TEXT: A PATHFINDER RPG ADVENTURE FOR LEVEL 8
  
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  D. THE BROKERAGE
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  A. HARAMIL'S TOMB
  C. SEER'S GROTTO
  E. SADIST SPIRES
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  Authors • James Jacobs, F. Wesley Schneider, Neil Spicer, and 
  Greg A. Vaughan
  Development Lead • Ron Lundeen
  Cover Artist • Kiki Moch Rizky
  Interior Artists • Sally Gottschalk, Gabriela Marchioro, 
  Artur Nakhodkin, and Chenthooran Nambiarooran
  Cartographer • Rob Lazzaretti
  Creative Directors • James Jacobs, Robert G. McCreary, and 
  Sarah E. Robinson
  Director of Game Design • Jason Bulmahn
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  REFERENCE
  This book refers to several other Pathfinder Roleplaying Game products using the following 
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  Horror Adventures 
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  This book refers to several other Pathfinder Roleplaying Game products using the following abbreviations, yet these additional 
  supplements are not required to make use of this book. Readers interested in references to Pathfinder RPG hardcovers can 
  find the complete rules of these books available online for free at pfrd.info.
  This product is compliant with the Open Game License (OGL) and is suitable for use with the Pathfinder Roleplaying Game or 
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  Printed in China.
  TABLE OF CONTENTS
  Introduction 
  2
  Chapter 1: Remnants of the Dark 
  4
  The PCs enter the tomb of the ancient Nidalese warlord Haramil to keep a potent 
  artifact called the Cradle of Night out of the hands of an evil dark folk cult. 
  Unfortunately, the cult has already taken the artifact and, in so doing, has tainted the 
  PCs’ souls.
  Chapter 2: Game of Shadows 
  20
  The PCs travel to the subterranean city of Lyrudrada to gain allies and information 
  about the dark folk cult. They learn that the Cradle of Night is held in an unholy 
  site called the Forsaken Fane. 
  Chapter 3: Fate of the Forsaken 
  40
  The PCs assault the Forsaken Fane to recover the Cradle of Night and prevent the 
  rise of a new, dark deity in the shadowed depths of the world.
  Appendix 1: Lyrudrada 
  56
  Appendix 2: Bestiary 
  60
  Kyra faces the festering spirit of 
  Haramil, 
  an 
  ancient 
  horselord 
  chieftain, in this exciting cover 
  illustration by Kiki Moch Rizky.
  Paizo Inc.
  7120 185th Ave NE, Ste 120
  Redmond, WA 98052-0577
  paizo.com
  ON THE COVER
  Cradle of Night
  
  Advancement Track
  Cradle of Night is designed for four characters using the 
  Medium XP track.
  The PCs begin the adventure at 8th level.
  8
  The PCs should be 9th level after retaking Aiyana’s estate.
  9
  Adventure Summary
  The PCs should reach 10th level before attempting to 
  infiltrate the Forsaken Fane.
  10
  A 
  caligni bard named Aiyana suspects that a magical item of 
  great historical import to her people—the legendary Cradle 
  of Night—lies hidden in an old cairn in northern Nidal. She 
  worries that a faction of sinister cultists from her subterranean home 
  city of Lyrudrada intends to steal the artifact for its own nefarious 
  plans. When the PCs enter the cairn, they learn that not only have the 
  cultists already stolen the Cradle of Night, but lingering energies from 
  the artifact have infused the PCs with a corruption from the Shadow 
  Plane. To unravel the cult’s plans for the Cradle of Night and save 
  themselves from the shadow curse, the PCs must venture to the dark 
  folk city of Lyrudrada, aid Aiyana against the growing power of the 
  cult, and infiltrate the cult’s imposing temple-fortress. Once inside, the 
  PCs must finally confront the architect of their worsening condition 
  and undo a powerful outsider’s plans for being reborn as a murderous 
  demigod from the Shadow Plane.
  
  Adventure Background
  Ten thousand years ago, Earthfall shook every culture 
  on the planet, and the resulting Age of Darkness set 
  civilization itself teetering on the brink of annihilation. 
  Seers from the doomed trading outpost of Calignos in 
  the Mindspin Mountains determined a mere day before 
  Earthfall that their city would be destroyed. They led an 
  evacuation of their people, known as the caligni (a diverse 
  group composed of elves, gnomes, half-elves, halflings, 
  humans, and others), into the Darklands. Hoping to rely 
  upon the subterranean realm of Nar-Voth as a temporary 
  shelter, the caligni found themselves imprisoned when 
  Earthfall collapsed the tunnels to the surface. They were 
  forced ever downward in search of safety and resources.
  As the caligni delved deeper belowground, the growing 
  conviction that the gods had utterly abandoned them drove 
  their seers to seek new gods for support and inspiration. 
  A mysterious pantheon of Shadow Plane demigods 
  known as the Forsaken responded to these prayers with 
  unexpected—but 
  far 
  from 
  unwelcome—vigor. The 
  Forsaken bestowed potent magical gifts upon the caligni 
  seers: smooth spheres of blackness known as the Cradles of 
  Night. These artifacts infused the seers with shadowy power 
  and spread that power outward to all caligni who offered 
  their devotion to the Forsaken, reshaping them into new 
  creatures adapted to their lightless home. What the caligni 
  didn’t realize was that the favor granted by the Cradles of 
  Night concealed another purpose: the Forsaken drew upon 
  their worshippers in a bid to escape the Shadow Plane. 
  Before the Forsaken could act upon this plan, however, the 
  demigods faced their own mysterious cataclysm, and most 
  of the Cradles of Night shattered. The caligni once again 
  found themselves without gods.
  In only a few years, new patrons appeared before the 
  caligni: owbs—half-humanoid presences who stepped 
  from the shadows to offer aid in return for devotion. As 
  time progressed, the owbs’ influence bolstered the caligni, 
  transforming the members of each new generation into 
  the subcategories of caligni that exist today.
  By this time, the caligni had largely forgotten their 
  own history, thanks to generations of blind obedience 
  first to the Forsaken and later to the owbs. The surface 
  world became an object of myth and legend to them. 
  The few remaining Cradles of Night were secretly kept by 
  covetous masters, and tales of the Forsaken were eventually 
  forgotten. In the world above, Golarion’s recovery from the 
  Age of Darkness that followed Earthfall went unnoticed and 
  unseen by the caligni, and the people of Calignos slipped 
  from the memory of the neighboring tribes of nomadic 
  horselords. These nomads had long battled monstrous 
  humanoids and fell creatures to maintain control of their 
  homeland, so when the caligni eventually turned their 
  attentions upward, they found themselves opposed by a 
  well-entrenched enemy suspicious of all outsiders. Time 
  and time again the caligni, known on the surface as dark 
  folk, clashed with the horselords during nighttime raids 
  but retreated back down into the dark.
  Eventually, a vengeful horselord chieftain named 
  Haramil led a pursuit of the fleeing caligni, intent on 
  ending the threat for future generations of his people. 
  Haramil and his warriors devastated the caligni and 
  assaulted their temple, an edifice known as the Forsaken 
  Fane. There, Haramil struck down several powerful owbs 
  and caligni priests and looted the temple treasury of 
  potent magical treasures, including an ancient orb of solid 
  black stone—one of the few surviving Cradles of Night. This 
  artifact magically extended Haramil’s life, augmented his 
  strength, and bound his wounds with shadowy power. 
  When he finally fell in battle, Haramil was interred in a 
  cairn near Barrowmoor along with many trophies from 
  his opponents—including his sinister Cradle of Night 
  (which his followers regarded with a mixture of fear and 
  awe, and were relieved to bury for good).
  Centuries after Haramil’s attack, the dark folk returned 
  to the site of the Forsaken Fane. They built a new society 
  in the caverns surrounding the ruined temple, leaving 
  the edifice itself as a taboo monument that they feared 
  to enter. By the advent of the Age of Lost Omens, this 
  region had grown into a city by the name of Lyrudrada, 
  one of the largest dark folk settlements in the Darklands. 
  And there the dark folk would have been content to dwell, 
  were it not for the rise of a cult known as the Reborn, 
  a haunted oracle named Nephenie, and a power-hungry 
  owb prophet named Veilisendri.
  Where on Golarion?
  Cradle of Night begins in the hill country known as the 
  Atteran Ranches in northern Nidal, but by the second 
  chapter, the action shifts down into the Darklands and 
  the caligni city of Lyrudrada beneath the southwestern 
  Mindspin Mountains, which lies in Nar-Voth on the tunnel 
  connecting the Long Walk to the Shadow Caverns. More 
  information about Nidal and the Darklands can be found in 
  Pathfinder Campaign Setting: The Inner Sea World Guide 
  and Pathfinder Campaign Setting: Into the Darklands.
  NIDAL
  3
  INTRODUCTION
  CHAPTER 1:
  REMNANTS OF THE DARK 
  CHAPTER 2:
  GAME OF SHADOWS 
  CHAPTER 3:
  FATE OF THE FORSAKEN
  APPENDIX 1:
  LYRUDRADA
  APPENDIX 2:
  BESTIARY
  
  Chapter 1
  Remnants of the Dark
  C
  aligni have always viewed death very differently 
  than other races do, for when caligni expire, their 
  bodies vanish in a violent display. The concept 
  of a tomb is alien to caligni, for there are no physical 
  remnants to inter when one of their kind dies. Undeath 
  holds no real dread for the caligni. Cannibalism is all but 
  unheard of. And with no body remaining after death, there 
  is nothing physical from a departed loved one to cling to 
  but memories and belongings. Caligni are no strangers to 
  the concept of a dead body, for they are a violent people and 
  their victims are numerous, but to some caligni the fact 
  that they themselves leave nothing behind when they die is 
  proof of their superiority over other races.
  The Reborn take these beliefs to a new extreme. A 
  secretive society originally based in the southern caverns 
  of Lyrudrada, the Reborn assert that when caligni die, 
  fragments of their memories pass on to their children 
  while their souls move on to the afterlife. The violent 
  flash of energy upon death is, they argue, a physical 
  manifestation of this split between memory and soul. 
  According to the Reborn, most caligni cannot recall these 
  ancestral memories except in dreams or on an instinctual 
  level. The Reborn claim otherwise for themselves. They 
  claim they can recall ancestral memories dating all the 
  way back to Earthfall, when their own direct ancestors, 
  the Seers of Calignos, first led their people into the 
  Darklands. In truth, the Reborn doctrine is a sham 
  intended to give a group of arrogant caligni a reason 
  to see themselves as superior to others of their kind; 
  however, they cling to their doctrine with such tenacity 
  4
  
  What's in a Name?
  The word “caligni” (the plural and singular are the same) 
  harkens back to the Azlanti outpost city of Calignos, the 
  source of the race of humanoids known collectively to 
  most surface dwellers as dark folk. These humanoids 
  don’t refer to themselves in that way, instead preferring 
  to identify as all belonging to the caligni race, despite the 
  fact that very few of their number know the source of 
  the word, or the ancient history of their people. To them, 
  there is little confusion between referring to all of their 
  kind as caligni while also referring to the 0-HD caligni first 
  presented on page 66 of Pathfinder RPG Bestiary 5, and 
  indeed many caligni are offended at being called “dark 
  folk.” For the sake of rules clarity, the phrase “dark folk” is 
  used in this adventure for the specific humanoid subtype 
  as needed, but the word “caligni” is used elsewhere.
  that many of their members have come to believe their 
  own thoughts are in fact ancestral memories. Until 
  recently, the Reborn were merely a harmless (if self-
  important and egotistical) secret society. But when the 
  mysterious oracle Nephenie joined the Reborn—and 
  actually had the abilities claimed in their doctrine—the 
  secret society expanded into a full-blown cult determined 
  to dominate caligni society.
  Nephenie truly did harbor the memories of her 
  ancestors—in fact, she was haunted by them. While voices 
  from many of her ancestors echoed in her mind, one voice 
  in particular carried more weight than the others: that of 
  Zenophys, a priest of an owb prophet named Veilisendri, 
  slain by Haramil when the warlord stormed the Forsaken 
  Fane so many centuries ago. The owbs who mold the 
  caligni themselves serve greater masters, and owb 
  prophets grant divine power carefully hoarded from the 
  lost demigods called the Forsaken. Through Zenophys’s 
  memories, Veilisendri called to Nephenie and prompted 
  her to break one of Lyrudrada’s only taboos—entering 
  the cursed ruins of the Forsaken Fane. Nephenie was 
  tested sorely therein, but the combination of her oracular 
  powers and whispers from her ancestors gave her the 
  edge she needed to reach the fane’s inner sanctum. Once 
  there, she met the owb prophet Veilisendri, who had been 
  trapped within the fane since its fall.
  Nephenie emerged from the Forsaken Fane with a 
  shadowy corruption upon her soul and a newfound 
  purpose: she would help Veilisendri increase further in 
  power and be reborn as one of the Forsaken demigods. 
  The owb prophet needed two things to achieve this goal. 
  First, he needed a robust cult, so that petitioners forged 
  from the souls of its faithful would begin to gather on 
  the Shadow Plane. Second, he needed one of the original 
  artifacts the Forsaken had granted to the caligni: a 
  Cradle of Night. The first goal was the easiest; Nephenie 
  knew of the Reborn, and it was a relatively simple task 
  for the charismatic caligni to convince the Reborn that 
  she embodied their philosophy and could open the 
  doorway to further power. In only a few years, Nephenie 
  had transformed the Reborn into a full-fledged cult 
  devoted to Veilisendri and had expanded its membership. 
  She assumed leadership of the Reborn, and under her 
  command, the cult emerged from the shadows to lay 
  claim to the Forsaken Fane as its domain.
  This act threw the already tumultuous city of Lyrudrada 
  into true anarchy, providing a perfect background for 
  the Reborn to recruit desperate and impressionable 
  caligni to their cause. Those who converted to worship 
  of Veilisendri were granted the right to dwell on the city’s 
  central island—close to the sacred Forsaken Fane itself—
  as well as protection, food, and luxuries. With his powers 
  expanding, Veilisendri called forth powerful shadow 
  creatures from deeper in the Darklands and even from 
  the Outer Planes to bolster the cult’s strength. 
  Once the cult was firmly established, Nephenie’s task 
  turned to the recovery of a Cradle of Night, a task made nearly 
  impossible by the fact that most of the Cradles of Night had 
  shattered when the Forsaken disappeared long ago. But 
  calling upon the ancestral memories that still haunted her, 
  Nephenie learned that a surviving Cradle of Night lay within 
  the tomb of the man who slew her ancestor.
  As Nephenie began her plans for the recovery of the 
  Cradle of Night from Haramil’s tomb, the power of the 
  Reborn continued to grow in Lyrudrada. The city’s caste-
  clans—delicately balanced in power before the rise of 
  the Reborn—now fought viciously against one another 
  while vying for the cult’s favor. Only the caligni in the 
  city’s Bleakshore district saw the Reborn for what they 
  truly were: a self-serving cult whose rule over Lyrudrada 
  would result only in the city’s destruction from within. 
  A secret council of rebels formed in Bleakshore, and 
  when their spies learned of Nephenie’s plan to travel to 
  the surface world and recover a legendary caligni artifact 
  from a human tomb, they knew they had to act swiftly. 
  The Bleakshore Council members knew that if they were 
  to have any hope of opposing the cult in the future, they 
  needed to stop the Reborn from gaining the Cradle of 
  Night, but the thought of traveling to the horrific sun-
  blasted surface world (the Overburn, as it is known to 
  them) frightened most of them even more than the rising 
  power of the Reborn. Only one of the rebels stepped up 
  to the challenge: a bard named Aiyana, who had spent 
  much of her youth wandering the surface world before 
  returning to the Darklands to rejoin her family. Aiyana 
  promised to travel to the surface, seek aid from heroes 
  there, and prevent the cult from retrieving the artifact 
  from Haramil’s tomb. Meanwhile, the other rebels 
  remaining behind in Lyrudrada began to organize the 
  resistance against the increasingly powerful Reborn.
  INTRODUCTION
  CHAPTER 1:
  REMNANTS OF THE DARK 
  CHAPTER 2:
  GAME OF SHADOWS 
  CHAPTER 3:
  FATE OF THE FORSAKEN
  APPENDIX 1:
  LYRUDRADA
  APPENDIX 2:
  BESTIARY
  5
  
  Aiyana
  Getting Started
  Cradle of Night begins when the caligni bard Aiyana 
  contacts the PCs, whom she recruits to travel to Haramil’s 
  tomb in northern Nidal and oppose the Reborn by 
  preventing the cultists from retrieving a powerful artifact. 
  Aiyana knows northern Nidal well, as she spent several 
  years working with the church of Desna to smuggle 
  people in and out of Nidal, and she has many old friends 
  to help her locate likely heroes. As 8th-level characters, the 
  PCs have doubtless already accomplished much to spread 
  their fame, and Aiyana hears about the PCs, whether or 
  not they are presently active in Nidal. She had previously 
  obtained several scrolls of shadow walk to aid in her surface 
  travels, and she still has two remaining when she finally 
  tracks the PCs down to meet with them.
  The staging of Aiyana’s meeting should be tailored 
  to fit your campaign. If the PCs have their own 
  headquarters or base of operations in the area, Aiyana 
  approaches them there. If the PCs are based farther 
  away or are relatively nomadic, she may contact one of 
  their NPC allies to set up a meeting. She is eager to earn 
  the PCs’ aid and trust, and as such you should strive to 
  present her as respectful, honest, and friendly in her 
  approach. If it appears the PCs will be more receptive to 
  meeting with her if there’s an obvious reward involved, 
  make sure she lets the PCs know from the outset that 
  she’s willing to pay in advance for their aid. She prefers 
  to meet after dark or indoors due to her sensitive eyes, 
  but she agrees to meet elsewhere if dark environs make 
  the PCs nervous or suspicious.
  Aiyana is a slender woman with ash-gray skin who 
  dresses in studded leather and colorful silks during her 
  travels in the surface world. These colorful silks help 
  to hide her unusual skin coloration in regions where 
  intolerance holds sway while simultaneously bolstering 
  her own morale—the city of Lyrudrada is a pretty bleak 
  place to live, after all. She speaks with no accent save for 
  when she’s stressed or excited, at which time her words 
  take on a hard, clipped cadence. Her faith in Desna has 
  bolstered her natural curiosity about exotic locations, 
  and she enjoys comparing and trading stories of her 
  travels in the Darklands with others who’ve traveled 
  extensively across the surface world. Aiyana’s statistics 
  are presented below.
  AIYANA	
  CR	5
  XP	1,600
  Female caligni bard 6 (Pathfinder RPG Bestiary 5 66)
  CG Medium humanoid (dark folk)
  Init +2; Senses see in darkness; Perception +9
  DEFENSE
  AC 18, touch 13, flat-footed 15 (+4 armor, +2 Dex, +1 dodge, 
  +1 shield)
  hp 36 (6d8+6)
  Fort +2, Ref +7, Will +5; +4 vs. bardic performance, 
  language-dependent, and sonic
  Weaknesses light sensitivity
  OFFENSE
  Speed 30 ft.
  Melee mwk longsword +6 (1d8+1/19–20)
  Ranged +1 shortbow +7 (1d6+1/×3)
  Special	Attacks bardic performance 7 rounds/day 
  (countersong, distraction, fascinate [DC 16], inspire 
  competence +2, inspire courage +2, suggestion [DC 16]), 
  death throes
  Bard	Spells	Known (CL 6th; concentration +9)
  2nd (4/day)—blindness/deafness (DC 15), eagle’s 
  splendor, mirror image, suggestion (DC 15)
  1st (5/day)—cure light wounds, feather fall, grease 
  (DC 14), undetectable alignment (DC 14)
  6
  
  0 (at will)—detect magic, flare (DC 13), know direction, 
  mage hand, message, read magic
  TACTICS
  Before	Combat Aiyana casts undetectable alignment on 
  herself every day, but in the presence of those she hopes 
  to ally with, she is forthcoming in letting them know she’s 
  used the spell, explaining that she relies on it to protect 
  herself from enemies, not to deceive her potential friends.
  During	Combat Aiyana’s first act in battle is to cast mirror 
  image, followed by activating her bardic performance to 
  inspire courage. If she’s on her own, she remains mobile 
  and uses her shortbow to fight, using Arcane Strike each 
  round to bolster her damage. When fighting with allies, she 
  adopts a support role, casting cure light wounds on injured 
  allies or using spells such as blindness/deafness, grease, 
  and suggestion to keep enemies from maintaining an 
  organized offense.
  Morale Aiyana won’t abandon an ally in battle, and she fights 
  to the death to protect those she cares about. When alone, 
  she prefers to avoid combat entirely, relying upon her 
  spells and acrobatic abilities to escape combat.
  STATISTICS
  Str 13, Dex 14, Con 10, Int 12, Wis 10, Cha 16
  Base	Atk +4; CMB +5; CMD 18
  Feats Arcane Strike, Craft Wondrous Item, Dodge
  Skills Acrobatics +11, Knowledge (dungeoneering) +9, 
  Knowledge (history) +9, Knowledge (religion) +9, 
  Perception +9, Perform (act) +12, Perform (wind 
  instruments) +12, Sense Motive +9, Stealth +11
  Languages Common, Dark Folk, Shadowtongue
  SQ bardic knowledge +3, lore master 1/day, versatile 
  performances (act, wind)
  Combat	Gear scrolls of shadow walk (2); Other	Gear +1 
  studded leather, mwk buckler, +1 shortbow with 20 
  arrows, sleep arrows (4), mwk longsword, flute, master 
  key to doors in Aiyana’s estate, 47 gp
  Aiyana’s Request
  Once she secures an audience with the PCs, Aiyana gets 
  right to the point. Read or paraphrase the following.
  “Thank you for agreeing to this meeting; I’ve heard tell of your 
  exploits, and my people have need of your abilities. My name 
  is Aiyana, and I hail from the city of Lyrudrada, underneath the 
  southern reaches of your Mindspin Mountains. The people of 
  my city have long been capricious and unpredictable, but of 
  late they have fallen under the influence of a malign cult called 
  the Reborn—a cult I fear has dangerous plans.
  “The Reborn seek a powerful artifact to aid them in 
  these plans: the Cradle of Night. We know very little about 
  this magical treasure, other than that it played a role in the 
  formation of my kind millennia ago and was said to allow the 
  manipulation of energies from the Shadow Plane. My peoples’ 
  history is riddled with conflicts, and it shames me a bit to 
  admit that we, as a culture, have never excelled at preserving 
  ancestral lore. Specific details about the Cradle of Night have 
  been lost, but if the Reborn gain control of it, they’ll learn of its 
  powers and master them soon enough—and to our detriment, 
  I fear.
  “The Cradle of Night was stolen many centuries ago by a 
  human warlord named Haramil. My people and Haramil’s 
  armies warred frequently in the distant past. Haramil ended 
  those wars decisively with a brutal assault on our city, and 
  among the treasures he took from the caligni was this Cradle 
  of Night. Records of how he used the artifact to bolster his 
  warmongering in the decades that followed are easier to find, 
  seeing as how you uplanders are so much better at maintaining 
  your histories.
  “In any event, the Cradle of Night was buried with Haramil. 
  His allies were more than eager to be rid of it and move on 
  from his brutal reign, it would appear. And so there, in his tomb, 
  the artifact has rested for a long, long time. The Reborn know 
  what I know about the artifact; if they haven’t sent agents to 
  retrieve it already, they will soon. I need strong-hearted and 
  willing adventurers to assist me in exploring Haramil’s tomb. 
  I doubt we’ll be able to destroy the Cradle of Night, but if we 
  can bolster its defenses, or at least prevent the Reborn from 
  claiming it, we can buy my allies the time they desperately 
  need to defeat the cult back in Lyrudrada.
  “I hope you’ll help me. I know you’ve no investment in a city 
  from the Darklands, but I’ve brought treasure to reward you in 
  advance for your assistance. And if you can help me save my 
  city from the Reborn, my allies will no doubt be more than 
  willing to reward you further!”
  Aiyana is eager to answer questions—see Preliminary 
  Investigations for what the PCs can learn from her 
  and what they might learn themselves by attempting 
  Knowledge checks. Aiyana wants to set out for 
  Haramil’s tomb as quickly as possible and informs the 
  PCs that she can use a scroll of shadow walk to expedite 
  the journey. She has also procured a map of the region 
  that shows the location of the tomb, a few nearby 
  villages, and the entrance she used to emerge from the 
  Darklands and onto the surface world. If the PCs prefer 
  some other method of travel to the tomb, Aiyana urges 
  speed, since the Reborn could be looting the tomb at 
  any moment. As it turns out, no matter how swiftly they 
  travel, the PCs and Aiyana are destined to arrive at the 
  tomb soon after the Reborn have claimed the Cradle of 
  Night for themselves.
  Treasure: The treasure and magic items Aiyana 
  mentions to the PCs are no lie. Her fellow caligni may 
  have been unwilling to accompany her to the surface, 
  but they were certainly generous in giving up money and 
  gear to help Aiyana hire adventurers for aid. She hands 
  the payment over to the PCs as soon as they agree to 
  accompany her back to the tomb. This treasure consists 
  of 2,400 gp in various gemstones, a masterwork mithral 
  dagger, three potions of cure moderate wounds, three potions 
  INTRODUCTION
  CHAPTER 1:
  REMNANTS OF THE DARK 
  CHAPTER 2:
  GAME OF SHADOWS 
  CHAPTER 3:
  FATE OF THE FORSAKEN
  APPENDIX 1:
  LYRUDRADA
  APPENDIX 2:
  BESTIARY
  7
  
  of lesser restoration, a scroll of shadow conjuration, and an 
  ounce of stone salve, all carried in a handy haversack, which is 
  itself part of the payment to the PCs.
  Preliminary Investigations
  The PCs may wish to research more about the Cradle of 
  Night, the city of Lyrudrada, Haramil, or the Forsaken 
  (once they learn of them) before or during the adventure. 
  Presented here are the results of Knowledge checks to 
  recall information, whether these checks are attempted 
  by the PCs or by experts they consult. On a given check, 
  the PCs learn all information with a DC equal to or less 
  than the check result. Aiyana knows the information 
  marked with an asterisk, and she can give the PCs 
  that information if they ask her about the subject. In 
  fact, having Aiyana supply the information indicated 
  by asterisks unprompted can be an excellent way to 
  convey her helpfulness to the players beyond her role in 
  presenting the quest to the PCs, and encourage them to 
  value her companionship.
  CRADLE OF NIGHT LORE
  Knowledge		
  (arcana	or	planes)	
  Check	Result	
  Information	Gained
  DC 20* 
  There were once many Cradles of 
  Night. These powerful artifacts were 
  used by the caligni, but over the 
  centuries all of them have been 
  destroyed or lost. A Cradle of Night 
  resembles a fist-sized black orb 
  cloaked in shadow.
  DC 25* 
  The Cradles of Night granted those who 
  carried them power from the Shadow 
  Plane, including increased strength, 
  health, and healing capabilities. 
  Although the bearer of a Cradle of 
  Night isn’t immortal, the artifact 
  imparts a supernaturally long life span.
  DC 30 
  The power of a Cradle of Night spread 
  among the bearer’s allies, whether 
  or not the bearer willed it, and the 
  influence of these artifacts is believed 
  to have created the various distinct 
  caligni races over time (which the 
  surface races know as dark creepers, 
  dark stalkers, and similar names).
  DC 35 
  The Cradles of Night were gifts to 
  the caligni long ago by a group of 
  mysterious demigods known as 
  the Forsaken. Caligni don’t worship 
  the Forsaken any longer, and these 
  demigods vanished long ago. Their 
  plans for caligni and the Cradles of 
  Night remain unknown.
  HARAMIL LORE
  Knowledge		
  (history	or	local)
  Check	Result	
  Information	Gained
  DC 15* 
  Haramil was a legendary warlord 
  among the nomadic, Gozreh-
  worshipping horselords who dwelt 
  in the hill country of northern Nidal 
  during the Age of Destiny many 
  millennia ago. These Kellid humans 
  were powerful warriors with a culture 
  centered around honor and tradition.
  DC 20* 
  Haramil led a devastating assault 
  against caligni raiders’ Darklands home. 
  Not only did he slay several of their 
  Aiyana’s Role
  Cradle of Night assumes that Aiyana accompanies the 
  PCs for the majority of the adventure and bolsters the 
  party’s support capabilities and recovery options. Aiyana’s 
  familiarity with caligni society, the history of her people, 
  and some of the adventure sites will also give the PCs 
  an edge. You shouldn’t lower the XP the PCs earn while 
  they adventure with Aiyana’s aid, nor should you track XP 
  for her. If you wish, you can level her up each time the 
  average PC level increases. You should retain control of 
  Aiyana’s actions during the adventure, but play her with 
  an eye toward being eager to follow the PCs’ orders and 
  suggestions. She shouldn’t be a puppet of the PCs, as she 
  has her own goals and motivations that drive her actions, 
  but she understands that the PCs represent her best hope 
  of restoring her city and preventing the rise of a powerful 
  evil force.
  If you’d rather have Aiyana take a smaller role in the 
  adventure (perhaps to allow game play to focus more 
  on the players), simply have her remain at a base camp 
  while the PCs explore adventure sites. Note that since 
  the encounters in this adventure skew slightly more 
  challenging as a result of the assumption that Aiyana 
  is accompanying the PCs, you might want to consider 
  adjusting the encounter lethality slightly if Aiyana isn’t 
  with them.
  If Aiyana dies or leaves the party, the adventure can 
  continue as written, but the PCs will need to rely upon 
  their own skills and motivation to continue onward. Player 
  curiosity is a powerful force, as is the need to avenge 
  the death of a fallen ally—you can use both of these 
  to encourage the PCs to continue with the adventure. 
  Alternately, you can use the shadowbound corruption that 
  afflicts the PCs as a motivator by having visions of the 
  Cradle of Night lure them to Lyrudrada.
  8
  
  leaders, but he stole a powerful artifact 
  called the Cradle of Night. Legend 
  holds that this artifact influenced him 
  in sinister ways and drove him to 
  abandon Gozreh’s teachings.
  DC 25* 
  The Cradle of Night granted Haramil a 
  supernaturally extended life span and 
  gifted him with increased strength 
  and healing capabilities, but it also 
  drove him to fits of fury and sadism. 
  When Haramil finally died, he was 
  buried in a tomb in the low mountains 
  northwest of the Barrowmoor.
  DC 30 
  Haramil’s people feared him and 
  loathed the Cradle of Night; they were 
  not sad to see his cruel reign end when 
  he died. Haramil was interred outside 
  of the traditional burial grounds of his 
  people due to fears his restless spirit 
  or the Cradle of Night would spawn a 
  plague of undeath and also as a way 
  to condemn his legacy.
  LYRUDRADA LORE
  Knowledge	(local)		
  Check	Result	
  Information	Gained
  DC 15* 
  Lyrudrada is a caligni city that lies in 
  the Darklands beneath the southern 
  Mindspin Mountains. Centuries ago, 
  it went to war with the horselords of 
  Nidal and was subsequently sacked, 
  though it has since risen again to 
  prominence. It is not on the major 
  trade routes of the Darklands, but 
  Darklands traders of many races 
  transact business in Lyrudrada, 
  particularly in the neighborhood 
  known as Trader’s Rift.
  DC 20* 
  The caste-clans of Lyrudrada have 
  held an uneasy equilibrium of power 
  for centuries. With the rise of the 
  cult called the Reborn, though, 
  that balance has been thrown into 
  anarchy. This new faction has taken 
  control of the central portions of 
  the city around the lake at the city’s 
  heart. The Reborn cultists have 
  earned the allegiance of several 
  powerful creatures both native to 
  the city and from other areas of the 
  Darklands; some rumors insist that 
  the cult has gained the services of a 
  dark dragon from the Shadow Plane.
  DC 25* 
  Lyrudrada is where the ancient caligni 
  worship of a group of demigods known 
  as the Forsaken first originated, and 
  the city holds the only known temple 
  to those mysterious deities—though 
  the temple has been considered taboo 
  by the city’s inhabitants for centuries. 
  The Reborn cult has recently taken this 
  temple as its headquarters.
  DC 30 
  Lyrudrada is the oldest known caligni 
  city and may actually be where they 
  first originated during the Age of 
  Darkness. The temple on its central 
  island, called the Forsaken Fane, 
  is said to hold secrets of the city’s 
  ancient past.
  FORSAKEN LORE
  Knowledge		
  (religion	or	planes)
  Check	Result	
  Information	Gained
  DC 30 
  Before owbs sought dominion over 
  caligni, shadowy deities known as 
  the Forsaken held sway over dark 
  folk. Universally evil, the Forsaken 
  encouraged worship from carefully 
  selected mortal races for their own 
  inscrutable ends. Worship of the 
  Forsaken died out ages ago and has 
  long been forgotten among caligni.
  DC 35 
  The Forsaken saved the fleeing 
  refugees of the surface city of Calignos 
  from the destruction of Earthfall. It 
  was from these survivors who fled 
  into the Darklands and embraced 
  the darkness that the first dark folk—
  caligni—were created.
  DC 40 
  The Forsaken molded caligni in their 
  image through the use of their Cradles 
  of Night. They sought to harness the 
  power of their worshippers’ souls 
  through the explosive destruction of 
  caligni’s mortal bodies upon death, and 
  by harvesting their immortal essence 
  within these artifacts. That all dark folk 
  combust at the instant of their deaths 
  is a lasting legacy of this meddling by 
  the Forsaken.
  DC 45 
  The Forsaken were equal to demigods 
  in status, though they sought to 
  become more through their patronage 
  of the caligni race and their harvest 
  of caligni’s immortal essences. The 
  Forsaken all vanished under mysterious 
  circumstances long ago, and what 
  became of these malign demigods is 
  entirely unknown.
  INTRODUCTION
  CHAPTER 1:
  REMNANTS OF THE DARK 
  CHAPTER 2:
  GAME OF SHADOWS 
  CHAPTER 3:
  FATE OF THE FORSAKEN
  APPENDIX 1:
  LYRUDRADA
  APPENDIX 2:
  BESTIARY
  9
  
