TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed 
  by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of Wizards of the 
  Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please visit www.wizards.com/d20. 
   
  This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you can sanction and run DUNGEONS & 
  DRAGONS game events of all sizes, visit our website at www.rpga.com. 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, Player’s Handbook, Dungeon Master’s Guide, and 
  Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other countries. This material is protected under the copyright laws of the 
  United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written 
  permission of Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely 
  coincidental. © 2005 Wizards of the Coast, Inc and the adventure author or authors. 
   
  Visit the LIVING GREYHAWK website at www.rpga.com. 
  For questions specific to this document and your region please e-mail your triad point of contact (POC) at scon40@aol.com.  For LIVING GREYHAWK 
  campaign questions email rpgahq@wizards.com. 
  SHE7-03 
   
   
   
   
  Night of Madness 
  A One-Round D&D® LIVING GREYHAWKTM  
  Sheldomar Valley Metaregional Adventure 
  Version 1.01 
   
  by Sean Hillman 
  Reviewers: Michael Moore, Sheldomar Valley Triads 
  Circle Reviewer: Steven Conforti 
  Playtesters: Mike Czaplinski, Marsha Hillman, Brian Mahoney, Dawn Meade, John Pieper, Byron Roberts, Matt Schad, 
  Michelle Schad, Jonathan Tom, Steve Yee 
   
   
   
  It had been thought that all accounts had been settled but apparently a few notations in the ledger had been missed. 
  Missed, but not forgotten. Strange merchants, whispered secrets, and odd excavations have aroused suspicions in 
  Newick. It is possible that services performed have not been repaid and for those merchants of the deepest markets, 
  such a debt cannot be allowed to stand. A Sheldomar Valley metaregional adventure for APLs 8-16, and Part 1 of the 
  Thousand Eyes Series. 
  Note: This adventure will be of particular interest to Members of the Midnight Ravens, the Rascals, characters who 
  played Check the Fine Print and/or Settling Accounts. 
  Resources: Complete Adventurer, by Jesse Decker 
  
  SHE7-03 Night of Madness 
   
  Page 1 
  RPGA® SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA even from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK campaign—a worldwide, 
  ongoing D&D campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the table Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the table DM. You don’t have to be a 
  HERALD-LEVEL GM to run this adventure if you are not 
  the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK character. Second player and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2008. 
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com. 
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this adventure 
  as part of an RPGA-sanctioned event, reading beyond this 
  point makes you ineligible to do so. 
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies of 
  the following D&D books: Player’s Handbook, Dungeon 
  Master’s Guide, and the Monster Manual.  
  Throughout this adventure, text in bold italics provides 
  player information for you to paraphrase or read aloud 
  when 
  appropriate. 
  Sidebars 
  contain 
  important 
  information for you, including special instruction on 
  running the adventure. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Full information on NPCs 
  and monsters are given in the Appendices.  
  Along with this adventure you’ll find a RPGA Table 
  Tracking sheet. If you’re playing this adventure as part of 
  an RPGA-sanctioned event, complete and turn in this 
  sheet to your senior GM directly after play. You’ll also 
  find a LIVING GREYHAWK Adventure Record (AR).  
  LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To determine this 
  modified Average Party Level (APL) follow the steps 
  below: 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  If PCs bring animals that have been trained for combat 
  (most likely dogs trained for war), other than those 
  brought by virtue of a class ability (such as animal 
  companions, familiars paladin’s mounts) or the 
  warhorse of a character with the Mounted Combat 
  feat, use the sidebar chart to determine the number 
  of levels you add to the sum of step one. Add each 
  character’s animals separately. A single PC may only 
  bring four or fewer animals of this type, and animals 
  with different CRs are added separately.  
  Sum the results of step 1 and 2, and divide by the number 
  of characters playing in the adventure. Round to the 
  nearest whole number. 
  If you are running a table of six PCs, add one to that 
  average. 
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLS are given in even-
  numbered increments. If the APL of your group falls on 
  an odd number, ask them before the adventure begins 
  whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. If a player 
  character is three character levels or more either higher 
  or lower than the APL at which this adventure is being 
  played, that character receives only one-half of the 
  experience points and gold for the adventure. This 
  simulates the fact that either the PC was not challenged 
  as much as normal or relied on help by higher-level 
  characters to reach the objectives.  
  
  SHE7-03 Night of Madness 
   
  Page 2 
   
  Furthermore, a PC who is four or more levels higher 
  than the highest APL supported by the adventure may 
  not play the adventure. 
   
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1st-level characters may find the 
  challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help protect 
  them, and fight for them. 
  TIME UNITS AND UPKEEP 
  This is a standard one-round Metaregional adventure, set 
  in the Sheldomar Valley.  Characters native to the 
  Sheldomar Valley pay one Time Unit per round, all 
  others pay two Time Units per round. 
   
  Adventurer’s Standard Upkeep costs 12 gp per Time 
  Unit.  Rich Upkeep costs 50 gp per Time Unit.  Luxury 
  Upkeep costs 100 gp per Time Unit. Characters that fail 
  to pay at least Standard Upkeep will retain temporary 
  ability damage until the next adventure, must buy new 
  spell component pouches and healer’s kits, and may 
  suffer other in-game penalties (or possibly gain in-game 
  benefits) as may be detailed in this adventure. 
   
  A character who does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties by 
  living off the wild.  If the character possesses four or 
  more ranks in the Survival skill and succeeds at a Survival 
  check (DC 20), the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, may 
  refill spell component pouches and healer’s kits, and may 
  restock up to 20 arrows or bolts if the character has at 
  least four ranks in Craft (bowmaking).  The player is 
  allowed to Take 10 on this roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of 
  Chapter 3 of the LIVING GREYHAWK Campaign Sourcebook. 
  ADVENTURE BACKGROUND 
  The Coven is reeling from their defeat over two years ago 
  and has yet to fully recover. However, the Brains note 
  that 
  other 
  recently 
  defeated 
  fellow 
  nefarious 
  organizations have some life left in them. So to forestall 
  more attacks on themselves, they put out feelers to 
  Allihandreia, a Cleric of Gruumsh, and the surviving 
  Sakhut. The Coven also decides to make contact with 
  Storm Eye. The Coven suggests to these various groups 
  that working together would be much more profitable 
  then going it alone. So far, most are in the negotiation 
  stage.  
   
  In the meantime, the Coven moves its new 
  operation into an abandoned underground tunnel system 
  under the river between Keoland and the Yeomanry. This 
  makes it a bit more secure and safer from attack.   
   
  Using contacts in the Yeomanry, they begin 
  bringing supplies into Newick and begin undermining 
  some members of the town militia.  The construction 
  goes well, and the seeding of the new brain in the lair 
  goes as planned. The Illithids and Duergar work mainly 
  in the underground along with some Kuo-Toa and giants. 
  Allihandreia’s thralls and the Clerics of Gruumsh are 
  primarily responsible for bringing in the needed supplies 
  and protecting the operations against Newick itself.  
  Everything seems to be going as scheduled. 
   
  However, agents in Geoff and Ulek get wind that 
  some of their old enemies may not be so defeated after 
  all. Add in some suspicions of both Keoland and the 
  Knights of the Watch that something may be going on in 
  Jaedra and across the river in Newick. This raises enough 
  red flags that all involved feel it is time to call in some 
  adventurers to root out the problem.  A meeting place is 
  decided on, and the word is sent out to adventurers. 
   
  Of course, the Coven does still have a number of 
  well-placed sources in high places.  Although the 
  clandestine meetings of foreign powers are not 
  uncommon, so many old enemies meeting in one place 
  so close to their new base has not gone unnoticed. Into 
  action goes a desperate plan to lay the blame for the 
  disturbances in Newick on prophets of Zagyg, at least 
  until the defenses of the new base are fully in place. 
  Yeomanry 
   
  Newick - Newick is a walled frontier town located 
  near the border of the Hool Mashes. Its 2,100 residents 
  make their living from farming, fishing, and light 
  forestry. As one of the first sizable towns between seized 
  lands and the relative freedom of the Yeomanry, Newick 
  serves as the (temporary) home for dozens of refugees at 
  any given time. Due to this large transitional population, 
  Newick can get a bit rough at times, and the militia has a 
  Mundane 
  Animals Effect on 
  APL 
  # of Animals 
  1 
  2 
  3 
  4 
  CR of Animal 
  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 
  7 
  7 
  9 
  10 
  11 
  
  SHE7-03 Night of Madness 
   
  Page 3 
  reputation for treating lawbreakers harshly. There are a 
  number of hastily-constructed inns and taverns in town - 
  the one patronized by adventurers is called Haranshire 
  House, named for the region in which Newick stands. It 
  is run by an incredibly irritating gnome named Erdenson 
  - nicknamed "Centipede" due to his ridiculously bushy 
  eyebrows. Rumor has it that he is tolerated because he 
  knows secrets that lead to a huge cache of magical 
  treasure buried somewhere in the Hool. 
   
