TEXT: Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed 
  by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content.  No portion of this work may be reproduced in any form without 
  permission of the author.  To learn more about the Open Gaming License and the d20 system license, please visit 
  www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the Coast, Inc. 
  LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc.  ALL RIGHTS RESERVED. This scenario is 
  intended for tournament use only and may not be reproduced without approval of the RPGA Network.  
   
  PER3−08 
   
   
   
   
   
   
   
  A Dark Gods 
  Laughter 
   
  A One-Round D&D LIVING GREYHAWK
  ®  
  Perrenland Regional Adventure 
  Version 1.0 
   
   
  by Patrick Williamson, Mark Somers and Bruce Paris 
  Reviewed by Jason Bulmahn 
   
   
   
  Another night travelling on the road, brings your party to another campfire. As you drift off to sleep, you all have the 
  same, strange recurring dream. Is the same one many Perrenders have been having of late? A Living Greyhawk 
  adventure suitable for character levels 2 to 13. 
  
  Introduction 
  This is an RPGA® Network scenario for the Dungeons & 
  Dragons® game. A four-hour time block has been 
  allocated for each round of this scenario. The rest of the 
  time is spent in preparation before game play, and 
  scoring after the game. The following guidelines are here 
  to help you with both the preparation and voting 
  segment of the game. Read this page carefully so that you 
  know and can communicate to your players the special 
  aspects of playing an RPGA scenario.  
   
  Preparation 
  First you should print this scenario. This scenario was 
  created to support double-sided printing, but printing it 
  single sided will work as well. There is enough room along 
  the inside margin to bind the adventure, if you desire.  
   
  Read this entire adventure at least once before you run 
  your game. Be sure to familiarize yourself with any special 
  rules, spells, or equipment presented in the adventure. It 
  may help to highlight particularly important passages.  
   
  When you run an RPGA D&D adventure we assume 
  that you have access to the following books: the Player’s 
  Handbook, the Dungeon Master’s Guide, and the Monster 
  Manual. We also assume that you have a set of dice (at least 
  one d4, d6, d8, d10, d12, and d20), some scrap paper, a 
  pencil, an RPGA scoring packet, and your sense of fun. It is 
  also a good idea to have a way to track movement during 
  combat. This can be as simple as a pad of graph paper and a 
  pencil, as handy as a vinyl grid map and chits, or as 
  elaborate as resin dungeon walls and miniatures. 
   
  Instruct the players either to prepare their characters 
  now, or wait until you read the introduction, depending on 
  the requirements of the scenario as described in the 
  introduction.  
   
  Keep in mind that you must have at least three players 
  (not counting the DM), for the game session to be a 
  sanctioned RPGA event. As well, you cannot have more 
  than six players participating in the game. 
   
  Once you are ready to play, it is handy to instruct each 
  player to place a nametag in front of him or her. The tag 
  should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes it 
  easier for the players (and the DM) to keep track of who is 
  playing which character. 
   
  The players are free to use the game rules to learn 
  about equipment and weapons their characters are 
  carrying. That said, you as the DM can bar the use of even 
  core rulebooks during certain times of play. For example, 
  the players are not free to consult the Dungeon Master’s 
  Guide when confronted with a trap or hazard, or the 
  Monster Manual when confronted with a monster.  
   
  Some of the text in this scenario is written so that you 
  may present it as written to the players, while other text is 
  for your eyes only. Text for the players will be in gray 
  boxes. It’s strongly recommended that you paraphrase the 
  player text instead of reading it aloud. Some of this text is 
  general and must be adapted to the specific situation or to 
  actions of the player characters. 
   
  Scoring 
  After the players have completed the scenario or the time 
  allotted to run the scenario has run out, the players and 
  DM score the game. Complete the RPGA scoring grid 
  with names and RPGA numbers only, and the event 
  information at the top. RPGA no longer uses voting for 
  any reported results. Give the Scoring Packet to your 
  event coordinator.  
   
  A Dark God’s Laughter 
   
  Page 2 
  
  This is a LIVING GREYHAWK Adventure.  As a LIVING 
  adventure it is expected that players bring their own 
  characters with them.  If players do not have a LIVING 
  GREYHAWK character generated, get a copy of the 
  current LIVING GREYHAWK character generation 
  guidelines, and a character sheet from your convention 
  coordinator or the RPGA Web site, ant then have any 
  players without a character create on.  Once all players 
  have a LIVING GREYHAWK character, play can begin. 
   
  Along with the other materials that you are assumed 
  to have in order to run a D&D game, it is also 
  recommended that you have a copy of the LIVING 
  GREYHAWK Gazetteer. 
   
  Living Greyhawk Levels of Play 
   
   
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the Average 
  Party Level (APL): 
   
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely being war horses, dogs trained 
  for war), other than those brought by virtue of a class 
  ability (i.e. animal companions, familiars paladin’s 
  mounts, etc) use the sidebar chart to determine the 
  number of levels you add to the sum above. Add each 
  character’s animals separately. A single PC may only 
  bring four or fewer animals of this type, and animals 
  with different CRs are added separately. 
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  3. 
  Sum the results of 1 and 2, and divide by the number 
  of characters playing in the adventure.  Round to the 
  nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
   
  By following these four steps, you will have determined 
  the APL. Throughout this adventure, APLs categorize the 
  level of challenge the PCs will face. APLS are given in 
  even-numbered increments. If the APL of your group 
  falls on an odd number, ask them before the adventure 
  begins whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
   
  APL also affects the amount of experience you may 
  gain at the end of the adventure. If your character is three 
  character levels or more either higher or lower than the 
  APL this adventure is being played at, that character will 
  receive only half of the experience points awarded for the 
  adventure. This simulates the face that either your 
  character was not as challenged as normal, or relied on 
  help by higher-level characters to reach the objectives. 
   
  Note: 
  LIVING 
  GREYHAWK 
  adventures 
  are 
  designed for APL 2 and higher. Three or four, or 
  sometimes even five 1
  st-level characters may find 
  difficulty with the challenges in a LIVING GREYHAWK 
  adventure. If your group is APL 1 there are two things 
  that you can do to help even the score. 
   
  1. 
  Attempt to create a table of six 1
  st-level characters, or 
  try to enlist higher-level characters to play at that 
  table. 
  2. 
  Advise characters to buy riding dogs to help protect 
  them, and fight for them. All riding dogs are 
  considered trained to attack. PCs who want their 
  dogs to attack must succeed at a Handle Animal or 
  Charisma check (DC 10). Failure indicates that the 
  animal will not attack that round. This is a free 
  action (spoken command) that may be attempted 
  each round. If an animal loses half or more hp in a 
  single round it flees, unless another check is 
  successful. 
   
  Time Units and Upkeep 
   
   
   
  This is a standard one-round Regional adventure, set in 
  Perrenland.  Characters native to Perrenland pay one 
  Time Unit per round, all others pay two Time Units per 
  round.  Adventurer’s Standard Upkeep costs 12gp per 
  Time Unit.  Rich Upkeep costs 50gp per Time Unit.  
  Luxury Upkeep costs 100gp per Time Unit. 
  A Dark God’s Laughter 
   
  Page 3 
  
  Adventure Background 
  This scenario follows on from the events begun in “The 
  Voormanns Daughter”. It is the sequel to Lost Souls 
  (PER3-05), a vital scenario the players should have played 
  before embarking on this adventure.  
   
  The adventure begins with the PCs aware through 
  direct experience that, for the last month, many people in 
  the country have been suffering from a dark dream, a 
  repeating nightmare, which the folk of Perrenland are 
  calling the “Dark God’s Laughter”. The nightmare that is 
  afflicting many in the nation has combined with the fact 
  that the country is missing strong leadership, with the 
  fate of the missing Voormann Karenin Weisspeer still 
  unknown. This has created a sense of panic and fear 
  within Perrenland.   
   
  The “Dark God’s Laughter” is not making the delicate 
  political situation in Perrenland any easier to manage. 
  The 
  Untervoormann 
  Orgus 
  Bildgear 
  and 
  Voorshoolmann Reanulf Solcarde have assumed dual 
  executive power until the fate of Karenin is known. Yet 
  the dream, combined with rumours leaking out from the 
  reformed Concatenated Council, are driving various 
  political and cultural factions into conflict.  
   
  As a result, the council has introduced some 
  emergency policies. The first of these is the withdrawal of 
  the bulk of the 5
  th Auszugen from the now more stable 
  Kershane Pass area. They have re-deployed to construct 
  defensive positions in the new canton of Vesbergen near 
  the pioneered settlement of Schwungelstadt. Here they 
  join the 1
  st Auszugen from Traft and the 6
  th Auszugen 
  from Huglerote. This places more than a third of the 
  country’s standing army in Vesbergen facing the forces of 
  Iuz. Tensions within the new canton and Perrenland in 
  general about an invasion by Iuz have thus been slightly 
  eased. 
   
  Moreover, the council has announced the formation 
  of three additional Auszugen: one from the citizens of the 
  Canton of Vesbergen, one from the citizens of the 
  Canton of Kershane and one from Uitlander troops 
  currently employed within the Pax Mercuri. Finally, 
  every graf of Perrenland has been asked to send half of 
  their grafgardt troops (preferably mounted) to the city of 
  Exag to foil any move by the Tiger nomads who, being in 
  league with Iuz, need to be countered if they invade in 
  force. The net result has been to congest the three main 
  highways with a chaotic mixture of troops moving from 
  the major cities, and frightened citizens moving into 
  them for protection.   
   
  The PCs have been summoned by Kârla Hüssen to 
  join a large, yet secret, expedition to see if the Voormann 
  can be found. Their destination at the start of this 
  adventure is Kir Rüss, the ancient ruined Ur-Flan city 
  Kârl Hüssen had been apparently using as a base … 
   
  Adventure Summary 
  Introduction: (Provide Player Handout #1) The PCs 
  meet with Kârla and (a pregnant) Hánnè Weisspeer, and 
  are told that the young aristocrat has had a variant of the 
  dream. Hers, however, seems to have more detail and 
  points to a well-hidden location, the Paleen Dolmen, 
  tucked away in an old seed area of the Mounds of Dawn.  
   
  Encounter One: The PCs (accompanied by Hánnè) 
  are ferried across the Vestflow river, where they are met 
  by The Keeper Of The Blood Grass, and convince him to 
  take them to the dolmen.  
   
  Encounter Two: The PCs (accompanied by Hanne) 
  arrive at the outskirts of the dolmen mound, and the 
  Keiper advises them to make their way to the mound 
  with haste. As night starts to fall they must swiftly make 
  their way through a field of wild corn whilst being 
  besieged by deadly shadows. 
   
  Encounter Three: The PCs (and Hanne) set watch 
  upon the dolmen mound – a remote and spooky place. 
  Soon, a dark mist draws across the party and they find 
  themselves in the Shadowlands, on the Plane Of Shadow. 
  The PCs soon realise that they have come here without 
  Hánnè – but why, they as yet do not know. They witness 
  a sacrifice about to take place – of a figure that shifts 
  between being a Khund dwarf or a Quagaloogal 
  lizardman. 
   
  Encounter Four: The rescued captive tells them 
  about the Shadow Witch (Igg-Vurz, Iggwilv’s mother!) 
  who has been oppressing the people. It is also explained 
  that there is a bitter cold-war going on between the witch 
  and the servants of a dark god (Nerull) The dark god is 
  trying to build an undead army to face Igg. Now, though, 
  it seems the witch has a new toy – a human warrior she 
  intends to make her consort and to lead her minions to 
  victory. 
   
  Encounter Five: The PCs travel through the 
  Shadoworld. At the end of this journey they arrive at 
  Igg’s temple and must remember a puzzle (and disarm at 
  trap) before they enter through the back door. 
   
  Encounter Six: Inside the temple, the PCs must 
  overcome Igg’s pet lion who is on guard, and find Hánnè 
  and Karenin. They find Hanne, but when they discover 
  Karenin, he has been “tainted” by the Shadow Witch and 
  that he must be executed rather than return to 
  Perrenland. The PCs must now made a difficult choice … 
   
  Encounter Seven: In a nearby room, the PCs find a 
  portal. Going through, the PCs find themselves back on 
  top of the Ziggurat (dolmen mound) where they face-off 
  against the mother-of-all-witches. And Hanne is about to 
  have her baby! 
  A Dark God’s Laughter 
   
  Page 4 
  
   
  Conclusion The PCs find themselves back in the 
  real world with Hanne holding her new-born baby. Even 
  Karenin, if rescued, he has a peculiar glint in his eye … 
   
  Introduction 
  Ano her n ght travelling on the road, brings your 
  party to another campfire. As you drift off to sleep, 
  you all have the same strange recurring dream. It is 
  the same one many Perrenders have been having of 
  late : 
  t
  i
   
   
  l
  i
   
   
  i
   
   
   
  l
  i
  “Across a clear pool of water you see a white bird 
  flying, all around the darkness of a great cavern 
  looms, threateningly.  As you watch the water in the 
  pool begins to swirl as from its centre a deep crimson 
  stain begins to spread staining the water the colour of 
  blood.  Suddenly the bird stops in midair and falling 
  it plummets towards the maelstrom of blood that the 
  pool has become.  Just before the bird strikes the 
  water you awaken…around you others also bestir.  In 
  the distance the rumble of thunder sounds like the 
  booming of some darks gods laughter.” 
   
  The Dark Gods Laughter.  That is what folk all 
  around Perren and have been calling the n ghtmare.  
  You paid little heed to the story until you had it 
  yourself.  Some skeptics are calling it mass hysteria, a 
  symptom of a nation's imagination?  You think not.  
  You have traveled enough sinister roads, now, to 
  realize that this dream is a portent.   
   