  A. HARAMIL’S TOMB
  When Haramil finally perished, his followers rejoiced. He 
  had grown sinister and cruel after decades spent under 
  the influence of the Cradle of Night, and with his death, 
  his followers were able to bury both him and the artifact 
  and put the tyrant’s reign behind them. Out of fear 
  that Haramil’s evil might taint the cairns of their other 
  heroes and leaders, and as a way to subtly indicate that 
  they didn’t consider Haramil worthy of such legendary 
  company, these followers didn’t inter Haramil in the 
  Barrowmoor, the ancestral burial ground of their leaders. 
  However, they could not deny that such a fearsome leader 
  as Haramil deserved a lavish tomb to commemorate 
  his many victories. They hoped that a large, trap-laden 
  tomb might ensure that Haramil’s spirit and the Cradle of 
  Night both remained safely consigned to the earth. They 
  therefore built Haramil’s tomb 15 miles to the west of the 
  Barrowmoor and hid both his body and the artifact inside. 
  Aiyana already knows the location of Haramil’s tomb, but 
  the PCs can confirm its location with a successful DC 25 
  Knowledge (history or local) check. 
  Aiyana hopes that she and the PCs can reach the 
  tomb before agents of the Reborn arrive. She wants to 
  determine whether the Cradle of Night is truly buried in 
  Haramil’s tomb and, if it is, either bolster the tomb’s 
  defenses or move the artifact to a more secure location. 
  Aiyana believes that her contacts in the church of Desna 
  would be a good option for a secure location, although 
  she’s willing to entertain suggestions from the PCs—who 
  may recommend removing it from Nidal entirely. In the 
  end, these discussions amount to very little—by the time 
  the PCs arrive at Haramil’s tomb, the Reborn have already 
  come and gone. They were forced to destroy many of the 
  wards in the tomb to plunder the Cradle of Night, and 
  these acts have resulted in the entire complex becoming 
  enshrouded with energies and sinister predators from 
  the Shadow Plane. This intrusion has also torn Haramil’s 
  spirit into three distinct parts, each of which haunts a 
  separate section of the tomb.
  Regardless of how quickly the PCs work to reach the 
  tomb, they arrive a day after the departure of the Reborn 
  forces. The massive stone doors that once barred entrance 
  to the tomb hang ajar and shrouded in deep shadow. This 
  should be the first indication that the PCs have arrived too 
  late—an indication confirmed by further investigation of 
  the tomb’s interior—but Aiyana clings to the hope that 
  the Reborn might still be in the tomb and that the PCs 
  might still be able to confront them before the Cradle of 
  Night is lost. Only in the innermost vault is Aiyana forced 
  to admit that they are, indeed, too late.
  Features of Haramil’s Tomb
  As long as any of the three fragments of Haramil’s 
  spirit remain active in the tomb, the tomb retains a 
  supernatural connection to the Shadow Plane. The tomb’s 
  interior remains in dim light at all times, the corners of 
  each room infested with strangely shifting shadows cast 
  by a faint light from no apparent source. Light sources 
  brought into the tomb provide illumination no stronger 
  than dim light. Any spellcaster attempting to cast a 
  spell with the light or darkness descriptor while within 
  Haramil’s tomb must succeed at a DC 20 caster level check 
  or lose the spell. Even if the check is successful, the spell’s 
  effects manifest at the PC’s caster level – 1. Continual flame 
  spells cast within the tomb have their durations reduced 
  to 1 hour per caster level. A PC who succeeds at a DC 20 
  Knowledge (arcana or planes) check determines these 
  effects and influences after 1 minute of study. Creatures 
  from the Shadow Plane and humanoids with the dark folk 
  subtype can cast these spells in Haramil’s tomb without 
  penalty, as can creatures with a shadowbound corruption 
  (as described in Becoming Corrupted below).
  The tomb’s chambers and passageways are crafted 
  from hewn stone (hardness 8, hp 540, break DC 50, Climb 
  DC 20), as are all doors within (hardness 8, hp 60, break 
  DC 28). The ceilings within the tomb are uniformly 9 feet 
  high, except where indicated.
  Becoming Corrupted
  The shadowy energies that have infused Haramil’s tomb 
  as a result of the theft of the Cradle of Night present both 
  a danger and an opportunity to the PCs. Once they step 
  within the shadowy penumbra that extends out into area 
  A1, the PCs unknowingly take on the corruption of the 
  Shadow Plane. This corruption is subtle at first—while 
  the PCs will surely notice the influence dimming any 
  light sources they bring into Haramil’s tomb, they won’t 
  immediately realize that these energies are dimming 
  their own life forces as well.
  This influence grants each PC the shadowbound 
  corruption, as detailed on pages 34–35 of Pathfinder RPG 
  Horror Adventures. There is no saving throw to avoid this 
  corruption; it automatically influences all who enter 
  Haramil’s tomb in the days after the Cradle of Night was 
  stolen away by the Reborn (save those who already have 
  links to the Shadow Plane—caligni, such as Aiyana, are 
  not affected by the corruption). A few days after the PCs 
  become exposed, the lingering corruption in Haramil’s 
  tomb fades as the tear between the Shadow Plane and 
  this world heals. While those who became shadowbound 
  earlier remain corrupted, the tomb poses no further 
  threat to additional visitors.
  Every PC gains eerie perception (Horror Adventures 34) as 
  an initial manifestation from this corruption, including 
  both the gift and the stain, although the timing of when 
  this manifestation becomes apparent to the players is 
  flexible. This manifestation should become evident at 
  a dramatic point after all members of the party have 
  been exposed (in other words, at a point after which 
  every member has entered Haramil’s tomb) and a PC 
  10
  
  is hampered by the supernatural illumination within 
  the  tomb. For example, when a PC misses a foe due 
  to the miss chance granted by dim light, or when a 
  spellcaster PC fails to cast a spell with the light or 
  darkness descriptor, that PC’s manifestation suddenly 
  appears. This manifestation should occur the instant 
  before the attack or spell would have failed, causing the 
  PC to succeed instead. If an appropriate triggering event 
  does not occur on its own, it should occur when the PCs 
  first encounter one of the undead fragments of Haramil’s 
  spirit in areas A7, A9, or A10.
  Once the first manifestation occurs, it catalyzes the 
  corruption in the other PCs so that all of them gain the 
  eerie perception gift and stain simultaneously. The PCs 
  can confirm that the condition is caused by a shadowbound 
  corruption with a successful DC 20 Knowledge (arcana 
  or planes) check. A success also provides the basic 
  information about corruptions generally, as provided in 
  Horror Adventures.
  This shadowbound corruption begins at stage 0, and 
  the PCs have a month to seek a cure for the corruption 
  before they need to worry about its natural progression 
  to later stages. While corrupted PCs feel slightly unsettled 
  in the presence of great beauty or goodness (potentially 
  including their own), they do not feel the need to destroy 
  beauty or goodness, and they take no in-game penalties 
  from their unsettled feeling for the duration of this initial 
  month. This should be enough time for the party to finish 
  the adventure and, hopefully, remove their corruption by 
  thwarting the owb prophet Veilisendri, recovering the 
  Cradle of Night, and destroying the artifact.
  It’s likely that the PCs will be concerned and curious 
  about their corruption. Aiyana knows enough about the 
  condition to justify the players familiarizing themselves 
  with the rules for corruptions, but she’s not sure how the 
  PCs can magnify or remove their condition. She mentions 
  that she knows a scholar of shadow magic back in her 
  home city of Lyrudrada—an information broker named 
  Shevarimarr. Aiyana suggests that if the PCs accompany 
  her home after exploring Haramil’s tomb, they can consult 
  with Shevarimarr for more information (see area D). A PC 
  who succeeds at a DC 20 Knowledge (arcana or planes) 
  check realizes that if the Cradle of Night was responsible for 
  the shadowy energies that infuse Haramil’s tomb, the key 
  to removing the corruption may well lie with the artifact.
  As the adventure progresses, the PCs face situations 
  that may advance their shadowbound corruption and 
  impart new manifestations (and their associated gifts and 
  stains). This is particularly true when the PCs enter the 
  Forsaken Fane and come into contact with its denizens, 
  who are infused with the energies of the Shadow Plane 
  (as detailed in Chapter 3). A PC exposed to further 
  manifestation of a shadowbound corruption can attempt 
  a Will save (DC = 15 + current manifestation level) to avoid 
  gaining the manifestation level.
  Finally, if you feel that the inclusion of corruptions 
  would be an unwelcome or awkward addition to your 
  game table, you can simply ignore this element of Cradle 
  of Night entirely. In this case, the PCs’ motivation to 
  continue the adventure focuses exclusively on the defeat 
  of the malicious Reborn cult rather than on their own 
  personal redemption from corruption.
  A1. Tomb Entrance (CR 7)
  Hills looming to either side of an overgrown trail cast shadows 
  across the approach to Haramil’s tomb. Next to an opening in 
  the natural stone of the canyon wall, a few trees have taken 
  root in the rocky soil. Beside them, massive stone doors have 
  been set into the hillside. Though they presumably sealed 
  the entrance at one time, it now stands open. An unsettling 
  penumbra of gloomy illumination exudes from within, 
  cloaking the area immediately surrounding the entrance with 
  shifting shadows.
  The influence of the Shadow Plane extends in a 20-foot-
  radius hemisphere from the open doors. The boundaries 
  of this gloom are crisp and unsettling, leaving no mistake 
  that they are supernatural in origin. Aiyana is particularly 
  put off by this sight, as she’d expected the doors to the 
  tomb to be not only closed tightly, but hidden from 
  view—that they hang open and exude obvious shadows 
  is the first clue that the Reborn have beaten her and the 
  PCs to the tomb. Aiyana nonetheless encourages the party 
  onward in hopes of catching the Reborn still within.
  Creatures: A group of four shadows, lured across 
  planar boundaries worn thin by the theft of the Cradle 
  of Night, have gathered in the area just outside of the 
  What If the PCs Don’t Explore?
  Once the PCs start to realize that they may well be too 
  late to prevent the theft of the Cradle of Night, they might 
  abandon further exploration of Haramil’s tomb. Aiyana does 
  her best to convince the PCs to keep exploring the tomb, 
  clinging as long as she can to the hope that the Reborn 
  might still be within and can be confronted. If she fails to 
  convince the PCs to carry on—or if the PCs use divination 
  magic or other means to conclusively determine that the 
  Cradle of Night has already been taken from the tomb—the 
  adventure can still continue. In this case, Aiyana suggests 
  visiting the information broker Shevarimarr in an attempt 
  to learn more about the Cradle of Night before she asks 
  the PCs to accompany her to her estate in Lyrudrada. If 
  the PCs give up on Haramil’s tomb after they’ve already 
  acquired their shadowbound corruption, a desire to learn 
  more about their condition may also compel them to seek 
  out Shevarimarr in Lyrudrada. 
  INTRODUCTION
  CHAPTER 1:
  REMNANTS OF THE DARK 
  CHAPTER 2:
  GAME OF SHADOWS 
  CHAPTER 3:
  FATE OF THE FORSAKEN
  APPENDIX 1:
  LYRUDRADA
  APPENDIX 2:
  BESTIARY
  11
  
  tomb  entrance. The four undead are fascinated by 
  the strange light (be it night or day) at the edge of the 
  shadowy region, but they have little interest in venturing 
  into the world beyond for now. The shadows lurk amid 
  the trees and hillside crags, swiftly moving to attack any 
  who approach. While the shadows don’t venture into the 
  tomb itself on their own, they pursue any PCs who flee 
  into the interior, at which point they may well attack 
  living creatures within the complex—canny PCs could 
  use this propensity against living monsters within the 
  tomb if they note how eagerly the shadows follow them.
  SHADOWS	(4)	
  CR	3
  XP	800	each
  hp 19 each (Pathfinder RPG Bestiary 245)
  A2. The Broken Seal (CR 10)
  The black stone walls of this cylindrical chamber rise overhead 
  to a height of thirty feet. Passageways lead east and west, 
  while a stone double door blocks progress to the north and an 
  open double door leads south. A ten-foot-radius circle of runes 
  adorns the floor in the center of the room, but the etchings 
  have been badly damaged by cracks and gouges.
  The inscribed runes on the chamber floor once served 
  as a focus to contain the Cradle of Night’s influence within 
  the tomb and to prevent Haramil’s spirit from rising as 
  a vengeful undead monster. The PCs can identify this 
  purpose with a successful DC 20 Knowledge (arcana or 
  religion) check, and on a success they also know that the 
  damage done to the runes has rendered them useless. 
  Detect magic and similar spells reveal only a lingering 
  aura of abjuration magic extending from the ring of 
  runes down the passages to the north, east, and west, but 
  those lingering pathways of protection have evaporated. 
  The damage to the runes appears to be very recent, and 
  a PC who succeeds at a DC 15 Knowledge (engineering) 
  or Survival check confirms that the tampering was 
  intentional, and that it took place within the last couple 
  of days.
  Creatures: A pair of tenebrous worms that crept 
  through the recent tears in reality in the tomb have taken 
  up residence in this chamber. The creatures are hungry, 
  but they haven’t grown hungry enough yet to venture out 
  into the unknown areas outside of this room. They know 
  that the deathwebs lair to the east (area A3)—in fact, they 
  barely managed to escape those lurking predators to make 
  it here—but they haven’t yet realized that a potential meal 
  is in hiding in the chamber to the west (area A4). As a 
  result, the two worms eagerly lurch to attack when the 
  PCs enter this room. 
  If they aren’t aware of the PCs’ presence, one of the 
  worms is writhing around on the circle of runes while 
  the other is near the double door to the north. If they 
  have been alerted to nearby PCs—such as by sounds of 
  combat against the shadows outside the tomb (area A1)—
  they have taken up position on either side of the southern 
  door to ambush the first creature to enter the room. 
  Unwilling to let a prospective meal escape, these worms 
  pursue foes who flee, and they fight to the death.
  TENEBROUS	WORMS	(2)	
  CR	8
  XP	4,800	each
  hp 105 each (Pathfinder RPG Bestiary 2 260)
  A3. Torn Shadows (CR 8)
  Rocky debris and loose soil form much of this chamber’s floor, 
  obviously fallen from cracks and crevices in the ceiling fifteen 
  feet overhead. Niches and hollows extend to the east and 
  south, but these are filled with massive cobwebs infused with 
  writhing shadows. A worked stone wall to the north bears a 
  life-sized mural of an ancient warrior standing with a shield 
  and lance. The curled-up corpses of four human-sized spiders 
  lie on the ground of the cavern, casting strange shadows across 
  the floor.
  To save time in the tomb’s construction, its builders 
  chose this site due to the presence of an existing set 
  of natural caverns in the hill. Most of the caves were 
  expanded and finished with worked stone, resulting 
  in the other areas of the tomb as they exist today, but 
  this area was left unfinished. During construction, the 
  chamber served as storage for tools and resources, as 
  well as a concealed entry to the hidden shrine (area A5). 
  This secret entrance is both well hidden and locked; 
  finding it requires a successful DC 25 Perception check, 
  and unlocking its ancient bolt mechanism requires a 
  successful DC 25 Disable Device check.
  The room’s rough, uneven walls were a liability recently, 
  for when the Cradle of Night was wrenched from Haramil’s 
  crypt (area A10), the resulting infusion of shadowy energies 
  built up among the craggy, jagged walls of this cave to 
  such an extent that they wore the boundaries between the 
  Material Plane and the Shadow Plane thin. Hours after 
  the Reborn left the tomb with the Cradle of Night in their 
  clutches, this thinned boundary finally ruptured, spilling 
  several denizens from the Shadow Plane into the vicinity 
  while simultaneously overwhelming the giant spiders 
  that had been dwelling in this chamber, transforming 
  them into undead monsters (see Creatures on page 13). 
  The full-scale rupture between planes has mostly 
  healed, but a detect magic spell cast here reveals strong 
  conjuration magic throughout the chamber. A PC who 
  succeeds at a DC 25 Knowledge (planes) check can confirm 
  that this site recently hosted a planar rift that has since 
  repaired itself. 
  The alcoves to the east and south are choked with dried 
  webs. Although they ripple with strange shadows, they are 
  12
  
  easy to destroy with fire or simply by pushing them aside. 
  The back of each alcove contains only loose soil. The way 
  the shadows shift and move in this room is unsettling, 
  but it has no specific effect.
  Creatures: Six giant burrowing spiders once nested in 
  the web-filled niches to the east and south, having dug 
  their way into the chamber from the hillside above. Of 
  the six spiders, four were slain outright by the blast of 
  shadowy power that flooded this room, but the remaining 
  two, their bellies full of eggs, did more than die: they rose 
  as deathwebs. 
  The undead spiders no longer have the need to feed 
  and are content to linger in this room, basking in the 
  rippling shadow. Once the tomb’s shadowy influence 
  completely fades, the deathwebs are likely to wander off, 
  but they are content to remain here for now and attack 
  anyone that intrudes upon their lair. The deathwebs 
  attempt to restrain foes with their webs before moving 
  in to attack with their bites. Dimly bound to their living 
  habits of remaining close to their nests, the deathwebs 
  don’t leave this chamber, even to pursue fleeing foes. 
  DEATHWEBS	(2)	
  CR	6
  XP	2,400	each
  hp 71 each (Pathfinder RPG Bestiary 3 65)
  A4. Hall of Shame (CR 8)
  A short stairway descends to this low chamber, where eight 
  stone tables stand between several shallow alcoves. Each 
  table bears ancient, dusty relics such as scrolls, armor, carved 
  figurines, and jewelry; all are in various stages of disrepair. 
  Detailed carvings of a furious man engaged in battle adorn the 
  alcoves between each table.
  While at first glance, this room appears to be a standard 
  celebration of a bygone leader’s accomplishments in life, 
  closer examination reveals the truth: this hall records the 
  shame of Haramil’s tribe at their inability to stand up to 
  their increasingly sadistic leader while he lived. 
  The PCs can identify Haramil in numerous places 
  in the alcove carvings. In each, he is a furious-looking 
  muscular man clad in chain mail and armed with either 
  a sword or lance. His enemies and allies alike seem to 
  fear his presence, and in many scenes, it’s hard to tell 
  friend from foe as Haramil hews through them all with 
  fearsome rage. In every scene, Haramil clutches a small 
  black sphere in one hand that shrouds him in coils of 
  shadow: the Cradle of Night.
  With a successful DC 20 Knowledge (history) check, 
  a PC confirms that the people of Haramil’s time often 
  offered personal belongings or memorabilia as final 
  gifts to the departed. On closer inspection, the “gifts” left 
  for Haramil are more like insults, as if those who buried 
  Haramil wanted to mock his passing and diminish 
  his  legacy. Each gift is fundamentally flawed in some 
  way: a helmet is flimsy and lopsided, a ring contains an 
  obvious fake gem in its setting, and a figurine of Haramil 
  has comical and unflattering exaggerations. PCs who 
  succeed at a DC 20 Sense Motive check understand 
  that these offerings are all intended to be sly insults. 
  In addition, the passage of many centuries has worn on 
  these offerings, and none of the items displayed here are 
  worth anything.
  This room’s only exit is the staircase, which leads up 
  to area A2.
  Creature: A shadow collector named Xermathiel 
  happened to be in the right place at the right time while 
  traveling across northern Nidal. When the Reborn stole 
  the Cradle of Night, it released a surge of shadow energy. 
  Xermathiel was drawn to this energy like a beacon, and 
  he immediately diverted his trip to investigate. After 
  observing the tomb from safety for a few hours, he 
  entered using a combination of stealth and shadow step 
  to avoid the denizens within. He’s spent the last few 
  hours in this room, fascinated by the images depicting 
  Haramil bearing some sort of powerful shadowy magic. 
  Xermathiel initially suspected that one of the objects 
  in this room might bear some connection to the magic 
  sphere the figure holds, but he’s recently realized that the 
  items here are as worthless as they initially appeared, and 
  the shadowy orb might be elsewhere in the tomb.
  Xermathiel isn’t evil, but he is tenacious at pursuing 
  leads regarding unusual magic items and he is very 
  defensive of this find. If he hears trouble upstairs (such 
  as a fight between PCs and tenebrous worms), he slips 
  into the shadows behind the northwest table to bide his 
  time. If the PCs don’t appear within a reasonable amount 
  of time, Xermathiel slips out of the room to track them, 
  observing them while hiding in the shadows for as long 
  as he’s able.
  Once he is discovered, Xermathiel attempts to trick the 
  PCs, claiming to be the caretaker of this sacred tomb. His 
  lack of knowledge about the tomb is a real liability—as 
  he doesn’t even know the name of the person entombed 
  here—but he hopes to be able to either scare the PCs off so 
  he can study the ruins in peace, or bully a tithe from them 
  in the form of their shadows. If the PCs allow Xermathiel 
  to steal their shadows, the delighted fey grants them 
  permission to loot the rest of the tomb. In fact, he merely 
  retreats to watch and wait, hoping the PCs deal with the 
  tomb’s defenses so that he can demand further tithes in 
  the form of magic items when they try to leave.
  XERMATHIEL	
  CR	8
  XP	4,800
  Male shadow collector (Pathfinder RPG Bestiary 5 228)
  hp 90
  TACTICS
  During	Combat Xermathiel has 4 shadow points when he 
  INTRODUCTION
  CHAPTER 1:
  REMNANTS OF THE DARK 
  CHAPTER 2:
  GAME OF SHADOWS 
  CHAPTER 3:
  FATE OF THE FORSAKEN
  APPENDIX 1:
  LYRUDRADA
  APPENDIX 2:
  BESTIARY
  13
  
  first encounters the PCs. In combat, he attempts to remain 
  hidden or secure a good hiding place with shadow step. 
  Once safely in hiding, he uses shadow conjuration to 
  summon earth elementals. With his enemies distracted, 
  he uses Spring Attack to stab opponents or attempts to 
  steal their shadows. Xermathiel never uses his last shadow 
  point in combat, instead saving it to aid his escape if 
  things go badly.
  Morale Xermathiel flees combat if reduced to fewer than 
  20 hit points, and he prefers to retreat by using shadow 
  walk, as few foes can then catch him. Once he departs, he 
  abandons this region entirely and does not return.
  Treasure: Xermathiel was on his way to Pangolais in 
  Nidal to pawn a collection of treasures he’d pilfered from 
  an art merchant in Korvosa when he was distracted by 
  Haramil’s tomb. He carries this collection of treasures 
  in a bag of holding (type I), a stash that includes five coral 
  necklaces worth 250 gp each, three brass rings worth 
  50 gp each, a relatively small but exquisite portrait of 
  Archbanker Darb Tuttle of Korvosa worth 1,200 gp, and 
  a scroll of true seeing.
  A5. Shrine of the Guardians (CR 9)
  This hidden shrine can only be reached by locked secret 
  doors located in areas A3, A6, and A9.
  Arching ribs of stone support the fifteen-foot-high ceiling of 
  this oval chamber. Tattered tapestries hang from curved walls 
  to the east and west, each depicting a scene of natural fury—a 
  devastating tornado to the east, and a looming tsunami to the 
  west. The focus of each of these natural disasters seems to be 
  a single humanoid shape cloaked in shadows.
  The tomb’s builders constructed this room as a secret 
  bypass to the dangerous trap and warden in areas A6 
  and A7, respectively, should the need to return to the 
  tomb arise after Haramil was interred. The tapestries 
  were treated with unguent of timelessness, but even with 
  this protection, their age is starting to show; they are 
  brittle and unravel if handled. A PC who succeeds at 
  a DC 15 Knowledge (religion) check determines that 
  they depict aspects of Gozreh (the original patron of 
  Haramil’s clan before he turned his back on the gods to 
  embrace the powers of the Cradle of Night). The tapestries 
  depict Gozreh’s fury against Haramil, and they serve as a 
  promise of suffering in the afterlife for his faithlessness 
  in life.
  Creatures: A pair of powerful tomb guardians stand 
  vigil in this room, ready to oppose any passing through 
  other than worshippers of Gozreh. The western 
  guardian appears as a statue of a fierce woman, while 
  the eastern guardian appears as a statue of a stern, 
  elderly man: these are both aspects of Gozreh, which 
  the PCs can realize with successful DC 15 Knowledge 
  (religion) checks. Each statue bears a metal trident 
  clutched in its stony grip.
  As soon as any creature enters this room, both 
  guardians animate and turn to face the intruder. 
  A magic mouth activates on each statue so that 
  they speak in tandem in Hallit, the language 
  of Haramil’s tribe: “You tread upon corrupted 
  ground. Turn back now, unless you come before 
  us with the sacred sign of whispering wind and 
  14
  Xermathiel
  
  rippling waves in hand.” If an intruder presents a holy 
  symbol of Gozreh within 1 round of this proclamation, the 
  guardians allow the symbol-bearer and her companions 
  to pass through uncontested—otherwise, they attack.
  TOMB	GUARDIANS	(2)	
  CR	7
  XP	3,200	each
  Advanced graven guardian of Gozreh (Pathfinder RPG Bestiary 3 
  290, 140)
  N Medium construct
  Init +2; Senses darkvision 60 ft., low-light vision; 
  Perception +1
  DEFENSE
  AC 20, touch 12, flat-footed 18 (+2 Dex, +8 natural)
  hp 75 each (10d10+20); fast healing 2
  Fort +3, Ref +5, Will +4
  DR 5/adamantine; Immune construct traits; SR 18
  Weaknesses faith bound
  OFFENSE
  Speed 40 ft., fly 40 ft. (average)
  Melee +1 returning shock trident +14/+9 (1d8+4 plus 
  1d6 electricity) or
  slam +13 (1d6+4)
  Ranged +1 returning shock trident +13 (1d8+3 plus 
  1d6 electricity)
  Special	Attacks magic weapon
  Spell-Like	Abilities (CL 10th; concentration +5)
  1/day—haste (self only)
  TACTICS
  During	Combat The tomb guardians each cast haste in the 
  first round of combat. They thereafter each select separate 
  targets to attack, if possible, to maximize their deterrence.
  Morale The tomb guardians fight until destroyed, but they do 
  not leave their hidden shrine.
  STATISTICS
  Str 16, Dex 15, Con —, Int —, Wis 12, Cha 1
  Base	Atk +10; CMB +13; CMD 25
  Skills Fly +6; Racial	Modifiers +4 Fly
  SQ guardian domains (Air, Weather)
  Gear mwk trident
  A6. Trapped Corridor (CR 8)
  Stone double doors stand at the north and south ends of this 
  hallway. The east and west walls each have two niches just 
  large enough to contain a human-sized statue of an armored 
  warrior. Each of the statues is made of stone but also wears a 
  real suit of hide armor and wields an elegant trident made of 
  wood. The floor of the hallway is marred in two locations by 
  ominous-looking circular scorch marks.
  The north door leads to area A7, while the south door 
  leads to area A2. There are two other secret exits from 
  this room, each concealed behind one of the statues. A 
  secret door to the hidden shrine (area A5) is behind the 
  southeastern statue; a successful DC 25 Perception check 
  is required to find it. This secret door is also locked, 
  requiring a successful DC 25 Disable Device check to 
  open. The other secret exit leads to the ruined hall 
  (area A8); it also requires a successful DC 25 Perception 
  check to find, although it isn’t locked.
  The statues themselves do not represent Haramil, 
  although they are all male barbarians (which may cause 
  some PCs to wonder if they in fact depict the warlord, 
  until they see his spectral forms later on). These statues 
  instead depict worshippers of Gozreh and are meant to 
  represent the faithful standing guard against both tomb 
  robbers looking to plunder the tomb and undead who 
  rise from within it.
  The scorch marks on the floor were left by the death 
  throes of two dark slayers who were slain by the trap in 
  this room when the Reborn infiltrated the tomb. A PC 
  who succeeds at a DC 15 Perception or Survival check 
  identifies a humanoid outline at the center of each of the 
  scorch marks. Once these outlines are discovered, PCs 
  can attempt a DC 14 Knowledge (local) check; on a success, 
  a PC realizes that such scorch marks are all that remain of 
  dark slayers who perish. If present, Aiyana automatically 
  recognizes the scorches for what they are: proof that the 
  Reborn have already visited the tomb.
  Trap: This hallway features a complex magical trap 
  meant to destroy both tomb robbers and any undead 
  originating from within the tomb. The trap is armed 
  when either the north or south doors are opened, and 
  it triggers as soon as any Small or larger creature steps 
  directly in front of any of the four statues. At that moment, 
  two effects occur: first, all four statues jab forward with 
  their tridents, which are momentarily imbued with magic 
  to function as +1 undead-bane ghost touch tridents. Second, 
  the north and south doors slam shut and lock with heavy 
  metal bolts (Disable Device DC 30). On the following 
  round, the floor of the hallway erupts into flames, as per a 
  wall of fire (CL 10th), for 5 rounds. After that time, the wall 
  of fire disappears and the doors unlock. The trap’s magic 
  takes 1 hour to recharge, at which point it automatically 
  resets. If the armor and weapons are removed from all 
  four statues, the trap is permanently deactivated.
  CLEANSING	CORRIDOR	TRAP	
  CR	8
  XP	4,800
  Type magical; Perception DC 15 (if the scorch marks are 
  removed, the Perception DC to notice this trap increases 
  to 20); Disable	Device DC 28
  EFFECTS
  Trigger visual (darkvision 60 ft.); Reset automatic (after 
  1 hour)
  Effect Atk +10 melee (1d8+1 piercing), multiple targets (up 
  to 4 creatures adjacent to the statues); spell effect (wall 
  of fire, 2d4 fire damage to all creatures in area A6 for 
  5 rounds)
  INTRODUCTION
  CHAPTER 1:
  REMNANTS OF THE DARK 
  CHAPTER 2:
  GAME OF SHADOWS 
  CHAPTER 3:
  FATE OF THE FORSAKEN
  APPENDIX 1:
  LYRUDRADA
  APPENDIX 2:
  BESTIARY
  15
  
  Treasure: Each of the figures in the alcoves wears a suit 
  of +1 hide armor and wields a +1 trident. 
  A7. Hungry Shadows (CR 8)
  Stone double doors stand in the center of the south, east, 
  and west walls of this room, although the door leading west 
  is partially sealed with stone spread across the door like clay. 
  A short pedestal bearing pale blue shards of shattered crystal 
  occupies the center of this room, surrounded by a circle of runes 
  carved into the floor. An alcove at the north end of this room 
  contains a stone statue of a human man. The statue wields a 
  lance and wears hide armor, but, strangely, it has been turned 
  away from the center of the room to instead face the blank 
  alcove wall to the north.
  The pedestal once contained a potent magical lure 
  designed to attract incorporeal undead and trap them 
  within a crystal; the Reborn shattered the crystal as they 
  passed through as part of their overall efforts to weaken 
  any defenses in the tomb. Divining the room’s true 
  purpose—as well as the fact that the shattered crystal no 
  longer functions as a trap—requires a successful DC 25 
  Knowledge (arcana or religion) check. 
  The statue to the north depicts Haramil; it was placed 
  facing away from the room both to shame him, and due to 
  ancient belief that the backward-facing statue of a deceased 
  person would confuse the ambitions of his unquiet spirit. 
  The PCs can recall this old superstition with a successful 
  DC 25 Knowledge (history or religion) check.
  The western door was sealed shut with a stone shape 
  spell cast by one of the Reborn to seal the traitor Zyler 
  within the ruined hall beyond (area A8). While the door’s 
  integrity has been compromised by the spell, it remains 
  stuck fast and must be smashed open or broken to enter 
  the room beyond (hardness 8, hp 40, break DC 22). The 
  door to the south leads to the trapped corridor (area A6), 
  and the door to the east leads to the false tomb (area A9).
  Creature: When the Reborn stole the Cradle of Night 
  and destroyed many of the tomb’s wards, Haramil’s long-
  lingering spirit split apart into three dangerous undead 
  presences. One of those—a starving fragment of his 
  hunger for power—manifested here as a greater shadow. 
  The shadow lingers in the alcove around the statue, 
  frustrated by the insult of the statue’s positioning. The 
  shadow appears as a black outline of the statue itself, and 
  it surges forth to attack as soon as the PCs enter this room.
  HARAMIL’S	HUNGER	
  CR	8
  XP	4,800
  Greater shadow (Pathfinder RPG Bestiary 245)
  hp 58 
  TACTICS
  During	Combat Haramil’s hunger uses its Mobility and Flyby 
  Attack feats to avoid being surrounded. It focuses its attacks 
  on foes using positive energy above all others; otherwise, 
  it attacks whichever opponent most recently injured it. The 
  shadow pursues foes throughout the tomb, but not beyond 
  the tomb’s limits.
  Morale Haramil’s hunger fights until destroyed.
  Development: As long as at least one other fragment 
  of Haramil’s shattered soul (either Haramil’s corruption 
  or his madness) remains active, Haramil’s hunger 
  rejuvenates with full hit points in this room 24 hours 
  after it is destroyed.
  A8. Ruined Hall (CR 7)
  The northern part of this long chamber has crumbled away into 
  ruin, with rubble spilling onto the stone floor. A trickle of water 
  filtering through cracks, the ceiling to the south has created 
  a shallow rivulet and a wide pool in the middle of the room 
  that drains slowly through the rubble to the north. The walls, 
  crisscrossed with dozens of glistening slime trails left by pale 
  gray slugs, depict a number of etchings of mounted warriors 
  charging across a wide battlefield against one another, but the 
  walls all bear signs of ancient damage.
  The original architects of this chamber decorated this hall 
  with images of Haramil’s conquests before he succumbed to 
  the curse of the Cradle of Night, then deliberately damaged 
  the walls to symbolize the damage he had done to his legacy 
  by falling under the artifact’s influence. Water has been 
  seeping through this room for only a few decades; in a few 
  more years, erosion from the seepage will likely cause this 
  chamber to collapse completely.
  Creature: One of the more ambitious and self-serving 
  members of the Reborn is a dark dancer named Zyler. 
  He was among the group that infiltrated Haramil’s 
  tomb, but his reasons for doing so were selfish—he 
  hoped to seize control of the band and claim the Cradle 
  of Night for himself. Zyler’s ambition was matched by his 
  overconfidence, though, and the other Reborn discovered 
  his treachery before he had a chance to seize the Cradle 
  of Night. A deep-seated caligni superstition that a dark 
  dancer’s death is a bad omen was the only thing that kept 
  the Reborn from executing Zyler on the spot. Instead, they 
  overpowered him, threw him into this room, and sealed 
  the door with a stone shape spell. The Reborn knew there 
  was plenty of food (in the form of bitter-tasting slugs) 
  and water (in the form of equally bitter runoff) to keep 
  Zyler alive for some time—long enough time, the Reborn 
  reasoned, to complete their plans and then return here to 
  let the traitor loose and, in so doing, avoid the ill luck they 
  fear his death would bring to their plots.
  Zyler takes little comfort in being spared; although he’s 
  spent a relatively short time imprisoned here, he’s already 
  consumed by fantasies of violent vengeance against the 
  Reborn. The desperate rogue uses his wand of invisibility 
  16
  
  if he hears the telltale sound of someone trying to break 
  through the door from area A7. When he realizes the 
  intruders aren’t fellow caligni, he becomes intrigued and 
  watches for a few minutes to try to determine what 
  the PCs are up to. If the PCs leave to explore 
  other areas of the tomb, Zyler follows them 
  from the shadows as quietly as possible.
  If the PCs don’t catch on to the 
  fact that Zyler is spying on them, he 
  continues to stalk them, becoming 
  increasingly convinced that the PCs 
  present his best opportunity for revenge, despite 
  his generally low opinion of surface folk. As 
  long as he remains unnoticed, Zyler 
  does his best to aid the PCs when 
  they need it but endeavors to 
  remain unseen. If he remains 
  undetected until the end of 
  the adventure, he scuttles in 
  and claims the Cradle of Night 
  at the first opportunity, at which 
  point destroying the PCs becomes his primary 
  goal—see Concluding the Adventure for further details on 
  this potential development.
  If the PCs discover Zyler and confront him, the quick-
  thinking rogue relies first on his words rather than his 
  weapons to further his plans (see the sidebar).
  ZYLER	
  CR	7
  XP	3,200
  Male dark dancer rogue 6 (Pathfinder RPG Bestiary 4 43)
  CE Small humanoid (dark folk)
  Init +7; Senses see in darkness; Perception +14
  DEFENSE
  AC 19, touch 17, flat-footed 13 (+2 armor, +6 Dex, +1 size)
  hp 74 (8d8+38)
  Fort +6, Ref +16, Will +2
  Defensive	Abilities evasion, trap sense +2, uncanny dodge
  Weaknesses light blindness
  OFFENSE
  Speed 30 ft.
  Melee mwk short sword +14 (1d4/19–20 plus poison)
  Ranged +1 hand crossbow +14 (1d3+1/19–20 plus poison)
  Special	Attacks bardic performance (8 rounds/day; 
  distraction, inspire courage +1), dark curse, death throes, 
  sneak attack +4d6
  TACTICS
  During	Combat Zyler has no interest in fighting when 
  outnumbered, and his primary goal in combat is to escape 
  so that he can stalk the PCs and wait for the chance to claim 
  the Cradle of Night for himself. If prevented from escaping, 
  he relies on his wand of blindness/deafness. He uses lethal 
  attacks against the PCs only as a last resort—he wants them to 
  live long enough to carve him a path to the Cradle of Night.
  Morale If reduced to fewer than 15 hit points, Zyler surrenders 
  and begs for mercy as described in the An “Alliance” with 
  Zyler sidebar above.
  STATISTICS
  Str 11, Dex 25, Con 16, Int 12, Wis 8, Cha 15
  Base	Atk +5; CMB +4; CMD 21
  Feats Deadly Aim, Point-Blank Shot, Skill Focus (Use Magic 
  Device), Toughness, Weapon Finesse
  Skills Acrobatics +18, Bluff +13, Climb +4, Knowledge 
  (geography) +8, Perception +14, Perform (dance) +13, 
  Sleight of Hand +18, Stealth +26, Use Magic Device +16; 
  Racial	Modifiers +4 Climb, +4 Perception, +4 Stealth
  Languages Common, Dark Folk
  SQ poison use, rogue talents (fast stealth, finesse rogue), 
  trapfinding +3
  An “Alliance” with Zyler
  If the PCs end up talking with Zyler, the dark 
  dancer does everything he can to convince 
  them he’s a valuable ally against the 
  Reborn. He points out that the Reborn 
  imprisoned him and uses that to 
  convince the PCs he’s on their side. Zyler’s 
  ability to help is limited by two things: 
  his self-centeredness, and his lack of 
  any real information about the cult. 
  Zyler was hired by the Reborn to serve as a guide in 
  navigating the strangeness of the surface world, 
  as the dark dancer has served such a role 
  several times before. Zyler saw the 
  job as an opportunity to get into 
  the good graces of an emerging 
  power in Lyrudrada, but when 
  he learned their goal, his plans 
  shifted to treachery.
  Zyler has no real knowledge of the Forsaken Fane or 
  the structure of the Reborn cult, but he can provide the 
  PCs with information about the various castes of caligni 
  or the city of Lyrudrada (see Appendix 1 on page 56). 
  He’s not above using Bluff to tell the PCs what they want 
  to hear, whether or not it’s actually true, and he initially 
  agrees to accompany them as a guide only to abandon 
  them at the first opportunity so he can resume stalking 
  them quietly and awaiting a chance to snatch the Cradle 
  of Night.
  Zyler and Aiyana don’t know one another, but each 
  is very suspicious of the other, and their bickering back 
  and forth should be a strong clue that the dark dancer 
  isn’t to be trusted. If the PCs manage to establish Zyler’s 
  cooperation with magical control (such as charm person), 
  he can become a more trustworthy ally, but his lack of 
  any real knowledge about the Reborn and their plans 
  should swiftly become apparent.
  INTRODUCTION
  CHAPTER 1:
  REMNANTS OF THE DARK 
  CHAPTER 2:
  GAME OF SHADOWS 
  CHAPTER 3:
  FATE OF THE FORSAKEN
  APPENDIX 1:
  LYRUDRADA
  APPENDIX 2:
  BESTIARY
  17
  Zyler
  
