6 points of 
  Dexterity damage, or 4 points of Constitution damage. 
  You must deal the same kind of ability damage to all 
  subjects touch deals 1d6 points of nonlethal damage 
  per caster level (maximum 20d6) and causes the subject 
  to become exhausted for 1 round per caster level (a 
  Fortitude save reduces the damage by half and 
  decreases the exhaustion to fatigue). This mystery does 
  not stack with itself, so a creature fatigued by saving 
  
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  against one casting does not become exhausted by 
  saving against a second casting.  
   
  Caul of Shadow 
  Tome of Magic 
  Fundamental 
  Level/School: 1st/Abjuration 
  Range: Personal 
  Target: You  
  Duration: 1 Minute/level (D) 
  Caul of shadow faintly darkens your form, but does not 
  provide any bonuses on Hide checks or similar efforts. 
  You gain a + 1 deflection bonus to AC, with an 
  additional +1 for every six caster levels (maximum 
  bonus +4)  
   
  Arrow of Dusk  
  Tome of Magic 
  Fundamental 
  Level/School: 1st/Evocation 
  Range: Medium (100 ft. + 10ft./level) 
  Effect: Ray  
  Duration: Instantaneous 
  Saving Throw: None 
  Spell Resistance: No 
  You must succeed on a ranged touch attack to deal 2d4 
  points of nonlethal damage to the target. If you score a 
  critical hit, triple the damage.  
   
  Mystic Reflections  
  Tome of Magic 
  Fundamental 
  Level/School: 0/Divination 
  Range: Personal 
  Target: You  
  Duration: 1 round/level (D) 
  This mystery functions like the spell detect magic, 
  except as noted above. You can detect magic up to 30 
  feet away.  
   
  Shadow Hood  
  Tome of Magic 
  Fundamental 
  Level/School: 0/Evocation 
  Range: Close (25 ft. + 5 ft. /2 levels) 
  Target: One creature  
  Duration: 1 round/level (D) 
  Saving Throw: Will negates 
  Spell Resistance: No 
  Swirling tendrils and bursts of mystic shadow distract 
  the subject. It takes a -1 penalty on attack rolls and 
  Dexterity based checks.  
   
  Umbral Hand 
  Tome of Magic 
  Fundamental 
  Level/School: 1st/Transmutation 
  Range: Close (25 ft. + 5 ft. /2 levels) 
  Target: One unattended object weighing up to 5 lb. 
  /level  
  Duration: 1 round/level (D) 
  Saving Throw: Will negates (object) 
  Spell Resistance: No 
  This mystery functions like the spell mage hand, 
  except you can manipulate heavier objects and magic 
  items. Magic items are allowed a saving throw to 
  negate the effect. You need not concentrate on the 
  effect, but you must direct it with your thoughts once 
  each round (a free action), or the effect ends.  
   
  Sight Obscured 
  Tome of Magic 
  Fundamental 
  Level/School: 0/Illusion 
  Range: Touch 
  Target: Creature touched  
  Duration: 1 round/level (D) 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
  This mystery grants a +5 circumstance bonus on Hide 
  checks, Sleight of Hand checks and any other checks 
  that involve concealing the subject’s actions or 
  gestures.  
   
  Liquid Night  
  Tome of Magic 
  Fundamental 
  Level/School: 1st/Conjuration (Creation) 
  Range: Touch 
  Effect: A small quantity of ink  
  Duration: Instantaneous 
  Saving Throw: None 
  Spell Resistance: No 
  You crate a quantity of ink great enough for you to 
  write approximately one page of text. It is not of 
  sufficient quality to scribe spells. In darkness or 
  shadowy illumination, the ink glows with red or yellow 
  light that has the brightness of a candle. Water 
  splashed on the ink causes it to wash away and cease 
  glowing, but otherwise the ink continues to glow 
  indefinitely.  
   