  The Old Kerk has taken the unprecedented step 
  of opening the temples so that those folk the dream 
  has made a quibbling mess can sleep within.  When 
  you left Schwartzenbruin a week ago, every shrine 
  and temple, even those to Ootlander gods, where 
  packed with the devout and non-devout alike as the 
  over-worked priests offered what comfort they could. 
  The roads into Nederboden are packed with troops 
  heading to the expected battle fronts. Citizens, 
  fleeing form those same areas, have also slowed your 
  journey, as you gather rumours here and there 
  amongst the frightened populous. Most notable, is a 
  steady stream of silent Dwarves: their faces grim, yet 
  determined, as (in small companies) they head into 
  the Yatils; for what reason, none know or say. 
  Hand to players Player Handout #1. This sheet details 
  the dream and some of the current politics which players 
  hear about while they travel. 
   
  Then read: 
   
  You have been summoned by Karla Hussen and 
  Hasten Weisspeer to join a secret expedition to 
  determine the location of the Voorman.  Your 
  destination is Kir Russ, the ancient ruined Ur-Flan 
  city which Karl Hussen had been apparently using as 
  a base.  Many seasoned adventurers have been 
  summoned to join this expedition, as it is to be an 
  expedition in force. Karla Hussen, the mother of the 
  infamous Karl, herself a Rechter of Perrenland and 
  Pfalzgraf of the Hussen clan, has sent a personal 
  invitation for each of you to take part in this 
  expedition! After you pack up camp, you arrive at the 
  Hussen Stronghold still quite early in the morning. 
   
  Within the great hall of the stadt you see a 
  throng of gathered folk, matched with large amounts 
  of military gear and provisions which are being sorted 
  and assembled.  You can see amongst the many 
  Hussen clan colours the colours and emblems of most 
  of Perrenland’s clans - with the exception of the 
  Meerrijders and Roodbergs.  Even a few elves wearing 
  the distinctive weaves of the newly created Kershane 
  Canton are present.   
  DM Note: This is a golden opportunity (if time permits) 
  to hear some truths mingled amongst the tall tales. Any 
  PC who mingles and makes a gather information or 
  diplomacy check (DC10) can learn one of the following 
  tid bits : 
   
  [General Durstrem, soldier] “These are troubled times 
  my friends. The Tiger Nomads are mustering in 
  Yecha in numbers not seen for many generations.  
  Some say the envoy of the “Old One” h mself now all 
  but rules the will of the horde, and has turned their 
  hearts to ice in regards to us!” 
   
  [Stelly Bruchner, farmer] “This has been a 
  bountiful year for our folk here in Nederboden, we 
  will get a second planting this year, a second rich 
  harvest, already the Rhennee barges have taken much 
  of the first to relieve the poor beleaguered folk of 
  Veluna and Furyondy.  Yet I have heard that any 
  surplus form the second crop is to be requisitioned by 
  the Auszug.” 
  [Rudolf Klein, courtier] “Word has it that Ket and 
  Tusmit may be at war and that Bildgear has 
  dispatched an army of Dwur to patrol the mountains 
  and keep those Ketite dogs at bay.” 
   
  [Xander Frugge, ranger adventurer] “Some idiots 
  have apparently opened up a Ski lodge in Vesbergen. 
  I guess their sales pitch will have to be, come and tour 
  the front line and meet lots of interesting Iuzian 
  holiday makers! Bwahahahaha.” 
   
  [Vel y von Noodhaps, courtier] “D d you hear 
  what 
  happened 
  in 
  Traft 
  recently!? 
  Fourteen 
  councillors on the Traft City Council were taken over 
  by slimy grubs which burrowed in through their skin 
  and controlled their minds! Most of them were saved 
  or slain except for one, who murdered his entire 
  A Dark God’s Laughter 
   
  Page 5 
  
  family and escaped! Lord Boone and his constabulary 
  have been searching all of Traft, but he is yet to be 
  found!” 
   
  l
   
   
   
   
  i
   
   
   
  ,
  li
  l
   f 
   
   
   
   
  f
   
   
   
   
  After some gossip, read the following: 
   
  Eventually, 
  you 
  are 
  escorted 
  through 
  several 
  corridors and small halls, and are admitted to a lavish 
  drawing room, where symbo s of Allitur and the other 
  gods of the Old Kerk abound.  Within the room are 
  two people. One is Karla Hussen, sitting resplendent 
  in her robes signifying a Rechter. The second is a 
  newly pregnant Hanne Weisspeer, the Voormanns 
  daughter.  Hanne smiles at you all and pleasingly pats 
  her little tummy as you all come forward. She appears 
  to be about three months pregnant. 
  Karla Hussen rises and says to you all: 
   
  “Welcome my friends! Please be seated and let 
  me explain why I need to ask a great favor of you. 
   
  “As you know, a great fear is gripping our people 
  and you, like all of us, have all been having the dark 
  dream.   
   
  “Two nights ago, Hanne had the same dream we 
  have all been hav ng; yet her dream was different …”
   
  Hanne sits up straight. Her demeanor becomes 
  serious. Then she replies : 
   
  “In my dream I saw what everyone else has seen. 
  Yet I did not wake up like everyone else when the 
  bird was about to strike the water.  Instead, I see that 
  when the bird strikes the water, it looks as if it is 
  broken and drowne - its feathers having been stained 
  the deepest crimson! 
   
  “Then  suddenly, it is transformed into a white 
  salmon: with the blood washing off its sleek and 
  perfect scales.  It begins to struggle and swim against 
  the maelstrom of blood 
  ke salmon do when they 
  struggle to climb up the rivers to their spawning 
  grounds in the mountains.  Soon, however, it is 
  nearing exhaustion and looks as if to be overcome by 
  the raging maelstrom …   
   
  “Yet, somehow, it manages to make a great leap 
  and clears itself of the blood and starts flying as if it is 
  going up to the stars … and freedom!  But then it is 
  falling! Downwards it p ummets; and it is if I am 
  looking through it’s eyes … as below great field opens 
  up before me swathed in the light o a crimson moon. 
   I strike the earth, and I feel great pain … Then I 
  leave the body of the salmon … and am now floating 
  above it.  As it lays there gasping for breath I can see 
  that the grass upon which it lays is blood red.  As it 
  begins to die, it looks at me and whispers: “Seek The 
  Keeper!” Then suddenly it transforms into a white 
  stone Dolmen that stands upon a mound surrounded 
  by a field of dark, blood red grass.  Then I awaken …” 
   
  Karla gently touches an obviously distressed 
  Hanne on the shoulder, then continues herself: 
   
   “A dolmen matching this description lays deep 
  within an Old Seed area in the Mounds of Dawn and 
  is called the “Paleen Dolmen”.  There is no way 
  Hanne could know of its existence.  Traditionally the 
  white bird is an ancient symbol for peace, and the 
  white salmon is an ancient symbol for knowledge.  
  This is a strong sign to us that something to aid the 
  course of peace may be found at the site of this 
  Dolmen, as Hanne is the only person to report this 
  variation. With her connections to the whole affair 
  concerning my son Karl, and the disappearance of 
  Karenin, I’m sure you agree that this Dolmen needs 
  to be investigated.  Will you do this for us?” 
  DM Note: If the PCs say no, then convince them that a 
  failure to do so would be seen as a betrayal to the nation 
  of Perrenland and they will be dismissed.  If they still 
  refuse then the scenario is over for them.  In addition 
  remove any favors they have received from any Perrender 
  scenario. 
   
  If the PCs say yes, then read the following. 
   
  “I am relieved and grateful for the service you will be 
  rendering our nation.  Please gather your equipment, 
  we will leave immediately.  I have arranged for your 
  transport to Eidelburg a small town that closer to the 
  Old Seed area concerned.  I have purchased passage 
  across the river to the border of this area.  It is a taboo 
  area and you will need to wait for the druids who tend
  this area to come to you and grant permission for you 
  to enter.  Do not enter this place even if you are a 
  member o  the Grove, I will give you my Graf’s 
  banner. Hang it on a spear, and one of the tenders 
  will come; as it is my right to summon them.  You 
  must convince them to let you travel to the Dolmen. 
  See what you can discover when you arrive there, and 
  report your findings back to me.  May Allitur bless 
  you and protect you.” 
  As you turn to leave, Hanne stand abruptly. 
   
  “Take me with you!” she pleads. “I feel the life of 
  my yet unborn child may be at risk if I do not seek 
  this Keeper myself, or stand upon the ground of this 
  mound! Please, I beg you! Keep me and my child safe 
  – but take …us … with you …”
  If the PCs are hesitant to take Hanne (and there will be 
  lots of good reasons not to), then Karla will intercede and 
  insist that Hanne goes – even though she doesn’t 
  particularly like the idea. 
   
  If the PCs ultimately refuse to take Hanne, then 
  Karla tells the PCs that she will find another group of 
  adventurers, and the scenario is over. 
  A Dark God’s Laughter 
   
  Page 6 
  
   
  Proceed to Encounter One. 
   
  Encounter One 
  The next hour passes in a whirlwind of activity. Karla 
  gathers you all, including Hanne, into a circle and 
  employs a Word of Recall - transporting you quickly 
  to a small temple of the Old Kerk in the village of 
  Eidelberg – a village just outside the infamous 
  Mounds Of Dawn!  After she bids you farewell, 
  hooded priests conduct you quickly and discreetly 
  across the sluggish Vestflow river to a clearing on the 
  far shore.  One of them, Shoolmann Torgar, turns to 
  you and says: 
   
  “This is the clearing where The Tenders of the 
  Old Seed area, called “The Blood Grass”, come to meet 
  outsiders.” 
   
   
  t
   
  t
   
  l
  t
   
   
  i
   
   
   
  He raises a fearful, bony finger and points - 
  “…and there … over that rise … is the taboo area 
  itself: The place you call “The Mounds Of Dawn”! I 
  would advise you to remain within this clearing and 
  wait for one of The Tenders to arrive. They are the 
  powerful druid-folk who guard this mystical place. 
  They will know you wan  to travel within The 
  Mounds, and that you wish to summon them for their 
  help if you raise your pfaltzgraf’s banner!” 
  Torgar then rummages in his bag and hands you a 
  sligh ly soiled pair of white underpants. 
   
  “When you need to return across the river, hang 
  out this recognisable white linen and we will come 
  back for you. Good luck! May the gods protect you … 
  and beware of the waking dead …” 
   
  With that, you are left alone, and several hours 
  pass. Then, suddenly, over the rise (from the 
  direction of the Old Seed area), a single figure appears 
  to lifts its arm in greeting and stride towards you.  
  You can clearly see that it is not human.  Standing 
  over eight feet tall, this hugely muscular individual 
  sports part-lizard part-dragon features. It’s torso has a 
  pair of ong graceful wings tucked behind i , and the 
  scales reflect a bronze hue covered in strange, tribal 
  tatoos. 
   
  The creature stops within 20ft of the nearest of 
  you, bows low, and says the following : 
   
  “Well met my friends! it is good to see you, as I 
  have heard much about you from Karla and local 
  legend. But, of course, I am rude. You would not 
  know me. I am The Keeper – and I am a Tender Of 
  The Mound.” 
  � The Keeper: Male half-dragon/half lizardfolk 
  Druid10, hp40. 
   
  At this stage, ask if any of the PCs have acquired 
  membership of the Quagaloogal lizard folk, or have one 
  of this folk’s tattoos from “Ghosts at the Waterside”. If 
  YES, read the following to that person/s out loud : 
   
  “The Keeper looks at you and begins an elaborate foot 
  stomping dance, spinning in a lazy circle arms out 
  wide.  He is making sounds that are almost sub-
  harmonic, he is obv ously singing something.   
  Members of the Quagaloogal will instantly know this 
  dance as a meeting ritual; and those who speak/know 
  Draconic will hear the following : 
   
  From afar I see my brothers and sisters. 
  From afar I hear my brothers and sisters. 
  From afar I need my brothers and sisters. 
  Now they have returned. 
  Now they have returned. 
  PCs who are members of the Quagaloogal or have one of 
  their tattoos will be regarded more friendly than others.  
  If the PCs ask The Keeper questions, then Gather 
  Information responses are listed below (+5 to check for 
  Quagaloogal members!) : 
   
  DC 5 “My mother was a great sorceress of the 
  Quagaloogal lizardfolk and my father was a great 
  druid of the Grove, both now have returned to 
  the earth.” 
  DC 10 “My folk have abandoned this place and I have 
  released them from their bonds to me.” 
  DC 15 “I am older than any who now walk shores of Lake 
  Quag.  I was old when men built the great cities 
  of blood and brought pain and suffering to this 
  land.  Yet still I am but in the middle years of my 
  life, for my father’s blood runs strong within me.” 
  DC 20 “I tend this place with many companions but none 
  that now walk on two legs, for most have 
  embraced the blessing of the moon.” 
  DC 25 “The one you call Iggwilv was born not more than 
  four hours march in that direction <pointing to 
  the southwest>.  Her mother’s nation once held 
  dominion over much of this area.”  
   
  Regardless of the above, he will eventually get around to 
  asking : 
   
  “So, why have you raised your pfaltzgraf’s banner and 
  summoned me thus?” 
  DM Note : Let the PCs explain their situation as best they 
  can. Once they have explained their reasons he will say 
  the following : 
  A Dark God’s Laughter 
   
  Page 7 
  
   
  “The journey itself I can permit - but only if I go as 
  your guide.  Three hours swift walk is the place you 
  seek.  Once we draw near, I shall need to stop; lest my 
  presence disturb the place should I enter.  To speak of 
  this place is forbidden to me; for others may, in time, 
  hear my words and draw power from them.  What you 
  learn when you are there, you will not betray to 
  others! This is my only condition! Do I have your 
  solemn oath?” 
   
  !” 
   
  i
  i  
  i
   
   
  l
   
  l
   
   
   
  DM : Pause to allow for nods or other conditions. 
   