  Combat	Gear black smear poison (3 doses; Pathfinder RPG 
  Bestiary 54), wand of blindness/deafness (15 charges), 
  wand of invisibility (10 charges); Other	Gear leather armor, 
  mwk short sword, +1 hand crossbow with 20 bolts, cloak of 
  resistance +1, 30 gp
  A9. False Tomb (CR 8)
  This large chamber’s vaulted ceiling arches twenty feet 
  overhead. Rich but aged tapestries hang from the walls along 
  with several shields depicting a black circle upon a field of 
  blue. Multiple life-sized statues occupy the edges of the main 
  floor. Four represent armored warriors holding lances and two 
  represent armored warhorses. To the east, a short flight of 
  steps ascends to an alcove containing a stone coffin surrounded 
  with weapons and other treasures. A long lance with a cruel 
  barbed tip lies atop the coffin.
  The tomb’s architects feared that some of the more 
  sinister allies Haramil acquired after his corruption 
  might attempt to infiltrate the tomb to abscond with 
  his body or the Cradle of Night, so they constructed this 
  false crypt as an added protection. The chamber holds 
  most of the warlord’s possessions, including weapons 
  and shields once borne by him in battle. The tapestries 
  represent the heraldry he used at the height of his power, 
  with the black orb representing the Cradle of Night; all 
  have been preserved with unguent of timelessness but are 
  now beginning to show their age.
  Though the coffin in the eastern alcove is real, it 
  contains only the remains of a soldier who fell in battle 
  defending Haramil. A secret latch built into the coffin 
  activates a hidden pulley with counterweights that 
  lowers the entire platform down 20 feet to Haramil’s 
  true resting place in a subchamber below (area A10). 
  Originally this latch was very well hidden, but damage 
  to the area by the Reborn when they were searching for 
  the Cradle of Night makes locating the latch much easier. 
  Now, a PC needs only succeed at a DC 15 Perception check 
  to locate the switch. The platform lowers gradually, 
  reaching the floor of the subchamber below in 3 rounds. 
  The counterweights automatically raise the platform 
  back into position after 1 day.
  The wall behind the southern horse statue contains a 
  locked secret door to the hidden shrine (area A5), which 
  requires a successful DC 25 Perception check to find and a 
  successful DC 25 Disable Device check to unlock.
  Creature: As in areas A7 and A10, this chamber has 
  become haunted by a portion of Haramil’s fractured 
  spirit. The manifestation in this tomb is of Haramil’s 
  corruption—everything that he once held dear twisted 
  into foul putrefaction. When the PCs enter this room, 
  this corruption appears as a unique, Large festering spirit 
  rising up out of the coffin, picking up the lance atop the 
  coffin as it does so. The spirit’s connection to this lance 
  allows it to use its Dexterity score in place of its Strength 
  score for both attack and damage rolls with the weapon. 
  While the spirit appears as Haramil mounted on a horse, 
  the undead creature is treated as a single being—it 
  cannot be forced to dismount, for example, and it isn’t 
  treated as mounted for the purposes of dealing damage 
  with its lance. 
  HARAMIL’S	CORRUPTION	
  CR	9
  XP	6,400
  Variant festering spirit (Pathfinder RPG Bestiary 4 98)
  CE Large undead (incorporeal)
  Init +10; Senses darkvision 60 ft.; Perception +15
  Aura stench (30 ft., DC 15, 10 rounds)
  DEFENSE
  AC 20, touch 20, flat-footed 13 (+4 deflection, +6 Dex, +1 dodge, 
  –1 size)
  hp 93 (11d8+44)
  Fort +7, Ref +9, Will +8
  Defensive	Abilities channel resistance +2, incorporeal; 
  Immune undead traits
  OFFENSE
  Speed fly 40 ft. (good)
  Melee +1 vicious lance +15/+10 (1d8+10/×3 plus 2d6) or
  incorporeal touch +13 (1d4 Con plus slime)
  Space 10 ft.; Reach 10 ft. (20 ft. with lance)
  Special	Attacks create spawn, slime, trample (1 Con plus 
  slime, DC 19)
  TACTICS
  During	Combat Haramil’s corruption uses Flyby Attack each 
  round as much as the close confines of the chamber allows. 
  It focuses its attacks on large, heavily armored opponents 
  when possible, as the corruption retains much of Haramil’s 
  pride and seeks to prove itself in battle against obviously 
  mighty foes.
  Morale Haramil’s corruption fights until destroyed.
  STATISTICS
  Str —, Dex 22, Con —, Int 6, Wis 12, Cha 18
  Base	Atk +8; CMB +15; CMD 30
  Feats Combat Reflexes, Dodge, Flyby Attack, Improved 
  Initiative, Mobility, Weapon Focus (lance)
  Skills Fly +8, Intimidate +9, Perception +15, Stealth +14
  SQ ghost touch, undersized weapons
  Gear Medium +1 vicious lance
  Treasure: The Reborn were focused solely on acquiring 
  the Cradle of Night, and so they ignored the other treasures 
  here. In addition to the magic lance, many ancient 
  valuables remain strewn about the coffin. These treasures 
  include a masterwork composite shortbow (+4 Str), 
  two masterwork daggers, a masterwork longsword, a 
  masterwork spear, a masterwork trident, five bejeweled 
  necklaces worth 250 gp each, three thick silver rings 
  carved with stylized tree symbols worth 50 gp each, and 
  three carved opals (depicting a mounted horselord, a 
  18
  
  rampaging hill giant, and a fire drake). Each of the opals 
  is worth 800 gp.
  Development: As long as at least one other fragment 
  of Haramil’s shattered soul (either his hunger or 
  his madness) remains active, Haramil’s corruption 
  rejuvenates with full hit points in this room 24 hours 
  after it is destroyed.
  A10. Haramil’s Crypt (CR 9)
  Several stone pillars support the ceiling of this large chamber. 
  Huge tapestries hang from every wall, each depicting 
  landscapes and battles among hills and plains. A jet-black 
  pedestal of carved rock stands empty to the north. Three 
  scorched areas on the floor surround the crumbled remains of a 
  stone statue to the south, near a closed stone coffin.
  The coffin holds Haramil’s actual remains, while 
  the jet-black pedestal to the north once held the Cradle 
  of Night. Apart from the third fragment of Haramil’s 
  fractured spirit (see Creature below), little remains for 
  the PCs in this chamber other than confirmation that the 
  Cradle of Night is missing. If she’s with the party, Aiyana 
  can confirm that the pedestal is perfectly sized to hold 
  something of the Cradle of Night’s dimensions. Detect 
  magic and similar spells reveal a lingering aura of illusion 
  [evil] magic on the pedestal, as well.
  Haramil’s stone coffin contains only the warlord’s 
  skeleton. He was buried in dishonor without any of his 
  gear or armor, as a final insult to his legacy. Haramil’s 
  bones still bear the marks of the battle-wounds that 
  ultimately killed him.
  Creature: The third manifestation of Haramil’s 
  fractured spirit haunts this chamber. A roiling cloud 
  of shadows and darkness surges up from his coffin to 
  manifest as a caller in darkness. Each of the faces in this 
  churning mass resembles Haramil’s, which by this point 
  should be easily recognizable from the numerous statues 
  and carvings the PCs have seen throughout the tomb.
  HARAMIL’S	MADNESS	
  CR	9
  XP	6,400
  Caller in darkness (Pathfinder RPG Bestiary 5 48)
  hp 97
  TACTICS
  During	Combat Haramil’s madness first casts paranoia 
  on a melee combatant to disrupt the PCs’ teamwork. 
  It then casts mind thrust V or greater oneiric horror on 
  other opponents to keep them occupied before closing to 
  consume their minds with melee touch attacks.
  Morale Haramil’s madness fights until destroyed, but it cannot 
  pursue foes into the upper chambers of the tomb.
  Development: As long as at least one other fragment 
  of Haramil’s shattered soul (either his hunger or 
  his corruption) remains active, Haramil’s madness 
  rejuvenates with full hit points in this room 24 hours 
  after it is destroyed.
  Next Steps
  Once it becomes obvious that the Cradle of Night has 
  been taken from Haramil’s tomb, Aiyana is disappointed, 
  but that quickly gives way to fear and determination. 
  She’s convinced (correctly) that the Reborn have taken 
  control of the artifact, and she wants to return to the 
  city of Lyrudrada immediately to rejoin her allies and 
  determine the next step in opposing the Reborn. And 
  of course, she desperately wants the PCs to accompany 
  her to help defend the city and prevent the Reborn from 
  realizing their plans. She reiterates the fact that her allies 
  will reward the PCs for their continued aid, but only if 
  rescued from the Reborn’s clutches. 
  As an additional incentive, Aiyana points out that 
  shadows are a way of life in Lyrudrada, and the city has 
  several experts in shadow magic who can help the PCs 
  come to terms with their new shadowbound corruption. 
  While Aiyana is eager to proceed, she understands 
  if the PCs want to take a few days to recover, resupply, 
  and prepare for a journey into the Darklands city of 
  Lyrudrada. When they’re ready to go, continue with 
  Chapter 2.
  Defeating Haramil
  Although defeating the three fragments of Haramil’s spirit 
  is not required to seek out the Reborn and prevent their 
  plot, putting the ancient horselord’s soul to rest gives 
  the PCs two additional rewards. Regardless of which of 
  the three undead fragments is defeated last, when the 
  final fragment is destroyed, a shuddering cry of relief 
  echoes through the entire tomb. At the same moment, 
  the shadowy influence over the tomb fades (although 
  the shadowbound corruption afflicting the PCs remains 
  in place).
  Haramil’s	Blessing: After living for decades under the 
  Cradle of Night’s corruption and then lingering after death 
  for many more centuries, Haramil’s spirit is thankful to 
  finally be freed to travel on to the Great Beyond. As his 
  influence moves on, each PC feels the full extent of his 
  gratitude. This affects each PC with a heal spell (CL 11th) 
  and good fortune. The latter effect allows each PC to reroll 
  any d20 roll once at any point in the future; the decision to 
  use this reroll must be made immediately after learning 
  whether the previous roll was a success or a failure, and 
  the PC can use the better result.
  Story	 Award: For putting Haramil’s soul to rest and 
  freeing him from the corruption that tarnished his legacy, 
  award the PCs 9,600 XP.
  INTRODUCTION
  CHAPTER 1:
  REMNANTS OF THE DARK 
  CHAPTER 2:
  GAME OF SHADOWS 
  CHAPTER 3:
  FATE OF THE FORSAKEN
  APPENDIX 1:
  LYRUDRADA
  APPENDIX 2:
  BESTIARY
  19
  
  Chapter 2
  Game Of Shadows
  T
  his adventure assumes that the PCs take up 
  Aiyana’s offer to travel to Lyrudrada safely and 
  quickly via one of her scrolls of shadow walk. If 
  the PCs prefer to make a more traditional journey, she 
  grudgingly accepts their decision. Pathfinder Campaign 
  Setting: Into the Darklands provides additional information 
  about this dangerous region for PCs who choose to 
  walk. The underground journey to Lyrudrada consists 
  of an 85-mile trek through winding, relatively unused 
  secondary tunnels of Nar-Voth (the uppermost layer of 
  the Darklands). So long as Aiyana guides the party, they 
  have no chance of hitting a dead end, becoming lost, or 
  encountering an impassible verticality. Rules for travel 
  in the Darklands can be found on page 10 of Into the 
  Darklands, and tables for random wandering monsters 
  and random hazards can be found on the front inside 
  cover and page 9, respectively, of that book. If you do not 
  have access to Into the Darklands or prefer not to use it, feel 
  free to augment the PCs’ trip with wandering monsters or 
  short encounters of your own design.
  Aiyana knows that the Reborn are working quickly to 
  gather power, and she’s been gone from Lyrudrada long 
  enough to warrant caution. She recommends that the PCs 
  accompany her to her personal estate in Bleakshore to 
  take stock of the situation and determine their next move.
  Approaching Lyrudrada (CR 9)
  Regardless of whether the PCs approach Lyrudrada with 
  Aiyana’s shadow walk spell or more mundane means, they 
  encounter trouble shortly before arriving. The Reborn 
  20
  
  have learned of the secret Bleakshore Council working 
  against them and have captured many of the council’s 
  members. The Reborn also know of Aiyana’s mission 
  to recruit uplander aid and want to prevent Aiyana and 
  the PCs from ever reaching Lyrudrada. They dispatched 
  the umbral dragon Thelamistos (area F9) and four 
  shadow mastiffs to hunt down Aiyana and her new allies. 
  Thelamistos doesn’t intend to confront Aiyana and the 
  PCs just yet—as he wants to gauge their potential as a 
  threat—but the hounds are eager for blood.
  Creatures: Two shadow mastiffs patrol the Shadow 
  Plane approach to Lyrudrada while the other pair stalks 
  the Material Plane tunnels. No matter how the PCs 
  approach the city, they are spotted by one pair, which 
  makes their presence known by unleashing an eerie 
  baying howl that echoes across the boundary between the 
  two planes. The mastiffs on the same plane as the PCs 
  attack 1 round later, with the other group lying in wait 
  to ambush the PCs should they jump between planes—
  perhaps even stalking the PCs into the city once they 
  arrive at their destination.
  SHADOW MASTIFFS (4) 
  CR 5
  XP 1,600 each
  hp 51 each (Pathfinder RPG Bestiary 3 241)
  Development: At the end of the battle, any PC who 
  succeeds at a DC 26 Perception check spots Thelamistos 
  spying on them from a distance and quickly departing. If 
  on the Material Plane, PCs who succeed at the check catch 
  a gleam of malevolent red eyes retreating in the distance, 
  followed by the sound of scales scraping on stone. If on 
  the Shadow Plane, successful PCs catch a glimpse of a 
  great draconic shadow receding to the sound of beating 
  wings. In either case, the PCs shouldn’t catch Thelamistos 
  at this time.
  B. AIYANA’S ESTATE
  Lyrudrada has seen major changes in Aiyana’s absence. 
  The Reborn have gained some measure of authority over 
  the anarchic city and are working to strengthen their 
  control. The Reborn discovered the existence of the 
  Bleakshore Council working against them, rounded up 
  its members, and commandeered Aiyana’s estate as their 
  base of operations while they hunt down other enemies. 
  Aiyana quickly learns this information from sympathetic 
  citizens of Bleakshore on the way to her estate, and she 
  asks the PCs’ help to recover her home.
  The leader of the Reborn forces at Aiyana’s estate 
  is a dark dancer bard named Callivarius, a foolish but 
  influential member of a prominent family in the Stalker’s 
  Reach district. The umbral dragon Thelamistos has 
  reported Aiyana’s return to Veilisendri and Nephenie 
  in the Forsaken Fane, but these leaders haven’t yet 
  determined how best to respond; the PCs therefore have 
  a small window of opportunity to reclaim Aiyana’s estate 
  before Callivarius hears they’ve come to Lyrudrada.
  Callivarius set up exterior patrols around the estate, but 
  in her overconfidence she believes that the Bleakshore 
  Council has been crushed and that the estate is easily 
  defended. Although members of the Reborn at the estate 
  are diligent in defending the structure, they don’t feel any 
  particular loyalty to the foppish aristocrat. Callivarius is 
  unaware of the secret rear entrance to the estate (area 
  B20), which could prove her undoing.
  Aiyana’s estate is location 2 on the Lyrudrada poster 
  map, and a map of the estate itself is on the reverse of that 
  poster map. When the PCs approach the estate, they can 
  see the Reborn forces patrolling the area (area B1) before 
  they are close enough to be seen. Aiyana recommends 
  entry through the secret postern to catch the Reborn 
  forces by surprise, but she defers to the party’s decision in 
  the matter. In any case, she is intimately familiar with the 
  layout of her lifelong home, so the PCs can reference the 
  estate poster map as long as Aiyana is present.
  The estate consists of a cluster of stalagmites that have 
  grown together over eons, hollowed out into comfortable 
  and spacious chambers. The walls and floors are made of 
  smooth stone, and ceilings are 15 feet high and vaulted 
  unless otherwise noted. The doors are of hardened fungal 
  planks and have the consistency and durability of strong 
  wood (hardness 5, hp 20, break DC 25). The doors can all 
  be locked (Disable Device DC 25), but only those indicated 
  are locked at this time. Aiyana and Callivarius both hold 
  master keys that unlock all doors in the estate. Aiyana is 
  the only daughter of a wealthy line of caligni merchants, 
  so her home is finely appointed with rich carpets, 
  luxurious furniture, and vibrant frescoes, though Aiyana 
  takes a dim view of any PCs who seek to loot her home. 
  None of the rooms have light sources.
  B1. Estate Approach (CR 8 or 10)
  A cluster of large stalagmites has grown together here into a 
  miniature multi-peaked mountain. Artistic glimmers of magical 
  light highlight aesthetically pleasing shapes and colorful 
  formations on the rocky prominence. Great doors of silver-
  chased, ebony-colored planks provide entry at the base of 
  the structure.
  Aiyana knows the front doors to her estate well, but 
  she suggests using the secret door (area B20) instead. 
  This secret door normally requires a successful DC 30 
  Perception check to find and is locked, but Aiyana knows 
  where it is and has a key.
  Creatures: Two patrols monitor the estate exterior, 
  each consisting of a Reborn commando and a trained 
  shadow mastiff (the commandos are unaffected by the 
  mastiffs’ baying). One patrol remains by the front doors 
  at all times while the other circles the estate, checking in 
  INTRODUCTION
  CHAPTER 1:
  REMNANTS OF THE DARK 
  CHAPTER 2:
  GAME OF SHADOWS 
  CHAPTER 3:
  FATE OF THE FORSAKEN
  APPENDIX 1:
  LYRUDRADA
  APPENDIX 2:
  BESTIARY
  21
  
  with the patrol at the front doors every 5 minutes. In the 
  event of attack, the shadow mastiffs bay to alert the other 
  patrol, which arrives as soon as possible. Although the 
  baying isn’t normally loud enough to alert anyone within 
  the estate, a commando near the front doors during an 
  attack opens it so the sounds of combat alert the Reborn 
  in area B2 to intruders. 
  REBORN COMMANDOS (2) 
  CR 7
  XP 3,200 each
  Dark stalker ranger 3 (Pathfinder RPG Bestiary 54)
  NE Medium humanoid (dark folk)
  Init +5; Senses see in darkness; Perception +13
  DEFENSE
  AC 21, touch 15, flat-footed 16 (+4 armor, +5 Dex, +2 natural)
  hp 91 each (9 HD; 6d8+3d10+48)
  Fort +9, Ref +13, Will +6
  Weaknesses light blindness
  OFFENSE
  Speed 30 ft.
  Melee +1 short sword +11/+11/+6 (1d6+5/19–20)
  Special Attacks combat style (two-weapon combat), death 
  throes, favored enemy (dark folk +2), sneak attack +3d6
  Spell-Like Abilities (CL 6th; concentration +6)
  At will—deeper darkness, detect magic, fog cloud
  TACTICS
  During Combat A Reborn commando attempts to flank an 
  opponent when possible, but casts deeper darkness to gain 
  a good position for sneak attacks if fighting alone. 
  Morale A Reborn commando is a fanatic and fights to the 
  death, confident in the immortality promised by Nephenie 
  and Veilisendri.
  STATISTICS
  Str 18, Dex 20, Con 19, Int 9, Wis 13, Cha 11
  Base Atk +7; CMB +11; CMD 26
  Feats Double Slice, Endurance, Iron Will, Quick Draw, Toughness, 
  Two-Weapon Fighting, Weapon Focus (short sword)
  Skills Climb +12, Intimidate +8, Perception +13, Stealth +17, 
  Survival +9; Racial Modifiers +4 Climb, +4 Perception, 
  +4 Stealth
  Languages Dark Folk, Undercommon
  SQ favored terrain (underground +2), poison use, track +1, 
  wild empathy +3
  Combat Gear potion of cure light wounds, black smear poison 
  (2 doses; Pathfinder RPG Bestiary 54); Other Gear +1 
  studded leather, +1 short swords (2), 5 gp
  SHADOW MASTIFFS (2) 
  CR 5
  XP 1,600 each
  hp 51 each (Pathfinder RPG Bestiary 3 241)
  B2. Main Hall (CR 10)
  This large hall is richly decorated with murals, decorative 
  tapestries, marble columns, and a high seat carved of jade-
  green stone. Two statues carved to resemble tall dark folk 
  encased in full armor with open-faced great helms flank the 
  grand entrance. The floor contains intricate mosaics showing 
  underground scenes of triumphant dark folk armies, strange 
  subterranean beasts, surface folk being led in chains, and 
  shadowy gods looking on from above.
  Built by Aiyana’s grandfather, this hall depicts an 
  idealized version of her family’s lineage. The statues 
  represent dark champions (see page 60), several of which 
  have blessed the family’s ranks over the years, and the 
  mosaics depict mythologized versions of caligni history. 
  Aiyana hasn’t altered any of this decor, although she takes 
  no real pleasure in it and is embarrassed by the depictions 
  if the PCs investigate them closely. 
  Creatures: A Reborn officer currently sits in the great 
  seat here, receiving reports from two Reborn commandos. 
  If aware of intruders, the officer orders the commandos to 
  hold this chamber while she releases the shadow mastiffs 
  from the dining hall (area B11).
  REBORN OFFICER 
  CR 7
  XP 3,200
  Dark creeper fighter 5 (Pathfinder RPG Bestiary 53)
  CN Small humanoid (dark folk)
  Init +4; Senses see in darkness; Perception +11
  DEFENSE
  AC 20, touch 15, flat-footed 16 (+5 armor, +4 Dex, +1 size)
  hp 85 (8 HD; 3d8+5d10+45)
  Fort +9, Ref +8, Will +5 (+1 vs. fear)
  Weaknesses light blindness
  OFFENSE
  Speed 20 ft.
  Melee +1 heavy pick +14/+9 (1d4+8/×4 plus poison)
  Ranged mwk composite longbow +13/+8 (1d6+3/×3)
  Special Attacks death throes, sneak attack +1d6, weapon 
  training (axes +1)
  Spell-Like Abilities (CL 3rd; concentration +3)
  At will—darkness, detect magic
  TACTICS
  During Combat The officer drinks a potion of rage and 
  confronts the toughest-looking opponent.
  Morale The officer retreats to find reinforcements if reduced 
  to fewer than 50 hit points, but if no reinforcements are 
  nearby, the officer fights to the death against enemies of 
  the Reborn.
  STATISTICS
  Str 16, Dex 18, Con 18, Int 7, Wis 12, Cha 10
  Base Atk +7; CMB +9; CMD 23
  Feats Iron Will, Point-Blank Shot, Power Attack, Precise 
  Shot, Toughness, Weapon Focus (heavy pick), Weapon 
  Specialization (heavy pick)
  Skills Climb +9, Perception +11, Stealth +11; Racial Modifiers 
  +4 Climb, +4 Perception, +4 Stealth
  Languages Dark Folk
  22
  
  Reborn Officer
  SQ armor training 1, poison use, rag armor
  Combat Gear potion of cure moderate wounds, potions of 
  rage (2), black smear poison (3 doses; Pathfinder RPG 
  Bestiary 54); Other Gear +1 hide armor, +1 heavy pick, 
  mwk composite longbow (+3 Str) with 20 arrows, 27 gp
  REBORN COMMANDOS (2) 
  CR 7
  XP 3,200 each
  hp 91 each (see page 22)
  Treasure: The great seat is composed of a greenish 
  stone inset with 25 large pieces of jade worth 80 gp each.
  Development: Combat here alerts the Reborn in areas 
  B7 and B12, who arrive in 1d4+2 rounds.
  B3. Kitchen
  Once a fine kitchen, this room is in shambles. Crockery and 
  utensils have been broken or discarded haphazardly, and the 
  spoiled remains of many meals lie strewn about.
  Once used for the preparation of fine meals by Aiyana’s 
  personal cook, this room has been well plundered by 
  the Reborn. A thorough inventory reveals that all of 
  Aiyana’s personal staples have been consumed, and the 
  various bins and cabinets now hold the Reborn’s rough, 
  low-quality rations in sufficient quantity to feed the 
  occupants of the estate for another 2 weeks.
  B4. Cook’s Room
  A single bed occupies this chamber next to an open footlocker 
  of carved dark wood. The contents of the locker and the 
  bedclothes themselves lie strewn about the room.
  This room, once the quarters of Aiyana’s 
  personal cook, has been serving as the 
  quarters of one of the Reborn commandos 
  currently on patrol in area B1. 
  Treasure: The mahogany footlocker is worth 25 
  gp, but it is worth twice this much to dwellers 
  of the Darklands, where wood is scarce.
  B5. Butler’s Room
  A bed occupies the far wall of this chamber next to a breakfront 
  cabinet of metal and fungal planks. A low shelf set into the 
  cabinet holds a still-intact porcelain bowl and the shattered 
  remains of a glass vase. A small wall niche holds the broken 
  remains of a piece of fine statuary which, based on the 
  chipping of nearby stone and broken crossbow bolts nearby, 
  was recently used as target practice.
  This chamber was once the abode of Aiyana’s butler, 
  though he was slain when the Reborn attacked. It is now 
  used by one of the two Reborn commandos currently on 
  patrol in area B1. The breakfront cabinet had held the 
  butler’s attire and a few books, but these have since been 
  looted. A secret door stands at the rear of the statuary 
  niche. It was once difficult to find, but the recent damage 
  to the stone in the niche means it can be found with a 
  successful DC 19 Perception check.
  Treasure: The porcelain bowl is finely crafted and 
  etched in gold; it is worth 70 gp. Another mahogany trunk 
  worth 25 gp, matching the one in area B4, is tucked under 
  the bed here and requires a successful DC 15 Perception 
  check to locate. The chest holds some valuables gathered 
  by the room’s current occupant: 37 gp, 128 sp, an agate 
  worth 170 gp, a masterwork repeating heavy crossbow, 
  and a potion of lesser restoration.
  B6. Butler’s Pantry (CR 7)
  This secret pantry has not been discovered by the estate’s 
  current occupants. The butler used this pantry as both a 
  wine cellar and a location to hide his own valuables. The 
  pantry contains a small wine rack, two large clay jars with 
  lids, and a small chest of fungal planks.
  INTRODUCTION
  CHAPTER 1:
  REMNANTS OF THE DARK 
  CHAPTER 2:
  GAME OF SHADOWS 
  CHAPTER 3:
  FATE OF THE FORSAKEN
  APPENDIX 1:
  LYRUDRADA
  APPENDIX 2:
  BESTIARY
  23
  
  Creature: The butler was not above a certain level of 
  paranoia and left a guardian of sorts to protect his stash. 
  One of the clay jars has been weakened so that if it is 
  opened or jostled, it breaks open to dump out its contents: 
  a compressed mass of rot grubs that immediately expands 
  into a swarm. A PC who succeeds at a DC 30 Perception 
  check notes the fragility of the jar. The butler had fed 
  these rot grubs by carefully dropping table scraps into the 
  jar, but the rot grubs have gone so long without food that 
  they are now voraciously hungry. 
  ROT GRUB SWARM 
  CR 7
  XP 3,200
  hp 85 (Pathfinder RPG Bestiary 3 215)
  Treasure: The wine rack holds five bottles of fine drow 
  wine worth 40 gp each. The wooden chest contains 20 gp, 
  24 pp, a potion of fly, a ring of climbing, a scroll of daybreak 
  arrowUC, and a wand of daylight (23 charges). The clay jar 
  that doesn’t contain the rot grubs holds a potion of ablative 
  barrierUC and 20 smoke pelletsUE.
  B7. Servants’ Common Room (CR 9)
  This chamber contains a round table and several chairs. Shelves 
  on the west wall hold books, games, mugs, and casks. Several 
  blankets are strewn across the floor amid a great deal of 
  rubbish. Doors stand in each wall.
  This room was once set aside as a place for the estate's 
  servants to relax and entertain themselves in their 
  downtime; the current occupants use it for essentially 
  the same purpose. The doors to the north and west lead 
  to the main hall (area B2), while the other doors lead to 
  chambers set aside for some of the estate’s other servants.
  Creatures: Two Reborn cutthroats seated at the table 
  here play dominoes and drink jacks of sour caligni beer. 
  They may be encountered elsewhere, responding to 
  alarms from elsewhere in the estate, but if encountered 
  here, they immediately attack.
  REBORN CUTTHROATS (2) 
  CR 7
  XP 3,200 each
  Dark creeper rogue 5 (Pathfinder RPG Bestiary 53)
  CN Small humanoid (dark folk)
  Init +5; Senses see in darkness; Perception +10
  DEFENSE
  AC 20, touch 17, flat-footed 14 (+2 armor, +5 Dex, +1 dodge, 
  +1 natural, +1 size)
  hp 81 each (8d8+45)
  Fort +6, Ref +12, Will +2
  Defensive Abilities evasion, trap sense +1, uncanny dodge
  Weaknesses light blindness
  OFFENSE
  Speed 30 ft.
  Melee +1 short sword +12 (1d4+3/19–20 plus poison)
  Ranged mwk hand crossbow +12 (1d3/19–20 plus poison)
  Special Attacks death throes, sneak attack +4d6 plus 4 bleed
  Spell-Like Abilities (CL 3rd; concentration +1)
  At will—darkness, detect magic
  TACTICS
  Before Combat Reborn cutthroats attempt to use their elixir 
  of hiding before combat to gain an advantageous position.
  During Combat Reborn cutthroats cast darkness to confuse 
  the field of battle and attempt to make sneak attacks from 
  hiding. If unable to hide, they try to flank opponents.
  Morale Reborn cutthroats are fanatical but clever. After taking 
  more than 20 points of damage, a cutthroat retreats to 
  consume another elixir of hiding before rejoining the fight.
  STATISTICS
  Str 15, Dex 20, Con 18, Int 10, Wis 10, Cha 6
  Base Atk +5; CMB +6; CMD 22
  Feats Dodge, Mobility, Toughness, Weapon Finesse
  Skills Acrobatics +16, Bluff +9, Climb +11, Disable Device 
  +14, Escape Artist +16, Knowledge (dungeoneering) +7, 
  Knowledge (local) +7, Perception +10, Sense Motive +5, 
  Sleight of Hand +13, Stealth +24; Racial Modifiers +4 Climb, 
  +4 Perception, +4 Stealth
  Languages Dark Folk
  SQ poison use, rag armor, rogue talents (bleeding attack, 
  surprise attack), trapfinding +2
  Combat Gear elixirs of hiding (2), potions of cure moderate 
  wounds (2), black smear poison (4 doses; Pathfinder 
  RPG Bestiary 54); Other Gear +1 short sword, mwk hand 
  crossbow with 20 bolts, amulet of natural armor +1, mwk 
  thieves’ tools, 90 gp
  Treasure: The dark creepers are playing with a set of 
  onyx dominoes with tiny inset pearl pips, worth 175 gp for 
  the set. Piled on the table are another 27 gp in bets.
  Development: A fight here wakes the cutthroat in area 
  B8 in 1d3 rounds, who drinks his elixir of hiding and comes 
  to investigate.
  B8. Servants’ Quarters (CR 7)
  Three beds occupy this filthy, debris-strewn chamber. A cabinet 
  stands across from the bed, its doors open and its contents 
  pulled out onto the floor. 
  Formerly the quarters for the general servants of the 
  estate, this room is occupied by Reborn cutthroats. 
  Creature: Unless awoken by an alarm or combat in area 
  B7, a single Reborn cutthroat is asleep in the southernmost 
  bed in this chamber. If awakened, he gathers his weapons 
  and rushes into combat.
  REBORN CUTTHROAT 
  CR 7
  XP 3,200
  hp 81 (see above)
  24
  