  The town's Grosspokesman is Melinda Windomere, 
  a strong, slim, dark-haired woman in her early 40s who 
  enjoys wearing fine silks. Although she is a bit 
  unorthodox in her governance of the region, she is a 
  woman of law and keeps her promises. As a result, she is 
  respected locally but distrusted amongst other members 
  of the Council. She is currently spending most of her 
  time in the capital city of Loftwick serving as the Acting 
  Freeholder of the Yeomanry. The Yeoman Dustdiggers, 
  led by Olan Demeter, have a very strong presence in the 
  town due to the significant archaeological discoveries 
  that have been found in the region over the last few 
  years. 
  ADVENTURE SUMMARY 
  Introduction: PCs are contacted by various groups they 
  belong to or have had dealings with in the past and are 
  asked to come to the outskirts of the Keoish city of 
  Jaedra. Here they are introduced to the ad-hoc committee 
  of folk representing various interests around the 
  Sheldomar. They are informed that the Coven may be on 
  the rise again and are asked to go into Newick in the 
  Yeomanry as merchants. If there is a connection between 
  the Clerics of Zagyg and the Coven, the powers that be 
  want to know. 
  Encounter 1: The PCs come into Newick around noon. 
  Their contact will not be with them until later in the day, 
  so they have time to do some investigation around the 
  business section of the city. 
  Encounter 2: Depending on the PCs actions, they either 
  meet their contact in the Haranshire House or become 
  part of an altercation outside of it.  In the madness that 
  follows, the PCs are attacked by assassins regardless of 
  where they are when the madness begins. Careless PCs 
  arouse the ire of the local authorities. 
  Encounter 3: Armed with whatever information they 
  have gleaned so far, the PCs make their way toward the 
  underground lair of the Coven. Depending on how long 
  they have taken, some information may have already 
  been lost to the PCs. It is evident that the Coven is 
  abandoning its new base. 
  Encounter 4: Depending on where in the base the PCs 
  go they may or may not obtain important bits of 
  information. The PCs meet the last member of the Coven 
  remaining in the hideout. He offers them the choice: 
  have their memories changed by the Coven, or all of 
  Newick will be destroyed. 
  PREPARATION FOR PLAY 
  1. 
  Ask the PCs if they have played the following 
  with their characters: SHE4-04 Check the Fine 
  Print, Return of the Grand Duke, or the Geoff 
  Interactive Settling Accounts.  
  2. 
  Ask the PCs if they have played either or both of 
  SHE5-05 Eye of the Storm and SHE6-03 Things to do 
  in Bissel When You’re Dead. 
  3. 
  Ask PCs to what Meta-Organizations they 
  belong. In particular, take note of Knights of the 
  Watch and Dispatch; The Rascals; The Midnight 
  Ravens; Evro Lygadi. 
  4. 
  Get the Spot and Listen bonuses from each PC 
  and note them down. These may come in handy 
  during parts of the adventure. 
  5. 
  Time Chart – Familiarize yourself with the Time 
  Chart.  There are portions of the adventure 
  where the DM will be adding checkmarks to 
  determine when or if an incident occurs. See 
  Appendix. 
  INTRODUCTION 
  The DM should take note of the history and Meta 
  Organizations of each PC. This determines which 
  introduction that they get. A generic introduction is 
  available for those who do not have any of the previous 
  history with the Coven or members of the soon to be 
  constituted Thousand Eyes. 
  If a PC has both played some of the adventures 
  mentioned and is a member of one of the following 
  organizations there is no need to read them two 
  introductions. In this case just read them the 
  introduction relevant to their Meta Organization. 
   
  Members of the Midnight Ravens – Read this 
  introduction out of earshot of other players.  
   
  A message arrives, hidden under the label of a 
  bottle of old wine you had recently been given.   
   
  Hand each member of the Midnight Ravens Player 
  Handout #1. 
   
  Members of the Evro Lygadi –  
   
  An old man drops a message at your table and 
  wanders off aimlessly.  
   
  Hand each member of the Evro Lygadi Player 
  Handout #2. 
   
  Members of the Knights of the Watch and Dispatch 
  –  
  
  SHE7-03 Night of Madness 
   
  Page 4 
  You are asked to report to Hochoch and meet 
  Knight Luman Ercotte, Steadfast Hound. When you 
  are brought before him, he nods and introduces 
  himself. “I am Knight Luman Ercotte, Steadfast 
  Hound, very good to meet you (or to see you again). 
  Hand each Knight of the Watch or Dispatch Player 
  Handout #3.    To full-status Knights of the Watch or 
  Knights of Dispatch (no Squires), hand Player Handout 
  #3A. 
   
  Members of the Rascals –  
   
  You receive word that some new and unfriendly 
  folk have been digging in the wrong places. You are 
  told to cross over into Keoland and join a meeting of 
  some folk who could share the same interest in 
  seeing these interlopers fail. 
   
  Those who have played SHE5-02 Check the Fine Print, 
  Return of the Grand Duke, Settling Accounts, SHE5-05 
  Eye of the Storm, or SHE6-03 Things to Do in Bissel When 
  You’re Dead receive a letter from a courier: 
   
  Hand these characters Player Handout #4. 
   
  Generic Introduction for those who do not meet any 
  of the other requirements –  
  You receive a letter from a courier. 
   
  Hand these characters Player Handout #5. 
   
  All Introductions: PCs can attempt a DC 20 
  Knowledge (local - Sheldomar Valley) skill check to 
  know that the Burning Fig has not been in use as a tavern 
  in many years. 
   
  Once all of the PCs have agreed to go to the meeting, 
  read the following: 
   
  Some travel and travails have brought you to the 
  sign of the Burning Fig. What you expected was a 
  low-end adventurer’s inn, but what you see before 
  you is not even that prosperous. In a lonely field on 
  a dusty road near the Javan (pr. Yavan) river is a run-
  down, abandoned structure that has not been in 
  business in a decade.  
   
  Across the road lay broken down stables and a 
  well.  The wind blows the lever that used to bring 
  water from the well back and forth, the squeaking 
  metal keeping time with each gust. A foul odor wafts 
  over to you from what your eyes can see was an old 
  stable.  The smell reminds you of rotten fruit. It 
  emanates from a man with brown hair and mildly 
  tanned complexion.  
   
   Near the former common room of the inn, an 
  old woman with crinkled skin sings and mutters to 
  herself in what sounds like Suel and Common, 
  saying nonsense words as she weaves broken grass 
  into a pathetic crown. 
   
  PCs who wish may make Spot checks (DC 35) or a 
  Sense Motive check (DC 40) to tell that these appear to 
  be guards of some sort, very well disguised by mundane 
  means. 
   
  As you take in the scene, the door to the inn 
  opens ever so slightly, and a hand waves you in. 
   
  If the PC is suspicious, let him or her circle the 
  building and do some checking. Any checks they make 
  reveal that the inn has not been used in many years. 
  Eventually, one of the ‘bums’ gives the PCs a wink or nod 
  to go inside. Assuming all the PCs agree to go inside, read 
  the following: 
   
  When you enter the building your eyes and ears 
  tell you at least ten people are inside the inn 
  including yourself.  
   
  DM Note: Adjust that number if there are fewer 
  than six PCs at the table. 
   
  The most notable are (Knight Luman Ercotte) 
  and a Touv woman in dark chain armor. She is bald, 
  and her eyes are a bright blue in color, which is very 
  unusual. Her dark skin is almost pure black except 
  for the thin strip of dark blue coloring where her 
  eyebrows would normally be. Around her neck 
  hangs a holy symbol of Trithereon.  
   
  The others seem like nothing more than 
  adventurers, like yourself. One is a tall Suel man in 
  leathers carrying a short sword. Another is a Flan 
  woman in a red robe.  The third is an Elven man in 
  rusty plate armor. 
   
  Allow the PCs to introduce themselves and describe 
  what they look like. 
   
  “Thank you all for coming,” the man in the 
  leathers says. “This is about as discrete a meeting as 
  we could manage.  I ask you to refrain from using 
  too much magic, as it tends to give away that 
  something more than banditry is going on.” 
   
  He nods to the Elven man, who pulls out a map 
  and lays it down on a dusty table. “As you can see,” 
  the man in leathers continues, “we are very close to 
  the Yeomanry here. Across the river is the city of 
  Newick, very important to the Yeomanry as it is the 
  home of Melinda Windomere.” 
   
  A Knowledge (local - Sheldomar Valley) or Bardic 
  Knowledge check (DC 15) reveals that she is the 
  Grossspokesman of Newick and the Acting Freeholder of 
  the Yeomanry. 
   
  “Somewhere close by, we believe an old threat is 
  re-asserting itself,” the Flan woman in the red robe 
  speaks up. “Some of you may know what I mean 
  when I say the word Coven. For those who do not, 
  let me describe them to you.” 
   
  “Years ago, an important figure in one of the 
  governments of the Sheldomar had the poor 
  judgment to work with a group of Illithidi and 
  Duergar mercenaries known as the Coven. These are 
  
  SHE7-03 Night of Madness 
   
  Page 5 
  slavers and merchants of the dark places.  Over time, 
  it became clear that they were a bigger threat than 
  first imagined, and the ffolk of Geoff and Gran 
  March, with help from their friends,” she nods to 
  the others in the room, “managed to destroy one 
  coven hideout.” She pauses for a moment, and her 
  face becomes more somber. 
   
  “Recently, it has become evident that they are 
  building a new base very close to Newick and Jaedra. 
  So far, our best evidence suggests that they are 
  digging in somewhere near Newick.” 
   
  “Of course, they may not be working alone.” The 
  elf finally speaks. “Reports of Gruumsh worshippers 
  from Sterich and an old enemy of Ulek may be 
  helping them.” 
   
  “Worse,” 
  the 
  dark-skinned 
  priestess 
  of 
  Trithereon speaks up. “There are reports that the 
  beholder Storm Eye may also be courted by the 
  Coven. Storm Eye has worked with other evil 
  organizations before and has survived all attempts 
  to kill him to date. If he were to join hands with the 
  Coven…” her voice trails off. 
   
  “It would be a considerable coalition of evil.” 
  Knight Ercotte finishes. He introduces himself as 
  Luman Ercotte, Steadfast Hound to any who do not 
  know him. “These are not fanatic and self-serving 
  worshippers of the Whispered One. They are 
  organized and experts at working within the 
  frameworks of society, taking their illicit gains from 
  the fringes and dark places where most people will 
  not notice. They will not bring governments down 
  as that can be bad business. Instead, they replace key 
  members to make sure their organization receives 
  its share of the bounty.” 
   
  “Which is where you come in.” The man in the 
  leathers steps forward. “We have some information 
  brokers in Newick with the tacit permission of the 
  Yeomanry government. They are willing to help but 
  do not want to see their city or people killed. So 
  discretion is necessary.” 
   
  “We would like you to enter Newick as 
  merchants and investigate the merchant quarter 
  while waiting for your contact. Once you have the 
  information provided, we want you to act on it.  
  Your priority is to gain as much information about 
  the Coven and their potential allies as possible. If 
  you can act to disrupt them then do so, but be 
  careful.  If civilians in Newick are harmed, there will 
  be Baator to pay and it could jeopardize our 
  operations in the future.” 
   
  “One final complication,” the dark-skinned 
  priestess speaks up. “There are clerics of Zagyg in 
  the city even now. This all could be a scam on their 
  part, or they could be serving the Mad One by 
  helping the Coven.  Already there have been 
  mysterious deaths, and tension has been high the 
  last week or so.” 
   
  “So, what questions have you, and will you help 
  us?” The man in leathers asks. 
   
  Below is some of the information that PCs might ask 
  about. If they ask other questions, those present will do 
  their best to answer as long as it does not compromise 
  their security. 
   
  -Names of those present: Knight Luman Ercotte, 
  Sidra (red Robe), Argos (Suel Man), Helm (Elf), and 
  Tantha Chainbreaker (Priestess of Trithereon). 
   