  “Let’s go
  Encounter Two 
  For the next three hours you travel across a near 
  featureless sets of rolling hills.  Green grass and bird 
  life abound, but the atmosphere is decidedly … eerie 
  … even “wrong”. The Keeper, for his part, is polite - 
  but mostly silent.” 
   
  It is late in the afternoon when you crest a rise 
  and look upon a valley that leaves you speechless.  
  Wild corn fills this valley like grass, its scarlet haze 
  making the whole scene look l ke Hanne perceived t
  in her dream.  In the middle, half a mile away, is a 
  h gh mound, upon which sits a tall white dolman of 
  pale rock.   
   
  “The corn,” states The Keeper, “Is known as ‘The 
  Blood Grass’, more commonly referred to by the 
  Tenderers as ‘The Lake Of Pain’.   
  Then the Keeper turns to you all and frowns. 
  “I must wait here for you until you return, as it is 
  forbidden for me to go any further. Besides, it is 
  nearly sunset. Soon, the sun will leave the p ain and 
  the Shadows Of The Cornfield will walk again – as 
  they do every night! They are the spirits of lizardfo k 
  and dwur who were massacred here many eons ago! 
  You must run quickly through the corn and climb the 
  mound! Don’t let them touch you!  The shadows 
  cannot affect you on the mound. Camp this night 
  upon the top, and you will have your dream 
  interpreted! Farewell, and may the gods protect you 
  and yours!” 
   
  With that, he stoically sits crosslegged on the 
  ground, as if he is settling in for a long wait. As he 
  does, though, the sun begins to set earlier than 
  expected! 
  “Run! Run immediately!” the Keeper shouts, “The 
  shadows awake! Hurry!” 
  DM’s Note : Every PC should immediately start to make a 
  run through the cornfield towards the mound. Any PC 
  who delays or considers “tactics” (or casts spells) will 
  encounter twice the number of Shadows per APL listed 
  below. 
   
  The irony is, is that the cornfield actually hides and 
  protects the PCs to some degree. Any PC (or animal 
  companion/familiar) which FLIES across to the mound 
  will be attacked in the air by twice the number of 
  Shadows per APL listed below. 
   
  Any PC going invisible (or such type) will be seen by 
  the Shadows and attacked normally. 
   
  PC’s running through the corn take the following 
  rounds to get to the base of the mound : 
   
  Base Speed 40 or more feet : 4 rounds. 
   
  Base Speed 30 feet : 5 rounds. 
   
  Base Speed 20 or less feet : 6 rounds. 
   
  Now roll for Initiative. 
   
  Then, on every person’s turn, read the following : 
   
  As you run through the corn, dark horrible shapes 
  rush at you from between the scarlet corn – their 
  blackened claws reaching out to touch living flesh! 
  Eeearggghhh! 
  Then get the Shadows to reach out through the corn to 
  touch attack a random party member each round, as they 
  run like hell towards the dolmen mound!  
   
  APL 4 (EL 4) 
  � Shadows (2): hp19 each, see Monster Manual 3.5 page 
  221. 
   
  APL 6 (EL 6) 
  � Shadows (4): hp19 each, see Monster Manual 3.5 page 
  221. 
   
  APL 8 (EL 9) 
  � Greater Shadows (2): hp58 each, see Monster Manual 
  3.5 page 221. 
   
  APL 10 (EL 11) 
  � Greater Shadows (4): hp58 each, see Monster Manual 
  3.5 page 221. 
   
  APL 12 (EL 12) 
  � Greater Shadows (6): hp58 each, see Monster Manual 
  3.5 page 221. 
   
  WHAT IF …  
  ANY PC STOPS TO FIGHT OR TURN UNDEAD OR 
  SOME TACTIC OTHER THAN RUN LIKE HELL? 
  Then the shadows will stop; realise that they have a 
  chance to surround and kill a stationary victim; then 
  move in and surround the fool immediately. They will 
  A Dark God’s Laughter 
   
  Page 8 
  
  attack him/her without prejudice until he/she is slain (or 
  while ever they remain).  
   
  Remember, the aim of this encounter is not to have 
  the PCs fight the shadows, but to AVOID them as much 
  as possible. If a PC is concerned about Hanne having to 
  run (or being attacked by shadows), she tells that PC 
  politely that she is able to run as fast as any of them as 
  she’s “pregnant, not crippled.” She will not, however, 
  refuse any kind of protection along route (if suggested). 
   
  The shadows stop attacking when the PCs and 
  Hanne reach the base of the dolmen mound – but let the 
  PCs think that they are still threatened and have to climb 
  up the mound in a hurry! 
   
  Encounter Three 
  Read this to the PC’s once they have reached the top of 
  the mound : 
   
  After the climb, you quickly realise that the mound 
  offers a good view of the entire valley.  On top, the 
  mound is flatter than you first perceived.  Four 
  smaller Dolmens, no more than thin standing stones 
  about two feet high are also present surrounding the 
  large central four-sided dolman itself. The place 
  appears to be in ruins, and has been so for hundreds 
  of generations. 
   
  Investigating the Paleen Dolmen 
  � It is 12 feet high. 
  � Each of the smaller stones is exactly 20ft on a 
  diagonal to the faces of the dolmen forming a perfect 
  box. 
  � None of the stones has any marking. 
  � They are all cold to the touch 
  � The earth around their base is rich and smells very 
  fertile. 
  � At 1 foot down any digging reveals stone. 
   
  The PCs will now need to make camp.  Any PC who 
  ventures down into the corn will begin to hear 
  movement within the corn.  If they persist they will be 
  attacked by shadows as mentioned in “What If…” above. 
  DM Note : At this point you may like to lay down a battle 
  template of the dolmen, and have PCs place their 
  figurines where they are camping. 
   
  Once they are settled, read : 
   
  The site of the Paleen Dolmen is a remote and lonely 
  p ace, and its eerie iso ation is felt almost palpably. 
  You feel as though you have been removed from the 
  world around you - or perhaps it from you! You 
  canno  help but shiver, though in truth it’s not all 
  that cold. 
   
  Despite your resolve to keep a steady watch and 
  allow nothing to surprise you, you strangely fail to 
  notice that as the sun sets, a dark mist accompanies 
  the night, and time seems to slow and your thoughts 
  appear to wander … 
   
  Then you remember to check on Hánnè, but she 
  appears to have fallen into a deep slumber! No 
  amount of waking will stir her, as you all stumble 
  about in the dark, thick mist atop the mound … 
  l
  l
  t
   
   
  t
   
  l
  i
   
   
   
  Then the mist begins to clear almost as quickly as 
  it washed over you … 
  And you find yourselves standing atop an ancient 
  ziggurat that appears to match the general size of the 
  mound – except that the entire place (air, sky, mound, 
  and ziggurat) has turned to black and white! Above 
  you, a full moon ligh s up clouds which seem to be 
  streaking across the night sky at ten times normal 
  speed! A coo , but chilling wind blows through your 
  bones, and thunder and lightning flashes and sounds 
  in intermittent bursts. You realise that whilst 
  everyth ng is black and white, you are all still in 
  resplendent colour!  
  The place where you stand atop the flat square of 
  the ziggurat, is an area perhaps thirty or forty feet 
  square. In the centre of this area stands the dolmen 
  itself. Bound to it are four unfortunates, one at each 
  of the four main compass points. They seem to be 
  sacrificial victims, for there are runnels cut into the 
  ziggurat floor to capture their blood and channel it 
  down beside the stairs and into great stone 
  receptacles below. Two of the victims are dwarves of a 
  kind you’ve not seen before; whilst the other two are 
  lizardfolk. 
   
  Three of them (one dwur and two lizardfolk) are 
  already dead, slumped forward with their heads 
  removed. The reason is apparent: there is a huge black 
  minotaur standing before the only living captive with
  a large bloodied axe in his hand - its face painted 
  white in the mockery of a skull, and its dark robe 
  stretched against bulging muscles. 
   
  Standing nearby you are a pair of dark-robed 
  attendants, men – or are they women? – of normal 
  size who somehow seem tiny when compared to the 
  bulk of the executioner. They seem surprised at your 
  sudden appearance and take nervous steps backward. 
  The PCs have been transported (via a portal on the 
  dolmen mound) into the Shadow-world (or the Plane Of 
  Shadow). It is a place of much strangeness. The DM 
  should be very familiar with the rules presented in the 
  DM’s Aid, as they are now in play. If any PC has 
  Knowledge (Planes), get them to make a check (DC 
  10+APL) to realise what plane they are on. Otherwise an 
  INT check (DC 16+APL) will also yield that realisation. 
  A Dark God’s Laughter 
   
  Page 9 
  
  The PCs should also realise that they have had no chance 
  to rest – so no new spells have yet been prepared (or 
  quotas regained).Then  read: 
   
  Two things, however, then become quickly apparent. 
  First, you realise that though your adventuring group 
  is here, Hánnè Weisspeer is not! Even her sleeping 
  body has disappeared! Secondly, the executioner has 
  paused whilst readying his last victim, and is eyeing 
  you all in a not so friendly fashion. Then, seeing you 
  as a threat, he attacks! 
   
   
  The DM should roll for Initiative all around. Nobody gets 
  surprise (nor is anyone surprised). 
   
  APL 4 (EL 4) 
  � Minotaur: hp39; see Monster Manual 3.5 page 188. 
   
  APL 6 (EL 6) 
  � Minotaur, Ftr2: hp53, see Appendix I. 
   
  APL 8 (EL 8) 
  � Minotaur, Ftr4: hp71; see Appendix I. 
   
  APL 10 (EL 10) 
  � Minotaur, Ftr6: hp87; see Appendix I. 
   
  APL 12 (EL 12) 
  � Minotaur, Ftr8: hp103; see Appendix I. 
   
  Tactics: The executioner’s tactics are simple – to kill the 
  PCs or push them off the top of the ziggurat. A fall down 
  the side of the ziggurat will result in APL x d6 non-lethal 
  damage (Reflex Save DC 10+APL for half damage). The 
  two attendants are non-combatants and will not fight. 
   
  Questioning The Attendants 
  After the fight, the attendants are frightened, but almost 
  slightly relieved. Their names are Jens (male) and Niémi 
  (female).  
   
  The PCs can question them, but their frightened 
  natures sets the Gather Information DC a little higher 
  than usual (DC 15+APL). Each PC can ask one question 
  and make one check to discover the following : 
   
  � Who are you? We are children of the Vúrz clan, and 
  servants of the Dark One. 
  � Who is the Dark One? The Death Lord, Nerull. 
  � Where are we? This place is the temple of Kir Pal-
  Een, sworn to the Dark One. We are on the plane 
  known as the ShadowLands (or the Plane Of 
  Shadow). 
  � What are you doing? Making honoured sacrifices 
  to make the land fertile by gaining the blessing of 
  Great Nerull and to please the Dark One so that he 
  sends allies to defeat the profanity of the Shadow 
  Witch. 
  � Who is the Witch? She was once a high priestess of 
  the Dark One at the temple city of Kir Rüss but she 
  has turned from the true path and embraced the 
  worship of demons.  She has established a great 
  temple in her own name and makes war upon all the 
  other temples. 
  � Who are the sacrificial victims?: They are 
  prisoners with great honour:  nobles amongst their 
  own kind; and their sacrifices will please the Dark 
  One greatly! 
   
  The Sacrificial Captive – Still Alive! 
  Once the PCs free the remaining living victim they can 
  proceed to the next encounter … 
   
  Encounter Four 
  As you loosen the bonds of the remaining captive, 
  you realise he is a gaunt steel-haired dwarf. His head 
  bows, and he sinks to the ground in exhaustion. With 
  obvious effort he lifts his head and stares at you with 
  sorrow- filled, sunken eyes.  
   
   
  “Thank you, strangers,” he says in a hollow hoarse 
  voice. “You have saved my life and I am grateful; for 
  our sacrifice was not willing, whatever others may 
  say. Gurezh of the Khund counts you as his friends.” 
  With this, he staggers towards the steps that lead 
  down from the ziggurat. Above you, the sky changes 
  at incredible speed. Day turns to night in seconds and 
  clouds scud across the sky as the sun makes its transit 
  from rise to setting in moments. Days seem to pass in 
  mere minutes … 
   
  No doubt the PCs will have questions to ask him, and 
  there are some suitable answers to expected questions 
  listed below.  
  � Who are you? I am Gurezh of the Khund, a speaker 
  of wisdom for the people of the hills and mountains. 
  � Why are you here? We came to entreat the servants 
  of the Death Lord to allow us peace so that we could 
  fight the Witch. Instead we were taken captive so 
  that they could use our blood for their own purposes. 
  � Who is “they”?  The priests and attendants of the 
  Death Lord, Great Nerull. 
  � What were “they” intending? It is not clear, but 
  their intent appears to have been to create an army of 
  undead to fight the Shadow Witch’s army. 
  � Who is the Witch?: We do not know her name, but 
  she was once a servant of the Death Lord. Now she 
  A Dark God’s Laughter 
   
  Page 10 
  
  follows her own path and seeks to build her power. 
  She cavorts with demons, it is said, and has recently 
  found a way to send visions into the minds of 
  humans who dwell in shadows (and shadow places) 
  on the material plane. It is said the strongest portals 
  are in a place called “Perrenland” – but she needs to 
  channel the visions through the mind of that 
  nation’s most powerful leader. 
  � Who is this leader?: Whispers have reached us that 
  the Shadow Witch has captured a king from this 
  place called Perrenland. He is a warrior who knows 
  how to lead an army! The Witch is intent on 
  ensnaring this king and bending him to her will. 
  Through him, it is said, she will eventually control 
  all of the material world! His name is : Karenin! 
  � What about her army?: It is said that the Shadow 
  Witch has contacted beings from other places called 
  “demons”. She has convinced them, or bound them, 
  into her service. Now, it seems, she has found a 
  leader for her army! This Karenin seems very eager 
  to please her! 
  � Where is he being kept?: No doubt this king is 
  being held in the Witch’s temple. 
  � Where is the temple?: It is beyond the Hills Of 
  Shade, in the shadow of the Great Horn. I know a 
  secret path along terrible trails that the Witch’s 
  servants know not of.  
  � Will you take us there?: I cannot enter the Witch’s 
  temple for fear that I never see the shadowed halls of 
  my home again, but I will lead you to it.  
   