  B9. Chamberlain’s Quarters
  A single bed and nightstand rest against the curved southeast 
  wall of the room. A row of hooks on the west wall contains 
  several rags in bunched disarray.
  The Reborn officer currently occupying this room, 
  formerly the estate chamberlain’s quarters, has attempted 
  to adopt the previous resident’s cultured airs. However, 
  since dark creepers are generally unfamiliar with the 
  concept of not wearing every owned article of clothing at 
  all times, the effect has been less than successful.
  Treasure: The drawer to the nightstand is jammed shut; 
  opening it requires a successful DC 15 Disable Device or 
  Strength check. Inside are two vials of padzahrUE and a 
  neatly folded courtier’s outfit sized for a Medium creature.
  B10. Storage
  This storeroom has been ransacked and used as a privy, 
  based on the eye-watering stench and obvious stains. 
  B11. Dining Hall (CR 8)
  Once a spacious dining hall, this room has been converted 
  into a kennel. Two once-fine tables and an assortment of 
  chairs and benches have been turned into gnawed wrecks. 
  The tapestries and banners that once adorned the walls have 
  been torn down and left in tangled piles. A statue in one 
  corner depicts a dark stalker of noble bearing but bears many 
  scratches and stains.
  The furnishings in this chamber have been utterly 
  destroyed by the occupants, and the statue depicting one 
  of Aiyana’s famous ancestors is ruined.
  Creatures: The Reborn use this chamber as a kennel for 
  their pack of five shadow mastiffs used to guard the estate. 
  Three of the beasts are currently here, while the other 
  two patrol area B1. The shadow mastiffs don’t generally 
  respond to attacks on the estate unless a member of the 
  Reborn comes and gets them.
  SHADOW MASTIFFS (3) 
  CR 5
  XP 1,600 each
  hp 51 each (Pathfinder RPG Bestiary 3 241)
  Treasure: Among the gnawed bones and leavings of 
  the mastiffs’ meals is a bezoar that one of the mastiffs 
  developed after eating a xorn. Mixed with the hair and 
  hardened mud of this gut-stone are dozens of small 
  carnelians worth a total of 165 gp. The PCs can locate these 
  gemstones with a successful DC 31 Perception check.
  Development: The shadow mastiff’s baying can be 
  heard anywhere within the estate, which awakens and 
  alerts all the estate’s current residents. A fight here draws 
  the occupants of area B2 in 1d3+1 rounds.
  B12. Guard Quarters (CR 7)
  This chamber is austere, holding only three bunks and their 
  adjacent footlockers.
  Aiyana’s personal hired guards once occupied this 
  chamber, though all were killed in the Reborn raid. One 
  of the bunks still bears singed bedclothes from where the 
  caligni guard was murdered in her sleep.
  Creature: Three Reborn commandos are quartered 
  in here, though two of them are currently reporting to 
  their officer in area B2. The third commando is resting 
  on his bunk and reading from a scroll of terrible dark 
  folk poetry called The Ode to the Owb. If caught unawares, 
  this commando casts deeper darkness to provide cover and 
  attempts to alert the occupants of areas B2 and B13 before 
  entering melee.
  REBORN COMMANDO 
  CR 7
  XP 3,200
  hp 91 (see page 22)
  Treasure: Each of the footlockers holds a haphazard 
  assortment of well-used whetstones, spare boots, a few 
  saved rations, and other odds and ends, including a total 
  of 13 gp and a bloodstone worth 80 gp.
  Development: Loud noises here wake the occupants of 
  area B13 in 1d3 rounds.
  B13. Armory (CR 9)
  An empty weapons rack stands against the east wall, with two 
  messy cots next to it.
  Once the estate’s armory, this chamber was looted after 
  the estate was taken, leaving nothing of value behind.
  Creatures: This room has been converted into quarters 
  for two Reborn commandos, currently sleeping upon the 
  cots. They awaken to the sounds of combat in adjacent 
  rooms and grab their weapons without taking time to put 
  on their armor. 
  UNARMORED REBORN COMMANDOS (2) 
  CR 7
  XP 3,200 each
  AC 17, touch 15, flat-footed 12 (+5 Dex, +2 natural) 
  hp 91 each (see page 22)
  Treasure: Two suits of +1 studded leather are stuffed 
  under the cots; they belong to the commandos that are 
  sleeping here.
  B14. Trophy Hall (CR 7)
  The walls of this chamber are hung with all manner of 
  banners, weapons, trinkets, and bits of armor, as well as 
  INTRODUCTION
  CHAPTER 1:
  REMNANTS OF THE DARK 
  CHAPTER 2:
  GAME OF SHADOWS 
  CHAPTER 3:
  FATE OF THE FORSAKEN
  APPENDIX 1:
  LYRUDRADA
  APPENDIX 2:
  BESTIARY
  25
  
  more than a few stuffed and mounted examples of Darklands 
  creatures. Two statues adorn the corners of the chamber. One 
  depicts a noble-looking caligni wrapped in chains, and the 
  other a decapitated duergar holding its startled head in its 
  hands. The once-polished tile floor is now marred by many 
  muddy tracks.
  This was the trophy hall of Aiyana’s family. Relics here 
  include a broken rhoka sword from the warlike urdefhan 
  race and a centuries-old Chelish legionnaire’s helm from 
  the Shadow Caverns massacre. The statue of the chain-
  covered caligni depicts one of Aiyana’s distant ancestors, 
  who was rumored to bear kyton blood. If specifically 
  asked about the duergar statue, Aiyana is startled to realize 
  she has never seen it before. Its plinth had formerly been 
  occupied by the bust of her grandfather, but the bust is 
  now missing.
  The tracks on the floor appear to be a combination 
  of dried mud and some sort of greasy substance, which 
  a PC can identify as slurk slime if she succeeds at a DC 
  17 Knowledge (arcana) check. The tracks were left by 
  Callivarius’s dark creeper valets as they travel back and 
  forth between Callivarius’s quarters and the laundry.
  Creature: The bust of Aiyana’s grandfather reminded 
  Callivarius of a cephalophore in her own estate, so she 
  had the bust removed and brought the cephalophore as 
  additional security. It now stands guard here and attacks 
  anyone not accompanied by Callivarius or one of her 
  dark creeper valets. The construct isn’t used to its new, 
  busier surroundings, so it requires 1d3 rounds to realize 
  that the PCs aren’t authorized. The cephalophore begins 
  combat with its dazing gaze before stepping forward 
  to make slam attacks, at which point it fights until 
  destroyed. The construct is life-sized for a duergar; the 
  young simple template reflects its smaller-than-normal 
  size for a cephalophore.
  YOUNG CEPHALOPHORE 
  CR 7
  XP 3,200
  hp 86 (Pathfinder RPG Bestiary 4 289, 27)
  B15. Guest Quarters (CR 8)
  Unlike the rest of the estate, this room appears to be undisturbed. 
  There are four well-made beds, a table with seating for six, and 
  a sideboard bearing a silver pitcher and basin. A finely painted 
  mural on the ceiling depicts a subterranean river descending 
  into a swirling whirlpool where Darklands fey and aquatic 
  creatures cavort.
  This guest chamber is largely intact, though the Reborn 
  cutthroats set a trap as a malicious prank.
  Trap: The silver pitcher is half-filled with a very weak 
  acid (no damage). However, delicately balanced in the 
  neck of the pitcher is a sponge soaked in concentrated 
  insanity mist and allowed to dry. Handling the pitcher 
  causes the sponge to drop into the acid and immediately 
  release a cloud of insanity mist that fills the entire room. 
  The insanity mist disperses after 3 rounds.
  INSANITY MIST TRAP 
  CR 8
  XP 4,800
  Type mechanical; Perception DC 25; Disable Device DC 20
  EFFECTS
  Trigger touch; Reset none
  Effect poison gas (insanity mist), never miss, onset delay 
  (1 round), multiple targets (all targets in area B15)
  Treasure: The silver pitcher and basin are worth 160 
  gp together, though they have been in Aiyana’s family for 
  many years and she isn’t inclined to part with them.
  B16. Laundry and Lavatory (CR 6)
  Tubs and tables made of pale fungal planks stand against the 
  walls of this room. At the north end of the room, a large stone 
  tub squats in its own alcove. A cast-iron stove stands nearby 
  with an attached bucket for heating water. A thick layer of 
  slimy mud covers the floor and the bottom several feet of the 
  walls around the room.
  This room is the estate’s laundry and bath, with a 
  lavatory in an alcove around the corner. The estate’s 
  occupiers aren’t much interested in doing laundry, but 
  have nevertheless found a use for the chamber’s tub.
  Creatures: Callivarius’s most prized possession is an 
  enormous pet slurk named Sudor. The slime-covered 
  creature is pampered by the dark dancer’s personal valets, 
  who bring it here from its lair in area B17 several times a 
  day to soak in the tub. Sudor is currently wedged in the tub 
  while two valets scrub it with damp towels. If interrupted, 
  the valets immediately draw daggers to defend their 
  master’s prized pet, while Sudor takes 1 round to extricate 
  itself from the tub (during which time it is treated as 
  entangled) before leaping into combat. These foes try to 
  flee if reduced to fewer than 10 hit points; Sudor eagerly 
  overruns foes in its haste to escape.
  DARK CREEPERS (2) 
  CR 2
  XP 600 each
  hp 19 each (Pathfinder RPG Bestiary 53)
  SUDOR 
  CR 4
  XP 1,200
  Advanced giant slurk
  hp 25 (Pathfinder RPG Bestiary 2 292, 293, 251)
  Development: Although the occupants of this room 
  aren’t likely to pose much challenge to the PCs, the noise 
  of combat here wakens the commandos in area B13.
  26
  
  B17. Storage
  The shelves of this storage chamber have been stripped bare, 
  their contents smashed and mixed into a slimy morass on the 
  floor to create a large, soggy nest. The walls of the chamber are 
  likewise covered in foul slime.
  Callivarius looted this storeroom and then converted it 
  into a lair for her enormous pet slurk, Sudor. It is currently 
  unoccupied while Callivarius’s valets give Sudor his bath.
  B18. Master Lounge (CR 5)
  This comfortably appointed lounge has a large stone fireplace, 
  though its ashes are currently cold. Opposite the fireplace is 
  a comfortable sofa upholstered in some kind of fuzzy hide. 
  A number of rag piles that appear to serve as bed rolls are 
  scattered throughout the room, and the malodorous stench of 
  unwashed bodies is heavy in the air.
  Creatures: This chamber has been taken over by 
  Callivarius’s entourage of dark creeper valets. Five 
  of these creatures reside here, though only three are 
  currently present (the other two are washing the slurk in 
  area B16). These valets are neither warriors nor Reborn 
  true believers; they attempt to flee if injured at all.
  DARK CREEPERS (3) 
  CR 2
  XP 600 each
  hp 19 each (Pathfinder RPG Bestiary 53)
  Treasure: The rich furnishings in this chamber are 
  worth a total of 3,000 gp, but belong to Aiyana.
  B19. Master Bedroom (CR 10)
  The doors to this chamber are kept locked; only 
  Callivarius and Aiyana have keys.
  This opulent bedroom contains two beds, each bearing ornately 
  carved wooden headboards, which are rare and valuable in a 
  subterranean city. Two nightstands, one bearing a chamber pot 
  and the other bearing a silver tea service, stand beside the 
  beds. The floor is covered in a thick, shaggy rug of brightly 
  colored geometric designs, and the domed ceiling is painted 
  with a mural that resembles a starry night sky—another luxury 
  in a city that has never seen such a sight.
  Aiyana took over this bedchamber after the deaths of 
  her parents several years ago, though she never replaced 
  their separate beds out of a sense of nostalgia. The secret 
  door requires a successful DC 30 Perception check to 
  locate; Callivarius is unaware it exists.
  Creatures: The Reborn sent a dark dancer aristocrat 
  named Callivarius to lead the attack on Aiyana’s estate. 
  She only recently joined the Reborn, but as she comes 
  from a prominent family in the Stalker’s Reach district, 
  she was immediately afforded a high rank within the 
  cult. Although the attack on the estate was successful, 
  the Reborn who report to her don’t like her, accurately 
  considering her a dandy who prefers to be surrounded by 
  servants and pampered pets rather than devout fanatics. 
  Nevertheless, Callivarius is determined to prove her worth 
  to the Reborn by killing or capturing Aiyana and the PCs.
  CALLIVARIUS 
  CR 10
  XP 9,600
  Female dark dancer bard 9 (Pathfinder RPG Bestiary 4 43)
  CN Small humanoid (dark folk)
  Init +9; Senses see in darkness; Perception +11
  DEFENSE
  AC 24, touch 17, flat-footed 18 (+5 armor, +5 Dex, +1 dodge, 
  +2 shield, +1 size)
  hp 113 (11d8+64)
  Fort +8, Ref +15, Will +8; +4 vs. bardic performance, 
  language-dependent, and sonic
  Weaknesses light blindness
  OFFENSE
  Speed 30 ft.
  Melee +1 spell storing rapier +14/+9 (1d4+3/18–20)
  Special Attacks bardic performance 24 rounds/day (move 
  action; countersong, dirge of doom, distraction, fascinate 
  [DC 18], inspire competence +3, inspire courage +3, inspire 
  greatness, suggestion [DC 18]), dark curse, death throes, 
  sneak attack +1d6
  Bard Spells Known (CL 9th; concentration +13)
  3rd (4/day)—charm monster (DC 17), cure serious wounds, 
  haste, slow (DC 17)
  2nd (5/day)—hold person (DC 16), mirror image, sound 
  burst (DC 16), suggestion (DC 16)
  1st (6/day)—charm person (DC 15), cure light wounds, 
  disguise self, saving finaleAPG (DC 15), vanishAPG
  0 (at will)—detect magic, ghost sound (DC 14), mage 
  hand, message, prestidigitation, resistance
  TACTICS
  Before Combat Callivarius tries to use charm monster and 
  suggestion to avoid battle altogether.
  During Combat Once battle is joined, Callivarius casts haste 
  and attempts to incapacitate foes by using dirge of doom 
  followed by hold person.
  Morale Callivarius is loyal to the Reborn but far from 
  foolhardy. If reduced below 20 hit points, she casts vanish 
  and attempts to escape. 
  STATISTICS
  Str 14, Dex 21, Con 18, Int 8, Wis 8, Cha 18
  Base Atk +7; CMB +8; CMD 24
  Feats Arcane Strike, Dodge, Improved Initiative, Iron Will, 
  Toughness, Weapon Finesse
  Skills Bluff +12, Climb +6, Intimidate +12, Perception +11, 
  Perform (dance, oratory) +18, Sleight of Hand +13, Stealth 
  +21; Racial Modifiers +4 Climb, +4 Perception, +4 Stealth
  INTRODUCTION
  CHAPTER 1:
  REMNANTS OF THE DARK 
  CHAPTER 2:
  GAME OF SHADOWS 
  CHAPTER 3:
  FATE OF THE FORSAKEN
  APPENDIX 1:
  LYRUDRADA
  APPENDIX 2:
  BESTIARY
  27
  
  Callivarius
  Languages Dark Folk
  SQ bardic knowledge +4, lore master 1/day, poison use, 
  versatile performances (dance, oratory)
  Gear +1 mithral chain shirt, +1 buckler, +1 spell storing rapier 
  (contains hold person), cloak of resistance +1, key to doors 
  in Aiyana’s estate, 17 pp, 5 gp
  Development: If Callivarius escapes, she makes her way 
  back to the Forsaken Fane to report on Aiyana and the 
  PCs. In this event, Callivarius joins the assassination team 
  sent after Shevarimarr and the PCs to try to salvage her 
  reputation with the Reborn (see page 33).
  B20. Postern (CR 3)
  Both secret doors to this chamber are difficult to find 
  (Perception DC 30 to locate) and are locked (Disable 
  Device DC 30). 
  This small chamber is dusty and cramped. A narrow alcove 
  contains a large barrel with a small knapsack atop it, a blanket, 
  and a clean bucket.
  Aiyana’s great-grandfather installed this chamber as a 
  bolt-hole, insurance against the threat of an insurrection 
  in the city, and Aiyana regularly refreshes its contents 
  for emergencies. The cask holds fresh water, and the 
  knapsack holds nourishing but unpalatable rations.
  Creature: A necrophidius stretches across the lintel of 
  the northern secret door, prepared to slither down to fight 
  anyone other than Aiyana or creatures accompanying her. 
  Aiyana calls the necrophidius Tickles, and it follows her 
  commands unerringly. Aiyana is willing to use the 
  necrophidius to help recover her estate, but 
  she won’t needlessly sacrifice it—it’s a rather 
  expensive construct and has been in her 
  family for years.
  NECROPHIDIUS 
  CR 3
  XP 800
  hp 36 (Pathfinder RPG Bestiary 2 196)
  Next Steps
  Once the PCs have cleared Aiyana’s estate of Reborn 
  occupation forces, they have a short reprieve but are by 
  no means safe. The estate is a fairly secure place to rest and 
  recover, but it will not take long for the Reborn to learn of 
  Aiyana’s return and retaliate, even if Callivarius doesn't 
  manage to escape to warn them. Aiyana assures the 
  party that they will be safe for at least a night and 
  can then leave the estate locked up and sneak out 
  through the postern when they make their next 
  move. Though the PCs can make their own 
  plans, Aiyana has the following suggestions:
  Consult 
  Nomianna: 
  The 
  PCs 
  might consider consulting the seer 
  Nomianna, a fey living in a flooded 
  cavern just north of Lyrudrada. 
  Nomianna might be able to 
  provide advice, and her island 
  might provide a safe haven for 
  the party, since Aiyana’s estate 
  is unlikely to remain secure for 
  long. Nomianna’s grotto is area C.
  Consult Shevarimarr: The cloaker 
  sorcerer Shevarimarr is a notorious 
  information broker in Traders’ Rift. If anyone 
  can provide inside information about the Reborn and their 
  doings, Shevarimarr can, as he’s remarkably well informed 
  28
  
  about goings-on throughout the city. In addition, Aiyana 
  knows him to be an expert on matters regarding the 
  Shadow Plane, and she suspects he could likely tell the PCs 
  more about their shadowbound corruption. Aiyana does 
  not entirely trust Shevarimarr, but she knows him to be no 
  friend of the Reborn. Shevarimarr’s brokerage is area D.
  Rescue the Bleakshore Council: Aiyana is very 
  concerned about the fate of any survivors of her estate as 
  well as the rest of the Bleakshore Council; unfortunately, 
  she doesn’t know where they might be or even whether 
  any of them are still alive. A PC who succeeds at a DC 
  30 Diplomacy check to gather information about the 
  Bleakshore Council’s whereabouts turns up only a grim 
  name: the Sadist Spires, domain of the wicked drider 
  Ezurkian. The Sadist Spires is area E. 
  Recover the Cradle of Night: As the Reborn already 
  have the Cradle of Night, it’s only a matter of time before 
  the cult dominates Lyrudrada and expands its plans 
  even further. A raid upon the Forsaken Fane to recover 
  the artifact and crush the cult is probably inevitable, 
  but Aiyana recommends first gathering intelligence and 
  potential allies. When the PCs are ready to assault the 
  Forsaken Fane, go to Chapter 3.
  Search Teams (CR 10)
  The PCs can travel safely around Lyrudrada for 24 hours 
  after their liberation of Aiyana’s estate. After this time, the 
  Reborn organize search teams to find Aiyana and the PCs. 
  After the first 24 hours, for each hour (or fraction thereof) 
  that the PCs or Aiyana remain on the streets and waterways 
  of Lyrudrada, they have a 10% chance of encountering a 
  Reborn search team described below; every 24 hours, this 
  chance increases by 10% per hour (to a maximum of 50%). 
  This encounter occurs automatically if the PCs are still at 
  Aiyana’s estate, as the Reborn check there first. However, 
  the PCs should encounter no more than three search 
  teams on any day and no more than five search teams total. 
  After that, the umbral dragon Thelamistos begins hunting 
  for the PCs personally, and a search team encounter is with 
  Thelamistos instead; before that time, however, the PCs 
  should take the fight to the Forsaken Fane.
  REBORN COMMANDO 
  CR 7
  XP 3,200
  hp 91 (see page 22)
  REBORN CUTTHROATS (2) 
  CR 7
  XP 3,200 each
  hp 81 each (see page 24)
  C. SEER’S GROTTO
  At Aiyana’s suggestion, the PCs might seek out the seer 
  Nomianna for more information. Nomianna lives on 
  an island in the center of an underground lake north 
  of Mudshore (location 3 on the Lyrudrada poster map). 
  The residents of Lyrudrada don’t venture there except for 
  rare visits seeking Nomianna’s advice or blessing. They 
  consider Nomianna to be a powerful force of nature and 
  her cavern to be a peaceful, sacred place. The PCs should 
  consider acquiring a boat to reach the island—the water 
  is still but icy, and the island is several hundred feet from 
  the shore. A flat-bottom coracle large enough to carry the 
  entire party can be purchased for 25 gp, rented for 3 gp 
  per day, or even stolen. When the PCs head to Nomianna’s 
  island, read or paraphrase the following.
  The cavern beyond Lyrudrada’s unkempt, bustling slums is 
  breathtaking. Absolute silence and stillness reign under this 
  vast stone dome. The cavern’s vaulted ceiling, above a dark 
  lake of perfectly smooth water, is alight with thousands of 
  phosphorescent glowworms. Together, they resemble a starry 
  sky, twinkling as the glowworms wriggle. The reflection of 
  these twinkling lights upon the water gives the impression of 
  floating through a sea of stars. A stone jetty extends from a 
  small, rocky island in the lake’s center.
  Nomianna lives in a grotto on the island in the lake. 
  The lake waters flow into the grotto from underwater 
  passages (area C3), although the easiest entry to the 
  grotto is the cave near the jetty. The glowworms provide 
  the cavern with dim light, but the grotto interior is dark 
  except in Nomianna’s gallery (area C4).
  C1. Grotto Entry (CR 9)
  This low cave leads into a grotto at the island’s center. The 
  gentle splash of water echoes throughout the cave.
  Although most residents of Lyrudrada treat Nomianna 
  with a balance of suspicion and reverence, the Reborn 
  worry that Nomianna could interfere with their plans. 
  Rather than attack the mysterious seer directly, the cult 
  instead dispatched a pair of invisible stalkers to prevent 
  anyone from seeking her guidance. Nomianna is aware of 
  them, but hasn’t yet determined what to do.
  From this entry, one path leads west to a hidden pool 
  (area C2), and another to a natural stone bridge (area C3).
  Creatures: Two invisible stalkers watch over this entry. 
  Bored at their guard duty, the creatures are eager for a 
  fight but flee Lyrudrada entirely if reduced to fewer than 
  20 hit points. 
  INVISIBLE STALKERS (2) 
  CR 7
  XP 3,200 each
  hp 80 each (Pathfinder RPG Bestiary 181)
  C2. Hidden Pool (CR 7)
  Water laps at the edge of a natural pool inside the island. 
  Although the clear water is shallow at the edge, it becomes 
  INTRODUCTION
  CHAPTER 1:
  REMNANTS OF THE DARK 
  CHAPTER 2:
  GAME OF SHADOWS 
  CHAPTER 3:
  FATE OF THE FORSAKEN
  APPENDIX 1:
  LYRUDRADA
  APPENDIX 2:
  BESTIARY
  29
  
  Nomianna
  much darker and deeper to the south. This chamber drips with 
  moisture, and several stalagmites and stalactites adorn the 
  floor and ceiling.
  This peaceful pool is one of Nomianna’s 
  favorite places, although she isn’t here 
  now. The pool becomes so deep here that 
  it connects to watery chambers in a lower 
  section of the Darklands. Nomianna 
  sometimes receives visitors from that 
  distant region, although no one else in 
  Lyrudrada knows about this passage to 
  deeper lands.
  To the south, cliffs lead up to area C4; 
  those cliffs are only 20 feet tall but 
  exceptionally slick, requiring a 
  successful DC 30 Climb check 
  to ascend.
  Creatures: Three tentamorts 
  found their way into this 
  cavern 
  several 
  days 
  ago; 
  Nomianna isn’t yet aware of 
  their presence, as she hasn’t been to the north side of the 
  pool recently. The tentamorts cling to the ceiling over the 
  edge of the pool until prey wanders near. 
  TENTAMORTS (3) 
  CR 4
  XP 1,200 each
  hp 39 each (Pathfinder RPG Bestiary 2 261)
  C3. Natural Bridge
  This graceful, natural stone bridge arches over the small 
  stream connecting the hidden pool (area C2) to the larger 
  lake surrounding the island. 
  C4. Nomianna’s Gallery (CR 6)
  This stony chamber contains several elegant ridges of stone 
  that appear too delicate to have formed naturally, yet they 
  remain unmarked by tools or other evidence of workmanship. 
  To the west, the chamber drops off sharply into a pool below. 
  Several glowworms, like those in the cavern outside, provide 
  dim illumination throughout this chamber.
  Nomianna has specifically cultivated the glowworms 
  here in her gallery for the effect their light has upon the 
  stone sculptures she slowly and carefully creates. 
  Creature: Nomianna is a lampad with lustrous ebony 
  skin and silver hair. If Nomianna knows the PCs are 
  present, she hides among her sculptures until she judges 
  whether they are threats. She warns the PCs to keep 
  their distance, as she knows the erratic effects her insane 
  beauty aura can produce. As long as the PCs demonstrate 
  peaceful intentions, Nomianna is willing to talk with 
  them, although she worries about a Reborn trick. 
  Nomianna’s starting attitude to the PCs is unfriendly, 
  unless the PCs defeated the invisible stalkers (in which 
  case it is indifferent). If the PCs can modify 
  Nomianna’s attitude to friendly or helpful, she 
  allows the PCs to use her grotto as a base camp 
  for as long as they like and uses her spells to 
  aid them. 
  NOMIANNA    
  CR 6
  XP 2,400
  Female advanced lampad (Pathfinder RPG 
  Bestiary 4 288, 178)
  hp 66
  D. SHEVARIMARR’S BROKERAGE
  The cloaker sorcerer Shevarimarr is 
  something of a curiosity in Lyrudrada: 
  he runs a curio shop in the Trader’s 
  Rift district, but this shop primarily 
  serves as an ill-disguised front for 
  his more lucrative business as an 
  information 
  broker. 
  Shevarimarr 
  is something of an expert on all things regarding the 
  Shadow Plane, which often surprises his caligni clients. 
  Aiyana has never met Shevarimarr before, but she knows 
  enough about him to recommend that the PCs seek him 
  out. The PCs can acquire directions to his brokerage with 
  a successful DC 10 Diplomacy check to gather information 
  in Traders’ Rift.
  Shevarimarr’s brokerage is a series of chambers cut 
  into the wall of an isolated arm branching from Traders’ 
  Rift (location 4 on the Lyrudrada poster map). Its recessed 
  door is an arching construction of ancient wood taken 
  from some uplander sailing ship of unknown provenance, 
  and next to it the mounted skull of a cave raptor clutches 
  a signboard in its mouth painted with the words “Always 
  Open” in both Dark Folk and Undercommon. The shop 
  itself is a smoky, shadowy, claustrophobic place filled 
  with a clutter of indescribable objects, dimly glowing 
  incense burners, and the unpleasant odors of mildew and 
  decomposition. The ceilings in the brokerage are only 
  6 feet high, but despite the brokerage’s confining nature, 
  Shevarimarr has no trouble moving about due to his 
  flexible physiology. Shevarimarr spends most of his time 
  meditating in his den (area D4), so the PCs must make 
  their way through his shop to engage his services.
  D1. Curio Displays
  This chamber is cluttered with an eclectic array of strange metal 
  devices, chipped sculptures, and general junk. An archway 
  leads to a wide passage leading south.
  This chamber is where Shevarimarr keeps his least 
  valuable curios, as the occasional thief or ill-mannered 
  30
  
  patron attempts to filch items from this room. He instead 
  brings out truly valuable items for display to customers 
  who demonstrate the ability to pay. A PC who succeeds at 
  a DC 20 Appraise check realizes that there is very little of 
  true interest or value to be found in this room. 
  The archway leads to the reading alcoves (area D2). 
  The creatures there are making enough noise that a 
  PC can overhear their scuttling with a successful DC 22 
  Perception check.
  D2. Reading Alcoves (CR 7)
  Four alcoves opening off this long hall each contain a reading 
  table positioned in front of floor-to-ceiling curtains. The curtains 
  aren’t fully drawn, revealing shelves behind them piled with 
  scrolls, tomes, and folios. Several crates are stacked near some 
  of the reading tables like impromptu stools.
  The reading materials in these alcoves cover a wide 
  variety of topics, although they aren’t particularly well 
  organized. Shevarimarr allows customers to rent these 
  alcoves and peruse his available texts at a rate of 1 sp per 
  hour, though he doesn’t allow the reading materials to 
  be removed from the shop. As with the jumbled bric-a-
  brac of the curio displays (area D1), none of these texts are 
  particularly valuable. 
  Creatures: A misdirected shipment led to a crate 
  containing three albino cave solifugids being delivered to 
  the brokerage (Shevarimarr believes the crate to contain 
  secondhand books and hasn’t yet dealt with it). The 
  creatures escaped the crate only a few minutes ago and 
  are currently chewing through the assorted scrolls here in 
  search of food. When they detect the PCs’ presence, they 
  rush forward, seeking a quick meal. These creatures are 
  hungry enough to fight to the death.
  ALBINO CAVE SOLIFUGIDS (3) 
  CR 4
  XP 1,200 each
  hp 45 each (Pathfinder RPG Bestiary 2 253)
  D3. Storage (CR 8)
  The wooden door to this room is locked (hardness 5, hp 
  20, break DC 23, Disable Device 35), and Shevarimarr keeps 
  the only key. The room is lined with shelves holding a 
  dizzying assortment of jewelry, magic items, and works 
  of art. This is a good place for the GM to include any 
  specific items that would be useful to provide to the PCs, 
  as Shevarimarr’s taste is highly eclectic. Otherwise, it 
  contains 30,000 gp of nonmagical goods and 1d4+2 items 
  listed for sale in the Lyrudrada city stat block (see page 57).
  Creature: Among the items stored in here is a 
  simple bottle containing a polong that has been under 
  Shevarimarr’s control for many months. The polong 
  attacks anyone entering this room that isn’t accompanied 
  by Shevarimarr. The cloaker rarely lets the spirit vent its 
  pent-up anger, so it relishes any opportunity to engage 
  in combat. It fights until destroyed or until Shevarimarr 
  orders it to return to its bottle.
  POLONG 
  CR 8
  XP 4,800
  hp 95 (Pathfinder RPG Bestiary 5 196)
  D4. Shevarimarr’s Den (CR 9)
  This chamber is just as cluttered as the rest of the shop, but 
  contains no furniture. Instead, items are stacked haphazardly 
  across the floor or in teetering piles against the walls. A few 
  tapestries featuring abstract mixtures of texture and color 
  adorn several of the walls near iron hooks, and two incredibly 
  lifelike statues lean against the south wall.
  This is Shevarimarr’s personal quarters, and it lacks 
  any ordinary furnishings, since due to his unusual 
  physiology, the cloaker doesn’t need them. The tapestries 
  are considered incredibly artistic among cloakers, and the 
  two statues—a drow priestess and a hobgoblin warlord—
  are actually the petrified victims of a basilisk, which 
  Shevarimarr purchased as art objects.
  Creature: When Shevarimarr isn’t meeting with 
  customers, he meditates here in his quarters, folded 
  around one of the hooks and appearing as a hanging 
  cloak. Sometimes, as now, Shevarimarr’s meditation is 
  deep enough that he ignores activity in the rest of his 
  shop, although he is quick to greet anyone who enters 
  this room. Shevarimarr is vain and has a tendency to 
  finish his guests’ sentences for them (usually in a manner 
  entirely unlike what his visitors planned to say). Despite 
  his frequent meditation and alien conversational habits, 
  Shevarimarr is particularly well informed about goings-
  on in Lyrudrada and lore regarding the Shadow Plane.
  SHEVARIMARR 
  CR 9
  XP 6,400
  Male cloaker sorcerer 7 (Pathfinder RPG Bestiary 47)
  CN Large aberration
  Init +9; Senses darkvision 90 ft.; Perception +16
  DEFENSE
  AC 23, touch 15, flat-footed 17 (+5 Dex, +1 dodge, +8 natural, 
  –1 size)
  hp 110 (13 HD; 7d6+6d8+59)
  Fort +8, Ref +9, Will +13
  Defensive Abilities shadow shift
  OFFENSE
  Speed 10 ft., fly 40 ft. (average)
  Melee bite +12 (1d6+6), tail slap +7 (1d8+3)
  Space 10 ft.; Reach 10 ft. (5 ft. with bite)
  Special Attacks engulf, moan
  Sorcerer Spell-Like Abilities (CL 7th; concentration +13)
  9/day—shadowstrike (1d4+3 nonlethal plus dazzled)
  INTRODUCTION
  CHAPTER 1:
  REMNANTS OF THE DARK 
  CHAPTER 2:
  GAME OF SHADOWS 
  CHAPTER 3:
  FATE OF THE FORSAKEN
  APPENDIX 1:
  LYRUDRADA
  APPENDIX 2:
  BESTIARY
  31
  
  Shevarimarr
  Sorcerer Spells Known (CL 7th; concentration +13)
  3rd (5/day)—deeper darkness, suggestion (DC 19), 
  vampiric touch
  2nd (8/day)—alter self, darkness, darkvision, web (DC 18)
  1st (8/day)—charm person (DC 17), grease (DC 17), mage 
  armor, magic missile, ray of enfeeblement (DC 17), 
  unseen servant
  0 (at will)—dancing lights, detect magic, mage hand, 
  message, open/close (DC 16), prestidigitation, read magic
  Bloodline shadowAPG
  TACTICS
  During Combat Shevarimarr always attempts to avoid combat, 
  casting deeper darkness to cover his retreat if necessary. 
  When combat seems unavoidable, he uses his moan and 
  shadow shift abilities to confound his enemies and escape.
  Morale Shevarimarr prefers flight to surrender, but he 
  prefers either to being harmed.
  STATISTICS
  Str 23, Dex 20, Con 19, Int 12, Wis 17, Cha 22
  Base Atk +7; CMB +14; CMD 30 (can’t be tripped)
  Feats Arcane Strike, Combat Casting, Combat Reflexes, Dodge, 
  Eschew Materials, Hover, Improved Initiative, Silent Spell, 
  Skill Focus (Perception)
  Skills Acrobatics +5, Disguise +12 (+20 to appear as a cloak, 
  sheet, manta ray, or similarly sized object or creature), 
  Fly +19, Knowledge (religion) +10, Perception +16, Sense 
  Motive +9, Stealth +17; Racial Modifiers +8 Disguise to 
  appear as a cloak, sheet, manta ray, or similarly sized 
  object or creature
  Languages Dark Folk, Shadowtongue, Undercommon
  SQ bloodline arcana (gain bonus on Stealth checks)
  Gear amulet of natural armor +1, pink and green 
  sphere ioun stone, key to area D3
  Development: The PCs have likely come at 
  Aiyana’s suggestion to speak to Shevarimarr 
  about the Reborn. Shevarimarr is 
  indifferent toward the Reborn and 
  would like to avoid their ire, but 
  the shadowbound corruption 
  the PCs bear piques his interest. 
  The information broker offers 
  to share what he knows with the 
  PCs if they pay him 1,000 gp, or 
  if they pay him 500 gp and purchase 
  at least 5,000 gp worth of items from 
  his shop. He doesn’t negotiate the price, 
  but his offer is genuine and, if the PCs pay it, 
  Shevarimarr answers any questions the PCs 
  pose about Lyrudrada, the Reborn, their shadowbound 
  corruption, and other relevant Darklands topics to the 
  best of his ability. This is a good opportunity for the 
  GM to impart any information from the Adventure 
  Background section to the PCs, as well as any or all of 
  the following:
  • 
  General 
  information 
  about 
  the 
  shadowbound 
  corruption as found in Pathfinder RPG Horror 
  Adventures. Shevarimarr also speculates that the 
  Forsaken Fane is likely to cause further manifestations 
  of this corruption.
  • 
  Specific information about the Cradle of Night 
  (see page 55) and how to destroy it. He theorizes that 
  destroying it is likely the only way to remove the PCs’ 
  shadowbound corruption.
  • 
  The drider Ezurkian was involved in the raid on 
  Aiyana’s estate, and prisoners are likely still held 
  in the drider’s lair in Ragtown (location 5 on the 
  Lyrudrada poster map). He knows that the drider 
  keeps strange allies, but has no specific information 
  about his home other than its location.
  • 
  “Veilisendri lifts the veil” is the passphrase that 
  new recruits of the Reborn use to gain safe access 
  to Ancestors’ Isle (see Chapter 3). Shevarimarr isn’t 
  familiar with the layout of the Forsaken Fane on the 
  island, but he knows it is very heavily guarded.
  When the PCs’ conversation with Shevarimarr is 
  completed, consider interrupting them with the Assassins 
  event described on page 33.
  32
  