  NEW CREATURES 
  Lilitu  
  Fiendish Codex I: Hordes of the Abyss 
  Medium Outsider (Chaotic, Evil, Extraplanar, 
  Tanar’ri) 
  Hit Dice: 14d8+56 (119 hp) 
  Initiative: +8 
  Speed: 40 ft. (8 squares) 
  AC: 26 (+8 Dex, +8 Natural), touch 18, flatfooted 18 
  Base Attack/Grapple: +14/+17 
  Full Attack: 4 stingers +22 melee (1d4+3) and 2 claws 
  +20 melee (1d6+1) 
  Space/Reach: 5ft./5ft. (10 ft. with stinger) 
  Special Attacks: Poison, Lilitu’s gift 
  Special Qualities: Damage reduction 10/cold iron 
  or good, darkvision 60 ft., immunity to electricity and 
  poison, resistance to fire, cold, acid 10, SR 23, item use, 
  
  Shadows of the Dread Spiral  
   
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  mock divinity, shroud alignment, tanar’ri traits, 
  telepathy 100 ft. 
  Saves: Fort +13, Ref +17, Will +14 
  Abilities: Str 17, Dex 26, Con 18, Int 19, Wis 20, Cha 
  30 
  Skills: Bluff +29, Concentration +21, Diplomacy +31, 
  Disguise +27 (+29 acting), Forgery +21, Heal +22, 
  Intimidate +31, Knowledge (religion) +21, Listen +22, 
  Perform (dance) +27, Sense Motive +22, Spot +22;  
  Feats: Combat Reflexes, Persuasive, Quicken Spell-
  Like Ability (suggestion), Weapon Finesse, Dark 
  Speech* 
  Challenge Rating: 12 
  Alignment: Always chaotic evil 
  Advancement: by character class 
  Cleric Spells Prepared (CL 9th): 
   
  5th – lesser planar binding (D), mass cure light 
  wounds, plane shift, raise dead. 
   
  4th – confusion (D), cure critical wounds (2), 
  freedom of movement, imbue with spell ability 
   
  3rd – bestow curse, cure serious wounds (3), dispel 
  magic, nondetection (D) 
   
  2nd – cure moderate wounds (4), another spell, 
  enthrall, hold person, silence 
   
  1st – command, cure light wounds (4), another 
  spell, divine favor, shield of faith 
   
  0th – cure minor wounds (4), detect magic, 
  mending 
   
  D: Domain spell. Domains: Demonic and Trickery 
  Spell-Like Abilities: (CL 14th): 
   
  At will – charm monster (DC 24), detect good, 
  detect thoughts (DC 22), disguise self (DC 21, no limit 
  on duration), fly, suggestion (DC 23), greater teleport 
  (self plus 50 pounds of objects only), sending, tongues 
   
  1/day – dominate person (DC 25), Quickened 
  suggestion (DC 23), symbol of persuasion (DC 26) 
  Item Use (Ex) A lilitu can use any magic item as 
  though she had successfully used the Use Magic 
  Device skill 
  Lilitu’s Gift (Su) Once per day, a lilitu can embrace 
  a willing or helpless living creature as a standard action 
  and grant it a +2 profane bonus to Charisma and a +2 
  profane bonus on saving throws. The effect persists for 
  24 hours or until the target creature is affected by a 
  dispel chaos. Until the gift expires or is removed, the 
  affected creature radiates chaos as if his alignment were 
  chaotic. Moreover, its natural weapons, as well as any 
  weapons it wields, are treated as chaotic-aligned for the 
  purpose of bypassing damage reduction. 
   