  DM’s Note : What’s Going On Here? 
  Clearly, some kind of Witch has captured the Voorman 
  of Perrenland – a righteous man called Karenin. This is 
  the reason why he has gone missing. Now the PCs have a 
  lead as to where to find him. Let them figure all this out 
  as they ask questions and piece the clues together.  
   
  DM’s Note : What if the PC’s ignore the captive or 
  don’t get what’s going on? 
  The PCs will find the landscape shift under their very 
  feet, and they will wander. The DM should play up on the 
  alien, shadowy nature of the environment and have the 
  PCs make Survival or Knowledge (Planes) rolls as 
  desired. In addition, the adventure will cost the PCs an 
  additional 1 TU to represent ‘wasted’ (or ‘lost’) time as 
  they will not have a guide. 
   
  Go To Encounter Five when ready to leave … 
   
  Encounter Five 
  The subsequent journey is perhaps the most horrific 
  you have ever taken. As you set out from the ziggurat, 
  the sky continues to move at a rapid pace, and 
  lightning flashes across a constantly monochrome 
  landscape. As you walk, it appears that you are 
  walking much faster than usual, and the ground 
  quickly shifts beneath your feet before your heels 
  barely touch. Gurezh leads you in, out, and through 
  more shifting mist like that you first encountered on 
  the dolmen mound. Each time you go in (and come 
  out) you find yourself in a new place (somewhere in 
  Perrenland – yet the geography and appearance is off-
  kilter and not quite “right”).  
   
   
  f
  i
   
   
  f
  i
  f
  One time, you pass through Krestible (which you 
  all know well). However, this monochrome mismatch
  shows all the churches in town torn down, and in 
  ruins. At the edge of town you see some kind of 
  workhouse, where very gaunt women and children 
  carry rocks behind a large fence; all the while being 
  whipped by deformed humans wearing Ketite cloaks 
  and aprons. 
   
  Another time, you pass through what you think 
  you 
  remember 
  is 
  the 
  Perrenland 
  capital, 
  Schwartzenbruin. The place is a complete ghost town 
  except for hundreds of spiked poles – upon which is 
  impaled the entire Concatenated Council, along with 
  Rechters, leaders of the Shool, the Grove, the Auszug, 
  and the heads o  various Clans. Tears fill your eyes as 
  you pass the speared carcasse of Karla Hussen – her 
  eyes white, and her tongue lolling from her dry, dead 
  mouth. On her forehead is branded the words, “Bzeh 
  Kali Ar” – “Oath-Breaker”, written in demonic. 
   
  F nally, the path takes you through a hellish 
  vision of Traft City. Here, Das Arena is being used to 
  host a ceremony dedicated to a lord of evil. Down 
  below, in the show-ring, thousands of elves, gnomes 
  and halflings are being fed like grubs to a colossal 
  beast with two great horns and ravenous teeth. You’ve
  only heard of such a creature in legend … for it is a 
  tarrasque! Twelve giants scoop the screaming, 
  helpless demi-humans up in their arms and throw 
  them as part of some gruesome competition into the 
  maw of the shackled, slobbering beast; then, with one 
  crunch, the jaw bites down and snuffs out a dozen 
  little lives in one foul moment. In the audience, a 
  million orcs cheer and shout for more … 
  It is almost too much to bear. 
   
  Eventually, the twisted, con using trail that you 
  have followed with Gurezh seems to lead you to some 
  k nd o  destination. Considering the twists and turns 
  you have taken, this was no certainty. Below you – or 
  is it above you? – lies the dark temple of the Shadow 
  Witch.  Fluttering in the air and crawling upon the 
  ground are a variety of shifting, squirming forms – 
  demons! Their hideous cackles and shrieks echo in 
  the air and send shivers down your spine. Thankfully, 
  they appear more intent on the hideous business of 
  A Dark God’s Laughter 
   
  Page 11 
  
  their own ilk, than any danger presented by lurkers 
  such as you. Of course, that could be what they want 
  you to believe… 
   
  i
   
   
  At this point, Gurezh stops and says : 
  “I will proceed no further. The front door is heavily 
  guarded; but there is a secret entrance which my 
  people know of from when we built this temple for 
  better purposes back a millenn um ago. Not even the 
  Shadow Witch knows of it. Go to the rear of the 
  temple, heading west, and find the seventh statue of a 
  nereid and her shawl. The shawl has five buttons; but 
  you should press upon the second down with your 
  right index finger only. Then, stroke her hair 
  upwards, bite her left ear, and kiss her fair upon the 
  lips! A secret door will then open up! But beware, do 
  all this incorrectly … and you will die …  
  Goodbye!”
   
  And with that, Gurezh steps into a nearby 
  shadow, and vanishes! 
  DM’s Note : Whatever you do, do NOT repeat the secret 
  door puzzle spoken by Gurezh. Neither should you give 
  players INT checks or other kinds of checks to remember 
  bits they didn’t catch or forget. It is, however, imperitive 
  that you read the puzzle clearly the first time (at normal 
  speed and with appropriate inflection).  
   
  Temple Dimensions : The temple has a base 
  circumference of 100 feet x 100 feet. It rises up three 
  floors (not counting ground floor), ziggurat-style, with 
  each upper floor being slightly smaller in circumference 
  than the lower floor. It is hard to accurately measure the 
  circumference of the upper floors due to twilight 
  shadows and distance. A Knowledge (Architechture) 
  check DC 10+APL (or an INT check DC 20) will discern 
  that the ceilings inside must be 12 feet high. 
   
  Now the PCs should go directly around the back of 
  the temple. There, they will find ten statues of nereids 
  and their shawls (as foretold by Gurezh). Let them either 
  solve the puzzle, or fail. Success means that the attending 
  trap is not set off, and a stone door opens. Failure means 
  that the door still opens, but the trap goes off. Disabling 
  the trap (see below) will also open the door. 
   
  The Trap 
  All APL’s (EL 4) 
  � Lightning Bolt Trap : CR 4; magic device; touch 
  puzzle trigger; non-reset; spell effect (lightning bolt, 5
  th 
  level wizard, 5d6 electricity, DC 14 Reflex save for half 
  damage); Search DC 28; Disable Device DC 28; DMG 3.5 
  p.72. 
   
  The lightning bolt shoots out of the mouth of the 
  nereid, catching all those directly in front of the statue. 
  Of course, anyone kissing the mouth of the staue gets 
  caught no matter where they are standing. 
   
  After Negotiating The Puzzle/Trap 
  After either the puzzle is solved (or the trap is sprung), 
  read to the PCs the following : 
   
  There is a low crunching and grating sound (as if 
  stone which hasn’t moved for eons is slowly being 
  moved aside). Now, in p ace of the third nereid is a 
  medium sized doorway. Just inside, you see a 5ft wide 
  set of steep steps going up into the temple of the 
  Shadow Witch. The light right throughout this 
  shadow realm is like a permanent twilight. Inside the 
  temple is no different, and you see some dim light – 
  mixed with many foreboding shadows. What do you 
  do? 
  l
   
  Let the players heal up, light lamps, and set a marching 
  order on the battlemat. The DM should now refer to the 
  Shadow Witch : Temple Map (found in the Appendix) 
  and proceed to Encounter Six. 
   
  Encounter Six 
  This entire encounter makes reference to various places 
  inside the Shadow Witch Temple.  
   
  1. Stairs Up From Outside :  
  These are the stairs the PCs go up when they enter the 
  temple via the secret door hidden behind the statue of 
  the third nereid. Get PCs to make INT checks (DC 15) to 
  realise that the steps take them up at least 3 storeys. At 
  the top of the steps, there is a 5ft x 5ft platform, and the 
  stairs end abruptly in a stone wall. In the wall is another 
  (very disused) secret door. A Search check (DC 8+APL) 
  will find it. Remember to give bonuses to elves and 
  dwarves to find this. The door can be opened by pivoting 
  it, but it requires a combined STR check DC 22 to push it 
  open (due to the fact it hasn’t been used in a long time). 
  When it finally budges, it swings open completely, 
  revealing : 
   
  2. Upper Floor :  
  As fate would have it tIggs pet guardian a lion is off being 
  walked by a resentful demon.  The PC will notice a musty 
  animal smell to the pace, can see a few large chewed 
  bones a large earthenware water bowl and an untidy old 
  rug in a corner covered in lots of tawny hair. 
   
  3. Guest Bedroom :  
  Empty. The door to this room is unlocked. Inside is a 
  very nicely appointed bedroom with a double bed, a 
  A Dark God’s Laughter 
   
  Page 12 
  
  dressing table, a mirror, and a wardrobe. There is nothing 
  in any of the drawers if searched. 
   
  4. Guest Bedroom : Hanne :  
  The door to this room is locked (Open Lock DC 12+APL). 
  Upon opening the door, the PCs see a very nicely 
  appointed bedroom with a double bed, a dressing table, a 
  mirror, and a wardrobe. But lying on the bed is Hanne! 
  She is asleep, but breathing, and obviously alive. She 
  appears unhurt, and quite healthy – except for the fact 
  that she is clearly now eight or nine months pregnant! 
   
  Hanne can be gently woken. When she wakes, she is 
  surprised, but glad to see the PCs! She cries into the arms 
  of the nicest party member (the one who took care of her 
  most back during the shadows encounter). If asked, she 
  says that she has no idea how she got here, or how long 
  she has been here. Every now and then, trays of food 
  appear in the room. She eats, then the tray vanishes. She 
  has tried to leave, but the door has been locked, and she 
  has heard a lion roaring occasionally out in the hallway. 
  The only other thing she has heard is a man – quietly 
  sobbing – from the distance of perhaps another room. 
  She has been concerned, because unless her ears decieve 
  her, this sobbing sounds an awful lot like her father. 
   
  The only other thing that troubles her is that her 
  dreams have stopped. She has been trying to sleep – 
  looking for guidance – but, although she sleeps, her 
  dreams are no more.  
  Hopefully, the PCs will take Hanne with them. If they 
  lock her back in the room, or ask her to stay, then 
  Karenin will tell them to get her when they reach him. 
   
  If searched, the guest room has nothing of value in 
  it. 
   
  5. Bathroom :   
  Although monochrome, this bathroom is quite obviously 
  plush. The bath is made of solid steel, whilst the taps and 
  fittings are all gold. The toilet (and bidet) are golden, and 
  the toilet seat has a cloth padded cushion on it to warm 
  your bottom. An INT check (DC 15) will reveal that this 
  temple has plumming and sewrage far beyond those of 
  medieval Perrenland. None of the larger items can be 
  removed from this room, although a Search (DC 10+APL) 
  reveals some bathroom accoutrements such a talcum 
  powder, eye-shadow, make-up, little mirroes, etc. All of 
  this is worth about 30gps and can be taken. 
   
  6. Guest Bedroom : Karenin :  
  The door to this room is locked (Open Lock DC 12+APL). 
  Upon opening the door, the PCs see a very nicely 
  appointed bedroom with a double bed, a gilded throne, a 
  dressing table, a mirror, and a wardrobe. Sitting on the 
  throne is a man the party recognises as : Karenin! Read 
  the following : 
   
  Sitting on an opulent throne is a rangy looking man 
  dressed in fine but revealing clothing. His dark hair is 
  starting to grey at the temples, and his sideburns have 
  followed suit. His drooping moustache is also tinged 
  with grey, and he strokes it pensively as he sits in a 
  reflective pose. You know this man! It is Voormann, 
  Karenin! At first he does not appear to notice your 
  presence, as he dwells on whatever thoughts he has; 
  but something draws his attention, and he turns a 
  keen gaze upon you. For a brief moment an 
  expression of confusion crosses his face.  
   
  Karenin is alone in the throne room and has been left to 
  his own devices. He has been entranced and charmed by 
  the Shadow Witch, though he is not totally beyond 
  redemption yet. Thus, he will not attack the PCs, but is 
  instead intrigued by them. 
   
  Since he doesn’t really know who they are due to his 
  befuddled state, he will treat the PCs will careful 
  consideration and courtesy. He also has no real idea of 
  who he is himself, and thus cannot recall that he is 
  needed back in Perrenland. 
   
  The PCs (and Hanne if she is present) must 
  somehow convince Karenin of who he is, and where his 
  duty lies. In order to do so, the players must first spin a 
  reasonable story (or list the pertinent points of their 
  argument) and then they must attempt a Diplomacy or 
  Bluff check (DC 10+APL). This check is at +4 if Hanne is 
  present. 
   
  Clues that Karenin has been turned: 
  � Glancing into the shadow of the throne reveals a 
  scene of Karenin peering through a door opened just 
  a crack – he is gazing in fascination at a woman 
  bathing. 
  � If any PC mentions anything about the dwur who 
  led them here (and the sacrifices), Karenin smiles 
  ever so slightly in an off-putting cruel sort of way 
  (Sense Motive to notice). 
  � Karenin subconsciously strokes a ring that is on his 
  his finger (Spot check DC 10+APL to notice). A 
  closer look reveals it to look more like a woman’s 
  ring. Hanne (if present) confirms that it is not a ring 
  she recognises. 
  � The PCs see the shadows on the wall behind Karenin 
  shift to reveal a vision of a courtyard that contains a 
  little girl being cared for by a sensuous looking 
  young 
  woman 
  - 
  surrounded 
  by 
  undead, 
  lycanthropes, and human bandits. The young 
  woman calls the little girl … “mummy” … 
   
  A Dark God’s Laughter 
   
  Page 13 
  
  Presenting the King’s Daughter 
  If the PCs arrive at the throne room with Hánnè, the PCs 
  will automatically gain a +4 bonus to their tests above. 
  Secondly, Karenin’s eyes seem to continually stray to his 
  daughter. He appears to know her, yet not know her.  
   