  -What is/Who are the Coven: The Coven are an 
  organization of Illithids, mind flayers, and allied 
  creatures who seem to be interested in illicit mercantile 
  pursuits and political leverage in pursuit of that goal. 
  Years ago they were defeated in Geoff and Gran March 
  but apparently their reach is much longer then at first 
  thought. 
   
  -Who are the others working with the Coven: 
  The others are individuals or individual groups of 
  significant power in their own right. Were this coalition 
  to get off the ground, there is no telling how powerful 
  they could become. 
   
  -Name of the contact: Unknown. The person will 
  recognize the PCs from their merchant robes. He is a 
  member of the Dustdiggers. 
   
  -What should they be looking for: Any kind of 
  information that can determine if indeed the Coven is 
  creating a new base nearby, if the Clerics of Zagyg are 
  involved, and what other dark organizations might be 
  working with them. 
   
  -Do the various governments involved know 
  what’s going on: Yes, the Keoish crown and the others 
  all know what is going on at least to some extent.  In this 
  they are sharing information. 
   
  -Why so secretive: There may be Coven spies 
  among some of the various organizations involved. It 
  does pay to be careful. 
   
  -Compensation: This gets scowls or even moans 
  from most of the NPCs present, but the PCs are promised 
  adequate compensation, minus any damage to Newick 
  and the raising of civilians who might be injured or slain 
  by PC carelessness. 
   
  Once the PCs agree, they are given disguises to help 
  them masquerade as a trade mission from Greyhawk to 
  explain any diversity among their group. Each PC may 
  disguise him or herself (taking 20) or allow Sidra to 
  disguise them (total Disguise check taking 20: 40). 
   
  The PCs are asked to leave immediately, though they 
  may make changes to their spell lists. They cannot 
  purchase any gear, however. Go to Encounter 1. 
  
  SHE7-03 Night of Madness 
   
  Page 6 
  ENCOUNTER 1: A NEWICK 
  AFTERNOON 
  DM Note: The PCs are inserted into the city of Newick 
  by their employers and allies with the intent of gathering 
  as much information about the supposed Coven activities 
  as possible.  The majority of Encounter One is based 
  around different locations in the city and gathering 
  information about the strange goings on. 
   
  The Coven is very clever and already knows the PCs 
  are coming, just not exactly when.  There is a spy among 
  those in the various organizations that is supplying the 
  Coven with information.  This person will not have direct 
  contact with the PCs to avoid any magics that might 
  reveal their duplicity. 
  Read the following: 
  It’s a bit after noon when the boat carrying you into 
  Newick finally arrives.  Your covers as merchants 
  from Greyhawk easily allow you access to the town 
  with only a modicum of suspicion. The town is 
  bustling with merchants and adventurers from all 
  over the Sheldomar.  The odd refugee can be seen 
  plying the streets trying to make a few silvers, and 
  the stern faces of the militia caution you to behave 
  yourselves while you are in the walled town. 
   
  You think upon the last few instructions given 
  you by your employers before leaving the wretched 
  and dilapidated tavern near Jaedra. 
   
  “Do not get the authorities involved. The 
  Yeomanry knows mercenaries are coming to town 
  and is tolerating it only because of how dangerous 
  the Coven can be. This is the home town of the 
  current acting Freeholder, Grosspokesman Melinda 
  Windomere, and she would be quite upset if any of 
  her people come to harm. Remember to seek your 
  contact at Haranshire House sometime in the 
  afternoon.” 
   
  Looking around, you might wonder if any of the 
  folk in front of you could be working with the 
  Coven. Any of them could be.  Almost certainly some 
  of them are. 
   
  With your instructions and suggestions firmly 
  in mind, you head off to the merchants quarter. 
   
  The PCs have several hours before they are to meet 
  at Haranshire House with their mysterious contact.  In 
  the meantime, they can begin investigating anywhere 
  and everywhere. Each location has a selection of 
  information available through Gather Information 
  checks of variable DCs. Use this information to lead the 
  PCs around to different parts of the town in their 
  investigation. 
   
  The DM should be aware of the amount of time each 
  PC spends searching out information.  Each time a PC or 
  group of PCs go to a new location, make a mark on the 
  Time Chart (See Appendix). When the ‘Brains Revealed’ 
  incident is reached, check which PCs are in the 
  Merchant Quarter or near Haranshire House. To those 
  PCs, read the box text marked “Brains Revealed”. To the 
  other PCs not present, read the box text marked “Some 
  Commotion.” As PCs decide where to go, let them know 
  about the different areas they can go to. Ask each PC or 
  group of PCs how they are approaching their gathering 
  and assign bonuses or penalties based on that.  PCs may 
  roll as individuals or groups, but for every four rolls the 
  individual PCs or the groups make in a given area, the 
  Time Chart should be moved ahead one. 
  THE MERCHANT QUARTER 
  The merchant quarter is bustling with businesses 
  and traders trying to make a few coins in the final 
  part of the business day.  Exotic items war with the 
  more mundane goods to attract the buyer’s 
  attention.  You spot the occasional cleric of Zagyg 
  making his or her rounds, talking about doom and 
  then offering a front row seat to the coming 
  apocalypse. Invariably zealous militiamen drive 
  them off but another soon appears. 
  Gather Information Check Table 
  DC 
  Information 
  Told by 
  10 
  The militia has been 
  watching 
  everyone 
  who comes in with a 
  close eye. They are 
  even 
  dragging 
  old 
  timers 
  in 
  for 
  questioning. 
  An old woman selling 
  fish 
  20 
  There is a priest of 
  Zagyg 
  selling 
  prophecies in some of 
  the back alleys. Pretty 
  cheap, too. 
  A 
  merchant 
  from 
  Keoland 
  25 
  People in black robes 
  have 
  been 
  seen 
  murdering 
  folks 
  at 
  night. It’s bad for my 
  reputation 
  don’tcha 
  know. Been happening 
  for about a month now. 
  A man in a black robe 
   
  THE MILITIA CHECKPOINT 
  As you approach the checkpoint, the militiamen 
  there ask for your name and your business. The 
  militia are not unfriendly but neither are they all 
  smiles either. As you wait your turn you have the 
  opportunity to speak to the militia or the other folks 
  in line. 
  
  SHE7-03 Night of Madness 
   
  Page 7 
  Gather Information Check Table 
  DC 
  Information 
  Told by 
  15 
  I 
  heard 
  they 
  were 
  checking every thieves 
  hideout in the city. 
  Even the pickpockets 
  are 
  getting 
  shaken 
  down. 
  A man in line 
  20 
  We are just trying to 
  keep the peace and the 
  fear down. One person 
  says murder, but its 
  nothing more then an 
  old man dying of age. 
  A young militia girl 
  25 
  The 
  merchants 
  are 
  thinking about taking 
  matters into their own 
  hands. Two of our own 
  have 
  passed 
  on 
  recently. Its not good 
  for business 
  A merchant 
  30 
  I think the next time 
  one of those two Zagyg 
  priests acts up we are 
  going to kick them 
  both out of the city.  
  We have hauled them 
  in twice so far. 
  A militia sergeant 
   
  THE TEMPLES 
  You make your way among the temples and priests 
  of different faiths, each one wondering aloud about 
  the problems.  Few of them have any concrete 
  information. 
  Gather Information Check Table 
  DC 
  Information 
  Told by 
  15 
  I think they are making 
  more 
  out 
  of 
  this 
  mystery than exists. 
  The 
  Zagygs 
  are 
  harmless, and people 
  die in a town full of 
  adventurers. I think the 
  militia is just being too 
  zealous. 
  A priest of Trithereon 
  20 
  All this seems familiar 
  somehow. I know sure, 
  it happens in dozens of 
  cities all over Oerth, 
  but this is different. 
  Something from a few 
  A traveling priest of 
  Pelor 
  years ago maybe… 
  25 
  Things have taken an 
  ugly turn here of late.  I 
  do not trust the Zagygs 
  but neither do I think 
  they are trying to cause 
  unrest on purpose. This 
  smells 
  of 
  an 
  underworld 
  guild.  
  Something is going to 
  happen here soon. 
  A priest of Heironeous 
   
  HARANSHIRE HOUSE 
  Haranshire House lives up to its reputation as the 
  food, drink, and information flow around like water 
  from a fountain.  The famous tavern is full and very 
  busy with plenty of paid and unpaid entertainment 
  keeping everyone in mostly good spirits. 
  Gather Information Check Table 
  DC 
  Information 
  Told by 
  15 
  The 
  merchants 
  are 
  scared. They are paying 
  good 
  money 
  for 
  protection, and I hear 
  it’s cutting into their 
  profits.  
  A Gran March soldier 
  20 
  I 
  heard 
  from 
  my 
  cousin’s friend that the 
  folks who are dying are 
  merchants 
  who 
  are 
  friends with the law 
  and order types. The 
  more 
  sly 
  merchants 
  seem to be doing okay. 
  A barmaid 
  30 
  There was a Knight of 
  Dispatch 
  asking 
  questions like you are. 
  The authorities were 
  not happy with her and 
  asked her to leave.  
  Before she could I 
  think she disappeared. 
  This was a week ago, 
  but you did not hear it 
  from me. 
  A mysterious cloaked 
  figure 
   
  BACK ALLEYS 
  You make your way through some of the tougher 
  portions of the town and eventually find what you 
  are looking for.  A small crowd has gathered around 
  
  SHE7-03 Night of Madness 
   
  Page 8 
  an obvious priest of Zagyg. Some are pointing and 
  laughing, others look angry, and a very few look 
  downright intrigued.  One woman in particular is 
  eagerly grasping a party mask as the priest speaks to 
  her. 
   
  “The mask can save you, honestly. What good is 
  your life savings when you are dead? You cannot do 
  anything with money if you are dead. Now undead, 
  sure, but not dead. Take the mask; it was worth the 
  money. Trust me.” 
  Gather Information Check Table 
  DC 
  Information 
  Told by 
  15 
  I foresee brains, and 
  brains being eaten. I 
  foresee 
  danger. 
  I 
  foresee madness! Well, 
  of course I foresee 
  madness, 
  but 
  you 
  know, more  madness. 
  Zagyg be praised. 
  Priest of Zagyg 1 
  20 
  You know, I hear that 
  having 
  your 
  brain 
  sucked out is not an 
  automatic death. Of 
  course, when someone 
  wants you dead and 
  you do not stay dead, 
  that makes them very 
  angry, mad in fact. Not 
  mad as in, but you 
  know as in angry. Mad. 
  You know. 
  Priest of Zagyg 2 
   
  The DM may give the PCs a Spot check to tell that these 
  are the only two priests of Zagyg that seem active in the 
  city. The DC is 18.  There seem to be many more because 
  the two are very active. 
  BRAINS REVEALED 
  Read to any PC currently at Haranshire House or in the 
  Merchant Quarter.  If the PCs decide to wait around for 
  their contact in Haranshire House, then they all see the 
  events that transpire below. 
   