  As long as the character possesses the gift, the 
  lilitu’s name (written in abyssal) appears as a tattoo 
  somewhere on the character’s body. Most lilitu take 
  pains to place this mark somewhere that’s easily 
  hidden. The recipient of a lilitu’s gift cannot see his 
  own tattoo. As long as the gift remains active, the lilitu 
  can monitor the character’s condition and location as if 
  she had placed a status spell on that character. She can 
  communicate telepathically with the character at all 
  times, despite any intervening distance (even across 
  planes), and by concentrating can observe the world 
  around the character as if she were there in his place. 
  Lilitus often use this ability to influence and trick a 
  character into performing chaotic or evil acts. 
  Accepting a lilitu’s gift is a chaotic act and could have 
  repercussions on the recipient’s alignment. 
  Mock Divinity (Ex) A lilitu casts spells as a 9th-
  level cleric, except that she uses her Charisma score to 
  determine bonus spells per day and spell saving throw 
  DCs. She has access to the spheres of Demonic and 
  Trickery. She cannot spontaneously cast cure or inflict 
  spells, nor can she turn or rebuke undead. 
  Poison (Su) Stinger – Injury, Fortitude DC 21, 2d6 
  Wis/1d4 negative levels. The save DC is Constitution 
  based. 
  Shroud Alignment (Ex) Spells and spell-like 
  abilities that have the good descriptor treat a lilitu as if 
  her alignment was good. Magic items are similarly 
  fooled. 
  Vulnerable to Divine Magic (Ex) A lilitu’s 
  heretical nature renders her particularly susceptible to 
  divine magic. She makes all saving throws against 
  divine magic at a -2 penalty, and checks to overcome 
  her spell resistance with a divine spell gain a +4 sacred 
  bonus. 
  Demonic Domain: You gain a +1 profane bonus on 
  attack and damage rolls for unarmed strikes and attacks 
  with natural weapons. 
  The spells she cast from this domain are Player’s 
  Handbook spells.  
   
  CORE CLASS 
  Dread Necromancer  
  Heroes of Horror 
  CLASS FEATURES 
  Spellcasting is your greatest strength, although your 
  rate of spell acquisition is closer to that of a sorcerer 
  than a wizard. You make up for slower spellcasting 
  progression with a wide array of special abilities, 
  including a touch attack that uses negative energy to 
  harm your foes. This attack increases in strength and 
  gains additional effects as you gain levels. Because 
  many of your abilities rely on your entering melee, you 
  are proficient with light armor and have the ability to 
  cast your spells while wearing light armor. You also 
  gain a resilience to damage that wizards or sorcerers do 
  not possess.  
   
  Weapon and Armor Proficiency: A dread 
  necromancer is proficient with all simple weapons and 
  with one martial weapon of her choice. Her choice of 
  martial weapon is made when the character takes her 
  first level of dread necromancer and cannot be 
  changed. Dread necromancers are also proficient with 
  light armor, but not with shields. The somatic 
  components required for dread necromancer spells are 
  simple, so members of this class can cast dread 
  necromancer spells while wearing light armor without 
  incurring the normal arcane spell failure chance. She 
  still incurs the normal arcane spell failure chance for 
  arcane spells derived from other classes. In addition, if 
  a dread necromancer wears medium or heavy armor, or 
  
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  uses a shield, she incurs the same chance of arcane 
  spell failure as any other arcane caster if the spell in 
  question has a somatic component (and most do).  
  Table 5–2: The Dread Necromancer  
  Hit Die: d6 
   
  Spellcasting: A dread necromancer casts arcane 
  spells, which are drawn from the dread necromancer’s 
  spell list. Like a sorcerer, she can cast any spell she 
  knows without preparing it ahead of time. When a 
  dread necromancer gains access to a new level of spells, 
  she automatically knows all the spells for that level 
  given the dread necromancer’s spell list. Dread 
  necromancers also have the option of adding to their 
  existing spell list through their advanced learning 
  ability as they increase in level.  
   
  To cast a spell, a dread necromancer must have a 
  Charisma score of 10 + the spell’s level. The Difficulty 
  Class for a saving throw against a dread necromancer’s 
  spell is 10 + the spell’s level + her Charisma modifier. 
  Like other spellcasters, a dread necromancer can cast 
  only a certain number of spells of each spell level per 
  day. Her base daily spell allotment is given in the table 
  above. In addition, she receives bonus spells for a high 
  Charisma score. 
   