  What If They Don’t Have Hanne, Yet? 
  Then upon talking with Karenin, the PCs will learn that 
  he has heard a young girl sobbing in a room down the 
  hallway. He thinks he recognises the voice – but he just 
  can’t put his finger on who it might be. He says that he 
  thinks the girl is in trouble. He begs the PCs to go to 
  HER before they say anything more to HIM. 
   
  Then, When Everyone Is Present 
  Regardless of the success of any argument, Karenin’s eyes 
  will widen and he will look himself over in disgust. He 
  will look at Hánnè with affection and then turn to the 
  PCs with a sad look : 
   
  The Voormann’s eyes seem to become pits of despair. 
  For a moment he seems entirely lucid and not at all 
  confused.  
   
  “It is too late for me, loyal folk,” he murmurs. 
  “The Witch has her claws in me, and her grip is 
  strong  Soon, The Witch will not only have me, but 
  much of Perrenland in her grasp! She has found a way 
  to influence the very ties that bind our souls - 
  through and across time! You have no idea what evil I 
  have spawned! If she arrives, do not let her touch my 
  flesh again! She returns soon! I beg you! 
  !
   
   
  “Quickly, now! Before I lose control, you must 
  act! If you care for Perrenland or hold any affection 
  for my daughter, you will …  
   … execute me! 
   
  “Once you are done, go to the large bedroom 
  across the hallway. It is HER room. Open the 
  wardrobe. Inside you will find a portal that will let 
  you escape from here. I know it is there, because she 
  teases me with the knowledge of it. 
   
  He then steps from the throne, gets onto his 
  knees, and bows his head as if ready for the final blow 
  … 
  The PCs may make Sense Motive (DC 10+APL) tests to 
  see that Karenin is earnest and appears more himself at 
  that moment. The PCs should have no doubt that they 
  are witnessing the true Karenin.  
   
  At this point, the PC’s have two choices : 
   
  1. 
  Kill Karenin   OR 
  2. 
  Rescue Karenin 
   
  Of course, Hanne will cry and beg the party not to kill 
  her father. Karenin will push her away and reason that 
  his death is for the betterment of the country he loves. 
  This should be an anguishing moment for every PC, and 
  a genuine high point in the story of Living Greyhawk 
  (and Oerth). The DM should play this for all it’s worth 
  (and then some)! 
   
  If the party executes Karenin, then Hanne will drop 
  to the ground and sob uncontrollably. They will have to 
  shepherd her (wailing and crying) to the portal in the 
  bedroom (Area 7). A Sense Motive (DC 6+APL) will 
  determine, however, that her wailing is out of personal 
  grief for the loss of her father – though she appears to 
  understand that this was her father’s wish, and the party 
  did what they did for the good of Perrenland (as well as 
  following their Voormann’s orders). 
   
  If the party refuses to execute Karenin, they will 
  have to physically drag him out of the room and through 
  the portal. He is fairly weak, so there is not much 
  resistance; but he does protest strongly the entire time; 
  saying things such as : 
   
  “Fools! You don’t understand what you’re doing! She 
  expects that you will do this! She WANTS you to 
  rescue me!” 
   
   
   
  Either way, the PCs will have to go to Area 7 to escape. 
   
  7. The Bedroom Of The Shadow Witch :  
  The door to this room is unlocked. Inside is a very 
  beautifully appointed bedroom with a double bed, a 
  footlocker, a dressing table, a mirror, and a wardrobe. 
  There is also a life-like painting on the wall of a beautiful, 
  but middle-aged woman with olive skin. She has an evil 
  smile. Underneath the painting is a plaque that reads:  
   
  “My dear Madame Igg-Vurz, It has been a pleasure 
  painting your likeness, but it has been hard with only 
  one hand and one eye … your adoring Vec.”  
  If searched, the footlocker has the following items 
  stashed away : 
   
  Treasure 
   
  APL 4–L: 0; C: 0; M: Potion of Shield Of Faith +4, 
  50gp per character; Hat Of Disguise, 150gp per character. 
   
  APL 6– L: 0; C: 0; M: Potion of Shield Of Faith +4, 
  50gp per character; Hat Of Disguise, 150gp per character; 
  Necklace Of Fireballs Type III, 362gp per character 
   
  APL 8– L: 0; C: 0; M: Potion of Shield Of Faith +4, 
  50gp per character; Hat Of Disguise, 150gp per character; 
  Necklace Of Fireballs Type III, 362gp per character; Bead 
  Of Force, 250gp per character. 
  A Dark God’s Laughter 
   
  Page 14 
  
   
  APL 10– L: 0; C: 0; M: Potion of Shield Of Faith +4, 
  50gp per character; Hat Of Disguise, 150gp per character; 
  Necklace Of Fireballs Type III, 362gp per character; Bead 
  Of Force, 250gp per character; +2 Shortsword, 692gp per 
  character. 
   
   
   
  f
   
   
  APL 12– L: 0; C: 0; M: Potion of Shield Of Faith +4, 
  50gp per character; Hat Of Disguise, 150gp per character; 
  Necklace Of Fireballs Type III, 362gp per character; Bead 
  Of Force, 250gp per character; +2 Shortsword, 692gp per 
  character; Wand of Knock, 375gp per character. 
   
  Opening the wardrobe reveals the following … READ : 
   
  Upon opening the wardrobe, an alarm sounds! The 
  loudness of the ring echos all throughout the temple. 
  Inside the wardrobe, you seeing a vortex of swirling 
  black mist – much like the kind you have seen on 
  your travels on this plane thus far. From the direction 
  of the stairs of the temple you hear the sound of a 
  hundred hungry demons coming your way. What do 
  you do? 
  Most PCs will jump right in. They should also help guide 
  Hanne (and Karenin if he is present). If they do not do 
  this immediately, then some of the battle outlined in 
  Area 8 might take effect (and continue until they jump 
  through). 
   
  8. Stairs Down To Lower Levels Of Temple :  
  As soon as a PC moves to the top of these stairs, read the 
  following : 
   
  This appears to be a set of stairs winding down to 
  lower levels o  the temple. From below, you can hear 
  the horrible, gurgling, voices of over a hundred 
  demons, as they cavort, sacrifice, cast terrible spells, 
  and praise a thousand wicked gods! It appears they 
  haven’t heard (or seen) you … yet … 
  Any PC demented enough to run down these stairs and 
  announce their presence, will draw the wrath of the 
  following demons, who will attack until the PCs have 
  jumped through the portal in Area 7. It should be noted 
  that EL’s are not calculated for these encounters as it is 
  NOT expected that PCs will experience this (by and 
  large). 
   
  APL 4 
  � Babau (1) : hp66; see Monster Manual 3.5, p.40. 
   
  APL 6 
  � Vrock (1) : hp115; see Monster Manual 3.5, p.48. 
   
  APL 8 
  � Retriever (1) : hp135; see Monster Manual 3.5, p.46. 
   
  APL 10 
  � Glabrezu (1) : hp174; see Monster Manual 3.5, p.43. 
   
  APL 12 
  � Nalfeshnee (1) : hp175; see Monster Manual 3.5, p.45. 
   
  The PCs will also meet these demons if they go in 
  through the Front Door of the temple (thus directly 
  ignoring the advice of the dwarf); or if they linger more 
  than reasonable in Area 7 after the wardrobe has been 
  opened. In the former case, the demons will attack (one 
  by one) until all the party are slain. In the latter case, they 
  will attack until all the PCs have jumped through the 
  portal.  
   
  Encounter Seven 
  As soon as all the PCs have jumped through the portal 
  read the following. 
   
  Suddenly, the bedroom that seemed more real than 
  anything else so far, grows cold and decidedly 
  warped. You quickly find yourselves [wi h Hanne] 
  OR [with Hanne and Karenin] back on top of the 
  Ziggurat where the Dolmen Mound is located … but 
  you are still on the Plane o  Shadow  
  t
  f
  !
   
  t i
   
   
   
   
  Now, instead of the scarlet corn, you see a lake of 
  thick, black, congealed blood, stretching out from 
  beneath the Ziggurat for as far as your eyes can see! A 
  chill wind blows through your bones, and buffets you 
  as a storm rages around and ligh n ng fills the sky! 
  DM’s Note: Place down the battle mat of the ziggurat 
  from Encounter 3. Ask PCs to place their figurines 
  wherever they wish within the confines of the area. The 
  DM should place Hanne [and Karenin] in the south-west 
  corner of the map.  Then read the following. 
   
  Suddenly, Hanne cries out and clutches at her 
  pregnant stomach.  
  “Oh no! The baby! It’s coming! Ohhhhh!!!”
   
  And with that, she collapses in obvious pain on 
  the floor of the ziggurat. 
  DM’s Note: Hanne will hopefully draw the attention of 
  at least one concerned PC, although her bady will deliver 
  safely without PC assistance.  Certainly if Karenin is with 
  the PC he will attend her and not attack Igg.  Any PC 
  with healing skills can assist in the delivery.  A successful 
  A Dark God’s Laughter 
   
  Page 15 
  
  heal check DC 10 will quickly inform the PCs that 
  Hanne is in the final stages of delivery. 
   
  Give the PCs 2 rounds to work this out and then read 
  the following. 
   
  It is the appearance of the slender yet very pregnant 
  woman that now, however, draws your attention.   
   
  (Igg has appeared anywhere that she has 10ft or more 
  pace before a PC.) 
   
  That she is classically Flan is unmistakable, and she is 
  quite beautiful.  Her clothing is from an older period, 
  Ur-Flannae perhaps, and as opulent as it is revealing. 
  You all clearly hear Hanne say, through gritted teeth. 
   What have you done to me Igg-Vurz, why me, why 
  me.”    That this new arrival is the witch Igg-Vurz 
  seems obvious.  She stares at you with open and frank 
  curiosity, before her eyes rove over the straining 
  f gure of Hanne in labor to answer her question.  “Ah 
  so it is your time too my child, I feel the stirring 
  within myself as well.  Only one with blood of 
  ancients would do, and the closer in kinship the 
  better.  Alas for me, however, no friends are here to 
  help me… (her eyes flick back to the PCs) …only 
  enemies.  Curse his interference, too long have I 
  waited for this, I will not be damned to remain in this 
  place for another age.”  Roll initiative.  
   
  “
  i
   
  Regardless of how they roll, Igg-Vurz goes one higher in 
  the count than the highest rolling PC. This is due to the 
  fact that she has some control over her immediate 
  environment in the plane of shadow 
   
  APL 4 (EL 6) 
  � The Witch (Igg-Vurz): Human female Sor6, hp 42. 
  See Appendix for statistics. 
   
  APL 6 (EL 8) 
  � The Witch (Igg-Vurz): Human female Sor8, hp 56. 
  See Appendix for statistics. 
   
  APL 8 (EL 10) 
  � The Witch (Igg-Vurz): Human female Sor10, hp 70. 
  See Appendix for statistics. 
   
  APL 10 (EL 12) 
  � The Witch (Igg-Vurz): Human female Sor12, hp 84. 
  See Appendix for statistics. 
   
  APL 12 (EL 14) 
  � The Witch (Igg-Vurz): Human female Sor14, hp 98. 
  See Appendix for statistics. 
   
  Tactics: Igg-Vurz will use her spells to best effect in this 
  encounter. As it is to the death, she will be showing little 
  mercy.  She will target spellcasters if possible in the first 
  few rounds.  If she uses summon monster spells she will 
  opt for lots of lesser creatures to act as canon fodder 
  between her and the fighters in the party.  At no time will 
  her area effect spells or her summoned creatures attack or 
  affect Hanne or Karenin.  Igg will have the following 
  spells pre-cast upon herself (from scrolls or consumed 
  potions). 
   
  All APLs 
  Endurance: +4 to Con, giving her 2 extra hit points per 
  level (factored into stat block). 
  Mage Armor: +4 enchantment bonus to AC, this has been 
  factored into her stat block AC already. 
  Blink: See Players Handbook. 
  Shield: +4 deflection bonus to AC, absorbs magic 
  missiles. This has been factored into her AC already. 
   
  APL 8 (in addition to above) 
  Spectral Hand: See the Player Handbook, Igg arrives with 
  this spell active. 
  Stoneskin: DR10/adamantine (120 points). 
   
  APL 10 (in addition to above) 
  False Life: Extra 20 hitpoints. 
   
  APL 12 (in addition to above) 
  Summon Monster VI: Igg also appears with 4 Howlers 
  (see the Monster Manual p154), who fight for 13 rounds 
  or until they are killed. 
   
  What happens if a PC gets pushed over the edge of 
  the Ziggurat? 
  Then they fall into a thick, seething, ocean of blood, 1d6 
  x 5 feet from the steps leading to the top of the ziggurat. 
  This water is considered very deep water. See page 304 
  (Water Dangers) of the DMG 3.5 for information on how 
  to adjudicate this. 
    
  What if the PCs try to subdue Igg-Vurz? 
  She will NOT allow herself to BE subdued. She will take 
  every “softened blow” and turn it into a “hard blow” by 
  twisting her body to take full impact. Allow the PCs an 
  INT check DC 10 the figure this out. It should be clear 
  that this fight is to the death – one way or the other.  
   