  You watch as a wagon driven and escorted by 
  four surly half-orcs rumbles down the street 
  towards some warehouses. As the wagon moves over 
  a rough part of the street, one of the wheels falls off. 
  A single barrel of the cargo is spilled onto the street. 
  Predictably, the barrel splits and spills what appear 
  to be a mass of cerebral matter onto the street. The 
  smell is horrible, and people turn away from the 
  mess, gagging. 
   
  The 
  apparent 
  half-orc 
  in 
  charge 
  begins 
  chastising 
  the 
  driver 
  and 
  orders 
  his 
  three 
  companions to clean up the mess quickly. Soon a 
  militia man comes over and points at the mess. He 
  says to one of the half-orcs, “That had better not be 
  what I am thinking it is!”  
   
  All smiles now, the half-orc in charge shakes his 
  head and laughs. “No no, friend! These are the 
  monkey brains for the rich Keo across the river! 
  Brought all the way from the jungles!” 
   
  The militia man shakes his head. “I have seen it 
  all now. Well, clean it up and get this stink out of 
  here.”  The militia man leaves, and the half-orcs fix 
  their wagon and clean up the mess. 
   
  Any PC who saw this can make a Heal check, (DC 
  20) or Knowledge (nature) check (DC 15) to know these 
  are not monkey brains. A DC 30 Heal Check reveals them to be 
  humanoid brains. 
  SOME COMMOTION 
  Read the following to all the other PCs not present at the 
  above. 
   
  As you are talking to the folks of Newick, a 
  cleric of Zagyg comes running through the streets, 
  talking excitedly to his companions.  
   
  “It’s the sign! The sign! Chaos has embraced 
  Newick!” With that, he runs off to tell someone else 
  while his companion goes in a different direction. 
  In his wake, several members of the militia 
  converge on the priest and guide him away from the 
  crowd. “This is the third time we have to drag you in 
  this week…” they can be heard saying.   
   
  Regardless of which box text a PC is read, it is now 
  time for them to meet their contact. 
   
  Development:  If the PCs decide to follow the half-
  orcs or confront them about the brains, go to Encounter 
  2B.  If the PCs go into Haranshire House as planned, go 
  to Encounter 2A.  If the PCs split the party, each group 
  gets to fight half the half-orcs, and the bard goes into the 
  bar to help in that portion of the encounter. 
  ENCOUNTER 2: DEAD MAN’S 
  DANCE 
  DM Note: This encounter can be tricky if the PCs split 
  the party, some going to Haranshire House and some 
  following the half-orcs outside.  Use your best judgment 
  and adjust box text as necessary. Also remember that 
  certain actions push the Time Chart forward, and this 
  may cause repercussions down the line. 
  
  SHE7-03 Night of Madness 
   
  Page 9 
  ENCOUNTER 2A 
   
  The PCs meet with Baern Kindo, a Dustdigger who 
  knows nothing of their mission but was told by no less 
  then Olan Demeter to deliver a map of a recent dig site to 
  these merchants. Olan Demeter heads the Yeomanry 
  Dustdiggers, a famous group of archaeologists. He is well 
  aware of who should and should not be digging in and 
  around Newick. Once they have this information 
  though, the bard Willow Wisp begins trying to distract 
  them long enough for her companions to make their 
  attacks.  
   
  Special Rules: The Haranshire House is so crowded 
  that it requires special rules. 
  • 
  Spot and Listen checks are at –4. 
  • 
  Senses like Blindsight and Blindsense tells the 
  PC where everyone within range is, but there is 
  no way to tell if one person is trying to hide or is 
  invisible. There are just too many people. 
  • 
  All combatants are considered to have partial 
  cover due to the crowd. A PC or NPC may 
  ignore this fact, but if they do so there is a 50% 
  chance that they also hit and wound or kill a 
  civilian. NPCs do not care, but PCs might. 
  • 
  All ground movement is halved. PCs and NPCs 
  may still take a 5 ft step, however. There is no 
  charging or running. 
  • 
  Area of effect spells affect civilians. Any civilian 
  killed or badly wounded upsets the local 
  authorities greatly. 
   
  You are enjoying the fine food of the night 
  when a traveling minstrel steps up to the 
  performance stage. She introduces herself as Willow 
  Wisp, and in moments has the already excited bar 
  even more energetic. As she begins her second song, 
  a man pushes his way through the crowd to your 
  table.  He is human and of slight build with dark 
  brown hair and olive skin.  
   
  “Baern Kindo, sorry I am late.” He sits down and 
  drops a package in front of you. “It’s a map to a local 
  dig site three miles outside of town. Follow it, and 
  you should find what you’re looking for. I do not 
  know what you are doing and do not want to know. I 
  have pulled my guards and workers off the site for 
  tonight but at dawn tomorrow, they go back to work. 
  Be done by then, ok?” He smiles in a friendly 
  manner and is about to leave when the music 
  abruptly changes. 
  Have some of the PCs make a Will Save. The DC is based 
  on Willow Wisp’s Perform check. Assume she takes 10 or 
  have one of the PCs roll for the DM. The number of 
  members of the party she can fascinate depends on her 
  level and the APL. Obvious spell casters and fighter-types 
  are her prime choices.  Any PC who makes the save 
  knows something is up but not what. The half-orcs are 
  moving invisibly and quickly through the crowd to use 
  their assassin’s strike. 
   
  If no PC makes his or her save then nothing seems 
  amiss except that some of the PCs are focused on the 
  music very intently. This is the time for initiative. 
  APL 8 (EL 10) 
  � Coven Ranger Assassin, Half Orc Male 
  Ranger 5/Assassin 1 (3): hp 44; see Appendix One 
  � 
  Willow 
  Wisp, 
  Human 
  Female 
  Bard 
  5/Marshall 1: hp 27; see Appendix One 
  APL 10 (EL 12) 
  � Coven Ranger Assassin, Half Orc Male 
  Ranger 5/Assassin 3 (3): hp 56; see Appendix Two 
  � 
  Willow 
  Wisp, 
  Human 
  Female 
  Bard 
  7/Marshall 1: hp 46; see Appendix Two 
  APL 12 (EL 14) 
  � Coven Ranger Assassin, Half Orc Male 
  Ranger 5/Assassin 5 (3): hp 68; see Appendix Three 
  � 
  Willow 
  Wisp, 
  Human 
  Female 
  Bard 
  9/Marshall 1: hp 56; see Appendix Three. 
  APL 14 (EL 16) 
  � Coven Ranger Assassin, Half Orc Male 
  Ranger 7/Assassin 5 (3): hp 82; see Appendix Four. 
  � 
  Willow 
  Wisp, 
  Human 
  Female 
  Bard 
  11/Marshall 1: hp 66; see Appendix Four. 
  APL 16 (EL 18) 
  � Coven Ranger Assassin, Half Orc Male 
  Ranger 9/Assassin 5 (3): hp 96; see Appendix Five. 
  � 
  Willow 
  Wisp, 
  Human 
  Female 
  Bard 
  13/Marshall 1: hp 76; see Appendix Five. 
   
  Tactics: The half-orcs strike as soon as possible and 
  from hiding or invisibility if such an advantage is 
  allowed. Once they have attacked, the bard drops her 
  fascinate and begins inspiring her companions. She also 
  casts spells that boost their effectiveness as much as 
  possible.  The half-orcs are two-weapon fighters, 
  attacking 
  with 
  their 
  poisoned 
  spiked 
  gauntlets.  
  Although they do not do massive amounts of damage, 
  they do get several attacks each round while in melee. 
  They care nothing for civilians and ignore any rules 
  regarding their safety. All have been promised 
  resurrections at the end of the day and so all fight to the 
  death. 
  Treasure 
  APL 8: L: 633 gp, C: 200 gp, M: Spiked Gauntlet +1 (6 – 
  192 gp), Potion of Invisibility (4 – 50 gp each), Potion of 
  Cure Light Wounds (4 – 4 gp each), Amulet of Natural 
  
  SHE7-03 Night of Madness 
   
  Page 10 
  Armor +2 (3 – 667 gp each), Bead of Force 250 gp, Choker 
  of Eloquence – Lesser 500 gp 
  APL 10: L: 249 gp, C: 200 gp, M: Spiked Gauntlet +1 (6-
  192 gp), Potion of Invisibility (4 – 50 gp each), Potion of 
  Cure Light Wounds (4 – 4 gp each), Amulet of Natural 
  Armor +2 (3 – 667gp each), +1 Mithral Chain Shirt  (3 – 
  187 gp each), +1 Falchion  (3 – 197 gp each), Bead of Force 
  250 gp, Choker of Eloquence – Lesser 500 gp, Hat of 
  Disguise 150 gp. 
  APL 12: L: 249 gp, C: 200 gp, M: Spiked Gauntlet +1, 
  Wounding (6-692 gp), Potion of Invisibility (4 – 50 gp 
  each), Potion of Cure Light Wounds (4 – 4 gp each), 
  Amulet of Natural Armor +2 (3 – 667 gp each), +1 Mithral 
  Chain Shirt  (3 – 187 gp each), +1 Falchion (3 – 197 gp 
  each), Vest of Resistance +2 (3 – 667 gp each), Bead of Force 
  (250 gp), Choker of Eloquence – Greater (2000 gp), Hat of 
  Disguise (150 gp), Summon Monster VII Scroll (189 gp). 
  APL 14: L: 249 gp, C: 200 gp, M: Spiked Gauntlet +1, 
  Wounding (6-692 gp), Potion of Invisibility (4 – 50 gp 
  each), Potion of Cure Light Wounds (4 – 4 gp each), 
  Amulet of Natural Armor +2 (3 – 667 gp each), +1 Mithral 
  Chain Shirt  (3 – 187 gp each), +1 Falchion  (3 – 197 gp 
  each), Vest of Resistance +2 (3 – 667gp each), Bead of Force 
  (250 gp), Choker of Eloquence – Greater (2000 gp), Hat of 
  Disguise (150 gp), Summon Monster VII Scroll (189 gp). 
  APL 16: L: 249 gp, C: 200 gp, M: Spiked Gauntlet +1, 
  Wounding (6-692 gp), Potion of Invisibility (4 – 50 gp 
  each), Potion of Cure Light Wounds (4 – 4 gp each), 
  Amulet of Natural Armor +2 (3 – 667 gp each), +1 Mithral 
  Chain Shirt (3 – 187 gp each), +1 Falchion (3 – 197 gp 
  each), Vest of Resistance +2 (3 – 667 gp each), Bead of Force 
  (250 gp), Choker of Eloquence – Greater (2000 gp), Hat of 
  Disguise (150 gp), Summon Monster VII Scroll (189 gp) 
   