  Charnel Touch (Su): Negative energy flows 
  through a dread necromancer’s body, concentrating in 
  her hands. At will, but no more than once per round, 
  she can make a melee touch attack against a living foe 
  that deals 1d8 points of damage, +1 per four class levels. 
  This touch heals undead creatures, restoring 1 hit point 
  per touch, +1 per four class levels. A dread 
  necromancer can use the spectral hand spell to deliver 
  this attack from a distance. 
   
  Lich Body: Starting at 2nd level, a dread 
  necromancer begins her journey into undeath. The 
  first symptom is her body’s increased resilience to 
  physical harm. She gains DR 2/bludgeoning and 
  magic. As the dread necromancer increases in level, 
  this DR increases in effectiveness, to DR 4 at 7th level, 
  DR 6 at 11th level , and DR 8 at 15th level. 
   
  Negative Energy Burst (Su): at 3rd level, a 
  dread necromancer gains the ability to emit a burst of 
  negative energy from her body harming living 
  creatures within 5 feet of her. This burst deals 1d4 
  points of damage per class level. A successful Will save 
  (DC 10 + ½ class levels + Cha modifier) reduces the 
  damage by half. Undead creature within this burst are 
  healed the same amount of hit points as the damage 
  she deals to living creatures. A dread necromancer can 
  use this ability once per day at 3rd level, and one 
  additional time per day for every five levels she attains 
  beyond 3rd (2/day at 8th level, 3/day at 13th level, and 
  4/day at 18th level) 
   
  Advanced Learning (Ex): At 4th level, a dread 
  necromancer can add a new spell to her list, 
  representing the result of personal study and 
  experimentation. The spell must be a cleric or wizard 
  spell of the necromancy school, and of a level no 
  higher than that of the highest-level spell the dread 
  necromancer already knows. Once a new spell is 
  selected, it is added to that dread necromancer’s spell 
  list and can be cast just like any other spell she knows. 
  If a spell is both a cleric spell and a wizard spell, use the 
  lower of the tow spell levels (when different) to 
  determine what level the spell is for a dread 
  necromancer. She gains an additional spell at 8th, 12th, 
  16th, and 20th level. 
   
  Mental Bastion: Starting at 4th level, a dread 
  necromancer gains a +2 bonus on saving throws made 
  to resist, sleep, stunning, paralysis, poison, or disease. 
  This bonus increases to +4 at 14th level.  
   
  Fear Aura (Su): Beginning at 5th level, a dread 
  necromancer radiates a 5 foot radius fear aura as a free 
  action. Enemies in the area must succeed on a Will save 
  (DC 10 + ½ class levels + Cha modifier) or become 
  shaken. A creature who successfully saves cannot be 
  affected by that dread necromancer’s fear aura for 24 
  hours. 
   
  Scabrous Touch (Su): Starting at 6th level, 
  once per day a dread necromancer can use her charnel 
  touch to inflict disease on a creature she touches. This 
  ability works like the contagion spell inflicting the 
  disease of her choice immediately, with no incubation 
  period, unless the target makes a successful Fortitude 
  save (DC 10 + ½ class level + Cha modifier). The DC for 
  subsequent saving throws to resist the effects of the 
  disease depends on the disease inflicted. Activating this 
  class feature is a swift action. The effect lasts until the 
  dread necromancer makes a successful charnel touch 
  attack. The spectral hand spell enables a dread 
  necromancer to deliver a scabrous touch attack from a 
  distance.  
   
  A dread necromancer can use this ability once per 
  day at 6th level, twice per day at 11th level, and three 
  times per day at 16th level. 
   
  Undead Mastery: All undead creatures created 
  by a dread necromancer who has reached 8th level or 
  higher gain a +4 enhancement bonus to Strength and 
  Dexterity and 2 additional hit points per Hit Die. 
   