  What happens when the PCs defeat Igg-Vurz? 
  When the “death blow” is delivered to Igg-Vurz, read the 
  following: 
   
  A Dark God’s Laughter 
   
  Page 16 
  
  As the final blow strikes Igg-Vurv, she lets out an un-
  oerthly scream of joy! As she does, she clasps at her 
  pregnant stomach and smiles a strange crooked smile 
  before her dead eyes roll back in her head. Then, in 
  an instant, her entire body turns to melting mush and 
  it slags to the ground. Before you can reach her, a 
  strange, thick, black mist rolls in across the ziggurat 
  and you are plunged into darkness! In the darkness 
  you hear the first cry of a newborn baby. Then, as 
  quick as it came, the mist parts and you find 
  yourselves back in the real world – back on top of the 
  dolmen mound in the Mounds Of Dawn! The sun has 
  just risen. Below you is the corn of the blood grass – 
  and in the distance you can see the hill where the 
  Keiper said he would wait for you. 
   
   
  !” 
   
  f
  t
   
   
  ,
  !” 
   
   
   
  At this point, have the PCs notice that the body of Igg-
  Vurz has melted away – but her clothes and belongings 
  have, strangely, been left behind. 
   
  Treasure 
   
  APL 4–L: 0; C: 0; M: +1 Dagger, 193gp per character; 
  Vest of Resistance +2, 333gp per character; Ring of 
  Protection +2, 666gp per PC; Lesser Rod of Energy 
  Substitution (Acid), 225gp per character; Brooch of 
  Shielding, 125gp per character. 
   
  APL 6– L: 0; C: 0; M: +1 Dagger, 193gp per character; 
  Vest of Resistance +2, 333gp per character; Ring of 
  Protection +2, 666gp per PC; Lesser Rod of Energy 
  Substitution (Acid), 225gp per character; Brooch of 
  Shielding, 125gp per character, Cloak of Charisma +2, 
  333gp per character: Circlet of Persuasion, 375gp per 
  character. 
   
  APL 8– L: 0; C: 0; M: +1 Dagger, 193gp per character; 
  Vest of Resistance +2, 333gp per character; Ring of 
  Protection +2, 666gp per PC; Lesser Rod of Energy 
  Substitution (Acid), 225gp per character; Brooch of 
  Shielding, 125gp per character, Cloak of Charisma +2, 
  333gp per character: Circlet of Persuasion, 375gp per 
  character; Ring of Counterspells, 333gp per character. 
   
  APL 10– L: 0; C: 0; M: +1 Dagger, 193gp per 
  character; Vest of Resistance +2, 333gp per character; 
  Ring of Protection +2, 666gp per PC; Lesser Rod of 
  Energy Substitution (Acid), 225gp per character; Brooch 
  of Shielding, 125gp per character, Cloak of Charisma +2, 
  333gp per character: Circlet of Persuasion, 375gp per 
  character; Ring of Counterspells, 333gp per character; 
  Wand of False Life, 375gp per character. 
   
  APL 12– L: 0; C: 0; M: +1 Dagger, 193gp per 
  character; Vest of Resistance +2, 333gp per character; 
  Ring of Protection +2, 666gp per PC; Lesser Rod of 
  Energy Substitution (Acid), 225gp per character; Brooch 
  of Shielding, 125gp per character, Cloak of Charisma +2, 
  333gp per character: Circlet of Persuasion, 375gp per 
  character; Ring of Counterspells, 333gp per character; 
  Wand of False Life, 375gp per character; Wand of Magic 
  Missiles (9
  th), 562gp per character. 
   
  Conclusion A 
  Read this conclusion if Hanne And Karenin both 
  survived 
   
  Sitting, in full health is Hanne. She is holding her 
  new born little baby! 
    
  “Oh …,” says Hanne, “Look! My new little girl 
  has been born to me ahead of her time! May the gods 
  be praised! She is strong, and healthy … and see: she 
  has my father’s eyes and beautiful olive skin
  Karenin moves closer to Hanne and puts his arm 
  around her shoulder. 
   
   “Oh, my daughter … what have I done? What 
  will become o  my country?  Who will pro ect this 
  innocent child from the darkness that will come.” 
  And then Karenin looks at you all …  
  … and smiles a slightly crooked little smile. 
  Conclusion B 
  Read this conclusion if only Hanne survived. 
   
  Sitting, in full health is Hanne. She is holding her 
  new born little baby! 
   
   “Oh … ” says Hanne, “Look! My new little girl 
  has been born to me ahead of her time! May the gods 
  be praised! She is strong, and healthy … and see: she 
  has my father’s eyes and beautiful olive skin
   
  “Oh, my daughter … what have I done? What 
  will become of my country?  Who will protect you 
  from the darkness that will come.” 
  And then Hanne looks at you all …  
  … and smiles a slightly crooked little smile. 
  Conclusion C 
  Read This Conclusion If Hanne Did Not Survive 
  If someone tries to revive Hanne, she will NOT return 
  from the dead. She has met her father in the afterlife and 
  they are reunited in happiness and peace at last. 
   
  Looking around, you notice that Hanne is holding 
  her new born baby in her arms … 
  … but she is not breathing.  
   
   
  It seems that her request to help her was not fully
  heeded, and she has sadly passed away during the 
  ordeal of childbirth (as she feared).  
   
  But the little baby is alive. It has blue eyes and 
  beautiful olive skin. You know that you must bring 
  A Dark God’s Laughter 
   
  Page 17 
  
  both the baby and Hanne’s body back to Karla 
  Hussen. There will be much exp ain ng to do. 
  l
  i
   
   
   
  As a new dawn breaks, you all solemnly head 
  down from the dolmen mound and back through the 
  scarlet corn. Beyond the ridge you find The Keeper 
  waiting for you, and he guides you back to the 
  Vestflow River where you make the signal and await 
  the priests to come and get you. 
  “Good luck,” the Keeper says – his eyes betraying 
  his true concern. “I forsee great changes in this land 
  over the time to come. May the gods protect you … 
  … And may you stay clear of shadows ….” 
  THE END 
   
  Experience Point Summary 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award.  Award the total value (objectives plus 
  roleplaying) to each character. 
   
  Encounter Two: Defeat the Shadows 
  APL4 120 xp; APL6 180 xp; APL8 270 xp; 
  APL 10 330 xp; APL 12 360 xp. 
   
  Encounter Three: Defeat the Minotaur 
  APL4 120 xp; APL6 180 xp; APL8 240 xp; 
  APL 10 300 xp; APL 12 360 xp. 
   
  Encounter Five: Encountering the trap 
  APL4 120 xp; APL6 120 xp; APL8 120 xp; 
  APL 10 120 xp; APL 12 120 xp. 
   
  Encounter Seven: Defeat Igg 
  APL4 180 xp; APL6 240 xp; APL8 270 xp; 
  APL 10 330 xp; APL 12 420 xp. 
   
  Story award for good Role-Playing 
  APL4 90 xp; APL6 180 xp; APL8 225 xp; 
  APL 10 250 xp; APL 12 300 xp. 
   
  Total possible experience:  
   
  APL4 630 xp; APL6 900 xp; APL8 1125 xp; 
  APL 10 1,330 xp; APL 12 1,560 xp. 
   
  Treasure Summary 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their earthly 
  possessions.  Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold.  If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the local 
  watch, and so on), characters may return to retrieve loot.  If 
  the characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available.  A normal 
  adventuring party can usually gather this wealth in a round 
  or so.  If for some reason, they pass up this treasure, the 
  coin total is subtracted from the encounter totals given 
  below. 
   
  Next, the magic items are listed.  Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure.  Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it.  Other times they may 
  attempt to use the item blindly.  If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the item 
  is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure.  Write the total in the 
  GP Gained field of the adventure certificate.  Because this is 
  a Regional scenario, characters may spend additional Time 
  Units to practice professions or create items immediately 
  after the adventure so this total may be modified by other 
  circumstances. 
   
  L = Looted gear from enemy; C = Coin, Gems, Jewelry, 
  and other valuables; M = Magic Items. 
   
  L:  Looted gear from enemy 
   
  C:  Coin, Gems, Jewelry, and other valuables 
   
  M:  Magic Items (sell value)  
   
  Encounter Six: 
   
  APL 4–L: 0; C: 0; M: Potion of Shield Of Faith +4, 
  50gp per character; Hat Of Disguise, 150gp per character. 
   
  APL 6– L: 0; C: 0; M: Potion of Shield Of Faith +4, 
  50gp per character; Hat Of Disguise, 150gp per character; 
  Necklace Of Fireballs Type III, 362gp per character 
   
  APL 8– L: 0; C: 0; M: Potion of Shield Of Faith +4, 
  50gp per character; Hat Of Disguise, 150gp per character; 
  Necklace Of Fireballs Type III, 362gp per character; Bead 
  Of Force, 250gp per character. 
  A Dark God’s Laughter 
   
  Page 18 
  
   
  APL 10– L: 0; C: 0; M: Potion of Shield Of Faith +4, 
  50gp per character; Hat Of Disguise, 150gp per character; 
  Necklace Of Fireballs Type III, 362gp per character; Bead 
  Of Force, 250gp per character; +2 Shortsword, 692gp per 
  character. 
   
   
   
  APL 12– L: 0; C: 0; M: Potion of Shield Of Faith +4, 
  50gp per character; Hat Of Disguise, 150gp per character; 
  Necklace Of Fireballs Type III, 362gp per character; Bead 
  Of Force, 250gp per character; +2 Shortsword, 692gp per 
  character; Wand of Knock, 375gp per character. 
   
  Encounter Seven:   
   
  APL 4–L: 0; C: 0; M: +1 Dagger, 193gp per character; 
  Vest of Resistance +2, 333gp per character; Ring of 
  Protection +2, 666gp per PC; Lesser Rod of Energy 
  Substitution (Acid), 225gp per character; Brooch of 
  Shielding, 125gp per character. 
   
  APL 6– L: 0; C: 0; M: +1 Dagger, 193gp per character; 
  Vest of Resistance +2, 333gp per character; Ring of 
  Protection +2, 666gp per PC; Lesser Rod of Energy 
  Substitution (Acid), 225gp per character; Brooch of 
  Shielding, 125gp per character, Cloak of Charisma +2, 
  333gp per character: Circlet of Persuasion, 375gp per 
  character. 
   
  APL 8– L: 0; C: 0; M: +1 Dagger, 193gp per character; 
  Vest of Resistance +2, 333gp per character; Ring of 
  Protection +2, 666gp per PC; Lesser Rod of Energy 
  Substitution (Acid), 225gp per character; Brooch of 
  Shielding, 125gp per character, Cloak of Charisma +2, 
  333gp per character: Circlet of Persuasion, 375gp per 
  character; Ring of Counterspells, 333gp per character. 
   
  APL 10– L: 0; C: 0; M: +1 Dagger, 193gp per 
  character; Vest of Resistance +2, 333gp per character; 
  Ring of Protection +2, 666gp per PC; Lesser Rod of 
  Energy Substitution (Acid), 225gp per character; Brooch 
  of Shielding, 125gp per character, Cloak of Charisma +2, 
  333gp per character: Circlet of Persuasion, 375gp per 
  character; Ring of Counterspells, 333gp per character; 
  Wand of False Life, 375gp per character. 
   
  APL 12– L: 0; C: 0; M: +1 Dagger, 193gp per 
  character; Vest of Resistance +2, 333gp per character; 
  Ring of Protection +2, 666gp per PC; Lesser Rod of 
  Energy Substitution (Acid), 225gp per character; Brooch 
  of Shielding, 125gp per character, Cloak of Charisma +2, 
  333gp per character: Circlet of Persuasion, 375gp per 
  character; Ring of Counterspells, 333gp per character; 
  Wand of False Life, 375gp per character; Wand of Magic 
  Missiles (9
  th), 562gp per character. 
   
  Total Possible Treasure (per PC) 
  APL 4: L: 0; C: 0; M: 600 gp 
  APL 6: L: 0; C: 0; M: 800 gp  
  APL 8: L: 0; C: 0; M: 1,250 gp  
  APL 10: L: 0; C: 0; M: 2,100 gp  
  APL 12: L: 0; C: 0; M: 3,000 gp  
   
   
  Items for the Adventure Record 
   
  Item Access 
  APL 4 
  Potion of Shield of Faith +4 (Adventure, DMG) 
  Hat Of Disguise (Adventure, DMG) 
  Vest of Resistance +2 (Adventure, DMG) 
  Lesser Rod of Energy Substitution (Acid) (Adventure, 
  Tome and Blood) 
  Brooch of Shielding (Adventure, DMG) 
   
  APL 6 – All of APL 4 plus the following  
  Necklace of Fireballs Type III (Adventure, DMG) 
  Cloak of Charisma +2 (Adventure, DMG) 
  Circlet of Persuasion (Adventure, DMG) 
   
  s
  APL 8 – All of APL 4-6 plus the following  
  Bead Of Force (Adventure, DMG) 
  Ring of Counterspells (Adventure, DMG) 
   
  APL 10 – All of APL 4-8 plus the following  
  +2 Short word (Adventure, DMG) 
  Wand of False Life (Adventure, 1st level caster, DMG) 
   
  APL 12 – All of APL 4-10 plus the following  
  Wand of Knock (Adventure, DMG) 
  Wand of Magic Missiles  (Adventure, 9th level caster, 
  DMG) 
   
   
   
   
   
  A Dark God’s Laughter 
   
  Page 19 
  
  Appendix I : Creature/NPC Statistics 
  ENCOUNTER 3 
  APL 6 (EL 6) 
  � Minotaur, Fighter: CR 6; Large Monstrous 
  Humanoid ; HD 6d8+12(Minotaur)+2d10 (Fighter); hp 
  53; Init + 4; Spd 30; AC 17 (-1 size, +5 natural, +3 
  studded leather) touch 9, flat footed 17; BA/G + 8 base 
  melee, + 14 grapple; Atk Greataxe +11 (3d6+6/x3) or 
  gore +9 melee (1d8+4); Full Atk Greataxe +11/+6 melee 
  (3d6+6/x3) and gore +4 melee (1d8+2); SA: Powerful 
  Charge (Ex) 4d6+6; SQ: Natural cunning (Ex), Scent 
  (Ex); AL CE; SV Fort + 9, Ref + 5, Will + 5; STR 19, DEX 
  10, CON 15, INT 7, WIS 10, CHA 8; Height 10 ft. 
         Skills and feats: Intimidate + 4, Listen + 7, Search + 
  2, Spot + 7. Feats: Great Fortitude, Power Attack, 
  Improved Initiative, Dodge, Track. 
          Powerful Charge (Ex): A minotaur typically 
  begins a battle by charging at an opponent, lowering its 
  head to bring its mighty horns into play. In addition to 
  the normal benefits and hazards of a charge, this allows 
  the beast to make a single gore attack that deals 4d6+6 
  points of damage. 
          Natural Cunning (Ex): Although minotaurs are 
  not especially intelligent, they possess innate cunning 
  and logical ability. This makes them immune to maze 
  spells, prevents them from ever becoming lost, and 
  enables them to track enemies. Further, they are never 
  caught flat-footed. 
   