  Development: If the PCs were careful and caused 
  no civilian casualties, they now have their map and are 
  quickly released by the grateful Newick Militia. If any of 
  the PCs caused civilian casualties with their careless use 
  of area of effect spells or ignoring cover in combat, the 
  PCs are detained and questioned at length. In this event 
  the DM should check off two boxes towards ‘Tunnels 
  Flooded’ on the Time Chart. 
  ENCOUNTER 2B 
  The PCs try to follow the half-orcs, but a crowd, the 
  interference of some clerics of Zagyg, and the 
  intervention by the bard Willow Wisp generally cause 
  the PCs to lose sight of them, allowing some or all of the 
  half-orcs to go invisible and attack the PCs. Allow PCs to 
  make the following checks to try and keep the Half-Orcs 
  in sight: 
  Spot or Track (DC 15 + APL): 1 Half Orc 
  Spot or Track (DC 20 + APL): 2 Half Orc 
  Spot or Track (DC 25 + APL): 3 Half Orcs 
   
  Any of the assassins not spotted go invisible and use 
  the crowd as cover to get close to the PCs. Remember to 
  review the rules for Spotting an Invisible creature (PHB). 
  Special Rules: The street outside is so crowded that it 
  requires special rules. 
  • 
  Spot and Listen checks are at –4 
  • 
  Senses like Blindsight and Blindsense tell the 
  PC where everyone within range is but there is 
  no way to tell if one person is trying to hide or is 
  invisible. There are just too many people. 
  • 
  All combatants are considered to have partial 
  cover due to the crowd. A PC or NPC may 
  ignore this fact, but if they do so there is a 50% 
  chance that they also hit and wound or kill a 
  civilian. NPCs do not care, but PCs might. 
  • 
  All ground movement is halved. PCs and NPCs 
  may still take a 5 ft step, however. There is no 
  charging or running. 
  • 
  Area of effect spells affect civilians. Any civilian 
  killed or badly wounded upsets the local 
  authorities greatly. 
   
  Read the following: 
   
  You try to follow the half-orcs, and it is not 
  difficult to do so. As you move, however, the crowd 
  is becoming more agitated, and several people are 
  panicking. A cleric of Zagyg stops you as you try and 
  push through the crowd. 
   
  “Fools! I warned you! Your wives will betray us 
  all!” He looks puzzled for a moment and then steps 
  back. ”No, I did not warn YOU. Sorry for the 
  mistake.” He moves off. As he does, a minstrel 
  attempts to calm the crowd.  All of these distractions 
  make tracking your quarry very difficult. 
   
  Allow PCs to make Spot checks, based on the half-
  orcs taking 10 on their Hide checks. Any half-orcs not 
  spotted turn invisible. At the same time, Willow Wisp 
  attempts to fascinate as many of the PCs as she can to gain 
  her allies some time to strike. Make sure to put several 
  figures on the board and confuse the PCs as to who is 
  attacking them when the combat begins. If they 
  slaughter an innocent cleric of Zagyg in the confusion, 
  the authorities will be very upset with them. 
   
  For APL, Treasure, and Tactics information, see 
  Encounter 2A above. 
   
  Development: Check off a box on the Time Chart 
  towards “Tunnels Flooded” since the PCs did not meet 
  Baern Kindo at the appointed place and therefore do not 
  have the map. Once the encounter is over, read the 
  following: 
   
  A man struggles out of the crowd holding a 
  hand on his bleeding head. “You all.. I … uh damn! I 
  
  SHE7-03 Night of Madness 
   
  Page 11 
  cannot remember! Oh yeah, there is a dig site 
  outside of town. I was supposed to tell you how to 
  get there. Name’s Baern Kindo. Wow, my head 
  hurts.”  
   
  Baern tells the PCs how to get to the site, but his 
  foggy head makes his directions slightly off, so it will 
  take longer for the PCs to get there. 
   
  If the PCs were careful and caused no civilian 
  casualties they now have their directions and are quickly 
  released by the grateful Newick Militia. If any of the PCs 
  caused civilian casualties with their careless use of area of 
  effect spells or ignoring cover in combat, the PCs are 
  detained and questioned at length. In this event the DM 
  should check off two boxes towards ‘Tunnels Flooded’ on 
  the Time Chart instead of one. 
   
  Go To Encounter 3. 
  ENCOUNTER 3: BENEATH 
  THE JAVAN 
  DM Note: In this encounter, the PCs run into one of two 
  different encounters, depending on how long it took 
  them to get here. This encounter takes them from the 
  Dustdigger’s site to the very doors of the Coven’s new 
  base.  The Coven, aware that the game is up, have set in 
  motion their plan to abandon the base and destroy the 
  trail that might lead their enemies to find them.  They 
  have informed their Kuo-Toa and Sakhut allies that they 
  will need to delay the PCs depending on when they 
  arrive in the tunnels leading to the Coven base. 
   
  Remember, the clock is ticking, so PCs who get lost 
  or who were delayed by the Yeomanry authorities may 
  very well run into a more difficult set of encounters. 
  ENCOUNTER 3A: DUSTDIGGER’S 
  CAMPSITE 
  Even though no one else is supposedly present, the 
  dry taste of dust hangs in the air as if people were 
  still present and working. Mundane torches mark 
  the paths and the general dig site though many of 
  have gone out in the breeze off the river.  
   
  It must have been some early Flan town or 
  encampment by the looks of the ruins. A keen eye 
  can still see some of the artwork of old gods on the 
  scattered and cracked pottery. 
   
  The tracks of many feet obscure any particular 
  evidence left behind, but the directions you gained 
  in Newick lead you to your destination.  Off to one 
  side a small barely man-sized hole in the ground 
  drops down roughly six feet and then heads in the 
  vague direction of the river. 
  Somewhere down there is an iron door mentioned 
  by Baern Kindo, but that is the only other clue you 
  have of what lies ahead. 
   
  The hole is big enough for medium-sized creatures 
  with two or four legs to get into. Four-legged animals 
  find it awkward but livable. Large creatures find the hole 
  excruciating and require a combined Str check DC equal 
  to their CON score to get through. Only one person may 
  help them from either side for a total of two assists to the 
  roll. If PCs are delayed here for any reason or if they 
  spend time searching the dig site, then make another 
  notch on the Time Chart.  They find nothing but the 
  detritus of archeological discovery.  Perhaps twenty 
  different people dig here during the day. 
  Once everyone is in the hole, continue reading: 
  ENCOUNTER 3B: THE TUNNEL 
  The tunnel you find yourself in is barely big enough 
  for one humanoid to walk with some space to his 
  sides and a little bit of room above his head.  
   
  Conditions. The tunnel is wide enough for 
  medium-sized creatures to move single file. Small 
  creatures can move side by side but cannot fight that way. 
  Large creatures move at half speed and are all but 
  helpless. There is also no light down here, so PCs must 
  bring their own. 
   
  The tunnel does not get wider as you travel, and 
  a good hour of your time is spent traversing its 
  narrow path. 
   
  Allow PCs to make a Survival check to track (DC 20). 
   If they make it, they know someone has been up and 
  down here in the last day, probably a human.  A Survival 
  check (DC 20) tells the PCs they are gradually sloping 
  down and heading in the direction of the Javan. 
   
  After an interminable amount of time, the 
  tunnel opens up into a chamber.  A single torch sits 
  atop a six-foot tall sconce in the middle of the 
  chamber. To your right lay the remains of a long ago 
  fallen stone archway. Nearby the stone remains, a 
  much newer iron archway and door stand in the 
  mouth of another tunnel. To your left is a large pool 
  of water, with several wooden skids lying at the edge 
  of the water. 
   
  The area around the iron door is laced with the 
  veins of some sort of ore.  It is hard to tell in the dim 
  light what kind of metal may be hidden in there. 
   
  The Stone Debris – Knowledge (architecture and 
  engineering), Knowledge (religion), Knowledge (history) 
  or Bardic Knowledge check (DC 30): this was part of an 
  ancient temple to an evil water deity, the Kuo-Toa 
  goddess Blibdoolpoolp. 
   
  The Torch – An ever-burning torch. It is magical but 
  otherwise unremarkable. 
  
  SHE7-03 Night of Madness 
   
  Page 12 
   
  The Iron Door – This is the door the PCs’ contact 
  told them about. It was constructed here to keep any 
  prying eyes out. The door is not trapped, but it is locked. 
  The stone around the door and throughout this room is 
  lined with simple veins of lead and zinc ores. It is enough 
  to keep out any effects blocked by lead and metal. 
   
  The Iron Door: 4 in. thick; Open Locks DC: 30, 
  Hardness 10, Hit Points 40 
   
  The Walls – Made from rock laced with – 
  Knowledge (geography) or (dungeoneering) DC 20 – 
  zinc and lead. 
   
  The Walls: Hardness 10 Hit Points 100 to break 
  through a 5 x 5 section of wall 
   
  The Pool of Water – This actually used to lead to an 
  underground river through which the Coven brought in 
  supplies.  If PCs search the pool area, they find a number 
  of areas where heavy objects recently sat. There is 
  nothing in the water itself, and the tunnel leading out 
  into the Javan has been collapsed. If PCs take too much 
  time investigating the pool or trying to get through the 
  collapsed underwater tunnel, they quickly figure out they 
  are going in the wrong direction but mark another notch 
  on the Time Chart. 
  Once the PCs have gotten through the door (one way or 
  the other), continue. 
  ENCOUNTER 3C: A LONGER WALK 
  Conditions. The tunnel is wide enough for medium 
  creatures to move single file. Small creatures can move 
  side by side but not fight that way. Large creatures move 
  at half speed and are all but helpless. There is also no light 
  down here so PCs must bring their own. 
   
  The tunnel eventually ends at area 3D. If the PCs 
  have reached “Tunnels Flooded” on the Time Chart, then 
  read the additional “Tunnel Flooded” box text. 
   