  In addition, when a dread necromancer uses the 
  animate dead spell to create undead, she can control 4 + 
  her Charisma bonus HD worth of undead creatures per 
  class level (rather than the 4 HD per level normally 
  granted by the spell) 
   
  Similarly, when a dread necromancer casts the 
  control undead spell, the spell targets up to (2 + her 
  Cha bonus) HD/level of undead creatures, rather than 
  the 2HD/level normally granted by the spell. 
   
  Negative Energy Resistance: Beginning at 
  9th level, a dread necromancer gains a +4 bonus on 
  saving throws made to resist negative energy effects, 
  including energy drain, some ability drain, and inflict 
  spells. 
   
  Enervating Touch (Su): When a dread 
  necromancer reaches a 12th level, she gains the ability 
  to bestow negative levels when she uses her charnel 
  touch attack. Each day, she can bestow a total number 
  of negative levels equal to one-half her class level, but 
  no more than two negative levels with a single touch. 
  The saving throw to remove the negative levels has a 
  DC of 10 + ½ her class level + her Charisma modifier.  
  
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  Activating this class feature is a swift action. The 
  effect lasts until she makes a successful charnel touch 
  attack. A dread necromancer can use the spectral hand 
  spell to deliver this attack from a distance.  
   
  NEW MAGIC ITEMS 
  Ring of Nullification  
  Tome of Magic 
   
  Activation: At any time, you can specify the type 
  of attack against which the ring will protect you. Doing 
  this requires a standard action. The ring then activates 
  instantly and automatically should you be targeted by 
  that sort of attack. 
   
  Effect: Once per day, the ring nullifies a single 
  attack against you. You must have declared ahead of 
  time what sort of attack will activate the ring. You can 
  specify a type of damage (“the next time I take fire 
  damage” or “the next time I take strength damage”) or a 
  method of attack (“the next time someone strikes me 
  with a weapon” or ”the next time someone casts a 
  damage spell on me”). The ring negates 20 points of hit 
  point damage (or 2 points of ability damage) from the 
  next specified attack. It then goes dormant for 24 
  hours. 
   
  Aura/Caster Level: Moderate abjuration. CL 
  10th. 
   
  Construction: Forge Ring, aura of shade, 
  shadow skin, 1,600 gp, 128 xp, 4 days. 
   
  Price: 3,200 gp. 
   
  Orb of Shadow  
  Tome of Magic 
   
  Activation: Once per day, you can speak a 
  command word as a standard action to activate an orb. 
  You must have the orb in your hand; drawing it out as a 
  move action.  
   
  Effect: Like a pearl of power, this item allows a 
  single extra use of a mystery, regardless of whether that 
  mystery functions as a spell, spell-like ability, or 
  supernatural ability. The mystery must be of a 
  particular level, depending on the orb. Different orbs 
  exist for recalling one mystery per day of each level 
  from 1st through 9th and for the recall of two 
  mysteries per day (each of a different level, 6th or 
  lower).  
   
  Aura/Caster Level: Strong transmutation. CL 
  17th. 
   
  Construction: Craft Wondrous Item, creator 
  must be able to cast mysteries of the mystery level to be 
  recalled; 500 gp, 40 xp, 1 day (1st); 2,000 gp, 160 xp, 4 
  days(2nd); 4,500 gp, 360 xp, 9 days (3rd); 8,000 gp, 640 
  xp, 16 days (4th); 12,500 gp, 1,000 xp, 25 days (5th); 
  18,000 gp, 1,440 xp, 36 days (6th)  
   
  Weight: -- 
   
  Price: 1,000 gp (1st), 4,000 gp(2nd), 9,000 gp (3rd), 
  16,000 gp (4th), 25,000 gp (5th), 36,000 gp (6th).  
   
  Flaming Surge  
  DMG 2 
   
  Activation: Activating a weapon with this ability 
  is a swift action that must occur immediately after the 
  wielder makes a successful melee attack.  
   