  APL 8 (EL 8) 
  � Minotaur, Fighter: CR 8; Large Monstrous 
  Humanoid ; HD 6d8+12(Minotaur)+4d10 (Fighter); hp 
  71; Init + 4; Spd 30; AC 20 (-1 size, +5 natural, +6 splint 
  mail) touch 9, flat footed 20; BA/G + 8 base melee, + 14 
  grapple; Atk Greataxe +12 (3d6+6/x3) or gore +9 melee 
  (1d8+4); Full Atk Greataxe +12/+6 melee (3d6+6/x3) 
  and gore +4 melee (1d8+2); SA: Powerful Charge (Ex) 
  4d6+6; SQ: Natural cunning (Ex), Scent (Ex); AL CE; 
  SV Fort + 10, Ref + 6, Will + 6; STR 19, DEX 10, CON 
  16, INT 7, WIS 10, CHA 8; Height 10 ft. 
         Skills and feats: Intimidate + 4, Listen + 7, Search + 
  2, Spot + 11. Feats: Great Fortitude, Mobility, Power 
  Attack, Improved Initiative, Dodge, Track. 
          Powerful Charge (Ex): A minotaur typically 
  begins a battle by charging at an opponent, lowering its 
  head to bring its mighty horns into play. In addition to 
  the normal benefits and hazards of a charge, this allows 
  the beast to make a single gore attack that deals 4d6+6 
  points of damage. 
          Natural Cunning (Ex): Although minotaurs are 
  not especially intelligent, they possess innate cunning 
  and logical ability. This makes them immune to maze 
  spells, prevents them from ever becoming lost, and 
  enables them to track enemies. Further, they are never 
  caught flat-footed. 
   
  APL 10 (EL 10) 
  � Minotaur, Fighter: CR 10; Large Monstrous 
  Humanoid ; HD 6d8+12(Minotaur)+6d10 (Fighter); hp 
  87; Init + 4; Spd 30; AC 22 (-1 size, +5 natural, +8 
  masterwork half-plate) touch 9, flat footed 22; BA/G + 8 
  base melee, + 14 grapple; Atk Greataxe +14 (3d6+6/x3) 
  or gore +9 melee (1d8+4); Full Atk Greataxe +14/+7 
  melee (3d6+6/x3) and gore +4 melee (1d8+2); SA: 
  Powerful Charge (Ex) 4d6+6; SQ: Natural cunning 
  (Ex), Scent (Ex); AL CE; SV Fort + 11, Ref + 7, Will + 7; 
  STR 19, DEX 10, CON 16, INT 7, WIS 10, CHA 8; 
  Height 10 ft. 
         Skills and feats: Intimidate + 8, Listen + 7, Search + 
  2, Spot + 11. Feats: Great Fortitude, Mobility, Power 
  Attack, Improved Initiative, Dodge, Track. 
          Powerful Charge (Ex): A minotaur typically 
  begins a battle by charging at an opponent, lowering its 
  head to bring its mighty horns into play. In addition to 
  the normal benefits and hazards of a charge, this allows 
  the beast to make a single gore attack that deals 4d6+6 
  points of damage. 
          Natural Cunning (Ex): Although minotaurs are 
  not especially intelligent, they possess innate cunning 
  and logical ability. This makes them immune to maze 
  spells, prevents them from ever becoming lost, and 
  enables them to track enemies. Further, they are never 
  caught flat-footed. 
   
  APL 12 (EL 12) 
  � Minotaur, Fighter: CR 12; Large Monstrous 
  Humanoid ; HD 6d8+12(Minotaur)+8d10 (Fighter); hp 
  103; Init + 4; Spd 30; AC 23 (-1 size, +5 natural, +9 half-
  plate +2) touch 9, flat footed 23; BA/G + 8 base melee, + 
  14 grapple; Atk Greataxe +15 (3d6+6/x3) or gore +9 
  melee (1d8+4); Full Atk Greataxe +15/+8 melee 
  (3d6+6/x3) and gore +4 melee (1d8+2); SA: Powerful 
  Charge (Ex) 4d6+6; SQ: Natural cunning (Ex), Scent 
  (Ex); AL CE; SV Fort + 12, Ref + 7, Will + 7; STR 19, 
  DEX 10, CON 16, INT 7, WIS 10, CHA 8; Height 10 ft. 
         Skills and feats: Intimidate + 10, Listen + 7, Search + 
  2, Spot + 13. Feats: Great Fortitude, Mobility, Power 
  Attack, Improved Initiative, Dodge, Spring Attack, 
  Track. 
          Powerful Charge (Ex): A minotaur typically 
  begins a battle by charging at an opponent, lowering its 
  head to bring its mighty horns into play. In addition to 
  the normal benefits and hazards of a charge, this allows 
  A Dark God’s Laughter 
   
  Page 20 
  
  the beast to make a single gore attack that deals 4d6+6 
  points of damage. 
          Natural Cunning (Ex): Although minotaurs are 
  not especially intelligent, they possess innate cunning 
  and logical ability. This makes them immune to maze 
  spells, prevents them from ever becoming lost, and 
  enables them to track enemies. Further, they are never 
  caught flat-footed. 
   
  ENCOUNTER 7 
  APL 4 (EL6) 
   
  � The Witch (Igg-Vurz): Female human (Ur-Flanne) 
  Sor 6; CR 6; medium humanoid; HD 6d4+6; hp 42; Init 
  +1; Spd 30 ft. ; AC 21 (touch 17, flat-footed 16) [Dex +1, 
  Mage Armor +4, Ring of Protection +2]; Atk +4 melee 
  [1d4+1, 19-20x2, +1 dagger)] or +4 ranged [ray]; AL CE; 
  SV Fort +3, Ref +3, Will +6; Str 10, Dex 12, Con 12, Int 
  16, Wis 12, Cha 19. 
   
  Skills and Feats: Bluff +12, Concentration +9, 
  Diplomacy +7, Intimidate +7, Knowledge (arcana) +12, 
  Knowledge (the planes) +5, Knowledge (religion) +5, 
  Spellcraft +12; Summon Familiar, Combat Casting, 
  Scribe Scroll, Spell Penetration, Greater Spell 
  Penetration.  
   
  Possessions: Dagger +1, Vest of resistance +2, Ring 
  of Protection +2, Lesser Rod of Energy Substitution 
  (Acid), Brooch of Shielding. 
   
  Spells Per Day (6,7,6,4) 
   
  Spells Known  (7,4,2,1; base DC = 14 + spell level): 
  0—Acid Splash, Detect Magic, Light, Mage Hand, 
  Message, Ray of Frost, Read Magic  ; 1st—Charm 
  Person, Magic Missile, Ray of Enfeeblement, True 
  Strike; 2nd—Melf’s acid arrow, Touch of Idiocy; 3rd—
  Fireball.  
   
  APL 6 (EL8) 
  � The Witch (Igg-Vurz): Female human (Ur-Flanne) 
  Sor 8; CR 8; medium humanoid; HD 8d4+8; hp 56; Init 
  +1; Spd 30 ft. ; AC 21 (touch 17, flat-footed 16) [Dex +1, 
  Mage Armor +4, Ring of Protection +2]; Atk +5 melee 
  [1d4+1, 19-20x2, +1 dagger)] or +5 ranged [ray]; AL CE; 
  SV Fort +3, Ref +3, Will +7; Str 10, Dex 12, Con 12, Int 
  16, Wis 12, Cha 20. 
   
  Skills and Feats: Bluff +13, Concentration +10, 
  Diplomacy +7, Intimidate +8, Knowledge (arcana) +13, 
  Knowledge (the planes) +5, Knowledge (religion) +5, 
  Spellcraft +13; Summon Familiar, Combat Casting, 
  Scribe Scroll, Spell Penetration, Greater Spell 
  Penetration.  
   
  Possessions: Dagger +1, Vest of resistance +2, Ring 
  of Protection +2, Lesser Rod of Energy Substitution 
  (Acid), Brooch of Shielding, Circlet of Persuasion, 
  Cloak of Charisma +2. 
   
  Spells Per Day (6,7,7,6,4) 
   
  Spells Known  (8,5,3,2,1); base DC = 16 + spell 
  level): 0—Acid Splash, Detect Magic, Light, Mage 
  Hand, Message, Ray of Frost, Read Magic, Touch of 
  Fatigue ; 1st—Charm Person, Magic Missile, Ray of 
  Enfeeblement, Shield, True Strike; 2nd—Ghoul 
  Touch, Melf’s acid arrow, Touch of Idiocy; 3rd—Fire 
  Ball, Suggestion; 4th—Charm Monster. 
   
  APL 8 (EL9) 
  � The Witch (Igg-Vurz): Female human (Ur-Flanne) 
  Sor 10; CR 10; medium humanoid; HD 10d4+10; hp 70; 
  Init +1; Spd 30 ft. ; AC 21 (touch 17, flat-footed 16) 
  [Dex +1, Mage Armor +4, Ring of Protection +2]; Atk 
  +6 melee [1d4+1, 19-20x2, +1 dagger)] or +6 ranged 
  [ray]; AL CE; SV Fort +3, Ref +3, Will +8; Str 10, Dex 
  12, Con 12, Int 16, Wis 12, Cha 20. 
   
  Skills and Feats: Bluff +15, Concentration +11, 
  Diplomacy +7, Intimidate +8, Knowledge (arcana) +14, 
  Knowledge (the planes) +5, Knowledge (religion) +5, 
  Spellcraft +14; Summon Familiar, Combat Casting, 
  Scribe Scroll, Spell Penetration, Greater Spell 
  Penetration, Extend Spell. 
   
  Possessions: Dagger +1, Vest of resistance +2, Ring 
  of Protection +2, Lesser Rod of Energy Substitution 
  (Acid), Brooch of Shielding, Circlet of Persuasion, 
  Cloak of Charisma +2, Ring of Counterspells 
  (Feeblemind). 
   
  Spells Per Day (6,7,7,7,6,3) 
   
  Spells Known  (9,5,4,3,2,1); base DC = 16 + spell 
  level): 0—Acid Splash, Detect Magic, Disrupt Undead, 
  Light, Mage Hand, Message, Ray of Frost, Read Magic, 
  Touch of Fatigue ; 1st—Charm Person, Magic Missile, 
  Ray of Enfeeblement, Shield, True Strike; 2nd—Ghoul 
  Touch, Melf’s acid arrow, Spectral Hand, Touch of 
  Idiocy; 3rd—Fire Ball, Suggestion, Vampiric Touch; 
  4th—Charm Monster, Lesser Geas; 5th—Cone of 
  Cold. 
   
  APL 10 (EL 11) 
  � The Witch (Igg-Vurz): Female human (Ur-Flanne) 
  Sor 12; CR 12; medium humanoid; HD 12d4+12; hp 84; 
  Init +1; Spd 30 ft. ; AC 21 (touch 17, flat-footed 16) 
  [Dex +1, Mage Armor +4, Ring of Protection +2]; Atk 
  +7/+1 melee [1d4+1, 19-20x2, +1 dagger)] or +7/+1 
  ranged [ray]; AL CE; SV Fort +4, Ref +4, Will +8; Str 10, 
  Dex 12, Con 12, Int 16, Wis 12, Cha 21. 
   
  Skills and Feats: Bluff +16, Concentration +12, 
  Diplomacy +7, Intimidate +8, Knowledge (arcana) +15, 
  Knowledge (the planes) +6, Knowledge (religion) +5, 
  Spellcraft +14; Summon Familiar, Combat Casting, 
  A Dark God’s Laughter 
   
  Page 21 
  
  Scribe Scroll, Spell Penetration, Greater Spell 
  Penetration, Extend Spell, Subdual Substitution. 
   
  Possessions: Dagger +1, Vest of resistance +2, Ring 
  of Protection +2, Lesser Rod of Energy Substitution 
  (Acid), Brooch of Shielding, Circlet of Persuasion, 
  Cloak of Charisma +2, Ring of Counterspells 
  (Feeblemind), Wand of False Life (10 Charges). 
   
  Spells Per Day (6,7,7,7,7,6,3) 
   
  Spells Known  (9,5,5,4,3,2,1); base DC = 16 + spell 
  level): 0—Acid Splash, Detect Magic, Disrupt Undead, 
  Light, Mage Hand, Message, Ray of Frost, Read Magic, 
  Touch of Fatigue ; 1st—Charm Person, Magic Missile, 
  Ray of Enfeeblement, Shield, True Strike; 2nd—Eagles 
  Splendor, Ghoul Touch, Melf’s acid arrow, Spectral 
  Hand, Touch of Idiocy; 3rd— Blink, Fire Ball, 
  Suggestion, Vampiric Touch; 4th—Charm Monster, 
  Lesser Geas, Stoneskin; 5th—Feeblemind, Summon 
  Monster V; 6th—Geas. 
   