  You continue down a long and straight tunnel 
  lined with ore veins and is a veritable treasure trove 
  of workable metal.  None of it is immensely 
  valuable, but the sheer amount available would 
  certainly help a good miner turn a tidy profit. 
   
  Another hour passes in the darkness until your 
  eyes pick up the faint outline of green light. Up 
  ahead, the tunnel seems to pass into a large 
  chamber. Between you and the chamber is an 
  archway outlined in a sickly green moss. 
   
  (”Tunnel Flooded” box text – read this if the PCs 
  have taken so much time that the tunnel has been 
  flooded.) The ground is wet, and eventually you step 
  in warm water a few inches high. 
  ENCOUNTER 3D: THE FIRST 
  ROADBLOCK 
   
  If PCs arrive too late, they fight with some Kuo-Toa 
  instead of the Fire Giant(s) sent to stand in their way. 
   
  Conditions: This cavern is not well lit and fairly 
  warm for being so far underground.  Lighting conditions 
  are considered equivalent to twilight.  If the chamber has 
  been flooded, all areas are under at least two feet of water, 
  slowing walking and running by half. 
   
  If the PCs have arrived before “Tunnels Flooded” 
  has been marked on the Time Chart, read the following 
  Read Aloud Text:  
   
  You move into the dimly lit cavern and notice 
  that it is very large. You can barely make out the 
  other side and that only because of the patches of 
  moss that litter the walls and ceiling. The chamber 
  seems naturally made, but a large, slender stone 
  bridge spans a chasm in the middle of the cavern. 
  Several paths lead through odd rock formations to 
  the bridge. 
   
  It is very warm here, and you could swear that 
  some steam is hissing from somewhere in the 
  cavern.  An occasional bat or blind lizard scurries 
  out of your path as you move in. 
   
  It is obvious that something large and heavy has 
  passed through here. A Survival check (DC 20) using the 
  Track feat reveals it to be a sled of some sort. It headed for 
  the bridge. 
   
  One or more (one at APL 8; more at higher APLs) 
  fire giants wait for the approach of the PCs on the far side 
  of the river. If any PC walks, teleports, or flies towards 
  the other side of the cavern or approaches the bridge, 
  their movement triggers some motion among the 
  stalactites and stalagmites of the far side of the cavern. 
  The giants and the PCs can each attempt to spot the other 
  party.  Since none of the giants are moving when the 
  encounter begins, they are considered to be silent.  If the 
  giants spot the PCs, one of the giants moves away from 
  the rock formation where it was hiding and strides 
  towards the party. In its hands is an enormous bow as tall 
  as a gnome with an arrow knocked.  
    
  “I was told to offer you a fine reception if you 
  showed up.” It pauses for a moment.  “Welcome to 
  the feast.” With that, it raises the bow and looses its 
  arrow. 
  APL 8 (EL 10) 
  � Fire Giant: hp 147 with mighty greatbow 
  longbow (+10 Strength bonus); see Monster Manual, 
  page 121. 
  
  SHE7-03 Night of Madness 
   
  Page 13 
  APL 10 (EL 12) 
  � Fire Giant (2): hp 147 with mighty greatbow 
  longbow (+10 Strength bonus); see Monster Manual, 
  page 121. 
  APL 12 (EL 14) 
  � Fire Giant (4): hp 147; with mighty composite 
  greatbow (+10 Strength bonus); see Monster Manual, 
  page 121. 
  APL 14 (EL 16) 
  � Male Fire Giant Fighter 2 (4): hp 169; with 
  mighty composite greatbow (+10 Strength bonus); 
  see Appendix Four. 
  APL 16 (EL 18) 
  � Male Fire Giant Fighter 4 (4): hp 191; with 
  mighty composite greatbow (+10 Strength bonus); 
  see Appendix Five. 
   
  Tactics: The Fire Giants try to get a good shot in 
  before engaging in melee. They gun for spellcasters, 
  especially obvious sorcerers or clerics. They have been 
  instructed to slow the party down and waste its resources. 
  As such, they put up a brutal fight to the death, having 
  been promised resurrection by their employers. 
   
  The giants are all coated in oil and as a move action 
  they set themselves on fire. Anyone engaging in melee or 
  grappling the giant takes 1d6 fire damage each round for 
  six rounds. 
   
  Treasure: Each of the giants has a large masterwork 
  composite longbow (Str +10) and a potion of cure moderate 
  wounds. If they do not use the potions, these can be found 
  on the bodies. 
   
  APL 8: L: 258gp, C: 200 gp, M: Potion of Cure Moderate 
  Wounds 50gp;  
   
  APL 10: L: 516 gp, C: 400 gp, M: Potion of Cure 
  Moderate Wounds (2 – 50 gp each). 
   
  APL 12: L: 1033gp, C: 800 gp, M: Potion of Cure 
  Moderate Wounds (4 – 50gp each). 
   
  APL 14: L: 1033gp, C: 800 gp, M: Potion of Cure 
  Moderate Wounds (4 –50 gp each); Large Half Plate +1 (4 – 170 
  gp each), +1 Large Great Sword, Human Bane (4 – 69 gp each). 
   
  APL 16: L: 1033 gp, C: 800 gp, M: Potion of Cure 
  Moderate Wounds (4 –50 gp each); +1 Large Half Plate  (4 – 
  170 gp each), +1 Large Great Sword, Human Bane (4 – 69 gp 
  each.; 
   
  Development: Once the PCs have disposed of the 
  giants, the way lays open ahead of them.  There are now 
  no major obstacles between the PCs and the Coven base. 
  Go To Encounter Four. 
   
  If the PCs arrive in the cavern and “Tunnels 
  Flooded” has been checked on the Time Chart, read the 
  following Read Aloud Text. 
   
  This dimly lit cavern is very large. You can 
  barely make out the other side and that only because 
  of the patches of moss that litter the walls and 
  ceiling. The partial remains of a ruined stone bridge 
  of more recent origin spans part of the cavern ahead 
  of you. Around you the water rises to the level of 
  three feet or a little more and it is difficult to move 
  through the muck. The water itself is very hot but it 
  does not burn you to walk through it. The occasional 
  bat flies crazily overhead, and blind lizards sit atop 
  exposed rocks, screaming at you if you get too close. 
  The water is disturbed and frothing a bit as if it had 
  recently been agitated, but whatever force was 
  disturbing it is no longer active. 
   
  A Knowledge (dungeoneering) check (DC 20) tells 
  the PCs that the water has risen only recently but does 
  not appear to be rising any longer. The Kuo-Toa are 
  already lying in wait for the PCs. Any PC walking over 
  the deep part of the map falls into the bottomless chasm. 
  The PC must swim across because there is no bottom to 
  be reached.  All ground movement is halved. 
   
  Once a PC begins to move, swim, fly, or teleport to 
  the other side of the cavern, the Kuo-Toa emerge from 
  the water and begin striking at PCs to delay them and 
  lead them towards the danger of the deep chasm, 
  especially heavily armored fighters. 
   
  As you move into the cavern a piercing screech 
  breaks the silence.  Suddenly the once placid water 
  churns with the approach of creatures unknown. 
  APL 8 (EL 10) 
  � Male Kuo-Toa Fighter 4 (4): hp 43 see Appendix 
  One.  
  APL 10 (EL 12) 
  � Male Kuo-Toa Fighter 4/ Barbarian 2 (4): hp 
  59 see Appendix Two. 
  APL 12 (EL 14) 
  � Male Kuo-Toa Fighter 4/ Barbarian 4 (4): hp 
  75 see Appendix Three. 
  APL 14 (EL 16) 
  � Male Kuo-Toa Fighter 4/ Barbarian 6 (4): hp 
  91 see Appendix Four. 
  APL 16 (EL 18) 
  � Male Kuo-Toa Fighter 4/ Barbarian 8 (4): hp 
  107 see Appendix Five. 
   
  Tactics: The Kuo-Toa try to net spellcasters and drag 
  them to their deaths. They also try to lead the heavily 
  armed fighters towards the chasm. They fight a running 
  battle, diving underwater and coming back up to strike.  
  Cowardly creatures, they retreat towards the murky 
  depths of the underwater chasm to escape from the PCs. 
  
  SHE7-03 Night of Madness 
   
  Page 14 
   
  Treasure: The Kuo-Toa have valuable corals and 
  necklaces made of pearls that are worth much to surface 
  merchants and collectors. Each carries several healing 
  potions and masterwork or magical weapons. 
   
  APL 8: L: 6gp, C: 400 gp, M: Potion of Cure Moderate 
  Wounds (4 –50 gp each); +2 Pincher Staff  (4 – 692 gp each) 
   
  APL 10: L: 6gp, C: 400 gp, M: Potion of Cure Moderate 
  Wounds (4 –50 gp each); +2 Pincher Staff  (4 – 692 gp each) 
   
  APL 12: L: 6gp, C: 400 gp, M: Potion of Cure Moderate 
  Wounds (4 –50 gp each); +2 Pincher Staff  (4 – 692gp each) 
   
  APL 14: L: 6gp, C: 400 gp, M: Potion of Cure Moderate 
  Wounds (4 –50 gp each); +2 Pincher Staff  (4 – 692 gp each) 
   
  APL 16: L: 6 gp, C: 400 gp, M: Potion of Cure Moderate 
  Wounds (4 –50 gp each); +2 Pincher Staff  (4 – 692 gp each) 
   
  Development: Once the PCs have disposed of the 
  Kuo-Toa, the way lies open ahead of them.  There are now 
  no major obstacles between the PCs and the Coven base. 
  Go To Encounter Four. 
  ENCOUNTER 4: BELLY OF 
  THE BEAST 
  DM Note: This is where the Coven was going to make an 
  impenetrable base from which to reassert their control of 
  the 
  underground 
  markets 
  of 
  the 
  Sheldomar. 
  Unfortunately, because of the tenacity of the Dustdiggers 
  and their numerous enemies, that will not be possible. 
  Nevertheless, the last Coven leader has stayed behind 
  and is waiting inside for the PCs in a desperate bid to 
  turn defeat into some sort of victory.  
   
  In the meantime, their Duergar subalterns use the 
  base and beat a steady retreat towards the stronghold. 
   
  Unless otherwise stated, all doors in this complex are 
  iron doors with the following properties: 
   
  � Iron Door: 4 in. thick; Open Locks DC: 30, 
  Hardness 10, Hit Points 40. 
   