  Effect: On a successful melee attack, the wielder 
  can cause the weapon to burst into flames, which deal 
  an extra 2d6 points of fire damage to the target. This 
  fire does not harm the wielder. This ability is usable a 
  number of times per day equal to the wielder’s 
  Constitution bonus.  
   
  Aura/Caster Level: Moderate evocation; CL 
  5th. 
   
  Construction: Craft Magic Arms and Armor 
  plus flame blade, flame strike, or fireball.  
   
  Price: +2,000 gp  
   
  Sudden Stunning  
  DMG 2 
   
  Activation: Activating a weapon with this ability 
  is a swift action that must occur immediately after the 
  wielder makes a successful melee attack.  
   
  Effect: On a successful melee attack, the wielder 
  causes the weapon to emit a surge of magical energy. 
  Unless the target succeeds on a Reflex save (DC 10 + ½ 
  wielder’s level + wielder’s Cha modifier), it is stunned 
  for 1d4+1 rounds. This ability is usable a number of 
  times per day equal to the wielder’s Charisma bonus.  
   
  Aura/Caster Level: Moderate enchantment; 
  CL 9th. 
   
  Construction: Craft Magic Arms and Armor, 
  hold monster. 
   
  Price: +2,000 gp  
   
  Leafweave Armor  
  Races of Wild 
  As the name suggests, leafeweave armor is made from 
  forest leaves, which are then treated with a special 
  alchemical process that makes them as tough and 
  flexible as leather, with considerably less weight and 
  encumbrance. 
   
  The arcane spell failure chance for leafweave 
  armor is reduced by 5% compared to ordinary armor of 
  the same sort, due to its increased flexibility. The 
  armor’s maximum Dexterity bonus is increased by +1, 
  and its armor check penalty (if any) is lessened by 2. 
  leafweave versions of padded, leather, studded leather, 
  and hide armor exist; leafweave studded leather 
  typically incorporates darkwood studs to make it druid 
  friendly.  
   
  Creating leafweave armor requires a single 
  successful DC 25 Craft (alchemy) check in addition to 
  the normal Craft (armorsmithing) checks.  
   
  Leafweave armor costs 740 gp more than ordinary 
  armor of the same sort. It has hardness 2 and 5 hit 
  points per inch of thickness.  
   
  Collar of Umbral Metamorphosis  
  Tome of Magic 
   
  Activation: A command word, such as “fade” or 
  “darken,” both activates and deactivates the collar. This 
  requires a standard action. A collar functions for up to 
  
  Shadows of the Dread Spiral  
   
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  10 minutes per day, divided up as you see fit (but each 
  use counts as 1 minute, minimum).  
   
  Effect: This item transforms you into a being of 
  shadow, bestowing the dark creature template.  
   
  Aura/Caster Level: Moderate transmutation. 
  CL 11th. 
   
  Construction: Craft Wondrous Item, shadow 
  investiture, 5,400 gp, 432 xp, 11 days.  
   
  Weight: 1 1b. 
   
  Price: 10,800 gp 
   
  Daazzix’s Vest  
  Dungeon Master’s Guide II 
   
  Activation: Daazzix’s vest functions only for a 
  creature that already possesses spell resistance, either 
  from an innate ability (such as drow have) or from 
  another magic item (such as a mantle of spell 
  resistance). Once it is donned by such a creature, the 
  vest is always active. If the wearer loses his other source 
  of spell resistance (for example, if his mantle of spell 
  resistance is destroyed or suppressed), he immediately 
  loses the benefit of Daazzix’s vest as well.  Effect: 
  Daazzix’s vest increases the wearer’s existing spell 
  resistance by 5.  
   
  Aura/Caster Level: Moderate abjuration. CL 
  9th. 
   
  Construction: Craft Wondrous Item, spell 
  resistance, 12,500 gp, 1,000 xp, 25 days.  
   
  Weight: 1 1b. 
   