  APL 12 (EL 14) 
  � The Witch (Igg-Vurz): Female human (Ur-Flanne) 
  Sor 14; CR 14; medium humanoid; HD 14d4+14; hp 98; 
  Init +1; Spd 30 ft. ; AC 21 (touch 17, flat-footed 16) 
  [Dex +1, Mage Armor +4, Ring of Protection +2]; Atk 
  +8/+2 melee [1d4+1, 19-20x2, +1 dagger)] or +8/+2 
  ranged [ray]; AL CE; SV Fort +5, Ref +5, Will +9; Str 10, 
  Dex 12, Con 12, Int 16, Wis 12, Cha 22. 
   
  Skills and Feats: Bluff +16, Concentration +12, 
  Diplomacy +7, Intimidate +8, Knowledge (arcana) +15, 
  Knowledge (the planes) +6, Knowledge (religion) +5, 
  Spellcraft +14; Summon Familiar, Combat Casting, 
  Scribe Scroll, Spell Penetration, Greater Spell 
  Penetration, Extend Spell, Subdual Substitution. 
   
  Possessions: Dagger +1, Vest of resistance +2, Ring 
  of Protection +2, Lesser Rod of Energy Substitution 
  (Acid), Brooch of Shielding, Circlet of Persuasion, 
  Cloak of Charisma +2, Ring of Counterspells 
  (Feeblemind), Wand of False Life (10 Charges), Wand 
  of Magic Missile 5d4+5 (8 charges). 
   
  Spells Per Day (6,7,7,7,7,7,6,3) 
   
  Spells Known  (9,5,5,4,4,3,2,1); base DC = 16 + spell 
  level): 0—Acid Splash, Detect Magic, Disrupt Undead, 
  Light, Mage Hand, Message, Ray of Frost, Read Magic, 
  Touch of Fatigue ; 1st—Charm Person, Magic Missile, 
  Ray of Enfeeblement, Shield, True Strike; 2nd—Eagles 
  Splendor, Ghoul Touch, Melf’s acid arrow, Spectral 
  Hand, Touch of Idiocy; 3rd— Blink, Fire Ball, 
  Suggestion, Vampiric Touch; 4th—Charm Monster, 
  Lesser Geas, Stoneskin, Otilukes Resilient Sphere; 
  5th—Cone of Cold, Feeblemind,  Summon Monster V; 
  6th—Geas, Summon Monster VI; 7th— Insanity. 
  A Dark God’s Laughter 
   
  Page 22 
  
  Player Map #1: Central Western Perrenland 
   
  A Dark God’s Laughter 
   
  Page 23 
  
  Player Map #2: The Ziggurat 
   
   
   
  Each square represents 5 feet 
   
   
   
   
   
   
   
   
   
   
   
   
   
  A Dark God’s Laughter 
   
  Page 24 
  
  Player’s Map #3 : The Witch’s Temple (Upstairs) 
   
   
   
  A Dark God’s Laughter 
   
  Page 25 
  
  DM’s Map : The Ur-Flanne Canton of Da-wn superimposed with elements of 593 CY 
  Perrenland 
   
   
  A Dark God’s Laughter 
   
  Page 26 
  
  Player Handout #1 : Regional Events Summary 
  The dream is always the same, and chills you to the bone.  Most people receive the dream if they fall asleep at dusk, or 
  within a large shadow of some kind. A few people (in certain areas of Perrenland) have the dream whenever they fall 
  asleep at any time. It runs like this : 
   
  “Across a clear pool of water you see a white bird flying, all around the darkness of a great cavern looms, 
  threateningly. As you watch the water in the poo  begins to swirl as from its centre a deep crimson stain begins 
  to spread stain ng the water the colour of blood.  Sudden y the bird stops in midair and falling it p ummets 
  towards the maelstrom of blood that the pool has become.  Just before the bird strikes the water you awaken.  In 
  the distance the rumble of thunder sounds like the booming of some darks gods laughter.” 
   
  l
   
  i
  l
  l
   
   
  Rumor #1 
  The dream that many Perrenders are seeing has been blamed on the fact that the country is missing strong leadership; 
  with the fate of the Voormann, Karenin Weisspeer, still unknown. This has created a sense of panic and fear within 
  Perrenland.   
   
  Rumor #2 
  The “Dark Gods Laughter”, as the dream has been called, is not making the delicate political situation in Perrenland any 
  easier to manage. The Untervoormann, Orgus Bildgear, and the Voorshoolmann, Renulf Solcarde, have assumed dual 
  executive power until the fate of Karenin is known.  However, the dream, combined with rumors leaking out from the 
  reformed Concatenated Council, is driving various political and cultural factions into conflict.  Talk of a controversial 
  motion that has been put forward by the powerful Roodberg, Pfalzgraf Gutherie, has further complicated matters.   
   
  The motion calls for a declaration by the council that Karenin’s re-election as Voormann be nullified for the good of 
  the nation.  It further calls for Karenin’s elected deputy Orgus Bildgear, as Karenin’s legitimate running partner in the 
  election, be sworn in as the new Voormann.  This motion has angered the faction of powerful Weisspeer, Pfalzgraf 
  Hasten (Karenin’s brother).  With voting evenly locked, and threatening a schism within the council, and with Bildgear 
  exempt from voting on a decision that concerns himself, this leaves Reanulf Solcarde (the spiritual head of the nation) 
  with a casting vote.  Reanulf has asked for time to make his decision, and for the council to lead by example in these 
  difficult times with a display of cool heads and sensible policy. 
   
  Rumor #3 
  The Concatenated Council has called a State Of Emergency.   This involves the withdrawal of the bulk of the 5
  th 
  Auszugen from the now more stable Kershane Pass area.  They have been re-deployed to construct defensive positions 
  in the new canton of Vesbergen near the new settlement of Schwungelstadt.  Here, they join the 1
  st Auszugen from 
  Traft and the 6
  th Auszugen from Huglerote.  This places more than a third of the country’s standing army in Vesbergen - 
  facing the forces of Iuz.  Tensions within the new canton and Perrenland (in general) about an invasion by Iuz have thus 
  been slightly eased. 
   
  Moreover, the council has announced the formation of three additional Auszugen, one from the citizen’s of the 
  Canton of Vesbergen, one from the citizens of the Canton of Kershane and one from Ootlander troops currently 
  employed within the Pax Mecuri.  Finally every Graf of Perrenland has been asked to send half of their Grafgardt 
  (preferably mounted) to the city of Exag to counter any move by the Tiger nomads, who being in league with Iuz, need 
  to be countered if they invade in force.  The net result has been to congest the three main highways with a chaotic 
  mixture of troops moving from the major cities and frightened citizens moving into them for protection.   
   
   
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  DM Aid 
  THE PLANE OF SHADOW 
  Excepts from “The Manual Of The Planes” by Jeff Grub, Bruce R. Cordell, and David Noonan 
   
  The Plane of Shadow is a darkly lighted dimension that is both coterminous to and coexistent with the Material Plane. 
  It overlaps the Material Plane much as the Ethereal Plane does, so a planar traveler can use the Plane of Shadow to cover 
  great distances quickly. The Plane of Shadow is also coterminous to other planes. W'ith the right spell, you can use the 
  Plane of Shadow to visit other realities. 
   
  The Plane of Shadow is a world of black and white; color itself has been bleached from the environment. It 
  otherwise appears similar (but not exactly identical) to the Material Plane. Landmarks from the Material Plane are 
  recognizable on the Plane of Shadow, but they are twisted, warped things—diminished reflections of what can be found 
  on the Material Plane. Despite the lack of light sources, various plants, animals, and humanoids call the Plane of Shadow 
  home. 
   
  The Plane of Shadow is highly morphic, and parts continually flow onto other planes. As a result, precise maps are 
  next to useless, despite the presence of landmarks, if a traveler visits a mountain range during one use of a shadow walk 
  spell, the mountain range may still be there the next time, but the individual mountains may have moved about. 
  Precision is a lost cause in the Plane of Shadow. 
   
  The terrain of the Plane of Shadow is usually similar to the area where the traveler enters from the Material Plane. 
  If a wizard travels onto the Plane of Shadow from a forest, she first sees an equivalent shadow forest. If she starts 
  underwater, she appears within a shadowy sea that behaves like a Material Plane ocean, so her water breathing spell still 
  works. However, as she moves away from her entry point, the terrain of the Plane of Shadow changes dramatically, 
  although it usually bears some resemblance to the corresponding terrain on the Material Plane. 
   
  Spells often draw forth parts of the Plane of Shadow, in particular for illusions that have the shadow descriptor. The 
  Plane of Shadow is a monochromatic world, but shadow material pulled from it can be of any color. The spellcaster 
  usually colors, shapes, and shades the shadow-stuff to make it more convincing. A shadow evocation that produces a 
  fireball, for example, appears like any other fireball to those fooled by the illusion. 
   
  The Plane of Shadow is in many ways the dark duplicate of the Material Plane. Much is similar, but there are 
  significant differences. The Plane of Shadow has the following traits : 
   
  Normal Gravity. 
  Normal Time. 
  Infinite Size. 
   
  Magically Morphic: Spells such as shadow conjuration and shadow evocation modify the base material of the Plane of 
  Shadow. The utility and power of these spells within the Plane of Shadow make them particularly useful for explorers 
  and natives alike. 
   
  No Elemental or Energy Traits: Some small regions on the Plane of Shadow (called Darklands; see below) have 
  the minor negative-dominant trait, however. 
   
  Mildly Neutral-Aligned. 
   
  Enhanced Magic: Spells with the shadow descriptor are enhanced on the Plane of Shadow. Such spells are cast as 
  though they were prepared with the Maximize Spell feat, though they don't require the higher spell slots. 
  Furthermore, specific spells become more powerful on the Plane of Shadow. Shadow conjuration and shadow evocation 
  spells are 30% as powerful as the conjurations and evocations they mimic (as opposed to 20%). Greater shadow 
  conjuration and greater shadow evocation are 60% as powerful (not 40%), and a shade spell conjures at 90% of the power 
  of the original (not 60%). To calculate the effect of such spells, take advantage of Maximize Spell to garner maximum hit 
  points or maximum damage, then apply the percentage above.  
   
  Impeded Magic: Spells that use or generate light or fire may fizzle when cast on the Plane of Shadow. A spellcaster 
  attempting a spell with the light or fire descriptor must succeed at a Spellcraft check (DC 15 + the level of the spell). 
  Spells that produce light are less effective in general, because all light sources have their ranges halved on the Plane of 
  Shadow. 
   
  Despite the dark nature of the Plane of Shadow, spells that produce, use, or manipulate darkness itself are 
  unaffected by the plane. 
  A Dark God’s Laughter 
   
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  Movement And Combat 
  Movement is normal on the plane of shadow, but travellers can cover great distances by stepping into shadows both on 
  the plane and on the Material Plane. When moving through the Plane Of Shadow, travellers see shadowy landscapes 
  that are similar to, though not exactly alike, the corresponding terrain on the Material Plane. Rivers may be changed, or 
  absent, for example; and castles present, ruined, or altered entirely (though the basic terrain type stays the same). 
  Individuals lost, stranded or abandoned must locate a permanent or natural portal in order to return to the Material 
  Plane.  
   
  General Features 
  Overall, the Plane Of Shadows is no more or less dangerous than the Material Plane. Certain regions (and inhabitants) 
  are more hostile in certain places and situations. There is always sufficient food and water (though it is black in color 
  and not very appetising).  
   
  Vision on the Plane Of Shadow is like vision on a moonless night on the Material Plane. Most of the terrain is dark 
  and stormy, interrupted only by the occasional beacon of a portal or traveller’s campfire. Darkvision is unaffected by the 
  plane, but all normal lights and lamps have their radius halved (including spell effects).  
   
  Travellers tend to find the Plane Of Shadow quite cool (but not cold). Fire, however, burns normally (as does other 
  such effects like lightning, etc). 
   
  Dark Mirages 
  Sometimes, travellers on the plane see troubling visions when they visit places they have been before (but see them 
  looking decayed or dark in nature). This can cause problems for travellers who interact with the visions, but in this 
  scenario (“A Dark God’s Laughter”) the PCs will not get close enough to any of these to dramatically affect them. 
   
   
   
   
   
   
   
  A Dark God’s Laughter 
   
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  A Dark God’s Laughter 
  Critical Events Summary 
   
  Name Of Convention or Game Day : _________________________________ 
  Convention or Game Day RPGA Order Code :  ___________________ 
  DM’s Name : _________________________  Location :  __________________________ 
   
  A line is placed for you to add further detail if you wish … 
   
  1.  Did the party rescue Karenin?   YES    or    NO ?  _______________________________ 
   
  2.  Did the party execute Karenin?   YES     or      NO ?  _____________________________ 
   
  3.  Did the party help Hanne (thus ensuring her survival)?    YES     or    NO ? 
  _____________________________________________________________________________ 
   
  4.  Did Hanne die?     YES      or      NO ?  ________________________________________ 
   
  This Critical Events Summary is open until January 31
  st 2004. 
  Email the results to Bruce Paris (Perrenland Triad Point Of Contact) at paris@hn.ozemail.com.au . 
  Or 
  Send snail mail to : Bruce Paris, c/o Trinity Bay State High School, PO Box 5071, CAIRNS, QLD, 4870. 
  Please participate in this summary. It is your chance to guide the progress of the Perrenland plot, and help to shape 
  future events! 
   
   
  A Dark God’s Laughter 
   
  Page 30 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Greyhawk/Iuz's Border States/Perrenland/PER3-08 - A Dark God's Laughter.pdf