  Unless otherwise stated all walls are slick rock and a 
  DC 15 for the purposes of climbing. 
  ENCOUNTER 4A: THE ENTRANCE TO 
  HELL? 
  After walking through a dark granite tunnel, you 
  emerge rather suddenly onto a flat stone bridge. Tall 
  torch sconces about ten feet apart line the bridge on 
  both sides. The torches are lit but the light in this 
  enormous cavern is still very dim.  Across the bridge 
  a 10-ft high dark bronze metal door is set into a wall 
  veined with the low value ores you have seen before. 
   
  The area under the bridge goes down for as far 
  as the eye can see, but the ceiling is only about forty 
  feet high.  A warm wind blows across the bridge 
  from left to right.  While strong, it does not seem 
  strong enough to knock you down or off. 
   
  If a PC attempts to cross the bridge, he or she must 
  make a Str check (DC 5). Failure means the character is 
  blown towards the edge.  Although it is not likely to 
  knock anyone off, the DM may want to have the players 
  walk across the bridge in initiative to make them more 
  paranoid. If a PC wants takes a close look at the doors, 
  read the following:  
   
  As you close on the doors, you see they are not 
  merely meant to keep the unwanted out but also 
  serve as a warning.  On the left door is a seven-foot 
  figure of a dwarf.  His eyes are two orbs with some 
  kind of fire inside of them, glaring out at you.  It 
  provides some light for you when near the door. On 
  the right hand door is an enormous brain with 
  tentacles spreading in different directions. Between 
  them on the seam of the two doors is a sphere with 
  rough shapes on its surface. 
   
  With a successful Knowledge (geography) check 
  (DC 15), the character knows that the sphere is Oerth. 
   
  The door is not locked, but it is rigged with a 
  mechanic poison dart trap that is activated when the door 
  is opened. The flames inside of the glass eyes of the dwarf 
  relief are non-magical flames. They provide light as a light 
  spell.  
  APL 8 (EL 4) 
  � Sticky Grease Trap (1) Search DC 20; 
  Mechanical; Triggers on Door Opening; see Appendix 
  Six 
  APL 10 (EL 6) 
  � Sticky Grease Trap (1) Search DC 25; 
  Mechanical; Triggers on Door Opening; see Appendix 
  Six 
  APL 12 (EL 8) 
  � Sticky Grease Trap (1) Search DC 30; 
  Mechanical; Triggers on Door Opening; see Appendix 
  Six 
  APL 14 (EL 10) 
  � Flammable Grease and Fire Trap (1) Search 
  DC 30; Mechanical; Triggers on Door Opening; see 
  Appendix Six 
  APL 16 (EL 12) 
  � Flammable Grease and Fire Trap (1) Search 
  DC 30; Mechanical; Triggers on Door Opening; see 
  Appendix Six 
   
  Beyond the open door is a very small foyer and a set 
  of stairs running twenty fleet up to another floor above 
  and twenty feet down to a floor below. The walls, floor, 
  and ceiling are thickly veined with ores.  
  
  SHE7-03 Night of Madness 
   
  Page 15 
   
  Development: If the PCs go upstairs, go to area 4B 
  Upstairs.  If the PCs go downstairs, go to 4C Downstairs.  
  ENCOUNTER 4B: THE UPSTAIRS 
   
  The Coven allowed their allies to stay in the Upstairs 
  area.  All the allies have left, but in their haste they have 
  left behind some clues. 
   
  Conditions: The Upstairs is very dimly lit with only 
  torches in the corners where two hallways meet. The air 
  is warm and humid. The walls are made of granite veined 
  with ore, preventing movement through the walls and 
  some telepathic abilities.  Remember to make a small map 
  for the party if need be so they do not become confused 
  as they move. The DM should also be aware of the party 
  marching order. Unless noted otherwise, all corridors are 
  10 feet wide. 
   
  The upstairs is divided into locations, some are 
  hallways and some are rooms.  Keep in mind the above 
  description of the upstairs but in general just follow the 
  map provided, reading descriptions as PCs come across 
  that location. 
   
  Lay the map out before the players or draw it for 
  them to follow.  The upstairs is fairly easy to follow 
  around, and the PCs pretty much have as much time as 
  they need, although they should not know this.  Mark 
  down on a sheet of paper every time they go to a different 
  room or take too much time. Watch the clock and then 
  act innocent if the players inquire about how much time 
  they have left. Also make sure you get a marching order 
  from the players as well. 
  As the party moves upstairs, read the following: 
   
  You climb the stairs and watch as the deep 
  shadows expand and contract with some unseen 
  force. The sole torch provides barely enough light, 
  and the tiny flame sways in some light breeze. 
   
  At the top of the stairs, a long hallway stretches 
  to your left, and to your right a corner and another 
  hallway heading perpendicular to the first. 
  ENC 4B-1 
   
  This hallway is typical of the hallways of the 
  upstairs. Discarded items of no value and crumpled 
  papers litter the hallway. The papers have no 
  important information on them. 
   
  Player characters with the Track feat can make a 
  Survival check (DC 15) to determine that someone 
  passed by here recently in haste.  
  ENC 4B-2 
   
  Forgotten scrolls, discarded weapons, and the 
  broken remains of fragile objects litter the floor, 
  indicating an apparent hurried evacuation.   
   
  A Search check (DC 15) reveals nothing of 
  importance among the various items found. 
  ENC 4B-3 
   
  You step over more and more broken bits until 
  you come to the cross junction.  Tracks seem to go in 
  every different direction. 
   
  If the PCs investigate the dead end, they may make a 
  Search check (DC 25) to locate a sliding panel that opens 
  into another area.  
  ENC 4B-4 
  DM Note:  Make sure that the PCs have told the DM 
  either specific instructions for this encounter or their 
  generic marching order so you can be sure who gets 
  attacked. If the PCs dispatched the Duergar in area 4C-5, 
  then they do not appear here. There are two rooms here, 
  the northern and the southern, and they are identical. 
  Two Duergar are in each room. 
   
  You move down to the ‘T’ junction and look left 
  and right. Each hallway extends down fifteen feet 
  and ends in an iron door. 
   
  Ask the PCs what they want to do. Roll a secret Spot 
  check for the first few PCs in the hallway. A DC 20 lets 
  them see small peep or murder holes in the doors. If they 
  do, they are not surprised.  
   
  The Duergar guards fire their crossbows as soon as 
  they are discovered or when someone comes towards one 
  of the doors. Read the following: 
   
  The click of mechanical devices and the whirr of 
  incoming bolts informs you that not everyone 
  seems to have left the Coven base. 
  APL 8 (EL 6) 
  � Duergar, Male Fighter 2 (4): hp 20; see Appendix 
  One. 
  APL 10 (EL 8) 
  � Duergar, Male Fighter 4 (4): hp 36; see Appendix 
  Two. 
  APL 12 (EL 10) 
  � Duergar, Male Fighter 6 (4): hp 52; see Appendix 
  Three. 
  APL 14 (EL 12) 
  � Duergar, Male Fighter 8 (4): hp 68; see Appendix 
  Four. 
  APL 16 (EL 14) 
  � Duergar, Male Fighter 10 (4): hp 84; see 
  Appendix Five. 
   
  Tactics: 
  
  SHE7-03 Night of Madness 
   
  Page 16 
   
  The duergar only stand and fight here as long as they 
  are not getting beaten badly. On their first round, two of 
  the fighters fire their poison crossbow bolts at the most 
  vulnerable target. The other two fire off their 
  Thunderstone shots. These act just as a normal 
  Thunderstone would.  On the second round, the Duergar 
  switch: the two who fired the poison shot now fire the 
  Thunderstone shots and vice versa. If a PC starts trying to 
  take down the iron doors, then the Duergar drop 
  alchemist fire as grenades out the door. 
  Once things get too hot for the duergar, they slide down 
  chutes, pulling the doors closed behind them.  The doors 
  open only to the touch of a living duergar. The shoot 
  connects to area 4C5. 
  Treasure: 
   
  APL 8: L: 40 gp, C: 0 gp, M: Potion of Cure Moderate 
  Wounds (4 – 50 gp each); +1 Plate Mail (4 –229 gp each), +1 
  Great Axe  (4 – 193 gp each), +1 Heavy Crossbow  (4 – 195 gp 
  each), Vest of Resistance +2 (4 – 667 gp each), Amulet of Health 
  +2 (3 – 667 gp each); 
   
  APL 10: L: 40gp, C: 0 gp, M: Potion of Cure Moderate 
  Wounds (4 – 50 gp each); +1 Plate Mail  (4 –229 gp each), +1 
  Great Axe  (4 – 193 gp each), +1 Heavy Crossbow  (4 – 195 gp 
  each), Vest of Resistance +2 (4 – 667 gp each), Amulet of Health 
  +2 (3 – 667 gp each); 
   
  APL 12: L: 40gp, C: 0 gp, M: Potion of Cure Moderate 
  Wounds (4 – 50 gp each); +1 Plate Mail  (4 –229 gp each), +1 
  Great Axe  (4 – 193 gp each), +1 Heavy Crossbow  (4 – 195 gp 
  each), Vest of Resistance +2 (4 – 667gp each), Amulet of Health 
  +2 (3 – 667 gp each); 
   
  APL 14: L: 40 gp, C: 0 gp, M: Potion of Cure Moderate 
  Wounds (4 – 50 gp each); +1 Plate Mail  (4 –229 gp each), Great 
  Axe +1 (4 – 193gp each), Heavy Crossbow +1 (4 – 195 gp each), 
  Vest of Resistance +2 (4 – 667 gp each), Amulet of Health +2 (3 
  – 667 gp each); 
   
  APL 16: L: 40 gp, C: 0 gp, M: Potion of Cure Moderate 
  Wounds (4 – 50 gp each); +1 Plate Mail (4 –229 gp each), +1 
  Great Axe  (4 – 193 gp each), +1 Heavy Crossbow  (4 – 195 gp 
  each), Vest of Resistance +2 (4 – 667gp each), Amulet of Health 
  +2 (3 – 667gp each); 
   
  Development: If this is the first time the Duergar 
  have been encountered and they are all killed, they do 
  not appear in area 4C-5. If the Duergar were encountered 
  before, they fight to the death. Any that are taken 
  prisoner reveal that their Illithid master is hiding 
  somewhere, but do not know where, nor do they know 
  what he is up to. If coerced by magic, they reveal the 
  existence of a Beholder, Kuo-Toa, Giants, Gruumsh 
  worshipping Half-Orcs from Sterich, and some woman 
  from Ulek, all of whom have been here at one time or 
  another. 
   