  The Assassins (CR 11)
  The Reborn fear Shevarimarr’s deep knowledge might be 
  used against them, but they only recently became confident 
  enough in their newfound leadership of Lyrudrada to 
  consider eliminating him. When the Reborn saw (or 
  suspected) that the PCs were visiting the information 
  broker, Veilisendri resolved to kill two birds with one stone 
  by eliminating both threats at once. 
  The cult’s assassin team can attack any time the PCs 
  are at the brokerage, but the attack works best if it occurs 
  just as the PCs are wrapping up their conversation with 
  Shevarimarr. The Reborn commandos send in their 
  slithering trackers to lead the attack, hoping to paralyze 
  a few of the PCs just before they burst into the room. 
  If Shevarimarr is present when the assassins attack, 
  he retreats to his den (area D4), or hides behind the 
  tapestries hanging in his den if the attack occurs there. 
  He doesn’t emerge until the battle is over. If the PCs flee 
  the brokerage, the assassins don’t pursue, as they decide 
  to hunt down and kill the cloaker instead.
  REBORN COMMANDOS (3) 
  CR 7
  XP 3,200 each
  hp 91 each (see page 22)
  ADVANCED SLITHERING TRACKERS (2) 
  CR 5
  XP 1,600 each
  hp 50 each (Pathfinder RPG Bestiary 2 292, 250)
  Development: If the PCs defeat the assassins, rather than 
  just fighting their way to freedom and leaving Shevarimarr 
  to his fate, the information broker is uncharacteristically 
  touched. He rewards them by offering the PCs use of his 
  polong bottle (see area D3) when they move against the 
  Reborn at the Forsaken Fane. He cautions them to acquire 
  other allies and information first, if they can, but to check 
  with him before they approach Ancestor’s Isle so he can 
  transfer control of the polong. Shevarimarr grants control 
  of the polong (as per dominate monster) to a single PC for 24 
  hours; after that time, the polong can attempt a DC 20 Will 
  save each day to break free from the PC’s control.
  E. SADIST SPIRES 
  The drider Ezurkian is known throughout Lyrudrada as 
  a torturer and dabbler in enchantments. He dwells in a 
  pair of hollow stalagmites in central Ragtown called the 
  Sadist Spires (location 5 on the Lyrudrada poster map), 
  the location of which can be obtained from Shevarimarr 
  or with a successful DC 15 Diplomacy check to gather 
  information. If the result of a PC's check to gather 
  information about the Sadist Spires exceeds a DC of 
  20, the PC also learns that Ezurkian has inhabited the 
  spires for only a few years—he tracked and murdered 
  a renegade drow arcanist living in the spires, then 
  simply claimed the structure as his own. If this check 
  result exceeds a DC of 25, the PC further learns that 
  although the Sadist Spires has a front door, Ezurkian 
  and his guests rarely use it, often entering the structure 
  via one of its many balconies or the bridge connecting 
  the two spires. All walls in the Sadist Spires are of hewn 
  stone, and the doors are heavy fungi planks equivalent 
  to strong wood. The ceilings are 20 feet high unless 
  otherwise specified. All interior rooms are lit by small 
  oil lamps set high on the wall that provide each of these 
  areas with dim light. The exterior of the Sadist Spires is 
  slick with condensation and requires a successful DC 25 
  Climb check to scale.
  E1. Entrance Hall (CR 8)
  The main entrance to the Sadist Spires is locked 
  (hardness 5, hp 20, break DC 28, Disable Device DC 40), 
  and  Ezurkian has the only key to this door. 
  This oddly shaped chamber at the core of the stalagmite bears 
  a pair of oil lamps in sconces hung upon buttresses in the 
  exterior wall. The floor is covered in what must be decades of 
  detritus composed of bits of spoiled food, the rotting carcasses 
  of myriad animals and small creatures, and an accumulation of 
  random debris. Patches of mushrooms and mold are scattered 
  throughout, and the smell is atrocious.
  Ezurkian uses this hall as a general dump whenever he 
  doesn’t just fling the detritus of his work off of a balcony. 
  The floor here is difficult terrain. The doors lead outside 
  the Sadist Spires, to the lower balcony (area E2), and to the 
  stairwell (area E3).
  Creatures: The refuse in this chamber has become the 
  lair of six fungal crawlers that root through the garbage. 
  Ezurkian ignores them, and they have learned to scatter 
  and hide when the drider is present. The fungal crawlers 
  aggressively fight other creatures that intrude into this 
  room. When two or fewer fungal crawlers remain, they 
  flee and try to hide.
  FUNGAL CRAWLERS (6) 
  CR 3
  XP 800 each
  hp 26 each (Pathfinder RPG Bestiary 2 127)
  E2. Lower Balcony
  A low balcony with a four-foot-high stone parapet protrudes 
  from the lower portion of this spire, twenty feet above the 
  cavern floor. A suspension bridge stretching between the two 
  stalagmites hangs far above.
  Ezurkian rarely uses this balcony, and it bears heaps of 
  trash like the adjacent entrance hall (area E1). The door 
  between this balcony and the entrance hall once had a 
  lock, but the mechanism long ago rusted and the door 
  opens with a successful DC 10 Strength check.
  INTRODUCTION
  CHAPTER 1:
  REMNANTS OF THE DARK 
  CHAPTER 2:
  GAME OF SHADOWS 
  CHAPTER 3:
  FATE OF THE FORSAKEN
  APPENDIX 1:
  LYRUDRADA
  APPENDIX 2:
  BESTIARY
  33
  
  Development: Anyone lingering openly on this 
  balcony for more than 3 rounds draws the attentions 
  of the skavelings circling high above the Sadist Spires; 
  1d3 skavelings from area E5, if present, swoop down to 
  investigate the possibility of an easy meal.
  E3. Stairwell (CR 6)
  This stairwell is covered with broken flasks, rotting meat, and 
  discarded rubbish, though a path has been cleared down the 
  center of the stairway.
  Like area E1, this stairwell has been used as a trash 
  receptacle by Ezurkian for years. Though he cleared away 
  the stairs a few weeks ago for a guest, he merely pushed 
  the trash aside rather than actually removing it.
  Hazard: The close confines of this stairwell make the 
  smell of rot overpowering. Each creature in the stairwell 
  must succeed at a DC 15 Fortitude save each round or 
  become nauseated for 1 round; on a successful save, the 
  creature is merely sickened for 1 round instead. This is a 
  poison effect, and a creature can hold its breath to avoid 
  this effect. 
  Creatures: Three fungal crawlers lurk here. Like those 
  in area E1, they hide if Ezurkian is present. They are 
  tenacious at defending their larder and fight until slain.
  FUNGAL CRAWLERS (3) 
  CR 3
  XP 800 each
  hp 26 each (Pathfinder RPG Bestiary 2 127)
  Development: Noisy combat here alerts Gallach in 
  the library above (area E4) to trouble, and he prepares as 
  described there.
  E4. Library (CR 9)
  A pair of stairways and an external door access this round, 
  high-ceilinged chamber. One stretch of the wall is almost 
  entirely covered in a bookcase carved from the stone wall and 
  crammed with all manner of scrolls and tomes. Small oil lamps 
  in high sconces provide dim illumination over a large reading 
  table and a desk tucked into an alcove.
  When Ezurkian claimed the Sadist Spires, he inherited 
  the previous owner’s extensive library of books, scrolls, 
  and other manuscripts detailing drow life, religion, and 
  hierarchy. There are also a number of ethnographies and 
  histories of Darklands creatures and societies, including 
  caligni. Anyone fluent in both Elven and Undercommon 
  making use of this library to research a topic pertaining 
  to Darklands matters gains a +2 circumstance bonus on 
  the pertinent Knowledge check for each full day spent 
  perusing this library (to a maximum bonus of +6) and can 
  attempt such checks untrained. 
  Creature: A dark slayer alchemist named Gallach 
  accompanied the owb sorcerer Xhamila (see area E7) on 
  a visit to Ezurkian. Although Ezurkian is polite—even 
  servile—to Xhamila, the drider is less pleasant to Gallach, 
  and the caligni stays out of the way here. Scrawny and 
  bookish, Gallach has had to rely on his intellect rather 
  than his physique for most of his life, and he’s used to 
  solving problems with calculated precision. Gallach 
  hopes to find new formulae or at least information that 
  might be useful to the Reborn to improve his standing 
  within the group. He is not expecting an attack and is 
  prepared for combat only if alerted by the sounds of 
  combat from areas E3 or E7.
  GALLACH 
  CR 9
  XP 6,400
  Male dark slayer alchemist 8 (Pathfinder RPG Bestiary 2 75, 
  Pathfinder RPG Advanced Player’s Guide 26)
  CE Small humanoid (dark folk)
  Init +5; Senses detect magic, see in darkness; Perception +20
  DEFENSE
  AC 24, touch 17, flat-footed 18 (+4 armor, +5 Dex, +1 dodge, 
  +3 natural, +1 size)
  hp 110 (12d8+56)
  Fort +10, Ref +15, Will +6; +6 vs. poison
  Weaknesses light blindness
  OFFENSE
  Speed 30 ft.
  Melee mwk kukri +16/+11 (1d3–2/18–20)
  Ranged bomb +16/+11 touch (4d6+3 fire) or
  force bomb +16/+11 touch (4d4+3 force) or
  frost bomb +16/+11 touch (4d6+3 cold)
  Special Attacks bomb 11/day (4d6+3 fire, DC 17), death 
  throes, sneak attack +2d6
  Spell-Like Abilities (CL 4th; concentration +6)
  Constant—detect magic
  At will—bleed (DC 12), chill touch (DC 13), darkness, 
  spectral hand
  3/day—daze monster (DC 14), death knell (DC 14), inflict 
  moderate wounds (DC 14)
  Alchemist Extracts Prepared (CL 8th; concentration +11)
  3rd—displacement, fly, protection from energy
  2nd—barkskin, cure moderate wounds, invisibility, shadow 
  bomb admixtureUC, touch injectionUC
  1st—bomber’s eyeAPG, cure light wounds, disguise self, 
  shield, true strike
  TACTICS
  Before Combat If warned that combat might be imminent, 
  Gallach prepares by using his wand of mirror image and 
  consuming his barkskin and displacement extracts. If the 
  opportunity presents itself before hostilities begin, Gallach 
  uses his wand of charm monster on the toughest opponent.
  During Combat Gallach tries to keep his distance and throw 
  bombs; as the library isn’t his, he doesn’t exercise any 
  restraint when it comes to hurling bombs around the room. 
  34
  
  Gallach
  Morale If reduced to fewer than 40 hit points, Gallach makes 
  a fighting retreat to Xhamila’s side (area E7). There, he 
  surrenders or flees only if Xhamila is defeated or escapes.
  Base Statistics Without barkskin, Gallach’s statistics are 
  AC 21, touch 17, flat-footed 15.
  STATISTICS
  Str 7, Dex 20, Con 16, Int 16, Wis 13, Cha 15
  Base Atk +9; CMB +6; CMD 22
  Feats Brew Potion, Dodge, Iron Will, Point-Blank Shot, Skill 
  Focus (Use Magic Device), Throw Anything, Toughness, 
  Weapon Finesse
  Skills Climb +2, Craft (alchemy) +18 (+26 to create alchemical 
  items), Fly +16, Knowledge (arcana, local, nature, planes) 
  +7, Perception +20, Sleight of Hand +20, Spellcraft +18, 
  Stealth +13, Use Magic Device +23; Racial Modifiers +4 
  Climb, +4 Perception, +4 Stealth
  Languages Aklo, Dark Folk, Shadowtongue, Undercommon
  SQ alchemy (alchemy crafting +8), discoveries (fast bombs, 
  force bomb, frost bomb, precise bombs [3 squares]), 
  magical knack, mutagen (+4/–2, +2 natural armor, 
  80 minutes), poison use, soul harvest, swift alchemy
  Combat Gear wand of charm monster (11 charges), wand 
  of lightning bolt (15 charges), wand of mirror image 
  (14 charges); Other Gear +1 studded leather, mwk kukri, 
  alchemy crafting kitUE, formula book (contains all 
  prepared extracts plus 2d4 additional extracts), 
  37 pp, 2 gp
  Treasure: Most of the texts in here are of 
  no particular resale value, despite their use as 
  reference materials. However, they include a scroll of 
  protection from chaos, a scroll of vermin shape IIUM, a scroll of 
  serenityUM, a scroll of teleport, and a bookmark of deceptionUE 
  hidden inside a mundane dictionary to make it resemble 
  a different mundane dictionary.
  E5. Central Bridge (CR 9)
  A suspension bridge composed of thick fungus planks held 
  together by ropes of strong fungus fiber spans the gap between 
  two stalagmites. The cavern floor eighty feet below is studded 
  with sharp stalagmites.
  This bridge is sturdy and in good repair, as Ezurkian 
  uses it frequently. A rope railing on either side prevents 
  anyone from easily falling off, but anyone jumping 
  or falling from the bridge takes damage from the 
  stalagmites below as if they had fallen on pit 
  spikes. The doors at either end of the bridge lead 
  to the library (area E4) and the prison (area E6). 
  Both doors are unlocked. 
  Creatures: Four skavelings roost above the 
  Sadist Spires and keep an eye out for promising 
  meals. The skavelings don’t attack Ezurkian or 
  anyone they’ve seen accompanying the drider, 
  but they swoop down to attack other creatures. One of 
  the skavelings screeches as the rest attack. The skavelings 
  fight until destroyed. 
  SKAVELINGS (4) 
  CR 5
  XP 1,600 each
  hp 58 each (Pathfinder RPG Bestiary 2 42)
  Development: If the PCs earned Shevarimarr’s 
  goodwill by defeating the assassins sent to kill him, the 
  cloaker provides an additional token of thanks that the 
  PCs might not even notice: he’s arranged for some caligni 
  spider-riders to scale the cavern above the Sadist Spires 
  and chase off the skavelings roosting there. The skavelings 
  INTRODUCTION
  CHAPTER 1:
  REMNANTS OF THE DARK 
  CHAPTER 2:
  GAME OF SHADOWS 
  CHAPTER 3:
  FATE OF THE FORSAKEN
  APPENDIX 1:
  LYRUDRADA
  APPENDIX 2:
  BESTIARY
  35
  
  therefore aren’t present when the PCs first come to the 
  Sadist Spires, but if the PCs retreat and re-enter the Sadist 
  Spires later, the skavelings have returned.
  E6. Prison (CR 6)
  Much of this chamber is a large cell built out of the rock of 
  the stalagmite itself, with two small doors made of heavy iron 
  bars. Several iron cages, none larger than five feet square, 
  hang from chains bolted to the ceiling or are stacked together 
  on the floor. Bladed chains, manacles, and coils of rope hang 
  from hooks on the wall and in piles on the floor. A key hangs 
  from one of the hooks next to the door.
  Ezurkian keeps his prisoners here until he is ready to 
  work on them in his laboratory or between gruesome 
  interrogation sessions. The key hanging on the wall 
  opens the cell and cages. The main cell holds three caligni 
  rogues, a dark stalker, and a dark creeper. All are members 
  of the Bleakshore Council, captured by the Reborn and 
  tortured by Ezurkian for information. Each currently has 
  only 1d4 hit points remaining. One of the hanging cages 
  contains a dark creeper named Bezlek. Bezlek works for 
  the Bleakshore Council as a spy and was attempting to 
  rescue the other captured council members when he 
  was caught; although he hasn’t yet been tortured and has 
  all of his hit points, Ezurkian has described the painful 
  alchemical mutations he has in mind for the spy. All of 
  the prisoners are demoralized and fear for their lives. 
  They can describe Ezurkian and the lower areas of the 
  spire (areas E8 through E10), as the drider takes them to 
  his laboratory for their tortures. Bezlek also knows that 
  Ezurkian’s liaison with the Reborn is a female owb named 
  Xhamila. These prisoners want nothing more than 
  their freedom, so they can return to stirring up popular 
  sentiment against the Reborn.
  Creature: Unbeknownst to any of the prisoners, 
  one of the coils of rope lying on the floor is actually a 
  rope dragon watching the prisoners for Ezurkian. As 
  it is currently in its discorporating coils form, the PCs 
  must succeed at a Perception check opposed by the rope 
  dragon’s Stealth check (it has a +20 bonus) to recognize it 
  as anything other than an old, frayed rope. If the PCs start 
  to free the prisoners, the rope dragon reverts to its dragon 
  form and uses its breath weapon on the PCs and as many 
  prisoners as possible, hoping to kill them. It then flees to 
  area E10 to warn Ezurkian.
  ADVANCED ROPE DRAGON 
  CR 6
  XP 2,400
  hp 69 (Pathfinder RPG Bestiary 5 288, 211)
  Treasure: The rope dragon’s hoard is hidden beneath a 
  pile of rusty chains; a successful DC 21 Perception check 
  is required to locate it. The small hoard consists of a 
  pouch containing 84 gp, three alabaster buttons worth 
  35 gp each, a scroll of detect good, and a bead of force.
  Story Award: Award the PCs 800 XP for each prisoner 
  that makes it out of the Sadist Spires alive.
  E7. Guest Room (CR 10)
  A wide, canopied bed rests against the curve of wall that holds 
  the stairs leading to this finely appointed chamber. Stone tables 
  bearing crystal decanters and multicolored glass carafes stand 
  against the sections of wall between three doorways that open 
  out onto balconies.
  Ezurkian maintains this chamber as a guest room for 
  visiting clients. The doorways open out onto balconies 
  with low, stone rails that provide a panoramic view of 
  much of Ragtown and the adjacent lake. The cavern floor 
  is 140 feet below the eastern balcony, but only 120 feet 
  from the other two balconies, as they extend over a higher 
  section of the cavern floor. The bridge (area E5) and lower 
  balcony (area E2) are also visible from these balconies, 
  although the east balcony (area E9) is not.
  Creature: A cold, aloof owb oracle named Xhamila 
  currently resides in this room. A liaison of the Reborn 
  sent to obtain information about the Bleakshore Council 
  prisoners, Xhamila is happy to let Ezurkian perform the 
  messy business of interrogation. Xhamila arrived here 
  with the dark slayer Gallach, whom she considers too 
  academic to be of much use; she’s happy to let Gallach 
  spend his time in the library (area E4). If she encounters 
  the PCs, Xhamila considers it her primary duty to see 
  how they fight firsthand and report back to Veilisendri. 
  The PCs might face her again in the Forsaken Fane  
  (see area F10).
  XHAMILA 
  CR 10
  XP 9,600
  Female owb oracle 7 (Pathfinder RPG Bestiary 4 210, 
  Pathfinder RPG Advanced Player’s Guide 42)
  NE Medium outsider (extraplanar)
  Init +11; Senses darkvision 60 ft., see in darkness; 
  Perception +17
  DEFENSE
  AC 26, touch 20, flat-footed 16 (+6 armor, +2 deflection, +7 
  Dex, +1 dodge)
  hp 127 (15 HD; 7d8+8d10+52); fast healing 2
  Fort +13, Ref +13, Will +16; +2 vs. death effects, disease, 
  mind-affecting effects, poison, sleep, and stunning
  Immune cold
  Weaknesses light sensitivity
  OFFENSE
  Speed 5 ft., fly 60 ft. (perfect)
  Melee 2 claws +19 (1d8+6 plus 1d6 cold)
  Ranged burning cold +20 touch (3d6 cold)
  Special Attacks burning cold, curse of darkness
  36
  
  Xhamila
  Spell-Like Abilities (CL 8th; concentration +14)
  Constant—blur
  At will—deeper darkness, detect thoughts (DC 18), dust of 
  twilightAPG (DC 18)
  5/day—shadow stepUM
  1/day—plane shift (self only, to or from Shadow Plane only)
  Oracle Spells Known (CL 7th; concentration +13)
  3rd (5/day)—animate dead, bestow curse (DC 19), dispel 
  magic, inflict serious wounds (DC 19)
  2nd (8/day)—false life, hold person (DC 18), inflict 
  moderate wounds (DC 18), lesser restoration, levitate, 
  minor image (DC 18), sound burst (DC 18)
  1st (8/day)—cause fear (DC 17), command (DC 17), 
  doom (DC 17), inflict light wounds (DC 17), ray of 
  sickeningUM (DC 17), sanctuary (DC 17), shield of faith
  0 (at will)—bleed (DC 16), detect magic, ghost sound 
  (DC 16), guidance, mage hand, mending, read magic, 
  resistance, stabilize
  Mystery bones
  TACTICS
  Before Combat Xhamila keeps her armor of bones active, as 
  she doesn’t fully trust Ezurkian. She casts deeper darkness 
  and invisibility if given time before battle.
  During Combat Xhamila attempts to hover out of melee to 
  cast ray of sickening and use her burning cold ability. In 
  melee, she casts bestow curse and her inflict spells.
  Morale After 3 rounds of combat, or if reduced to fewer than 
  80 hit points, Xhamila flees to the Forsaken Fane.
  STATISTICS
  Str 22, Dex 24, Con 17, Int 11, Wis 17, Cha 22
  Base Atk +13; CMB +19; CMD 39
  Feats Combat Casting, Combat Reflexes, Dodge, Eschew 
  Materials, Flyby Attack, Improved Initiative, Mobility, 
  Point-Blank Shot
  Skills Bluff +15, Diplomacy +14, Fly +19, Knowledge 
  (planes) +11, Knowledge (religion) +18, Linguistics +3, 
  Perception +17, Sense Motive +14, Spellcraft +7, Stealth +25
  Languages Aklo, Common, Dark Folk, Shadowtongue (can’t 
  speak); telepathy 100 ft.
  SQ oracle’s curse (haunted), revelations (armor of bones, near 
  death, soul siphon)
  Gear cloak of resistance +2, headband of alluring charisma +2, 
  ring of protection +2 
  Development: The skavelings that lurk above the Sadist 
  Spires won’t attack anyone on the balconies of this room, 
  as Ezurkian has arranged for his guests’ safety. However, 
  PCs looking out over Ragtown might spot the umbral 
  dragon Thelamistos (see area F9) checking in on Xhamila 
  and keeping an eye out for the PCs. The dragon is coiled 
  around a stalactite a few hundred yards away from the 
  top of the Sadist Spires. Although Thelamistos has a good 
  view of anyone stepping out onto the balconies around 
  this room, PCs must succeed at a DC 25 Perception check 
  to spot the dragon. If noticed, Thelamistos doesn’t fight, 
  but retreats to the Forsaken Fane.
  E8. Drider’s Den (CR 6)
  Two doorways open out of this large circular chamber to the 
  east, and a stairwell curves up along its west side. The entire 
  room is shrouded in deep shadows and dust-covered cobwebs. 
  A large knot of thick webbing forms a nest, and next to this nest 
  INTRODUCTION
  CHAPTER 1:
  REMNANTS OF THE DARK 
  CHAPTER 2:
  GAME OF SHADOWS 
  CHAPTER 3:
  FATE OF THE FORSAKEN
  APPENDIX 1:
  LYRUDRADA
  APPENDIX 2:
  BESTIARY
  37
  
  hangs a cocooned humanoid figure. Only the man’s face and 
  hands protrude from the webs. It appears to have once been 
  a drow, but now its ebony skin is shrunken tight and faded to 
  a dusky gray, and its jaw hangs open. Near the center of the 
  chamber is a wide well from which an acrid miasma issues.
  This chamber is Ezurkian’s den. It was once the 
  bedchamber of the drow arcanist Selmuirgist, whose 
  dried and shriveled corpse still hangs near the drider’s 
  nest as a grisly trophy of his victory. The well has rough-
  hewn sides (Climb DC 20) and descends 40 feet through 
  darkness into area E10. A thick curtain of webbing across 
  the bottom of the well blocks light and muffles noise 
  (imposing a –10 penalty on Perception checks), but the 
  webbing isn’t thick enough to impede movement or 
  arrest a fall. 
  Trap: Ezurkian hides his treasure in an old wine cask 
  at the back of his nest. The wine cask is trapped to spray 
  a slurry of foul-smelling digestive enzymes that produce 
  blinding fumes.
  ACID SLURRY TRAP 
  CR 6
  XP 2,400
  Type mechanical; Perception DC 25; Disable Device DC 18 
  EFFECTS
  Trigger touch; Reset none; Bypass hidden switch (Perception 
  DC 30)
  Effect acidic slurry (6d6 acid and permanent blindness, 
  Fortitude DC 17 halves damage and negates blindness); 
  multiple targets (all targets in a 10-ft. line)
  Treasure: Ezurkian’s treasure is hidden in a compartment 
  in the trapped cask. It consists of 232 gp, 78 pp, two potions 
  of cure serious wounds, and a pearl of power (1st).
  E9. East Balcony (CR 8)
  This low balcony looks out over the slums of Ragtown. A 
  constant drip from the cavern ceiling high above has created 
  an immense, foul-smelling puddle across the southern half of 
  the balcony, and a riotous profusion of mold and fungus grows 
  within the oily pool.
  This balcony is 30 feet above the cavern floor, and the 
  moisture makes climbing up to this balcony slightly 
  more difficult than elsewhere in the Sadist Spires (Climb 
  DC 30).
  Creatures: Ezurkian never comes out to this balcony 
  because the constant moisture has allowed an infestation 
  of phycomids to sprout. The phycomids are content to 
  remain here, feeding on the mineral-rich moisture and 
  any creatures that come within reach of their acidic pellets. 
  Although the skavelings roosting above the Sadist Spires 
  are supposed to keep watch on this balcony as well, they’ve 
  learned to avoid it due to the aggressive phycomids.
  PHYCOMIDS (4) 
  CR 4
  XP 1,200 each
  hp 39 each (Pathfinder RPG Bestiary 2 210)
  Treasure: A PC who succeeds at a DC 28 Perception 
  check locates a wand of ash stormUM dropped here long ago 
  and forgotten amid the fungal profusion.
  E10. Laboratory (CR 11)
  Several standing lamps impart a smoky, dim glow to this 
  underground chamber. Two large cages of iron bars have been 
  built into the north and east walls, both equipped with manacles 
  and the bony remnants of past occupants. The western wall is 
  piled with boxes and barrels of assorted components, reagents, 
  and equipment, while the south wall has a stone table fitted 
  with manacles and the pale form of a writhing prisoner.
  Ezurkian uses this room as a laboratory and torture 
  chamber, plying prisoners with physical, magical, and 
  alchemical tortures that weaken the mind and loosen 
  the tongue. The room’s only exit is a hole in the ceiling, 
  20 feet above the floor, leading up to the well in area E8.
  Aiyana’s chamberlain Grutise (LN male caligni expert 5) 
  is currently strapped to the torture table. Grutise was 
  brought here for questioning along with the rest of the 
  captives from Bleakshore. He’s already told Ezurkian all 
  he knows, but Ezurkian doesn’t intend to let him go.
  Creatures: The drider Ezurkian is present in this 
  chamber. If the rope dragon from area E6 warned 
  Ezurkian, then the dragon is curled up among the assorted 
  equipment and Ezurkian is clinging to the ceiling in the 
  northeast corner of the room, invisible, to ambush the PCs. 
  If not, Ezurkian is alone as he fusses over Grutise. Whether 
  or not he is prepared to ambush the PCs, Ezurkian’s first 
  action is to use a quickened mage hand to tip a precariously 
  balanced clay pot that shatters on the floor and releases a 
  pair of heaving lumps of flesh: undigested swarms created 
  by the drider’s alchemy. The undigested swarms are 
  indiscriminate in their attacks and fight until destroyed.
  EZURKIAN 
  CR 10
  XP 9,600
  Male drider enchanter 3 (Pathfinder RPG Bestiary 113)
  CE Large aberration
  Init +4; Senses darkvision 120 ft., detect good, detect law, 
  detect magic; Perception +19
  DEFENSE
  AC 25, touch 13, flat-footed 21 (+4 armor, +3 Dex, +1 dodge, 
  +8 natural, –1 size)
  hp 125 (12 HD; 3d6+9d8+75)
  Fort +10, Ref +7, Will +13
  Immune sleep; SR 18
  OFFENSE
  Speed 30 ft., climb 20 ft.
  38
  
  Ezurkian
  Melee rod of withering +8/+3 touch (1d4 Str and 1d4 Con), 
  bite +4 (1d4+1 plus poison)
  Space 10 ft.; Reach 5 ft.
  Special Attacks web (+9 ranged, DC 20, 12 hp)
  Spell-Like Abilities (CL 9th; concentration +11)
  Constant—detect good, detect law, detect magic
  At will—dancing lights, darkness, faerie fire
  1/day—clairaudience/clairvoyance, deeper darkness, 
  dispel magic, levitate, suggestion (DC 17)
  Enchanter Spell-Like Abilities (CL 3rd; concentration +5)
  8/day—dazing touch
  Enchanter Spells Prepared (CL 9th; concentration +14)
  5th—dominate person (DC 21), hold monster (DC 21), 
  wall of force
  4th—charm monster (DC 20), confusion (DC 20), dimension 
  door, quickened mage hand
  3rd—fly, hold person (DC 19), lightning bolt (3, DC 18)
  2nd—glitterdust (DC 17), hideous laughter (DC 18), 
  invisibility, mirror image, scorching ray (2)
  1st—charm person (DC 17), mage armor (3), magic 
  missile (2)
  0 (at will)—acid splash, ghost sound (DC 15), mage hand, 
  prestidigitation
  Opposition Schools divination, necromancy
  TACTICS
  Before Combat Ezurkian has mage armor active at all 
  times. If he suspects intruders, he also casts invisibility 
  and fly.
  During Combat After releasing the undigested 
  swarms with a quickened mage hand, 
  Ezurkian affects as many foes as possible 
  with confusion before resorting 
  to single-target spells 
  such as dominate person 
  and hold monster. If his 
  foes are resistant to his 
  enchantments, he relies on his 
  evocation spells and attacks with his 
  rod of withering. 
  Morale If reduced below 25 hit points, Ezurkian casts 
  dimension door to reach area E8 and then seals 
  off the well with a wall of force. He drinks the 
  potions in the cache in his nest (if they are still 
  there) before dismissing the wall of force and 
  picking off PCs who try to climb out of the well.
  Base Statistics Without mage armor, Ezurkian’s 
  statistics are AC 21, touch 13, flat-footed 17.
  STATISTICS
  Str 15, Dex 17, Con 22, Int 20, Wis 18, Cha 14
  Base Atk +7; CMB +10; CMD 24 (36 vs. trip)
  Feats Combat Casting, Craft Rod, Dodge, Quicken 
  Spell, Scribe Scroll, Spell Focus (enchantment), 
  Weapon Finesse
  Skills Bluff +4, Climb +22, Craft (alchemy) +14, 
  Diplomacy +16, Fly +10, Intimidate +19, Knowledge 
  (arcana) +20, Perception +19, Sense Motive +16, 
  Spellcraft +17, Stealth +18; Racial Modifiers +4 Stealth
  Languages Aklo, Common, Dark Folk, Elven, Undercommon
  SQ arcane bond (rod of withering), enchanting smile (+2), 
  undersized weapons
  Gear rod of withering, spell component pouch, spellbook 
  (contains all prepared spells plus 2d6 additional spells)
  UNDIGESTED SWARMS (2) 
  CR 5
  XP 1,600 each
  hp 54 each (Pathfinder RPG Bestiary 5 258)
  Treasure: This room contains an alchemical lab and  
  assorted alchemical reagents that are worth a total of 
  2,000 gp but weigh 250 pounds altogether. 
  Story Award: Award the PCs 1,200 XP if Grutise 
  makes it out of the Sadist Spires alive.
  INTRODUCTION
  CHAPTER 1:
  REMNANTS OF THE DARK 
  CHAPTER 2:
  GAME OF SHADOWS 
  CHAPTER 3:
  FATE OF THE FORSAKEN
  APPENDIX 1:
  LYRUDRADA
  APPENDIX 2:
  BESTIARY
  39
  
  Chapter 3
  Fate of the Forsaken
  T
  he Forsaken Fane, the ancient temple serving 
  as the Reborn’s headquarters, lies on Ancestors’ 
  Isle in the city’s central lake (location 6 on the 
  Lyrudrada poster map). Water traffic is not uncommon in 
  Lyrudrada, so the PCs can easily procure a boat to reach 
  the island, just as they did to reach Nomianna’s island in 
  Chapter 2. The greater difficulty is that a disorganized 
  shantytown populated entirely by Reborn converts has 
  sprung up across the lower reaches of Ancestors’ Isle. More 
  than 100 caligni of various types now dwell on the island’s 
  shores. Everyone on this island knows the passphrase 
  taught to new recruits: “Veilisendri lifts the veil.” The PCs 
  can learn this passphrase from Shevarimarr (see area D4) 
  or by succeeding at a DC 25 Diplomacy check to gather 
  information about the Reborn anywhere in Lyrudrada. 
  Ancestors’ Isle Patrol (CR 10)
  Creatures: A vigilant patrol consisting of a Reborn officer 
  and two Reborn commandos intercepts the PCs arriving 
  at the docks, or at the shore within sight of the docks. 
  As long as the new arrivals give the passphrase, they are 
  ushered into the shantytown unimpeded (but warned not 
  to approach the Forsaken Fane without prior approval, 
  as the holy site is diligently guarded). If the PCs fail to 
  provide the correct passphrase, the Reborn immediately 
  attack, determined to repel the intruders. These cultists 
  are so sure in their faith that they fight to the death.
  PCs who don’t have (or don’t wish to use) the passphrase 
  might find other ways to sneak through the shantytown 
  or access the Forsaken Fane undetected; the success of 
  these endeavors is subject to your discretion.
  40
  
  The Spreading Stain
  As the PCs venture onto Ancestors’ Isle in this chapter, 
  they are exposed to greater manifestations of their 
  shadowbound corruption. Each time the party enters 
  one of the areas listed below, they are exposed to a 
  greater manifestation of their corruption. They become 
  aware of this exposure right away and can accept it and 
  immediately gain the requisite manifestation level and 
  its associated gift and stain, or they can attempt to resist 
  these effects. PCs who resist can attempt a Will save 
  (DC = 15 + current manifestation level) to avoid gaining 
  the manifestation level. However, as long as they remain 
  exposed to the conditions that provoke the acquisition of 
  the new manifestation level, they must attempt a new 
  saving throw every minute, with a cumulative –1 penalty 
  for each minute of exposure. Becoming exposed to a later 
  trigger before acquiring an earlier manifestation might 
  cause a PC to gain multiple manifestations at once to 
  “catch up,” with a separate saving throw to resist each, if 
  the PC chooses.
  	