  Price: 25,000 gp 
   
   
  
  Shadows of the Dread Spiral  
   
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  PLAYER HANDOUT 1: VALACHAN’S SPEECH 
   
  “I thank you for your willingness to accept my requests without rebuke. Now, I shall first tell you 
  who I am, and then we’ll talk of what needs to be done. 
   
  “As you already know, I am Varachan, although in times past that name meant a servant of 
  dread Tharizdun, rather than Fharlanghn as I am now. I was once a vile and despicable being, 
  preying upon the suffering of others, hoping to find ways to bring down his prison and unleash his 
  dark power upon all of Oerth. Then, one day, I felt something stir within me. It was a conscience, a 
  feeling of regret and shame for what deeds I had done, and what I was. It was from that moment 
  that I forsook my bondage to Tharizdun, and devoted myself to ensuring that he would forever 
  remain imprisoned. I was in the Temple of All-Consumption at the time, near the Lortmil 
  Mountains. After my work was done there, I moved around with other groups of cultists, always 
  working to foil their plans from within, or getting the word out to adventurers to take down the 
  cults when I could not disrupt their plans. For many years now I have played the role of a faithful 
  servant of Tharizdun, in order to stay close to those who seek ill upon the world. 
   
  “Thus, a dire threat to Oerth was recently brought to my attention. I cannot get involved, lest 
  my true allegiance be discovered, but I did gather as much information as I could to provide to you 
  to help squelch this new plot. 
   
  “A long time ago, in the Yatil Mountains, there was a temple devoted to Tharizdun, where 
  cultists flocked like moths to the flame. Apparently, from what I was able to uncover, it was some 
  sort of focal point for Tharizdun’s power, and the cultists there engaged in a ritual to draw him 
  forth from his prison. As time went by, the ritual lost its original context, and the priests wavered 
  in their commitments until only a single priest remained to conduct the ritual.  
   
  “Here is where what some know differs from what is known by the few in Tharizdun’s service. 
  The story goes that the priest, tired and old, eventually went off to his final rest somewhere in the 
  undertemple. However, the truth is that the priest abandoned the ritual to seek out the secrets of 
  lichdom, so that he could remain in Tharizdun’s service for as long as necessary to free him from 
  his prison. 
   
  “Eventually, he achieved his goal, and became a lich, renaming himself Darken Iyes. His 
  research took him to the Plane of Shadow, where he encountered a powerful shadow dragon, who 
  claimed to know the secrets of Tharizdun’s imprisonment. The dragon said that Tharizdun was 
  imprisoned on an inaccessible part of the Plane of Shadow, and the only way to truly free him 
  would be to draw forth the plane onto Oerth, to weaken his bonds. The dragon knew an insidious 
  way of accomplishing this – a new form of magic known simply as shadow magic, which, with every 
  casting, draws forth small bits of the Plane of Shadow into the caster’s world. Thus, every time 
  shadow magic is employed, it weakens the bonds of the dread god a little more. 
   
  “The two of them came back to Oerth, and began a plot to speed along the process of 
  Tharizdun’s return. They returned to the old temple, which had been called the Forgotten Temple 
  of Tharizdun since it had fallen out of use for such a long time, and subjugated the denizens there 
  – troglodytes, I believe. In addition, the shadow dragon began to train a select few in the art of 
  shadow magic, and he and the lich began a plot to draw forth a large portion of the Plane of Shadow 
  to Oerth through the focus deep in the undertemple. 
   
  “Thus, the current state of things; a situation most dire is upon us. My contact inside the 
  temple has not reported to me in some time; I fear he is lost. I need you to travel to the temple, 
  clear out as many cultists and their allies as possible, close any portals to the Plane of Shadow you 
  locate, and keep the denizens of the temple occupied while I send another group of more powerful 
  adventurers in to deal directly with the lich and the dragon. Can you attempt this?” 
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Core Specials/596/CORS6-03 Shadows of a Dread Spiral/CORS6-03 Shadows of the Dread Spiral (High).pdf