  Manifestation	Level		
  Corruption	Trigger	
  (and	Manifestation)
  Stepping foot on Ancestors’ Isle 
  2nd (wretched pain) 
  Making physical contact with  
  3rd (insubstantiality) 
  penumbral webs (areas F10,  
  F11, F20, F22, F23, F24,  
  and F25)
  Encountering a bodak  
  4th (refuge in pain) 
  (areas F20 and F23),  
  nimbral child (area F24),  
  Nhamino (area F25),  
  or Veilisendri (area F26)
  REBORN	OFFICER	
  CR	7
  XP	3,200
  hp 85 (see page 22)
  REBORN	COMMANDOS	(2)	
  CR	7
  XP	3,200	each
  hp 91 each (see page 22)
  F. FORSAKEN FANE
  The Forsaken Fane dates back to the early days of the Age 
  of Darkness when the enigmatic Forsaken first reached 
  out to the survivors of Calignos. The fane is carved out 
  of the massive stone column that rises from Ancestors’ 
  Isle to the cavern’s ceiling hundreds of feet above, though 
  towers and a curtain wall have been constructed of 
  masonry to supplement its defenses. The main structure 
  has withstood the test of time and is surprisingly intact 
  considering its age and the fact that Haramil and his 
  forces invaded it long ago. Its interior doors are composed 
  of 2-inch-thick stone carefully mounted on pivots. The 
  doors can be locked by engaging bolts that slide into the 
  floor at the base of the door; they do not use keys. The 
  temple has very few furnishings or other ornaments, as 
  these were all destroyed or looted by Haramil.
  The fane’s outer walls and towers have not fared as well 
  with the passage of time, and many sections show signs of 
  recent, hasty repair. The curtain wall is 40 feet high, and 
  its towers are 60 feet tall. The towers are solid stone except 
  for a single floor 40 feet above the ground, accessible by 
  walkways atop the curtain wall. Climbing the crumbled 
  stone requires a successful DC 25 Climb check.
  Several areas of the fane have sheets of strange, 
  shadowy webs clinging to the ceilings, floors, and walls. 
  These are generally at the periphery of the rooms and 
  hallways, leaving most of the floor space clear unless 
  otherwise indicated. These are penumbral webs created 
  by the nimbral child in area F24; see page 61 for details 
  of the effects of these penumbral webs. Because these 
  penumbral webs all come from this nimbral child, 
  when the creature is destroyed, all the penumbral webs 
  throughout the fane disintegrate in 1d4 rounds. 
  The ceilings are 40 feet high unless otherwise noted. 
  The entire fane is cold, dark, and prone to echoes except 
  in areas with penumbral webs, which feel muffled and 
  claustrophobic. The temple’s atmosphere is heavy with 
  the weight of immense age and the almost palpable 
  darkness that inhabits it.
  F1. Outer Courtyard (CR 7)
  Between the gate’s towers, each looming sixty feet tall, a wide 
  courtyard leads to a set of gates in the central pillar of the 
  island. The courtyard is long untended and overgrown with 
  thorny subterranean vines. A meandering path leads through 
  the vines.
  The mighty gate that once blocked the courtyard was 
  shattered in Haramil’s attack long ago and has not been 
  replaced. Ordinarily, a pair of dark champions waits here 
  to take the passphrase and escort visitors to the temple 
  entrance (area F6) along the meandering—but safe—path 
  through the courtyard. However, because the Reborn 
  are on high alert due to the PCs’ actions, the PCs must 
  reach the temple entrance on their own through what has 
  become a kill zone, making it past the guards waiting in 
  the towers (areas F2 to F5), the cave giants on the defensive 
  balconies (areas F7a and F7b), and the dark champions 
  and their ally watching from the temple entrance.
  The winding path is 160 feet long and switches back and 
  forth through the nettle-filled courtyard in a very indirect 
  route. Traveling across the nettles is fairly straightforward 
  but alerts the creatures inhabiting them.
  Creatures: The vines mask the presence of six mire 
  nettles that have grown up in the courtyard. They don’t 
  INTRODUCTION
  CHAPTER 1:
  REMNANTS OF THE DARK 
  CHAPTER 2:
  GAME OF SHADOWS 
  CHAPTER 3:
  FATE OF THE FORSAKEN
  APPENDIX 1:
  LYRUDRADA
  APPENDIX 2:
  BESTIARY
  41
  
  bother anyone walking on the convoluted path through 
  the courtyard, but they attack anyone who steps off the 
  path. They fight to the death.
  MIRE	NETTLES	(6)	
  CR	2
  XP	600	each
  hp 22 each (Pathfinder RPG Bestiary 6 188)
  Development: The guards in the towers and on the 
  defensive balconies have been warned of the PCs and 
  are not likely to be caught unaware. Unless the PCs are 
  particularly stealthy, they are likely to be subject to an 
  overwhelming amount of ballista fire and may need to 
  retreat to recover or develop an alternate plan of attack.
  F2. Eastern Watchtower (CR 9)
  This massive double tower has multiple openings 40 feet 
  above the ground, each with ballistae on hinged swivels 
  to allow a wide field of fire, including almost straight 
  downward to the ground below. The openings have a low 
  parapet wall, granting cover to anyone in the towers from 
  attacks originating outside of them.
  Although this tower used to access the Forsaken Fane, 
  an ancient earthquake sealed off the curtain wall from the 
  fane’s interior. Now it’s accessible only by ladders made of 
  fungal fibers that can be lowered from the firing parapets.
  Creatures: A dark champion leads eight dark creepers in 
  the defense of these towers. Against intruders approaching 
  the fane or in the courtyard below, the dark creepers 
  operate the ballistae (Pathfinder RPG Core Rulebook  435) 
  in teams of two. If intruders enter this tower, the dark 
  champion leads the attack while the dark creepers attempt 
  to flank the PCs. The dark champion fights until slain, but 
  a dark creeper who is injured attempts to flee if the dark 
  champion has already been defeated.
  DARK	CHAMPION	
  CR	5
  XP	1,600
  hp 59 (see page 60)
  DARK	CREEPERS	(8)	
  CR	2
  XP	600	each
  hp 19 each (Pathfinder RPG Bestiary 53)
  F3. Western Watchtower (CR 9)
  This tower loosely resembles the eastern watchtowers (area 
  F2), although it provides access to both area F4 and the 
  curtain wall, therefore lacking the fungal-rope ladders. 
  Creatures: This tower is defended by a dark champion 
  and eight dark creepers, who fight in the same manner as 
  the team in area F2.
  DARK	CHAMPION	
  CR	5
  XP	1,600
  hp 59 (see page 60)
  DARK	CREEPERS	(8)	
  CR	2
  XP	600	each
  hp 19 each (Pathfinder RPG Bestiary 53)
  Development: If a fight breaks out in this room, Kestavi 
  comes from area F4 to investigate immediately. So long 
  as Kestavi remains in the fight, the dark creepers are too 
  terrified of her to flee.
  F4. Yard Commander’s Post (CR 10)
  This tower room has been given over to serve as personal 
  quarters for the yard commander, a conjurer named 
  Kestavi. The chamber has two ballistae, although they 
  aren’t normally deployed, as Kestavi doesn’t use them and 
  doesn’t let the dark creepers who do into her chamber. 
  Creature: The gaunt and unpleasant dark slayer Kestavi 
  is usually found here studying her spellbook. Kestavi 
  responds to intruders in areas F1 through F6, using 
  her dimensional steps ability to gain an advantageous 
  position, although she’s been ordered not to leave the wall 
  in case an attack is a distraction for a larger invasion. 
  KESTAVI	
  CR	10
  XP	9,600
  Female dark slayer conjurer 9 (Pathfinder RPG Bestiary 2 75)
  CE Small humanoid (dark folk)
  Init +6; Senses detect magic, see in darkness; Perception +18
  DEFENSE
  AC 24, touch 18, flat-footed 17 (+4 armor, +6 Dex, +1 dodge, 
  +2 natural, +1 size)
  hp 123 (13 HD; 9d6+4d8+74)
  Fort +8, Ref +13, Will +8
  Weaknesses light blindness
  OFFENSE
  Speed 30 ft.
  Melee mwk kukri +15/+10 (1d3–1/18–20 plus poison)
  Special	Attacks death throes, sneak attack +2d6
  Spell-Like	Abilities (CL 4th; concentration +5)
  Constant—detect magic
  At will—bleed (DC 11), chill touch (DC 12), darkness, 
  spectral hand
  3/day—daze monster (DC 13), death knell (DC 13), inflict 
  moderate wounds (DC 13)
  Conjurer	Spell-Like	Abilities (CL 9th; concentration +14)
  At will—dimensional steps (270 feet/day)
  8/day—acid dart (1d6+4 acid)
  Conjurer	Spells	Prepared (CL 9th; concentration +14)
  5th—feeblemind (DC 20), shadow evocation (DC 20), 
  summon monster V
  4th—acid pitAPG (DC 20), confusion (DC 19), enervation, 
  summon monster IV
  3rd—dispel magic, displacement, summon monster III, 
  vampiric touch (2)
  2nd—acid arrow, create pitAPG (DC 18), ghoul touch (DC 17), 
  glitterdust (2, DC 18), web (DC 18)
  42
  
  1st—charm person (DC 16), grease (2), mage armor (2), 
  ray of enfeeblement (DC 16), shield
  0 (at will)—acid splash, ghost sound (DC 15), read magic, 
  touch of fatigue (DC 15)
  Opposition	Schools evocation, transmutation
  TACTICS
  Before	Combat Kestavi casts mage armor early each day. 
  Before battle, she drinks her potion of bear’s endurance.
  During	Combat Kestavi casts summon monster spells from 
  a distance to support her troops’ attacks. She targets 
  spellcasters with feeblemind and enervation.
  Morale Kestavi is fanatically loyal to the Reborn and defends 
  her post to the death.
  Base	Statistics Without bear’s endurance and mage armor, 
  Kestavi’s statistics are AC 20, touch 18, flat-footed 13; hp 
  97; Fort +6; Con 14.
  STATISTICS
  Str 9, Dex 22, Con 18, Int 20, Wis 13, Cha 13
  Base	Atk +7; CMB +5; CMD 22
  Feats Augment Summoning, Combat Casting, Craft Wondrous 
  Item, Dodge, Scribe Scroll, Skill Focus (Use Magic Device), 
  Spell Focus (conjuration), Toughness, Weapon Finesse
  Skills Climb +3, Craft (alchemy) +17, Knowledge (arcana) +21, 
  Knowledge (planes) +21, Perception +18, Sense Motive +14, 
  Spellcraft +21, Stealth +27, Use Magic Device +11; Racial	
  Modifiers +4 Climb, +4 Perception, +4 Stealth
  Languages Aklo, Common, Dark Folk, Draconic, Giant, 
  Shadowtongue
  SQ arcane bond (amulet of natural armor +2), magical knack, 
  poison use, soul harvest, summoner’s charm (4 rounds)
  Combat	Gear black smear poison (2 doses; Pathfinder RPG 
  Bestiary 54), potion of bear’s endurance; Other	Gear 
  mwk kukri, amulet of natural armor +2, headband of 
  vast intelligence +4 (grants ranks in Perception and Sense 
  Motive), spell component pouch, spellbook (contains all 
  prepared spells plus 2d4 additional spells), diamond dust 
  (worth 500 gp)
  F5. Northern Watchtower (CR 7)
  This tower contains four ballistae, only two of which can 
  be trained on area F1.
  Creatures: Six dark creepers guard this tower and keep 
  a careful eye out for intruders. Loyal to the Reborn and 
  afraid of punishment for failure, they fight to the death.
  DARK	CREEPERS	(6)	
  CR	2
  XP	600	each
  hp 19 each (Pathfinder RPG Bestiary 53)
  F6. Temple Entrance (CR 10)
  The stone surface of the gigantic pillar is pierced here by a 
  cavernous archway, forty feet high and twenty-five feet wide. 
  At the rear of the archway is a massive double door, made from 
  a pair of slabs of dark gray stone reinforced with great riveted 
  bands of iron. Standing before these doors is a portcullis of 
  thick, black iron bars.
  The doors to the temple are stone, just like those in the 
  rest of the complex, but these are 8 inches thick and bolted 
  shut from the other side (hardness 8, hp 120, break DC 28, 
  Disable Device DC 30). The portcullis is constructed of 
  cold iron and is currently lowered (hardness 10, hp 60, 
  lift or break DC 32); the winch in area F7b is most often 
  used to raise it.
  The doors connect the outer courtyard (area F1) to the 
  inner courtyard (area F9).
  Creatures: Two dark champion guards are posted in 
  front of the gate but behind the portcullis, which provides 
  them cover from attacks. They are accompanied by an 
  owb sorcerer named Solestenes. Solestenes interrogates 
  anyone arriving who claims to have business in the 
  temple using detect thoughts; he knows no such visitors 
  are expected and is therefore highly suspicious of anyone 
  claiming to have authorization to enter. These guards are 
  ordered to hold the gate against intruders; Solestenes 
  attacks with his spells while the dark champions use their 
  crossbows until opponents breach the portcullis. 
  SOLESTENES	
  CR	9
  XP	6,400
  Male owb sorcerer 6 (Pathfinder RPG Bestiary 4 210)
  NE Medium outsider (extraplanar)
  Init +11; Senses darkvision 90 ft., see in darkness; 
  Perception +14
  DEFENSE
  AC 23, touch 19, flat-footed 15 (+1 deflection, +7 Dex, +1 dodge, 
  +4 shield)
  hp 127 (14 HD; 6d6+8d10+62); fast healing 2
  Fort +12, Ref +11, Will +12
  Immune cold
  Weaknesses light sensitivity
  OFFENSE
  Speed 5 ft., fly 60 ft. (perfect)
  Melee 2 claws +18 (1d8+7 plus 1d6 cold)
  Ranged burning cold +18 touch (3d6 cold)
  Special	Attacks burning cold, curse of darkness
  Spell-Like	Abilities (CL 8th; concentration +15)
  Constant—blur
  At will—deeper darkness, detect thoughts (DC 19), dust of 
  twilightAPG (DC 19)
  5/day—shadow stepUM
  1/day—plane shift (self only, to or from Shadow Plane only)
  Sorcerer	Spell-Like	Abilities (CL 6th; concentration +13)
  10/day—shadowstrike (1d4+3 nonlethal plus dazzled)
  Sorcerer	Spells	Known (CL 6th; concentration +13)
  3rd (5/day)—excruciating deformationUM (DC 20)
  2nd (7/day)—create pitAPG (DC 19), darkvision, mirror image
  1st (8/day)—flare burstAPG (DC 18), magic missile, ray of 
  enfeeblement (DC 18), shield, vanishAPG
  INTRODUCTION
  CHAPTER 1:
  REMNANTS OF THE DARK 
  CHAPTER 2:
  GAME OF SHADOWS 
  CHAPTER 3:
  FATE OF THE FORSAKEN
  APPENDIX 1:
  LYRUDRADA
  APPENDIX 2:
  BESTIARY
  43
  
  Cave Giant Defender
  0 (at will)—arcane mark, bleed (DC 17), detect magic, 
  ghost sound (DC 17), mage hand, prestidigitation, touch 
  of fatigue (DC 17)
  Bloodline shadowAPG
  TACTICS
  Before	Combat Solestenes casts shield and mirror image.
  During	Combat Solestenes relies on offensive spells to 
  whittle down opponents from a distance, using burning 
  cold and excruciating deformation against opponents 
  within reach.
  Morale If reduced below 60 hit points or if the gates to area 
  F9 are breached, Solestenes casts shadow step to retreat 
  and prepares to make a final stand in area F10.
  Base	Statistics Without shield, Solestenes’s statistics are AC 19, 
  touch 19, flat-footed 11.
  STATISTICS
  Str 22, Dex 25, Con 19, Int 13, Wis 13, Cha 24
  Base	Atk +11; CMB +17; CMD 36
  Feats Combat Casting, Combat Expertise, Dodge, Eschew 
  Materials, Flyby Attack, Improved Initiative, Persuasive, 
  Point-Blank Shot
  Skills Bluff +20, Diplomacy +24, Fly +22, Intimidate +9, 
  Knowledge (arcana, planes) +12, Perception +14, Sense 
  Motive +12, Spellcraft +12, Stealth +18
  Languages Dark Folk (can’t speak); telepathy 100 ft. 
  SQ bloodline arcana (gain bonus on Stealth checks)
  Gear amulet of mighty fists +1, headband of alluring 
  charisma +2, ring of protection +1
  DARK	CHAMPIONS	(2)	
  CR	5
  XP	1,600	each
  hp 59 each (see page 60)
  F7. Defensive Balconies (CR 8)
  Each of these balconies is 40 feet above the courtyard and 
  has two ballistae. A long-ago earthquake collapsed the 
  tunnel east of area F7b, so now the defenders use a long 
  rope made of woven fungal fibers to access the courtyard 
  below. Area F7b also contains an old winch to raise or 
  lower the portcullis in the temple entrance (area F6), 
  which takes 1 minute. 
  Creatures: Two cave giants loyal to the dragon 
  Thelamistos, one each occupies either balcony. One 
  attacks with the ballista while the other throws rocks from 
  a large pile of debris. Because of their size, the giants take 
  only a –2 penalty to fire a ballista. These giants have been 
  ordered to remain at their posts and fight to the death.
  CAVE	GIANT	DEFENDERS	(2)	
  CR	6
  XP	2,400	each 
  hp 67 each (Pathfinder RPG Bestiary 3 127)
  F8. Acolyte’s Entrance (CR 6)
  This double door is locked and bolted shut from the 
  inside (hardness 8, hp 30, break 
  DC 28, Disable Device DC 30).
  Creature: A single surly kyton 
  stands guard here, under 
  orders to let no one 
  enter the temple 
  via this entrance. 
  The kyton extends 
  this prohibition even to the 
  caligni defenders of the temple, 
  and it steps aside only for an 
  owb or for Nephenie. The kyton 
  recently killed a dark creeper 
  attempting to sneak off duty, 
  and it’s still trying to pick the 
  tatters of the creature’s greasy 
  rags out of its chains.
  KYTON	
  CR	6
  XP	2,400
  hp 60 (Pathfinder 
  RPG Bestiary 185)
  44
  
  F9. Inner Courtyard (CR 13 and CR 10)
  A vast inner courtyard hollowed out of the stone column rises 
  to a height of eighty feet overhead. Four freestanding columns 
  of dark stone thirty feet high stand in the center of the room, 
  glimmering with a strange violet light. To the east and west 
  are two dark pools filled to the brim with inky liquid. A sixty-
  foot-wide archway leads north, and a twenty-five-foot-wide 
  archway leads south; both are surrounded by carvings of 
  enormous spectral figures in dark robes. The eastern alcove of 
  this room appears unfinished, and a dark opening twenty feet 
  in diameter leads into a tunnel of unworked stone. 
  This inner courtyard was once used by the Forsaken’s 
  faithful to prepare for their religious services. The four 
  columns are made of seamless obsidian and were once 
  used in rituals that are now long forgotten. The pools 
  hold clear water only a few feet deep, but as the tiles in 
  the pools are made of shiny obsidian, they make the water 
  appear dark and exceptionally deep. 
  The south arch leads to the outer courtyard (area F1) 
  while the north arch leads to the promenade (area F10). The 
  opening to the east leads to the unworked passages that the 
  umbral dragon Thelamistos uses as his lair (area F11). 
  Creature: One of the few creatures in the Forsaken 
  Fane that reports to Veilisendri directly, the umbral 
  dragon Thelamistos came to support the ascendant owb 
  prophet a few months ago. Thelamistos brought a small 
  clan of cave giants that serve him loyally, and the giants 
  now supplement the Reborn’s forces. 
  Thelamistos perches atop one of the carvings on the 
  northern archway, 50 feet above the floor, where the 
  shadows are deep enough for him to hide. If he has any 
  warning that the PCs are present in the Forsaken Fane, he 
  also casts invisibility. He swoops down to the PCs whenever 
  he feels that his appearance will cause the most terror and 
  he can catch as many as possible in his breath weapon.
  THELAMISTOS	
  CR	13
  XP	25,600
  Male young adult umbral dragon (Pathfinder RPG Bestiary 2 102)
  CE Huge dragon (extraplanar)
  Init +4; Senses dragon senses; Perception +22
  Aura frightful presence (150 ft., DC 21)
  DEFENSE
  AC 30, touch 8, flat-footed 30 (+4 armor, +18 natural, –2 size)
  hp 187 (15d12+90)
  Fort +15, Ref +9, Will +13
  Defensive	Abilities negative energy affinity; DR 5/magic; 
  Immune cold, death effects, negative energy, paralysis, 
  sleep; SR 24
  OFFENSE
  Speed 40 ft., fly 200 ft. (poor)
  Melee bite +20 (2d8+10/19–20), 2 claws +20 (2d6+7), tail 
  slap +18 (2d6+10), 2 wings +18 (1d8+3)
  Space 15 ft.; Reach 10 ft. (15 ft. with bite)
  Special	Attacks breath weapon (50-ft. cone, 10d8 negative 
  energy, Reflex DC 23 half), crush (Small, DC 23, 2d8+10)
  Spell-Like	Abilities (CL 15th; concentration +19)
  At will—darkness, vampiric touch
  Sorcerer	Spells	Known (CL 5th; concentration +9)
  2nd (5/day)—bear’s endurance, invisibility
  1st (7/day)—charm person (DC 15), cure light wounds, 
  mage armor, ray of enfeeblement (DC 15)
  0 (at will)—bleed (DC 14), detect magic, mage hand, 
  message, open/close, read magic
  TACTICS
  Before	Combat Before entering battle, Thelamistos casts 
  bear’s endurance, invisibility, and mage armor.
  During	Combat Thelamistos uses his breath weapon as often 
  as possible, taking to the air to use his melee attacks from 
  beyond the PCs’ reach until his breath weapon recharges.
  Morale If reduced to fewer than 100 hit points, Thelamistos 
  retreats to area F11 and calls for aid, as described in 
  Development below.
  Base	Statistics Without bear’s endurance and mage armor, 
  Thelamistos’s statistics are AC 26, touch 8, flat-footed 26; 
  hp 157; Fort +13.
  STATISTICS
  Str 25, Dex 10, Con 23, Int 18, Wis 19, Cha 18
  Base	Atk +15; CMB +24; CMD 34 (38 vs. trip)
  Feats Hover, Improved Critical (bite), Improved Initiative, 
  Multiattack, Power Attack, Skill Focus (Stealth), Snatch, 
  Vital Strike
  Skills Bluff +22, Diplomacy +22, Fly +10, Knowledge (arcana, 
  local, planes) +22, Perception +22, Sense Motive +22, 
  Spellcraft +22, Stealth +16
  Languages Common, Dark Folk, Draconic, Undercommon
  SQ ghost bane, umbral scion
  Development: If Thelamistos retreats, he first roars 
  to summon reinforcements. Two cave giants from area 
  F11 arrive the following round, and two more cave giants 
  arrive the round after that (no more than four cave giants 
  come to Thelamistos’s call). As the cave giants arrive, 
  Thelamistos retreats to area F11, flying above them. He 
  then heals himself and waits to ambush PCs who intrude 
  on his lair. The cave giants do their best to prevent the 
  PCs from immediately following Thelamistos.
  The cave giants are careful to step over the tripwire 
  that triggers the trap in the entrance to area F11, which 
  the PCs can note by succeeding at a DC 20 Perception or 
  Sense Motive check.
  F10. Promenade (CR 8)
  A coffered, vaulted ceiling rises sixty feet overhead above the 
  ornate arabesques of the paired pillars that rise to support 
  it. At the room’s center stands a circular well of dark water. 
  Between each pair of pillars and along the room’s northern 
  INTRODUCTION
  CHAPTER 1:
  REMNANTS OF THE DARK 
  CHAPTER 2:
  GAME OF SHADOWS 
  CHAPTER 3:
  FATE OF THE FORSAKEN
  APPENDIX 1:
  LYRUDRADA
  APPENDIX 2:
  BESTIARY
  45
  
  Thelamistos
  wall, curtains of gray, phosphorescent webs extend up to the 
  coffered vaults.
  Three stone doors, set into large alcoves, lead out to the east 
  side of the room and three to the west, while an enormous 
  archway opens to the south. A stone double door at the north 
  end of the room is visible through the sheets of webbing.
  This ancient gathering hall is covered with penumbral 
  webs throughout its northern end. Creatures passing 
  between any of the four pairs of pillars contact the 
  penumbral webs, as do any creatures leaving this room 
  through the double door to the north (to area F23). 
  The webs don’t block any other doorways leading out of 
  this room. The pool here is identical to those in area F9. 
  Creatures: The webs in the high ceiling have been 
  colonized by three advanced gloomwings. These large 
  mothlike creatures are immune to the effects of the webs 
  and generally content to let creatures pass below. If any 
  creatures remain in this room for more than 1 minute, 
  however, the gloomwings attack. A gloomwing reduced to 
  fewer than 25 hit points retreats to the ceiling and attempts 
  to remain out of sight among the penumbral webs.
  Either of the two owbs the PCs encountered previously 
  may be here, prepared to make a final stand against the PCs. 
  Xhamila and Solestenes can be found here if they escaped 
  from area E7 or area F6, respectively. If so, the gloomwings 
  are already stirred up and attack the PCs as soon as they 
  enter; as long as an owb is present, the gloomwings 
  fight to the death. The owbs remain 
  near the ceiling, using ranged 
  spells against the PCs. 
  ADVANCED	GLOOMWINGS	(3)	CR	5
  XP	1,600	each
  hp 47 each (Pathfinder RPG 
  Bestiary 2 292, 133)
  F11. Dragon’s Lair (CR 8 and CR 10)
  The rough stone entrances to this chamber (leading from 
  areas F9 and F23) are trapped, as described in Traps; the 
  passage to area F23 also contains several penumbral 
  webs created by the nimbral child in area F24.
  Unlike the rest of the temple, this area has the look of 
  crude excavation; its walls appear to be a mixture 
  of rough mining and broken rubble buttressed 
  with mortared stacks. The ceiling varies in 
  height from forty to sixty feet and consists of 
  broken stone slabs, cracked in some long-
  ago cave-in. In the center of the cavern 
  stands a ten-foot-tall dais constructed 
  from 
  mortared 
  stone, 
  flanked 
  by 
  freestanding columns supporting wide 
  curtains of shimmering black silk. The 
  northern end of the cavern is further 
  adorned by a collection of gray webs 
  that shimmer slightly.
  Veilisendri allowed the umbral 
  dragon Thelamistos and his loyal cave 
  giants to lair in this area of the temple, which 
  partially collapsed in an earthquake long 
  ago. Thelamistos believes this area 
  is crude and lacks the grandeur 
  he deserves, so he has set 
  his minions to work 
  46
  
  at excavating the rubble and making the lair truly 
  something fitting to his ego. 
  As the north exit from this room (to area F23) is choked 
  with penumbral webs, neither Thelamistos nor his giants 
  use that entrance; they instead come and go through the 
  inner courtyard (area F9). 
  Traps: A trip wire at each of the rough cavern entrances 
  connects to a loose section of the cavern ceiling directly 
  above. If tugged, the wires release thousands of pounds 
  of broken rubble in a 15-foot-by-15-foot area centered on 
  the trip wire. 
  COLLAPSING	CEILING	TRAPS	(2)	
  CR	8
  XP	4,800	each
  Type mechanical; Perception DC 23; Disable	Device DC 20
  EFFECTS
  Trigger location; Reset repair
  Effect Atk +15 melee (8d6); multiple targets (all targets in a 
  15-ft. square)
  Creatures: Although this area is Thelamistos’s lair, 
  the dragon usually keeps an eye on the inner courtyard 
  (area F9) instead. Six cave giants reside in the western 
  half of this room, with large rocks for stools and smelly 
  rags for bedding. Unless called to fight, the cave giants 
  are expanding the walls of this area, chipping away at the 
  stone with their axes and tearing aside rubble with their 
  bare hands. They fight to the death to defend their lair. 
  CAVE	GIANTS	(6)	
  CR	6
  XP	2,400	each
  hp 67 each (Pathfinder RPG Bestiary 3 127)
  Treasure: Thelamistos keeps his hoard in an alcove 
  beneath the central dais. A PC who succeeds at a DC 25 
  Perception check notes that the dais has been recently 
  moved; if viewed from the eastern side (where Thelamistos 
  lairs), this DC is only 15. Recovering the hoard requires 
  moving the heavy dais aside (which requires a successful 
  DC 25 Strength check) or a few hours of digging. The 
  hoard consists of a potion of remove disease, an oil of daylight, 
  a ring of spell knowledge IIUE, a scroll of animate dead, a belt of 
  foragingUE, a marble bust of a duergar king worth 300 gp, 
  a broken platinum holy symbol of Alazhra worth 400 gp, 
  a gold plate inset with jade and engraved with images of 
  drow and spiders worth 685 gp, 3,452 cp, 1,424 sp, 104 gp, 
  and 17 pp.
  F12. Trophy Hall (CR 9)
  This chamber appears to have been thoroughly looted long 
  ago, as it contains only dusty plinths, broken display cases, and 
  forlorn portions of wall-mounted skulls. Water dribbles down 
  the south wall from a crack in the ceiling, and an alcove to 
  the south contains a profusion of fungus that nearly obscures 
  a stone door at the rear of the alcove. Other doors lead to the 
  north and east. 
  Once a trophy hall for the followers of the Forsaken, 
  this chamber was thoroughly looted by Haramil’s forces 
  long ago. The Reborn know of the creatures lairing here 
  and have thus far avoided the chamber.
  Hazard: A large patch of brown mold grows among 
  the fungus in the southern alcove, covering the 10-foot-
  square area in front of the door leading to area F13.
  Creatures: Lurking in the fungi are two moldwretches, 
  Orph and Ubdro, that are bonded with the brown mold. 
  They dislike intruders and are unfriendly to other 
  creatures. The moldwretches initially hope that anyone 
  entering this chamber simply leaves without disturbing 
  them. If discovered, they gruffly insist that they want to 
  be left alone. If the PCs establish a rapport with these 
  creatures despite their surly nature, they can provide 
  information about the Reborn forces in area F15. They 
  don’t know about any other denizens of the Forsaken 
  Fane, as they haven’t left this room. If the PCs disturb 
  the moldwretches’ fungus lair or harm their brown mold, 
  they attack immediately.
  MOLDWRETCHES	(2)	
  CR	7
  XP	3,200	each
  hp 85 each (Pathfinder RPG Bestiary 6 191)
  F13. Trapped Chamber (CR 8)
  This bare chamber has a steep set of stairs that lead up to the 
  west. A double door to the north sits in a shallow alcove, as 
  does a door to the east. 
  The east door leading to the trophy hall (area F12) is 
  noticeably colder than the stone around it, due to the 
  brown mold on the other side. Anyone who examines this 
  room and succeeds at a DC 12 Perception check notes that 
  smears of grime indicate that all recent traffic through 
  this room uses the stairs and the north door.
  Creature: Although the double door seems the safest, 
  this is only because the ooze lairing there has been 
  trained to ignore Reborn troops moving through it. This 
  ooze currently takes the form of wall scythe trap clinging 
  to the interior of the alcove around the north door. 
  DEATHTRAP	OOZE	
  CR	8
  XP	4,800
  hp 126 (Pathfinder RPG Bestiary 3 64)
  Trap: The deathtrap ooze takes the form of a trap 
  that releases a deadly, double-bladed scythe as soon as 
  anyone steps within 5 feet of the north door. The scythe 
  swings down and then up, attacking its target twice. As 
  the Reborn forces keep the trap well fed, it doesn’t attack 
  INTRODUCTION
  CHAPTER 1:
  REMNANTS OF THE DARK 
  CHAPTER 2:
  GAME OF SHADOWS 
  CHAPTER 3:
  FATE OF THE FORSAKEN
  APPENDIX 1:
  LYRUDRADA
  APPENDIX 2:
  BESTIARY
  47
  
  any creature that resembles a caligni, an owb, or a shadow 
  mastiff; it triggers for any other type of creature.
  DOUBLE-BLADED	SCYTHE	TRAP	
  CR	8
  XP	—
  Type mechanical; Perception DC 28; Disable	Device DC 23
  EFFECTS
  Trigger location; Reset automatic (1 round)
  Effect Atk +20/+20 melee (2d4+6/×4)
  F14. Guarded Landing (CR 8)
  This wide landing connects stairs up to the temple’s 
  exterior defenses to stairs leading down to the chambers 
  occupied by the Reborn forces. It is otherwise bare.
  Creatures: A Reborn commando and a shadow mastiff 
  guard this landing at all times. The Reborn forces are 
  accustomed to the shadow mastiff’s baying and are 
  unaffected by it, but the noise alerts the Reborn in areas 
  F15 and F16 to intruders coming from this direction.
  REBORN	COMMANDO	
  CR	7
  XP	3,200
  hp 91 (see page 22)
  SHADOW	MASTIFF	
  CR	5
  XP	1,600
  hp 51 (Pathfinder RPG Bestiary 3 241)
  F15. Mustering Hall (CR 10)
  This large, odd-shaped hall contains mounds of garbage and 
  charred remains of old cook fires strewn upon the floor. A few 
  bedrolls are carelessly folded and stacked against one wall. 
  Large pillars support the room’s ceiling, and a ladder leans 
  against one of them. Frescoes in the ceiling are almost entirely 
  obscured by soot from previous fires in this room. A wide 
  hallway leads out of this room to the north, and narrow doors 
  exit to the west, south, and east.
  This room was once a gathering area, and the frescoes 
  showed scenes of caligni cowering in terror before 
  cloaked and shadowy giants. The main force of the Reborn 
  camped in this room, and even a cursory search shows 
  that over two dozen soldiers were once billeted here. 
  Creatures: Only a few caligni remain in this room, 
  along with a shadow mastiff watchdog. Ordered to 
  clean up this room and scrub the ceiling, the occupants 
  haven’t done much more than push the trash into 
  piles and acquire a ladder to reach the stained frescoes 
  above. Unless warned of intruders—such as the baying 
  of shadow mastiffs in area F14 or F17 or the sounds 
  of combat from area F10—these troops don’t expect 
  trouble and are likely easy to  surprise. If alerted to 
  trespassers, they hide amid the detritus of the room 
  and prepare an ambush. Eager to demonstrate their 
  devotion by fighting rather than cleaning, these troops 
  neither retreat nor surrender.
  REBORN	CUTTHROATS	(2)	
  CR	7
  XP	3,200	each
  hp 81 each (see page 24)
  DARK	CREEPERS	(3)	
  CR	2
  XP	600	each
  hp 19 each (Pathfinder RPG Bestiary 53)
  SHADOW	MASTIFF	
  CR	5
  XP	1,600
  hp 51 (Pathfinder RPG Bestiary 3 241)
  Treasure: Some of the former residents here were 
  dispatched to other parts of Lyrudrada with no chance 
  to recover their personal valuables. A thorough search 
  uncovers a crimson tourmaline worth 160 gp and a total 
  of 54 gp.
  F16. Officer Barracks (CR 10)
  This plain chamber holds rows of old stone bunks, many 
  shrouded in a thick layer of dust. A few of the bunks appear to 
  have been recently cleaned off. Doors lead out of this room in 
  several directions.
  Just as several rank-and-file members of the Reborn 
  were once billeted in area F15, leaders were billeted here. 
  Creatures: Currently occupying this chamber is the 
  cult’s guard captain—an owb named Unom—and two 
  dark champions serving as his adjutants. If alerted to 
  intruders, one dark champion leaves to bring the shadow 
  mastiffs in area F17 into this room to bolster their 
  defense. Dedicated and disciplined, the residents of this 
  room attempt to defeat any intruders at all costs. 
  UNOM	
  CR	9
  XP	6,400
  Male owb fighter 3 (Pathfinder RPG Bestiary 4 210)
  NE Medium outsider (extraplanar)
  Init +10; Senses darkvision 60 ft., see in darkness; 
  Perception +18
  DEFENSE
  AC 22, touch 15, flat-footed 17 (+7 armor, +4 Dex, +1 dodge)
  hp 118 (11d10+58); fast healing 2
  Fort +14, Ref +9, Will +11 (+1 vs. fear)
  Immune cold
  Weaknesses light sensitivity
  OFFENSE
  Speed 5 ft., fly 40 ft. (perfect)
  Melee 2 claws +19 (2d6+7 plus 1d6 cold)
  Ranged burning cold +17 touch (3d6 cold)
  Special	Attacks burning cold, curse of darkness
  48
  
  Spell-Like	Abilities (CL 8th; concentration +10)
  Constant—blur
  At will—deeper darkness, detect thoughts (DC 14), dust of 
  twilightAPG (DC 14)
  5/day—shadow stepUM
  1/day—plane shift (self only, to or from Shadow Plane only)
  TACTICS
  During	Combat Unom casts deeper darkness and shadow 
  step to reach vulnerable-looking opponents with his claw 
  attacks, using Power Attack if they seem easy to strike.
  Morale Unom fights to the death.
  STATISTICS
  Str 24, Dex 22, Con 21, Int 13, Wis 19, Cha 14
  Base	Atk +11; CMB +18; CMD 35
  Feats Combat Reflexes, Dodge, Flyby Attack, Improved 
  Initiative, Improved Natural Attack (claw), Point-Blank Shot, 
  Power Attack, Weapon Focus (claw)
  Skills Bluff +11, Diplomacy +10, Fly +19, Intimidate +16, 
  Knowledge (planes) +12, Perception +18, Sense 
  Motive +15, Spellcraft +8, Stealth +15
  Languages Dark Folk (can’t speak); telepathy 100 ft.
  SQ armor training 1
  Gear +1 breastplate, pale blue rhomboid ioun stone
  DARK	CHAMPIONS	(2)	
  CR	5
  XP	1,600	each
  hp 59 each (see page 60)
  Treasure: Hidden beneath one of the unused bunks 
  (Perception DC 22 to notice) is a pouch with 512 gp, two 
  topazes worth 450 gp each, and a sapphire worth 1,100 gp. 
  F17. Armory (CR 7)
  This chamber was once an armory, but it has long been 
  stripped bare of anything of value or use. Some dried 
  river reeds on the floor provide a modicum of comfort to 
  the room’s inhabitants, particularly the alcoves sheltered 
  by tattered curtains. The two obvious doors lead to the 
  officer’s barracks (area F16). A secret door leading to area 
  F19 can be located with a successful DC 22 Perception 
  check; the Reborn don’t know about it.
  Creatures: The Reborn use this room as a kennel. The 
  two shadow mastiffs here eagerly attack intruders and 
  bay if they hear the sounds of combat nearby. A shadow 
  mastiff reduced to fewer than 15 hit points flees.
  SHADOW	MASTIFFS	(2)	
  CR	5
  XP	1,600	each
  hp 51 each (Pathfinder RPG Bestiary 3 241)
  F18. Shadow Temple (CR 10)
  The walls of this large room contain several smashed bas-
  relief carvings of smoke, hooded cloaks, and grasping claws. 
  A double row of columns supports a domed ceiling eighty 
  feet above. An alcove to the northeast holds the base of a 
  broken statue, but atop this jagged base stands a metal frame 
  with a piece of black, scaly hide stretched across it. A purple-
  flamed candle behind the framed hide throws vast shadow 
  across the room. Two lidded urns of black stone stand in front 
  of this altar.
  Once a temple to the Forsaken, this area has been 
  reconsecrated to the owb prophet Veilisendri. Worship 
  remains sporadic among the Reborn for now, but with 
  Veilisendri’s anticipated apotheosis at hand, the two priests 
  here are working to get things ready for formal services. 
  As long as the strange canvas gives off its shadow, 
  an unhallow effect fills this room. The unhallow has 
  a secondary effect providing freedom of movement to 
  adherents of Veilisendri: the adherents’ shadows seem to 
  move and flow, granting them a supernatural ability to 
  slip out of impediments. If the candle is extinguished or 
  the frame is destroyed (hardness 5, hp 15, break DC 20), the 
  unhallow effect immediately ends but a spiritual backlash 
  occurs; see Development on page 50.
  Creatures: The temple is tended by two dark caller 
  priests named Otishesk and Shadriev. If the priests are 
  aware of intruders, they attempt to uncover or knock over 
  the urns near the altar (a move action for each); doing 
  so releases the trained slithering trackers stored inside. 
  Both the priests and the oozes fight to the death.
  DARK	CALLER	PRIESTS	(2)	
  CR	8
  XP	4,800	each
  Dark caller cleric of Veilisendri 6 (Pathfinder RPG Bestiary 4 42)
  NE Medium humanoid (dark folk)
  Init +5; Senses detect magic, see in darkness; Perception +15
  DEFENSE
  AC 24, touch 15, flat-footed 19 (+4 armor, +4 Dex, +1 dodge, 
  +3 natural, +2 shield)
  hp 97 each (14d8+34)
  Fort +9, Ref +13, Will +12
  Weaknesses light blindness
  OFFENSE
  Speed 30 ft.
  Melee +1 ominous dagger +16/+11 (1d4+5/19–20)
  Special	Attacks channel negative energy 8/day (DC 18, 3d6), 
  death throes, sneak attack +2d6
  Spell-Like	Abilities (CL 8th; concentration +13)
  Constant—detect magic
  At will—bleed (DC 16)
  3/day—deeper darkness, shadow stepUM
  1/day—shadow conjuration (DC 19)
  Cleric	Spell-Like	Abilities (CL 6th; concentration +10)
  7/day—touch of darkness (3 rounds), touch of evil 
  (3 rounds)
  Cleric	Spells	Prepared (CL 6th; concentration +10)
  3rd—cure serious wounds, deeper darknessD, dispel magic, 
  stone shape
  INTRODUCTION
  CHAPTER 1:
  REMNANTS OF THE DARK 
  CHAPTER 2:
  GAME OF SHADOWS 
  CHAPTER 3:
  FATE OF THE FORSAKEN
  APPENDIX 1:
  LYRUDRADA
  APPENDIX 2:
  BESTIARY
  49
  
  2nd—blindness/deafness (blindness only)D (DC 17), cure 
  moderate wounds, death knell (DC 17), hold person 
  (DC 16), spiritual weapon
  1st—command (DC 15), cure light wounds (2), obscuring 
  mistD, sanctuary (DC 15)
  0 (at will)—bleed (DC 14), detect magic, read magic, virtue
  D	domain spell; Domains Darkness, Evil
  TACTICS
  During	Combat The priests cast deeper darkness to disorient 
  and ambush their foes. They prefer to capture enemies, 
  using spells such as hold person and blindness/deafness so 
  they can later sacrifice their foes to Veilisendri.
  Morale The fanatical priests defend the temple with their lives.
  STATISTICS
  Str 19, Dex 19, Con 12, Int 13, Wis 18, Cha 20
  Base	Atk +10; CMB +14; CMD 29
  Feats Blind-Fight, Combat Casting, Craft Magic Arms and 
  Armor, Dodge, Intimidating Prowess, Selective Channeling, 
  Spell Focus (necromancy), Toughness 
  Skills Climb +8, Intimidate +24, Knowledge (religion) +11, 
  Perception +15, Spellcraft +11, Stealth +16; Racial	Modifiers 
  +4 Climb, +4 Perception, +4 Stealth
  Languages Dark Folk, Undercommon
  SQ poison use, shadow ritual
  Combat	Gear black smear (2 doses; Pathfinder RPG 
  Bestiary 54); Other	Gear +2 leather armor, +1 buckler, 
  +1 ominousUE dagger, cloak of resistance +1, spell 
  component pouch, obsidian holy symbol worth 50 gp
  SLITHERING	TRACKERS	(2)	
  CR	4
  XP	1,200	each
  hp 42 each (Pathfinder RPG Bestiary 2 250)
  Development: If the unhallow effect in this room ends, 
  the shadowy powers that Veilisendri draws upon take 
  notice. The space in front of the altar swirls with dark 
  energy, and after 1 round, a multitentacled horror of 
  menacing darkness and shifting shadows appears in the 
  nearest open space before the altar. Treat this creature as 
  a summoned shadow roper (Pathfinder RPG Bestiary 4 238) 
  that disappears after 2d4 rounds. During this time, it 
  lashes out at all creatures in the room, including any 
  surviving priests and slithering trackers.
  F19. High Priestess’s Quarters (CR 11)
  Cracked and defaced murals in myriad shades of gray adorn the 
  walls of this chamber. The broken bases of statues stand in two 
  alcoves amid a mound of shattered stone. In the center of the 
  room lie a threadbare blanket, a copper pitcher, and a clay bowl.
  The ancient high priest’s quarters was thoroughly 
  sacked in Haramil’s raid. Nephenie has since 
  taken up residence here and has done nothing to 
  refurbish the chamber other than bring in some 
  simple personal items. She spends most of her 
  time here meditating on the Forsaken, leaving 
  day-to-day administration of the Reborn to 
  underlings while she seeks spiritual enlightenment.
  The PCs can locate the secret door to area F17 with a 
  successful DC 28 Perception check; Nephenie isn’t aware 
  of its existence.
  50
  Otishesk
  
  Creature: Nephenie remains in this chamber in 
  communion with her inner voices and does not leave 
  unless summoned by Veilisendri. If warned of intruders 
  by the priests in F18, she sends them back to their 
  post and prepares for combat alone. Nephenie’s chalky 
  skin has become even more pale as the shadowbound 
  corruption overtakes her, and very little rouses her to 
  any emotion except pain and religious fervor.
  NEPHENIE	
  CR	11
  XP	12,800
  Female caligni oracle 12 (Pathfinder RPG Bestiary 5 66, 
  Pathfinder RPG Advanced Player’s Guide 42)
  NE Medium humanoid (dark folk)
  Init +6; Senses darkvision 60 ft., see in darkness; Perception +3
  DEFENSE
  AC 24, touch 12, flat-footed 22 (+8 armor, +2 Dex, +4 shield)
  hp 153 (12d8+96)
  Fort +13, Ref +9, Will +12
  Weaknesses light sensitivity; SR 23
  OFFENSE
  Speed 30 ft.
  Melee dagger of venom +11/+6 (1d4+2/19–20)
  Special	Attacks death throes
  Spell-Like	Abilities (CL 12th, concentration +17)
  1/day—shadow conjuration (2nd-level spells only; DC 19)
  Oracle	Spells	Known (CL 12th; concentration +17)
  6th (3/day)—heal, greater heroism, mass cure 
  moderate wounds
  5th (5/day)—mass cure light wounds, plane shift (DC 20), 
  spell resistance, telekinesis (DC 20)
  4th (7/day)—air walk, cure critical wounds, freedom of 
  movement, spiritual allyAPG, unholy blight (DC 19)
  3rd (7/day)—blindness/deafness (DC 18), cure serious 
  wounds, dispel magic, heroism, magic vestment, speak 
  with dead (DC 18)
  2nd (7/day)—aid, bear’s endurance, cure moderate wounds, 
  death knell (DC 17), hold person (DC 17), levitate, minor 
  image (DC 17), silence (DC 17), spiritual weapon
  1st (7/day)—command (DC 16), cure light wounds, divine 
  favor, forbid actionUM (DC 16), ray of sickeningUM (DC 16), 
  sanctuary (DC 16), unseen servant
  0 (at will)—bleed (DC 15), create water, detect magic, 
  detect poison, ghost sound (DC 15), guidance, mage 
  hand, mending, read magic, resistance, stabilize
  Mystery ancestorUM
  TACTICS
  Before	Combat Nephenie casts extended magic vestment 
  early each day and uses her spirit shield revelation. If she 
  suspects combat is imminent, she casts air walk, bear’s 
  endurance, freedom of movement, and spell resistance.
  During	Combat Nephenie attempts to remain out of melee 
  and uses her ranged spells and storm of souls revelation to 
  defeat her foes. If in melee, she casts a quickened divine 
  favor and uses her spirit of the warrior revelation. 
  Morale Nephenie is a fanatic and fights to the death, but if 
  reduced to fewer than 60 hit points she retreats just long 
  enough heal herself and renew her attack.
  Base	Statistics Without Nephenie’s preparatory spells and 
  effects, her statistics are AC 13, touch 12, flat-footed 11; 
  hp 129; Fort +11; Con 18.
  STATISTICS
  Str 13, Dex 14, Con 22, Int 8, Wis 8, Cha 20
  Base	Atk +9; CMB +10; CMD 22
  Feats Craft Wondrous Item, Extend Spell, Improved Initiative, 
  Iron Will, Quicken Spell, Toughness
  Skills Knowledge (history) +14, Knowledge (religion) +14, 
  Perception +3, Spellcraft +14, Stealth +6
  Languages Common, Dark Folk
  SQ oracle’s curse (haunted), revelations (spirit of the warriorUM, 
  spirit shieldUM, storm of soulsUM, wisdom of the ancestorsUM), 
  shadowbound corruptionHA (stage 3, manifestation level 3, 
  eerie perception, emptiness of the void, weaver of lies)
  Gear mwk buckler, dagger of venom, cloak of resistance +3, 
  headband of alluring charisma +4, spell component pouch, 
  obsidian holy symbol worth 50 gp
  F20. Shadow Font (CR 8)
  A small fountain burbles from an elaborate carving into a 
  shallow basin at the west end of this hall. The pitch-black water 
  seems to absorb light. Wisps of gray webbing cling to the walls 
  and ceiling. Doors stand in alcoves along the north and south 
  walls of this hall, and the hall’s east end opens into a larger 
  hallway running north and south.
  The webs in this hall are penumbral webs created by 
  the nimbral child in area F24. The font at the western end 
  of the hall contains a tiny opening to the Shadow Plane, 
  which expels inky water drawn from that realm. The 
  water never overflows the basin and refills it immediately 
  if any water is removed. The water deals 2d6 points of 
  negative energy damage and 1 point of Strength damage 
  to creatures that touch it; a creature who succeeds at a 
  DC 17 Fortitude save halves the negative energy damage 
  and negates the Strength damage. Although the water 
  deals negative energy damage, it does not heal undead. 
  Water removed from the basin evaporates after 1 hour. 
  Creature: A bodak called forth from the Shadow 
  Plane lurks in this hall and attacks anyone who is not a 
  member of the Reborn. It attempts to affect as many PCs 
  as possible with its death gaze and fights until destroyed.
  BODAK	
  CR	8
  XP	4,800
  hp 85 (Pathfinder RPG Bestiary 2 48)
  Development: The sounds of combat here alerts the 
  dark callers from the cultist quarters (area F21), who 
  arrive in 1d3 rounds.
  INTRODUCTION
  CHAPTER 1:
  REMNANTS OF THE DARK 
  CHAPTER 2:
  GAME OF SHADOWS 
  CHAPTER 3:
  FATE OF THE FORSAKEN
  APPENDIX 1:
  LYRUDRADA
  APPENDIX 2:
  BESTIARY
  51
  
  Nephenie
  F21. Cultist Quarters (CR 8)
  Each of these rooms was assigned to members of the 
  Reborn interested in becoming priests of Veilisendri or 
  otherwise aiding Nephenie directly. Each room contains 
  two simple cots and a basin of water.
  Creatures: Only the easternmost chamber of these 
  chambers is occupied. The three dark callers here are 
  in training to become priests of Veilisendri. They are 
  currently undergoing a ritual purification involving 
  fasting and meditation, but they are quick to attack 
  intruders. They prefer to summon monsters with shadow 
  conjuration and then close to attack in melee with their 
  poisoned daggers. 
  DARK	CALLERS	(3)	
  CR	5
  XP	1,600	each
  hp 52 each (Pathfinder RPG Bestiary 4 42)
  Treasure: A search of these rooms turns up an opal 
  worth 350 gp, an aquamarine worth 500 gp, an ornate 
  silver flute worth 180 gp, and a total of 528 gp.
  F22. Forsaken Walk (CR 8)
  Once a religious processional, this corridor is now 
  choked with penumbral webs created by the nimbral 
  child in area  F24. The webs are not thick enough to 
  hinder movement through this area, but any creature 
  that enters a space adjacent to any wall here automatically 
  comes in contact with the penumbral webs. The webs are 
  particularly thick in the alcove at the north end of this 
  hall. In addition, the door to the inner sanctum (area 
  F26) is completely concealed by the webs and requires 
  a successful DC 22 Perception check to spot. Even if 
  discovered, the door is bolted shut from the other side 
  (hardness 8, hp 30, break DC 28, Disable Device DC 30).
  Creature: A 
  pelagastr 
  protean 
  summoned 
  by 
  Veilisendri lurks incorporeally at the north end of this 
  hall. It is content to remain hidden until discovered, or 
  until anyone spots the hidden door to the inner sanctum. 
  In either event, the pelagastr lunges forth to attack. If 
  reduced to fewer than 20 hit points, it flees through the 
  wall to area F26, where Veilisendri promptly destroys it 
  for its failure. 
  PELAGASTR	
  CR	8
  XP	4,800
  hp 105 (Pathfinder RPG Bestiary 6 214)
  F23. Shadow Door (CR 10)
  This wide corridor is shrouded in penumbral 
  webs, like area F22. As this hallway is 
  narrower, any creature moving through 
  this hall automatically comes into 
  contact with the penumbral webs. The 
  webs cover the alcove and double door 
  leading to the inner sanctum (area F26). 
  Spotting the double door requires a 
  successful DC 22 Perception check, as 
  does spotting the two bodaks standing 
  motionless within the webs in front of the 
  door. As with the other doors to the inner 
  sanctum, these doors are bolted shut (hardness 8, 
  hp 30, break DC 28, Disable Device DC 30).
  Creatures: Two bodaks stand in front of the door to 
  area F26, completely concealed by the penumbral webs. 
  They attack if discovered.
  52
  
  BODAKS	(2)	
  CR	8
  XP	4,800	each
  hp 85 each (Pathfinder RPG Bestiary 2 48)
  F24. Purification Chamber (CR 11)
  The original dimensions of this chamber are entirely obscured 
  by layers upon layers of pale-gray webs covering every inch of 
  its walls, floor, and ceiling. The edges of a dry font are barely 
  visible in an alcove at the northern end of the room.
  Though this room was once a purification chamber, 
  but the shallow pool in the northern alcove is long dry. 
  Penumbral webs cover every surface and stretch between 
  the walls and floor. Double doors lead east to Nhamino’s 
  ritual chamber (area F25) and west to the inner sanctum 
  (area F26). This door to the inner sanctum is the only 
  entrance that isn’t bolted shut, making it the easiest way 
  to reach Veilisendri. 
  Creature: A nimbral child called forth from the Shadow 
  Plane by Veilisendri now lairs here. It has spent much of 
  its time creating the penumbral webs that shroud many 
  of the rooms in the northern part of the Forsaken Fane; 
  Veilisendri believes these webs, when empowered by the 
  Cradle of Night, snare the souls of dead Reborn cultists to fuel 
  his apotheosis. Veilisendri believes that the nimbral child 
  knows more about the Forsaken than it is letting on, but the 
  nimbral child is content to merely spin webs for now.
  As soon as the nimbral child identifies intruders in 
  this area, it cloaks the area in deeper darkness, casts spell 
  turning, and then attempts to obliterate the intruders with 
  its breath weapon and offensive spell-like abilities. One 
  engaged, the nimbral child does not cease its attacks until 
  the PCs leave the fane altogether.
  NIMBRAL	CHILD	
  CR	11
  XP	12,800
  hp 133 (see page 61)
  Development: The sounds of combat draw Nhamino 
  from the ritual chamber (area F25) to investigate. Rather 
  than join the combat, however, Nhamino merely observes 
  the PCs for 1 round and then withdraws to the ritual 
  chamber to prepare the ambush described in that section.
  Once the nimbral child is defeated, the penumbral 
  webbing throughout the Forsaken Fane evaporates.
  F25. Ritual Chamber (CR 13)
  The southern portion of this chamber is shrouded in pale webs. 
  Several dark humanoid forms hang wrapped within them like 
  flies awaiting a spider. The northern portion of this room is clear 
  of the webs and resembles a sultan’s boudoir: cushions, gauzy 
  curtains, ornate side tables, and even a large hookah are all 
  neatly arranged in a shallow alcove.
  Once a ritual chamber, this room has been taken over 
  by one of Veilisendri’s allies from the Shadow Plane, the 
  dark naga shadow lord Nhamino. Nhamino keeps the 
  northern alcove clear of webs, as it is here that he stores 
  all of the creature comforts he has obtained since arriving 
  in Lyrudrada. 
  The southern half of the room is covered in penumbral 
  webs, such that anyone entering this room from the 
  hallway through the south must pass through them. 
  Hanging in the webs are the motionless forms of three 
  dark stalkers. Fanatical volunteers willing to give their 
  souls to Veilisendri, each is currently unconscious at –12 
  hit points, but stable. The dark stalkers are spaced around 
  the room so that the areas of their death throes overlap 
  each other and cover all of this room except the alcove in 
  which Nhamino rests.
  Creatures: The dark naga Nhamino has been conducting 
  experiments on penumbral webbing and studying its 
  ability to capture souls. The Reborn volunteers here serve 
  as both part of his experiment and a trap for intruders. 
  As soon as Nhamino identifies intruders in the room, he 
  casts a magic missile spell to target the unconscious dark 
  stalkers. The damage is sufficient to kill them, causing 
  a chain reaction of death throes. Once the dark stalkers 
  are slain, their souls immediately manifest as shadows 
  (one greater shadow and two normal shadows) rather 
  than passing on to the Great Beyond. These shadows are 
  wholly obedient to Nhamino and fight until destroyed. 
  NHAMINO	
  CR	12
  XP	19,200
  Male advanced shadow lord dark naga (Pathfinder RPG 
  Bestiary 4 238, Pathfinder RPG Bestiary 294, 211)
  LE Large outsider (augmented aberration)
  Init +14; Senses darkvision 60 ft., detect thoughts, low-light 
  vision, see in darkness; Perception +21
  DEFENSE
  AC 29, touch 20, flat-footed 18 (+10 Dex, +1 dodge, +9 natural, 
  –1 size)
  hp 159 (14d8+96)
  Fort +10, Ref +14, Will +15; +2 vs. charm
  Defensive	Abilities guarded thoughts, incorporeal step, 
  shadow blend; DR 15/magic; Immune poison; Resist cold 20, 
  electricity 20; SR 18
  OFFENSE
  Speed 40 ft.
  Melee bite +19 (1d4+4), sting +19 (2d4+4 plus poison) or
  touch attack +13 (1d6+4; Fort DC 24 negates)
  Space 10 ft.; Reach 5 ft.
  Special	Attacks cloying gloom blast (DC 24)
  Spell-Like	Abilities (CL 10th; concentration +17)
  At will—ray of sickeningUM (DC 18)
  3/day—shadow conjuration (DC 21), shadow stepUM
  1/day—greater shadow conjuration (DC 24), shadow 
  walk (DC 22)
  INTRODUCTION
  CHAPTER 1:
  REMNANTS OF THE DARK 
  CHAPTER 2:
  GAME OF SHADOWS 
  CHAPTER 3:
  FATE OF THE FORSAKEN
  APPENDIX 1:
  LYRUDRADA
  APPENDIX 2:
  BESTIARY
  53
  
  Nhamino
  Sorcerer	Spells	Known (CL 7th; concentration +14)
  3rd (6/day)—displacement, lightning bolt (DC 20)
  2nd (8/day)—false life, mirror image, scorching ray
  1st (8/day)—expeditious retreat, mage armor, magic 
  missile, ray of enfeeblement (DC 18), vanishAPG
  0 (at will)—bleed (DC 17), detect magic, mage hand, 
  mending, message, open/close, read magic
  TACTICS
  During	Combat Nhamino casts magic missile to slay the 
  caligni hanging in the webs, as described above. He then 
  fights at range with his spells for as long as possible, 
  relying on his cloying gloom blast to incapacitate enemies 
  that approach him in melee.
  Morale If reduced below 20 hit points, Nhamino uses shadow 
  step to retreat to area F26 and fight there alongside Veilisendri.
  STATISTICS
  Str 18, Dex 30, Con 22, Int 20, Wis 19, Cha 25
  Base	Atk +10; CMB +15; CMD 36 (can’t be tripped)
  Feats Arcane Strike, Combat Casting, Combat Reflexes, 
  Dodge, Eschew Materials, Improved Initiative, Iron Will, 
  Weapon Finesse
  Skills Acrobatics +27, Bluff +21, Diplomacy +13, Disguise +13, 
  Escape Artist +16, Intimidate +21, Knowledge (arcana) +22, 
  Knowledge (planes) +19, Perception +21, Sense Motive +14, 
  Spellcraft +18, Stealth +27
  Languages Aklo, Common, Infernal, Shadowtongue, 
  Undercommon
  SQ planar thinning
  GREATER	SHADOW	
  CR	8
  XP	4,800
  hp 58 (Pathfinder RPG Bestiary 245)
  SHADOWS	(2)	
  CR	3
  XP	800	each
  hp 19 each (Pathfinder RPG Bestiary 245)
  Treasure: The brass-and-silver hookah is worth 1,200 
  gp, and the curtains, carpets, and other furnishings are 
  worth a total of 2,500 gp. Concealed beneath the cushions 
  is a chime of interruption, a set of four crystal goblets worth 
  120 gp each, and a darkwood-and-platinum music box 
  worth 4,000 gp.
  F26. Inner Sanctum (CR 13)
  This large chamber has several carvings that jut from the stone 
  walls, casting erratic shadows around the room. These carvings 
  have all been badly chipped, and the frescoes between them 
  smashed. Four obsidian pillars reach a domed ceiling sixty feet 
  overhead. A circle of pulsing purple light is inscribed on the 
  floor between them, with a fist-sized stone resting at its center. 
  The broken remnant of statues stand in alcoves to the north, 
  flanking a pitch-black pool.
  This inner sanctum is the domain of 
  the owb prophet Veilisendri. Although 
  the chamber still shows damage from the 
  days when Haramil and his forces stormed 
  the Forsaken Fane and destroyed its carvings 
  and statues, Veilisendri has restored some 
  of the eldritch power in the ring of runes 
  at the center of this room. The Cradle of 
  Night now rests within the runes, 
  empowering 
  the 
  penumbral 
  webs 
  throughout 
  the 
  Forsaken Fane and drawing 
  in the souls of the Reborn 
  cultists across Lyrudrada to fuel 
  Veilisendri’s apotheosis. The Cradle of 
  Night can’t be removed from within the ring 
  of runes as long as Veilisendri lives.
  54
  
  The pool in this room is lined with obsidian, just like 
  the pools in area F9. The doors to areas F22 and F23 are 
  bolted shut with heavy floor bolts on this side. 
  Creature: The owb prophet Veilisendri spends all 
  his time here, drawing on energies snared from the 
  souls of the Reborn by the Cradle of Night. Veilisendri is 
  concerned that the PCs have penetrated this deeply into 
  the Forsaken Fane, but he arrogantly insists that they 
  have aided his apotheosis by murdering so many loyal 
  members of his cult. Veilisendri hopes that this ruse is 
  sufficient to put the PCs off-guard long enough for him 
  to defeat them.
  VEILISENDRI	
  CR	13
  XP	25,600
  Male owb prophet 
  hp 184 (see page 62)
  Treasure: The most important treasure here is the 
  Cradle of Night, the artifact responsible for the PCs’ 
  shadowbound corruption and the only method of 
  removing the corruption. Veilisendri has also hoarded 
  some offerings provided by loyal Reborn cultists, which 
  he keeps behind the broken statue bases at the north 
  edge of the room. This hoard includes a +2 kukri, a ring 
  of the ram, thin leather boots of speed, a cloak of arachnida, a 
  platinum carving of a night hag with sapphire eyes worth 
  3,500 gp, 12,450 gp, and 310 pp. 
  The Cradle of Night
  The enigmatic demigods of the Shadow Plane known 
  as the Forsaken gifted the Cradles of Night to the 
  refugees of the long-lost city of Calignos after their 
  flight into the Darklands. The Cradles of Night provided 
  great strength, supernaturally extended life spans, and 
  useful manifestations of the shadowbound corruption 
  (Pathfinder RPG Horror Adventures 34). But these artifacts 
  were not benevolent gifts; they also bound their 
  owners and their owners’ followers to the Forsaken. 
  When those who accepted powers from a Cradle of 
  Night died, their bodies vanished in flashes of light 
  as their souls were shunted into the Shadow Plane to 
  infuse the Forsaken with power. In time, the Forsaken 
  hoped to use this accumulated soul energy to enter the 
  Material Plane, but when these mysterious demigods 
  suffered their own unknown cataclysm, the Cradles of 
  Night lost the power to shunt souls. Yet the dark folk all 
  retain their explosive death throes—a lasting legacy of 
  their genesis.
  The powers presented below are for the artifact as it 
  appears in this adventure—a fraction of the artifact’s 
  original powers when the Forsaken still lived. Most 
  notably, the Cradle of Night no longer has the ability 
  to transform humanoids into dark folk, although its 
  ability to impart shadowbound corruption remains.
  CRADLE OF NIGHT
  MAJOR	
  ARTIFACT	
  SLOT	none
  CL	20th
  WEIGHT	5 lbs.
  AURA	strong illusion [evil] 
  Once each year, a Cradle of Night can infuse a single 
  living creature that handles it with a manifestation of 
  the shadowbound corruption (Pathfinder RPG Horror 
  Adventures 34). If the creature wishes to reject the 
  manifestation, it can do so by succeeding at a DC 25 Will 
  save, but if the creature fails this saving throw, it gains 
  the manifestation’s stain without its gift. A creature with a 
  manifestation of the shadowbound corruption that carries a 
  Cradle of Night on its person ceases aging, gains a +4 profane 
  bonus to Strength and Constitution, and gains fast healing 
  equal to its total Hit Dice. These effects are suppressed 
  whenever the creature is in bright light, but time spent not 
  aging does not catch up to the bearer at such times.
  DESTRUCTION
  A Cradle of Night that is exposed to direct sunlight for 8 
  consecutive hours becomes relatively fragile and can be 
  destroyed by damage, but spending at least a minute in 
  shadow or darkness removes this fragility. While fragile, a 
  Cradle of Night has hardness 15 and 30 hp. If the artifact 
  is destroyed, each creature that has willingly accepted a 
  manifestation from the Cradle of Night must succeed at a 
  DC 25 Fortitude save or be immediately destroyed, as if by a 
  sphere of annihilation. Creatures that did not willingly gain 
  the Cradle of Night’s manifestations instead immediately 
  lose the shadowbound corruption (and all manifestations it 
  granted), but suffer no other ill effect.
  Concluding the Adventure
  With Veilisendri defeated, the Reborn cult quickly 
  falls apart. If Nephenie lives, she might hold the cult 
  together for a short time, but her own emptiness and 
  disillusionment make her an ineffective leader, and her 
  leadership only delays the cult’s inevitable dissolution. 
  In any event, the Reborn quickly abandon the Forsaken 
  Fane rather than face the PCs. If the dark dancer rogue 
  Zyler is still shadowing the party (see page 17), he may 
  attempt to steal the Cradle of Night; otherwise, the PCs can 
  take the artifact to the surface to destroy it and remove 
  their shadowbound corruption. As the PCs likely did not 
  willingly gain manifestations from the artifact, destroying 
  it poses them no harm.
  With the fall of the Reborn, Lyrudrada returns to its 
  usual delicate political balance. Aiyana and any survivors of 
  the Bleakshore Council are extremely grateful to the PCs 
  and offer them each a magic item worth 26,000 gp or less as 
  a reward for their efforts. These can be selected from items 
  listed for sale in the Lyrudrada city stat block (see page 57) 
  or could be tailored to the PCs based on their desires 
  and on their experiences in this adventure. In the future, 
  Lyrudrada can serve as an excellent base camp for the PCs 
  to begin more extensive exploration of the Darklands.
  INTRODUCTION
  CHAPTER 1:
  REMNANTS OF THE DARK 
  CHAPTER 2:
  GAME OF SHADOWS 
  CHAPTER 3:
  FATE OF THE FORSAKEN
  APPENDIX 1:
  LYRUDRADA
  APPENDIX 2:
  BESTIARY
  55
  
  Appendix 1
  Lyrudrada
  L
  yrudrada is an ancient caligni city located in 
  Nar-Voth, the uppermost layer of the Darklands. 
  Although the city doesn’t lie along any major trade 
  routes and is considered a “cold walk” by many denizens 
  of the Darklands (a term denoting a tunnel that ends at a 
  subterranean river or water-filled cavern), it is nevertheless 
  easy to reach from the Long Walk, the major thoroughfare 
  through Nar-Voth. The Grayfoam River provides access 
  to most districts in Lyrudrada, flowing southeast from 
  duergar river-ports, although the river has a tendency 
  to churn and flood near the city itself, making regular 
  river traffic unreliable. Darklands traders generally prefer 
  to conduct their business in the Shadow Caverns above 
  (Pathfinder Campaign Setting: Nidal, Land of Shadows 50) or 
  the city of Sverspume further below (Pathfinder Chronicles: 
  Into the Darklands 42), both of which are more welcoming 
  to trade than the insular city of Lyrudrada. Nevertheless, 
  thousands of caligni call Lyrudrada home, and the city 
  receives some merchant traffic from the back ways of the 
  Darklands, particularly in the district called Traders’ Rift. 
  Lyrudrada is in the middle of a social upheaval stronger 
  than any it has experienced since the human warlord 
  Haramil invaded the city millennia ago. An elite group of 
  dark stalkers and owbs have ruled the delicately balanced 
  system of caste-clans in Lyrudrada for untold generations. 
  With the sudden rise to power of the Reborn—an obscure 
  secret society that few in Lyrudrada ever took seriously—
  the city has plunged into chaos. The previous Overlord 
  of Lyrudrada was assassinated in her home in Stalker’s 
  Reach by the Reborn, and this act ignited anarchy and 
  56
  
  Lyrudrada
  LYRUDRADA
  CN small city
  Corruption +7; Crime +7; Economy –5; Law –4; Lore +2; 
  Society –5
  Qualities filthy, insular, racially intolerant (surface 
  dwellers), rule of might
  Danger +25; Disadvantages anarchy
  DEMOGRAPHICS
  Government anarchy
  Population 7,930 (5,811 dark creepers, 690 dark stalkers, 
  585 dark champions (see page 60), 405 dark dancers, 
  286 caligni, 68 dark slayers, 43 dark callers, 42 other)
  NOTABLE NPCS
  Bloodmaster Peyash Met-Amoo (CE male dark slayerB2 
  rogue 8/assassin 5/shadowdancer 3)
  High Priestess Nephenie (NE female caligniB5 oracleAPG 12)
  Nomianna (CN female lampadB4)
  Patron Protector Ulloo Bao (LE male advanced elite 
  dark stalker)
  Slavemaster Turling Spindlestone (LE male duergar 
  rogue 9/shadowdancer 4)
  Veilisendri (NE owb prophet; see page 55)
  MARKETPLACE
  Base Value 3,000 gp; Purchase Limit 18,750 gp; 
  Spellcasting 5th
  Minor Items +1 shadow chain shirt, +2 buckler, elven chain, 
  +1 frost shortbow, +2 cold iron longsword, clear spindle 
  ioun stone, harp of charming, wand of acid arrow (50 
  charges), wand of cure moderate wounds (50 charges), 
  wind fan; Medium Items +2 flaming dagger, deep red 
  sphere ioun stone, manual of gainful exercise +1, ring of 
  improved jumping, staff of healing, staff of fire, wand of 
  bestow curse (50 charges); Major Items greater silent 
  metamagic rod, pale green prism ioun stone
  SETTLEMENT QUALITIES
  Filthy Lyrudrada’s citizens have little interest in 
  sanitation or cleanliness, and the city streets reflect 
  this fact. The filth discourages many merchants, 
  travelers, and other visitors. (Corruption +2, Crime +2, 
  Economy –2, Law –2; decrease base value and 
  purchase limit by 25%, lower spellcasting by 1 level)
  Rule of Might The dark folk of Lyrudrada serve their 
  superiors not out of respect for tradition or laws, but 
  purely out of fear and self-preservation. The citizens 
  respect shows of force, but aren’t open-minded or 
  eager to make friends. (Law +2, Society –2)
  bloodshed across the city. Agents of the Reborn murder 
  their enemies openly and promise power and authority to 
  their allies. The leaders of the Reborn—primarily the owb 
  prophet Veilisendri and his devoted follower, the caligni 
  oracle Nephenie, who has declared herself to be the 
  city’s high priestess—have overthrown the longstanding 
  checks and balances within the city. Now, nearly all the 
  city’s castes are forced to pay at least a token fealty to 
  the Reborn while scrambling to grasp at authority over 
  rival castes. The result is a roiling stew of skullduggery 
  and scheming that frequently explodes into displays of 
  shocking violence.
  Government
  Though there are dozens (and perhaps hundreds) of 
  caste-clans within Lyrudrada, only a few principal groups 
  remain after the Reborn’s purge.
  Amethyst Association: The mercantile caste-clan of 
  Lyrudrada has retained much of its wealth and, although 
  never particularly influential, much of its former sway 
  within the city. This group operates primarily in Traders’ 
  Rift but has warehouses and emporiums throughout the 
  city. The Amethyst Association is one of the few castes 
  that allows limited membership to non-caligni, including 
  a few duergar merchants from distant Hagegraf. 
  Bleakshore Council: This new organization is a secret 
  society formed by the caligni of the Bleakshore district 
  to oppose the rise of the Reborn. The council’s activities 
  were recently discovered by the Reborn and most of their 
  members were killed or captured in a series of bloody 
  raids. Only a single leader of the Bleakshore Council—
  the wealthy and influential caligni bard Aiyana—remains 
  at large to oppose the Reborn.
  Bloodshadows: Primarily composed of dark slayer 
  killers and dark dancer spies, the Bloodshadows have 
  always served as an assassins’ guild of sorts for the city. This 
  caste has allied with the Reborn and now primarily takes 
  assignments to eliminate the Reborn’s rivals or perceived 
  threats. Bloodmaster Peyash Met-Amoo leads the caste 
  from his fortress in Shadowheart, where he directs its 
  members to eliminate former enemies and other up-and-
  coming caste leaders who threaten the Bloodshadows’ role 
  as the murderous right hand of the Reborn.
  Rabble: The Rabble consists of scores of different caste-
  clans of Ragtown dark creepers, none of them influential 
  or wealthy enough to warrant individual recognition 
  within the city at large. Collectively, however, the Rabble 
  is the largest caste-clan in the city by far. Unfortunately, 
  members’ uniform status belies their lack of solidarity: 
  membership groups within the Rabble violently struggle 
  among themselves for control of the larger group.
  Reborn: The current center of power within Lyrudrada, 
  this former secret society now openly operates from the 
  formerly taboo site of Ancestors’ Isle. Its leader, an owb 
  prophet named Veilisendri, works to amass enough might 
  to ascend to the ranks of the Forsaken, the lost gods of the 
  Shadow Plane (see page 62).
  Scuppers: The Scuppers form the largest dark creeper 
  caste-clan of the Mudshore district. Their numbers 
  INTRODUCTION
  CHAPTER 1:
  REMNANTS OF THE DARK 
  CHAPTER 2:
  GAME OF SHADOWS 
  CHAPTER 3:
  FATE OF THE FORSAKEN
  APPENDIX 1:
  LYRUDRADA
  APPENDIX 2:
  BESTIARY
  57
  
  Ulloo Bao
  include a handful of dark stalkers as leaders, but the 
  caste retains its influence solely due to its size and its 
  members’ abilities as crafters and farmers. Second 
  only to the Rabble in size, the Scuppers number 
  well over 2,000 members, but they are just as 
  disorganized as the Rabble.
  Sentinels of the Shroud: One of the 
  smallest caste-clans, the Sentinels operate 
  out of their citadel of Highstone and 
  serve as the primary military force and 
  de facto protectors of Lyrudrada. Once 
  the second most powerful caste in the 
  city after the Stalker Society, the 
  Sentinels currently retain much 
  of their prestige despite being 
  open targets of the Reborn. 
  This is primarily due to 
  the Sentinels’ retreat to 
  their defensible island, 
  but also due to the 
  charismatic 
  nature 
  of 
  the Sentinels’ leader, the 
  Patron Protector Ulloo Bao. The majority of the 
  Sentinels of the Shroud are dark champions (see page 60), 
  although small coteries of dark callers, dark creepers, and 
  dark dancers augment their forces. 
  Stalker Society: An alliance of a dozen or so individual 
  dark stalker caste-clans that occupy the district of 
  Stalkers’ Reach, the Stalker Society once represented 
  the principal leadership of the city below the Sentinels 
  of the Shroud. Intimidation and assassinations by the 
  Reborn have put the Stalker Society back on its heels and 
  scrambling for whatever power it can retain. All member 
  clans of the Stalker Society have now ostensibly sworn 
  fealty to the Reborn, but this group—and, by extension, 
  all of Stalkers’ Reach—is a cauldron of unrest and 
  backstabbing. Assassinations occur daily, as each dark 
  stalker clan leader attempts to rise above the others to 
  control the Stalker Society and, perhaps, the now-vacant 
  role of Overlord of Lyrudrada.
  Toilers: The primary skilled labor caste-clan of the city, 
  the Toilers occupy the Diggers’ Delve district and oversee 
  the hollowing of new cavern homes and access tunnels. A 
  fairly insular caste, the Toilers nevertheless allow limited 
  membership rights to non-caligni. In particular, a few 
  dozen svirfneblin and pechs have been welcomed into 
  the caste to assist in their construction projects and the 
  handling of the many diggers (burrowing Darklands 
  creatures) that the Toilers use in their projects.
  Districts
  Lyrudrada has long consisted of eight districts huddled on 
  the shores and caverns surrounding the Grayfoam River. 
  With the rise of the Reborn, a ninth district has been added 
  to the city: the previously taboo Ancestors’ Isle. 
  Ancestors’ Isle: Lying at the center of the lake formed 
  by the Grayfoam River, Ancestors’ Isle has been taboo 
  to the residents of Lyrudrada since Haramil’s invasion 
  millennia ago, when the fortress-shrine built into 
  the column rising up from the island, the Forsaken 
  Fane, was abandoned. The Reborn have occupied 
  the Forsaken Fane, allying themselves with the 
  ageless and powerful creatures therein, and 
  have granted the cult’s true believers the right 
  to settle on the shores of the island. 
  Ancestors’ Isle is still the most 
  sparsely settled of the city’s 
  districts, but new shanties for 
  dark folk rise daily on the 
  island’s lower slopes.
  Bleakshore: 
  Although 
  it is Lyrudrada’s smallest 
  district, Bleakshore has 
  a reputation as the most 
  welcoming to outsiders 
  and, as a result, houses 
  the largest concentration 
  of caligni in the city. Here, they and their neighbors—
  predominantly dark stalkers—dwelled in relative peace. 
  With the rise of the Reborn, several influential members 
  of this district banded together in secret as the Bleakshore 
  Council to oppose the Reborn, but the cult learned of the 
  council’s existence and moved swiftly to eliminate it. A 
  number of the district’s homes are now in ruins or are 
  occupied by hostile forces that keep the rest of Bleakshore 
  cowed through their presence.
  Diggers’ Delve: This remote shore of the city’s central 
  lake holds the dwellings of the Toilers caste-clan. Delver-
  Tor-Akato, a mountain-like fortress of fused stalagmites 
  topped with towering turrets, serves as the region’s 
  most visible landmark and the home of Amlgus Krith 
  (N male dark stalker expert 10), leader of the Toilers. 
  Although predominantly inhabited by dark creepers, this 
  neighborhood also houses a handful of svirfneblin and 
  pechs. Several fenced side caverns hold tunnel worms, 
  thoqquas, and other digging beasts trained by the Toilers.
  Highstone: The smallest of Lyrudrada’s districts, 
  Highstone is a single island in the city’s central lake, even 
  smaller than Ancestor’s Isle. The island is a single, massive 
  stalagmite that was shorn off in some past calamity, 
  creating a jagged surface several feet above the waterline. 
  Safely out of reach of even the most powerful floods from 
  the Grayfoam River, the residents of Highstone have 
  built curtain walls and lesser fortifications all around 
  their island. Only a single, well-defended pier juts from 
  the island, and all visitors to Highstone are carefully 
  monitored. Most of the city’s dark champions inhabit this 
  island, as it is the site of their grim training grounds and 
  war academies, but the district’s most influential figure 
  is a dark stalker, Patron Protector Ulloo Bao. Ulloo had 
  58
  
  formerly coordinated the defense of Lyrudrada, stationing 
  sentinels at each gate and coordinating patrols of the city. 
  With the rise of the Reborn, Ulloo Bao and the Sentinels 
  of the Shroud have largely retreated to their defensible 
  district and welcome no intruders.
  Mudshore: The downstream shore of the central lake 
  endures most of the seasonal flooding, which deposits 
  mineral-rich silt with each surge. The Scuppers caste 
  tends large farms of subterranean fungus here, raising 
  some varieties as food and others as building materials. 
  Crafters of all types live here, including alchemists, 
  coopers, potters, shipwrights, and tailors. 
  Ragtown: This massive district extends from the 
  hovels and caves next to Shadowheart all the way to the 
  farthest abodes where the Grayfoam exits the city. More 
  than 4,000 dark creepers cram into this filthy maze of 
  shanties, though many work as fishermen or as laborers 
  throughout the rest of the city. The myriad factions of 
  the Rabble hold sway here under the control of a handful 
  of dark stalker demagogues. Small outbreaks of violence 
  are common among rival groups; visitors are largely left 
  alone, except by the district’s many skilled pickpockets.
  Shadowheart: This dark district is the home of the 
  Bloodshadows caste, ruled by Bloodmaster Peyash Met-
  Amoo from the Tower of Ksham near the district’s 
  southern gate. The district is easily identified by the dull 
  red paint used to decorate buildings and cavern walls, 
  making entire urban vistas seem drenched in blood. Other 
  than the Bloodshadows, the most numerous inhabitants 
  of this district are dark creepers of the Rabble caste, who 
  spend their days currying favor, performing menial tasks, 
  or attempting to redirect the Bloodshadows’ murderous 
  attentions elsewhere.
  Stalkers’ Reach: The most isolated of Lyrudrada’s 
  districts, Stalkers’ Reach is populated primarily by dark 
  stalkers and the dark creepers that each household 
  keeps as servants or errand-runners. The dark stalkers 
  of this district have long maintained a sense of smug 
  superiority in their leadership of the city, but find 
  their recent overthrow by the Reborn both humbling 
  and terrifying. Stalkers’ Reach is now one of the city’s 
  most dangerous districts, as kidnappings, murders, 
  and sabotage are commonplace. The Overlord’s Manor 
  remains abandoned at the north end of this district: the 
  Reborn don’t need it to demonstrate their authority, and 
  no one else dares to occupy it for fear of consolidating 
  their enemies against them. 
  Traders’ Rift: Lyrudrada’s most cosmopolitan district 
  and the headquarters of the Amethyst Association, 
  Traders’ Rift consists primarily of merchant residences, 
  warehouses, and shops. Merchants from across the 
  Darklands—and, occasionally, from the surface world—
  engage in spirited trading here, out of sight of the rest 
  of the city. Although Trader’s Rift is split in half by the 
  Grayfoam River, a coalition of spellcasters long ago 
  created an ingenious crystal-roofed tunnel underneath 
  the river to connect the two sides. The view of the river 
  churning just overhead can be unsettling, but the tunnel 
  is safer to use than the makeshift ferries and rafts above.
  Notable Sites
  The following locations either are significant to the 
  residents of Lyrudrada or are sites the PCs are likely to 
  visit in the Cradle of Night adventure.
  1. City Gates. Although not every tunnel providing 
  access to Lyrudrada bears a gate, the city’s 10 gates are 
  indicated on the poster map. Each of these gates is 
  constructed of sturdy stone hewn from the surrounding 
  rock by skilled members of the Toilers caste. Twenty-foot-
  tall towers topped with crenellations flank a 15-foot-wide 
  gate made of thick planks of hardened fungus bound 
  with heavy iron fittings. 
  2. Aiyana’s Estate. An opulent manor in the Bleakshore 
  district, the estate of the caligni bard Aiyana has been 
  occupied by her family for many generations. This site is 
  detailed beginning on page 21.
  3. Seer’s Cavern. The ceiling of this large, peaceful 
  cavern is covered with glowworms that give it the 
  appearance of twinkling stars. A gentle stream fills 
  this cavern, draining into the Grayfoam through the 
  Mudshore district. The denizens of Mudshore consider 
  the cavern to be a holy place, and they occasionally seek 
  the counsel of the fey seer on the island at the cavern’s 
  center. This site is detailed beginning on page 29.
  4. Brokerage. The cloaker Shevarimarr is one of 
  Lyrudrada’s most notorious information brokers. His 
  shop, nestled against a cavern wall in Trader’s Rift, is 
  detailed beginning on page 30.
  5. Sadist Spires. Few wealthy estates stand amid the 
  squalor of Ragtown, but even the most desperate burglar 
  gives the paired stalagmites known as the Sadist Spires 
  a wide berth. The drider Ezurkian lurks in these spires, 
  performing vile experiments on captives and on prisoners 
  “gifted” to him by influential caligni who want to dispose 
  of rivals in as gruesome a method as possible. This site is 
  detailed beginning on page 33.
  6. Forsaken Fane. The temple-fortress at the center 
  of Ancestors’ Isle is the headquarters of the Reborn and 
  the lair of the owb prophet at its dark heart. This site is 
  detailed beginning on page 41.
  7. Grayfoam River. This wide, slow-moving river 
  connects several distant subterranean communities, 
  although it is prone to surges that flood low-lying areas 
  and capsize river travelers; the foaming torrents these 
  surges produce give the river its name. Its water is thick 
  with bitter, gray silt. The river is rarely more than 20 
  feet in depth, except in the large basin in the center of 
  Lyrudrada. There, the Grayfoam reaches depths of up to 
  80 feet, and its cold depths conceal ruins and monsters 
  unknown even to the caligni fisherfolk who ply its waters. 
  INTRODUCTION
  CHAPTER 1:
  REMNANTS OF THE DARK 
  CHAPTER 2:
  GAME OF SHADOWS 
  CHAPTER 3:
  FATE OF THE FORSAKEN
  APPENDIX 1:
  LYRUDRADA
  APPENDIX 2:
  BESTIARY
  59
  
  Appendix 2
  BESTIARY
  Dark Champion
  This gaunt humanoid’s body is entirely cased in black plate 
  armor. Its open-faced helm reveals its pale skin and shallow, 
  fleshy hollows where its eyes should be.
  DARK CHAMPION 
  CR 5
  XP 1,600
  LE Medium humanoid (dark folk)
  Init +1; Senses blindsight 90 ft.; Perception +8
  DEFENSE
  AC 20, touch 11, flat-footed 19 (+9 armor, +1 Dex)
  hp 59 (7d8+28)
  Fort +9, Ref +3, Will +4
  Immune gaze attacks, sight-based attacks, visual effects
  Weaknesses vulnerable to sonic
  OFFENSE
  Speed 30 ft.
  Melee mwk greatsword +11/+6 (2d6+4/19–20)
  Ranged heavy crossbow +8 (1d10/19–20)
  Special Attacks death throes
  STATISTICS
  Str 17, Dex 12, Con 18, Int 8, Wis 11, Cha 9
  Base Atk +7; CMB +10; CMD 21
  Feats Cleave, Disruptive, Iron Will, Power Attack
  Skills Perception +8, Stealth +2; Racial Modifiers +4 Perception, 
  +4 Stealth
  Languages Undercommon, Dark Folk
  SQ champion armor, fighter training
  ECOLOGY
  Environment any underground
  Organization solitary, patrol (2–6), or platoon (8–16)
  Treasure NPC gear (full plate, masterwork greatsword, heavy 
  crossbow with 20 bolts, other treasure)
  SPECIAL ABILITIES
  Champion Armor (Ex) A dark champion’s speed is not 
  reduced for wearing armor.
  Death Throes (Su) A slain dark champion combusts in an 
  explosive flash that destroys its armor but not its other gear. 
  All creatures within a 10-foot radius burst take 3d6 points of 
  fire damage and an additional 2d6 points of piercing damage 
  (Reflex DC 17 half). The save DC is Constitution-based.
  Fighter Training (Ex) Dark champions are proficient with 
  all simple and martial weapons and with all armor and 
  shields. They have a base attack bonus equal to their Hit 
  Dice and can select combat feats that have fighter levels as 
  a prerequisite, treating their Hit Dice as their fighter level 
  for that purpose.
  The rare dark folk children born without eyes are 
  assigned to the dark champion caste and begin a life of 
  rigor, privation, and martial training. Their armor is 
  typically bolted to their bodies in sections 
  and removed only rarely. Most other dark 
  folk appreciate the discipline and might 
  of dark champions, but they treat them 
  with wary respect.
  60
  
  Nimbral Child
  This emaciated humanoid is barely visible in a swirl of engulfing 
  shadow. Its eyes and mouth reveal a burning void within its head.
  NIMBRAL CHILD 
  CR 11
  XP 12,800
  CE Medium outsider (evil, extraplanar)
  Init +8; Senses darkvision 60 ft., see in darkness; Perception +19
  DEFENSE
  AC 26, touch 20, flat-footed 21 (+5 deflection, +4 Dex, +1 dodge, 
  +6 natural)
  hp 133 (14d10+56)
  Fort +8, Ref +15, Will +13
  Defensive Abilities dark nimbus; Immune blindness, cold, 
  poison; Resist acid 10, electricity 10, fire 10
  Weaknesses light sensitivity
  OFFENSE
  Speed 40 ft., climb 40 ft.
  Melee 2 claws +18 (2d8+3 plus 4d6 cold)
  Special Attacks breath of the void (30-ft. cone, 10d6 cold 
  damage plus slowed, Reflex DC 21 for half, usable every 
  1d4 rounds), penumbral web (+18 ranged, DC 21, 14 hp)
  Spell-Like Abilities (CL 14th; concentration +19)
  At will—deeper darkness, greater teleport 
  (self plus 50 lbs. of objects only)
  3/day—shadow conjuration (DC 19), 
  shadow evocation (DC 20), shadow walk 
  (DC 21), spell turning
  1/day—greater shadow evocation (DC 23), 
  power word blind
  STATISTICS
  Str 16, Dex 19, Con 18, Int 13, Wis 14, Cha 21
  Base Atk +14; CMB +17; CMD 37
  Feats Dodge, Improved Initiative, Iron Will, Lightning Reflexes, 
  Mobility, Spring Attack, Weapon Finesse
  Skills Bluff +22, Climb +11, Intimidate +22, Knowledge 
  (planes) +18, Perception +19, Spellcraft +18, 
  Stealth +21, Use Magic Device +22
  Languages telepathy 120 ft.
  ECOLOGY
  Environment any land (Shadow Plane)
  Organization solitary or gloaming (2–6)
  Treasure none
  SPECIAL ABILITIES
  Breath of the Void (Su) A nimbral child’s 
  breath weapon is a blast of howling, 
  frigid winds drawn from the void. A 
  nimbral child cannot use this ability 
  while it is within an area of bright light. 
  A creature that fails its saving throw against the nimbral 
  child’s breath weapon is slowed (as per the slow spell) for 
  1d4 rounds. The save DC is Constitution-based.
  Dark Nimbus (Su) Shadows swirl around a nimbral child, 
  granting it concealment from attacks and a deflection 
  bonus to its Armor Class equal to its Charisma modifier.
  Penumbral Web (Su) Eight times per day as a standard action, 
  a nimbral child can project gray, shadowy webs as per the 
  web universal monster rule (Pathfinder RPG Bestiary 305). 
  In addition to being subject to the webs’ entangling effect, 
  any creature not native to the Shadow Plane touching a 
  penumbral web takes 1d6 points of Strength damage and 
  is paralyzed for 1d4 rounds (Fortitude DC 21 to halve the 
  damage and negate the paralysis). A nimbral child can also 
  create sheets of penumbral webbing. These sheets do not 
  burn but can be pushed aside, although touching them 
  affects a target as per a successful penumbral web attack. If a 
  nimbral child is destroyed, all penumbral webs it has created 
  dissolve in 1d4 rounds. The save DC is Constitution-based.
  Powerful practitioners of shadow magic sometimes 
  summon these kin of the enigmatic shining children 
  (Pathfinder RPG Bestiary 2 245) for their own nefarious 
  purposes, but never without risk. 
  INTRODUCTION
  CHAPTER 1:
  REMNANTS OF THE DARK 
  CHAPTER 2:
  GAME OF SHADOWS 
  CHAPTER 3:
  FATE OF THE FORSAKEN
  APPENDIX 1:
  LYRUDRADA
  APPENDIX 2:
  BESTIARY
  61
  
  Owb Prophet
  This creature resembles the skeletal torso of a winged, four-
  armed giant draped in tatters of liquid shadow.
  OWB PROPHET 
  CR 13
  XP 25,600
  NE Large outsider (extraplanar)
  Init +10; Senses darkvision 60 ft., see in darkness; 
  Perception +23
  DEFENSE
  AC 28, touch 16, flat-footed 21 (+6 Dex, +1 dodge, +12 natural, 
  –1 size)
  hp 184 (16d10+96); fast healing 5
  Fort +16, Ref +16, Will +11
  DR 10/magic; Immune bleed, cold, disease, mind-affecting 
  effects, poison
  Weaknesses light sensitivity
  OFFENSE
  Speed 5 ft., fly 60 ft. (perfect)
  Melee 4 claws +21 (2d6+6/19–20 plus 1d6 cold)
  Ranged burning cold +21 touch (3d6 cold plus entangle)
  Special Attacks curse of darkness
  Space 10 ft.; Reach 10 ft.
  Spell-Like Abilities (CL 16th; concentration +21)
  Constant—blur
  At will—deeper darkness, detect thoughts (DC 17), dust 
  of twilightAPG (DC 17), ray of enfeeblement (DC 16), 
  shadow stepUM, silence (DC 17)
  3/day—dominate person (DC 20), plane shift (to or from 
  the Shadow Plane only; DC 20), quickened shadow 
  stepUM, shadow evocation (DC 20)
  1/day—greater shadow conjuration (DC 22), shadow 
  walk (DC 20)
  STATISTICS
  Str 22, Dex 23, Con 22, Int 17, Wis 18, Cha 21
  Base Atk +16; CMB +23; CMD 40
  Feats Combat Reflexes, Dodge, Flyby Attack, Improved 
  Initiative, Iron Will, Point-Blank Shot, Quicken Spell-Like 
  Ability (shadow step), Vital Strike
  Skills Bluff +24, Diplomacy +16, Fly +23, Intimidate +24, 
  Knowledge (planes, religion) +22, Perception +23, Sense 
  Motive +23, Spellcraft +22, Stealth +21
  Languages Aklo, Common, Dark Folk, Undercommon (can’t 
  speak); telepathy 100 ft.
  SQ deific, Forsaken patron (Husk)
  ECOLOGY
  Environment any land or underground (Shadow Plane)
  Organization solitary
  Treasure standard
  SPECIAL ABILITIES 
  Burning Cold (Su) An owb prophet can conjure a ball of 
  flickering flames and hurl it at an opponent as an attack 
  action, or hurl four balls of flame as a full-attack action. 
  These flames are ranged touch attacks with a range of 120 
  feet with no range increment. Each flame deals 3d6 points 
  of cold damage. Any creature struck by the flames must 
  succeed at a DC 24 Reflex save or become entangled for 
  1d6 rounds. The save DC is Constitution-based.
  Curse of Darkness (Su) With a touch, an owb prophet can 
  make bright light unbearable to the victim. A creature 
  touched must succeed at a DC 23 Fortitude save or gain the 
  light blindness weakness. This ability also robs the victim 
  of its coloration, leaving the creature and its equipment 
  washed-out shades of gray. This effect can be removed 
  with break enchantment or remove curse, unless the target 
  has the dark folk subtype, in which case the effect can 
  be removed only by wish or similar magic. The save DC is 
  Charisma-based.
  Deific An owb prophet can grant divine spells to its 
  worshippers. Granting spells doesn’t require any specific 
  action on the owb prophet’s behalf. Owb prophets grant 
  access to the domains of Darkness, Evil, Madness, and 
  Trickery. Their symbols and favored weapons vary based on 
  the owb prophet’s Forsaken patron.
  Forsaken Patron Each owb prophet serves as a conduit to one 
  of the distant, shadowy demigods known as the Forsaken. 
  Forsaken patrons are described below, and each patron 
  grants the owb prophet additional abilities. The choice of 
  Forsaken patron cannot be changed.
  Few remember that the Shadow Plane once had its own 
  demigods, akin to the Eldest of the First World. Called the 
  Forsaken, these mysterious, evil entities had a direct hand 
  in shaping the caligni race but then vanished for unknown 
  reasons. Although caligni cannot call upon the Forsaken, 
  the sinister owbs (Pathfinder RPG Bestiary 4 210) can still 
  reach these distant demigods by performing esoteric 
  rituals in remote temples on the Shadow Plane. 
  An owb who successfully contacts one of the Forsaken 
  gains a fragment of the demigod’s power and forms a 
  permanent connection to that Forsaken patron. This 
  contact causes dramatic physical changes, often forcing the 
  owb to swell in size and sprout additional limbs, but the 
  most significant change is that the owb becomes a divine 
  conduit. Known as owb prophets, these god-touched 
  beings grant spells to faithful worshippers on behalf of 
  their Forsaken patrons. Unfortunately for the Forsaken, 
  owb prophets don’t pass along this divine energy gladly, 
  always seeking a way to hoard it for themselves. The most 
  cunning owb prophets develop long-term plans to ascend 
  to the status of demigod independently and join the ranks 
  of the Forsaken. No owb prophet has yet acquired sufficient 
  spiritual energy to make this leap, but the first to succeed 
  would be more than a peer to the distant Forsaken—it 
  would be the only active Forsaken in the multiverse. 
  Forsaken Patrons
  Although the Forsaken do not have worshippers as most 
  demigods do, owb prophets commit themselves to these 
  mysterious entities and gain the indicated benefits. 
  62
  
  The  most noteworthy Forsaken are described 
  below as they once appeared; their current forms and 
  powers remain purely speculation.
  Enkaar, the Malformed Prisoner (NE Forsaken of 
  fetters, lethargy, and physical corruption): Left to die in a 
  festering prison on the Shadow Plane, Enkaar eventually 
  emerged as a mutated horror draped in rusted chains. 
  Enkaar’s owb prophets are immune to petrification and 
  paralysis, gain two wing attacks as natural attacks, and can 
  use excruciating deformationUM at will as a spell-like ability. 
  Enkaar’s symbol is a pus-encrusted fetter, and its favored 
  weapon is the spiked chain.
  Eyes That Watch (NE Forsaken 
  of 
  feelings 
  of 
  inferiority, 
  felines, and strangers): None 
  can fully describe the Forsaken 
  known as Eyes That Watch, 
  as it appeared only as a trio 
  of feline eyes staring from 
  shadows with an arrogant 
  gaze. Eyes That Watch’s owb 
  prophets gain blindsight with a 
  range of 60 feet, can always act in the 
  surprise round, and can use burning gazeAPG at 
  will as a spell-like ability. The flames from this spell-
  like ability are always a dull yellow and never shed 
  more than dim light. Eyes That Watch’s symbol is 
  three feline eyes, and its favored weapon is the dagger.
  Grasping Iovett (CE Forsaken of accidents, parasites, 
  and reckless lust): Clad only in heavy black silks that 
  shifted to reveal sensual forms of an indescribable 
  variety, Grasping Iovett’s touch left painful welts and tick 
  infestations. Iovett’s owb prophets are immune to disease 
  and poison, cannot be grappled unless they choose to be, 
  and automatically succeed at combat maneuver checks 
  and Escape Artist checks to escape a grapple or pin. They 
  can use eruptive pustulesUM at will as a spell-like ability. 
  Iovett’s symbol is a stylized tick on a swatch of silk, and 
  its favored weapon is the short sword.
  Husk (NE Forsaken of emptiness, loneliness, and 
  narcissism): Husk was an attractive, androgynous 
  humanoid whose joints were gaps that revealed the 
  Forsaken to be entirely hollow beneath paper-thin skin. 
  Husk’s owb prophets are immune to bleed, disease, 
  mind-affecting effects, and poison, and they can use 
  silence at will as a spell-like ability. Husk’s symbol is an 
  empty humanoid outline with hands outstretched, and 
  its favored weapon is the short sword.
  Lady Razor (NE Forsaken of family strife, suspicion, 
  and vengeance): A stern magistrate among the Forsaken, 
  Lady Razor forbade showing kindness or mercy to family 
  members. Lady Razor’s owb prophets are proficient with 
  all slashing weapons, never take penalties on attack rolls 
  when fighting with multiple slashing weapons, and can 
  use keen edge at will as a spell-like ability. Lady Razor’s 
  symbol is a gavel crossed with a bloody razor, and her 
  favored weapon is the dagger. 
  Reshmit of the Heavy Voice (CE Forsaken of broken 
  things, forgetting, and unexpected violence): Reshmit 
  was a Gargantuan shadowy form whose softest touch 
  landed like a hammer blow and whose rumbling voice 
  could shred steel. Reshmit’s owb prophets emanate an 
  aura of forgetfulness within 30 feet; each creature in the 
  aura other than owb prophets must attempt a Will save 
  (DC = 10 + half the owb prophet’s Hit Dice + the owb 
  prophet’s Charisma modifier) each round or lose one 
  prepared spell or available spell slot. They can use shatter 
  at will as a spell-like ability. Reshmit’s symbol is a torn 
  steel plate, and his favored weapon is the morningstar.
  Thalaphyrr Martyr-Minder (LE Forsaken of failed 
  heroics, 
  imprisonment, 
  and 
  squandered 
  time): 
  Thalaphyrr guarded the prisons where the Forsaken kept 
  their would-be usurpers and destroyers. Creatures within 
  30 feet of Thalaphyrr’s owb prophets cannot benefit from 
  morale bonuses. In addition, his owb prophets can use 
  slow at will as a spell-like ability. Thalaphyrr’s symbol 
  is a pair of hands grasping a set of prison bars, and his 
  favored weapon is the spear.
  INTRODUCTION
  CHAPTER 1:
  REMNANTS OF THE DARK 
  CHAPTER 2:
  GAME OF SHADOWS 
  CHAPTER 3:
  FATE OF THE FORSAKEN
  APPENDIX 1:
  LYRUDRADA
  APPENDIX 2:
  BESTIARY
  63
  
  paizo.com
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  HORROR ADVENTURES
  Infuse terror into your adventures, 
  including dreaded shadowbound 
  corruptions and more, in this must-
  have book of horrors. 
  ADVANCED PLAYER’S GUIDE
  Unleash the awesome powers of 
  alchemists and oracles, as well 
  as four other exciting classes, in 
  this comprehensive sourcebook!
  NIDAL, LAND OF SHADOWS 
  Learn more about the ancient 
  history and modern denizens of 
  Nidal, a land steeped in legends and 
  chained to shadow.
  BLOOD OF SHADOWS
  Give your heroes the tools they 
  need to manipulate light and 
  darkness, as well as legacies drawn 
  from the Shadow Plane.
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
  System Reference Document © 2000, Wizards of the Coast, Inc.; Authors: Jonathan Tweet, Monte Cook, and Skip Williams, based 
  on material by E. Gary Gygax and Dave Arneson.
  Kobold Quarterly, Issue 7 © 2008, Open Design LLC, www.koboldquarterly.com. All rights reserved.
  Dark Creeper from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God 
  Games; Author: Scott Greene, based on original material by Rik Shepard.
  Dark Stalker from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; 
  Author: Scott Greene, based on original material by Simon Muth. 
  Gloomwing from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; 
  Author: Scott Greene, based on original material by Gary Gygax. 
  Necrophidius from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God 
  Games; Author: Scott Greene, based on original material by Simon Tillbrook. 
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  Scott Greene, based on original material by Gary Gygax. 
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  Author: Scott Greene, based on original material by Gary Gygax. 
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  Author: Scott Greene and Clark Peterson, based on original material by Gary Gygax. 
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  Games; Author: Scott Greene, based on original material by Gary Gygax.
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  material by Gary Gygax.
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  Author: Scott Greene, based on original material by Mike Roberts.
  Pathfinder Module: Cradle of Night © 2018, Paizo Inc.; Authors: James Jacobs, F. Wesley Schneider, Neil Spicer, and Greg 
  A. Vaughan.
  OPEN GAME LICENSE VERSION 1.0A
  SHADOWS RISE!
  SHADOWS RISE!
  
  1 SQUARE = 5 FEET
  F. FORSAKEN FANE
  F21
  F21
  F21
  F22
  F20
  F26
  F24
  F25
  F23
  F19
  F18
  F17
  F16
  F14
  F13
  F12
  F15
  F10
  F11
  F9
  F8
  F5
  F4
  F3
  F7a
  F6
  F7b
  F2
  F1
  
  A desperate refugee emerges from the earth's depths in shadow-cloaked Nidal with an urgent 
  plea. A new faction in the subterranean dark folk city of Lyrudrada—a wicked cult called the 
  Reborn—seeks a fabled artifact called the Cradle of Night. Vanished demigods of the Shadow 
  Plane once used this artifact to craft the elusive caligni race, and the Reborn want to use it 
  to shroud the world in darkness once more. Cursed with the stain of 
  shadow, the heroes must battle their way through the tomb of an ancient 
  horselord chieftain before descending to Lyrudrada. Plots and schemes 
  run rampant in this city riven with political upheavals and back-alley 
  bloodshed, and the heroes must collect allies and information to 
  confront the Reborn in their fortified fane. With the mysterious masters 
  of the caligni race arrayed against them, can the heroes hope to shed their 
  shadowy curse and claim the Cradle of Night?
  Cradle of Night is a deluxe adventure for 8th-level characters written 
  by veteran authors James Jacobs, F. Wesley Schneider, Neil Spicer, and 
  Greg A. Vaughan. Featuring horrifying new monsters, lore about the 
  vanished demigods of shadow called the Forsaken, and a stunning 
  full-color, double-sided poster map of the city of Lyrudrada, Cradle of Night 
  provides a wealth of secrets and dangers—if the heroes can survive the shadows that seek 
  to overwhelm them! 
  Shrouded in Shadows
  Printed in China. PZO9554
  paizo.com/pathfinder
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Modules/Cradle of Night.pdf