  The iron door is unremarkable except for the 
  small murder holes that dot its middle section. The 
  door is set into an iron frame and appears to be 
  accessed via a recessed lever. 
   
  The door is locked but not trapped.  When the PCs 
  enter the southern room read the following: 
   
  Inside, the room is twenty feet across and 
  circular. The walls are covered with graffiti, the sign 
  of bored soldiers keeping watch. On one wall is a 
  phrase in Dwarven. In one corner is a small five-foot 
  round iron hatch. 
   
  The phrase reads: “Never play cards with a Mind 
  Flayer named… well who has a name you can 
  pronounce!” Duergar humor? 
   
  Otherwise the room is unremarkable. The iron hatch 
  leads to the duergar escape chute. See their tactics above.  
  Its statistics are the same as the other iron doors in the 
  complex. 
   
  The door to the northern room is locked but not 
  trapped.  When the PCs enter the northern room read 
  the following: 
   
  Inside, the room is twenty feet across and 
  circular. The walls are covered with graffiti, the sign 
  of bored soldiers keeping watch. On one wall is a 
  phrase in Flan.  
   
  The phrase reads: “GW was here, 596!” 
   
  Otherwise the room is unremarkable. 
  ENC 4B-5 
  This area is discovered if the PCs find the secret sliding 
  panel.  It is a fairly bland area consisting of a thin stone 
  wall with a sliding panel allowing access and only serves 
  to connect area 4B-3 to area 4B-6. 
   
  If the PCs investigate the dead end and are coming 
  from area 4B-6, they may make a Search check (DC 25) to 
  locate a sliding panel that opens into another area.  
  ENC 4B-6 
  There is a closed iron door set into the wall to the 
  north.   
   
  The room was the quarters of the Beholder Storm 
  Eye, who recently left like everyone else. If the PCs 
  decide to go inside the room, read the following: 
   
  The room is decorated with odd motifs and 
  strange stylized three-dimensional designs touching 
  on a theme of suffering and pain, In one corner, a 
  large black pole holds a brightly lit gem giving off 
  pure white light. Below the gem is a large mirror, 
  which seems to focus the light of the gem in a 
  smaller area.  
   
  Passing your hand through the light reveals it to be 
  warm and pleasant.  There is nothing else in the room. 
   
  The lamp was nothing more than a means for Storm 
  Eye to keep warm when he rested. The gem has a long 
  running Daylight spell cast on it.  The mirror is 
  unremarkable but a Knowledge (architecture and 
  
  SHE7-03 Night of Madness 
   
  Page 17 
  engineering) check (DC 20) reveals that it is of Duergar 
  design. 
  ENC 4B-7 
  As you approach this cross junction, it becomes 
  apparent that it has been very busy.  Debris lines all 
  the hallways leading here, and dirty footprints are 
  quite evident. Some are boot prints, and some are 
  the wet prints of webbed feet. There is a single door 
  here. 
   
  If the PCs decide to investigate the door to the east, 
  read the following: 
   
  You approach an iron door much like others you 
  have seen.  The door is slightly ajar, and the 
  flickering light of flames can be seen from inside. 
   
  Once the PCs decide to go in, continue: 
   
  There is a pile of burning papers in the middle 
  of the room. This was once a room used by 
  humanoids of some sort but the furniture is 
  smashed into uselessness. Graffiti on the wall is in 
  Orcish 
  and 
  depicts 
  some 
  strange 
  religious 
  ceremonies as well as the brutal treatment of human 
  women. 
   
  With a successful Knowledge (religion) check (DC 
  15), the character knows that the ceremony depicts 
  Gruumsh brutalizing an unnamed elven goddess.   A 
  Search check (DC 20) finds Player Handout #7. There is 
  nothing else of value in the room.  It was once the 
  quarters of the Gruumsh clerics from Sterich who are 
  looking to make a name for themselves. 
  ENC 4B-8 
  This part of the hallway is slick with very dark 
  blood.  
   
  A Knowledge (nature) or Heal check (DC 20) reveals 
  that it is not humanoid blood but has been recently 
  spilled (within the last half hour).  
   
  Set in the north wall is an iron door that has 
  been busted off its hinges.  The room beyond seems 
  utterly dark. 
   
  If the PCs decide to investigate the room, read the 
  following: 
   
  As you push past the door, you enter into nearly 
  oppressive heat and utter darkness.   
   
  A Listen check (DC 15) reveals that the acoustics of 
  this room are odd.  Once the PCs have a light source or 
  someone with darkvision enters the room, read on: 
   
  This room is twice as tall as the hallway. Two 
  huge beds line the north and west wall. The sheets 
  of the two beds are rumpled, as if someone had slept 
  in them and left them unmade.  In the center of the 
  room is a five-foot square black stone that emanates 
  heat. 
   
  With a successful Knowledge (geography) check 
  (DC 15), the character knows that the stone is a natural 
  one found in volcanoes well known to hold and release 
  heat for an extended period of time. Until recently, fire 
  giants slept here. 
  ENC 4B-9 
  This portion of the base is remarkably well kept and 
  clean of the debris and rubble found in other parts 
  of the complex. A single large double door sits in the 
  center of the north wall.  
   
  This is the meeting hall, where the various delegates 
  met to discuss their plans and negotiate their union. 
  Present were Illithids and Duergar of the Coven, Storm 
  Eye, Frost and Fire Giants, Kuo-Toa, and Half-Orcs from 
  various tribes. Also present were expatriates from Ulek. If 
  the PCs decide to go in, read the following: 
   
  The double doors open and reveal a room 
  obviously meant for meetings. The ceiling curves 
  upwards towards the center, allowing for a good 
  amount of head room for tall creatures. An 
  enormous oaken table dominates the center of the 
  room. Around the table are chairs and chair-like 
  furniture that are meant for the comfort of their 
  respective species. Several chairs are large enough 
  for a giant to sit in, and two spots hold bowl-like 
  chairs with evidence of holding water.  To the west, 
  at the head of the table is a five-foot diameter dais 
  with an arcane pictogram on it that comes about six 
  inches off the ground.   
   
  There are enough chairs for all the different groups 
  to meet. The dais is a teleport circle for the mind flayers 
  of the Coven to use. It leads to area 4C-6. A Knowledge 
  (arcana) check (DC 25) reveals that a single word 
  activates the portal. A Knowledge (Local – Sheldomar 
  Valley) check or Bardic Knowledge check (DC 30) 
  reveals clues that the phrase is ‘Galimar’.  Oddly, the word 
  must be spoken with the mind, which takes a DC 12 
  Concentration check.  
   
  DM Note: Some players may try and use out-of-
  character knowledge to divine the name; do not allow 
  this. If the PC has a reasonable history with the Coven, 
  allow that character to use that knowledge to activate the 
  portal. 
  ENC 4B-10 
  Set in the north wall is an iron door that has been 
  left open.  The room beyond seems utterly dark, but 
  the sound of rain can be heard from within. 
   
  If the PCs decide to investigate the room, read the 
  following: 
   
  As you push past the door you enter into utter 
  darkness.  The room is much cooler then the hallway 
  from which you came. 
  
  SHE7-03 Night of Madness 
   
  Page 18 
  A Listen check, DC 15 reveals that the acoustics of this 
  room are odd.  Once the PCs have a light source or 
  someone with darkvision enters the room, read on: 
   
  This room is twice as tall as the hallway. Two 
  huge beds, their sheets rumpled as if someone had 
  slept in them recently and left them unmade, line 
  the north and west wall. Clouds obscure part of the 
  ceiling, and rain is coming in a steady downpour 
  from the ceiling. 
   
  A Spellcraft check (DC 22) reveals that some sort of 
  weather or storm magic has been used lately, and the 
  storm will be going on for some time.  This was the room 
  of the storm giants who had come to listen to the Coven’s 
  proposal but decided against any involvement at this 
  time. 
  ENC 4B-11 
  This is a small alcove that appears to be about fifteen 
  feet wide. Tracks lead in all directions here. 
   
  To the east is a secret door leading to area 4B-14. A 
  Search check (DC 25) reveals the secret door. 
  ENC 4B-12 
   
  The furnishings of this room were obviously 
  meant for the comfort of surface dwelling 
  humanoids of a more civilized origin. The beds and 
  chairs are comfortable by human standards and 
  would be considered adequate for dwarves, elves, 
  halflings, and gnomes, although your average half-
  orc might find them a bit too comfortable. 
   
  Humans of some ilk have recently slept here. The 
  PCs find nothing of interest.  
  ENC 4B-13 
  This room smells damp, and the only light present is 
  that of a glowing moss like you found in the 
  underground cavern. The room dips down about 
  three feet and is filled with dank, murky water. At 
  the western side of the room is an altar.  
   
  The Kuo-Toa stayed in these quarters. A Knowledge 
  (religion) check (DC 20) reveals the altar to be to a shrine 
  to Blibdoolpoolp.  
  ENC 4B-14 
  You move through the secret panel and into what 
  appears to be a storage room. Mild and even pleasant 
  aromas war with noxious ones to create a nauseating 
  mix of smells.  There is little doubt that this area is a 
  food storage room. 
   
  A Search check (DC 20) reveals enough odd and 
  normal food to feed a variety of dietary requirements for 
  several months. This would include humanoids and non-
  humanoids. 
  ENCOUNTER 4C: THE DOWNSTAIRS 
  The Coven stationed itself downstairs. The barracks of 
  the duergar shock troops and the living quarters of 
  several of the mind flayers are down here. 
   
  Conditions: The Downstairs is very dimly lit by 
  selections of glowing moss. The air is cool and humid. 
  The walls are made of granite veined with ore, preventing 
  movement through the walls as well as some telepathic 
  abilities.  Remember to make a small map for the party if 
  need be so they do not become confused as they move. 
  The DM should also be aware of the party marching 
  order. Unless noted otherwise, all corridors are 10 ft 
  wide. 
   
  Unless otherwise stated, all doors in this complex are 
  iron doors with the following properties: 
   
  � Iron Door: 4 in. thick; Open Locks DC: 30, 
  Hardness 10, Hit Points 40. 
   
  Unless otherwise stated all walls are slick rock and a 
  DC 15 for the purposes of climbing. 
  ENC 4C-1 
  The PCs enter the Downstairs from this location. 
   
  Unlike the upstairs, the downstairs area feels 
  very organic. The walls give off odd tones when hit, 
  and a palpable energy seems to thrum through the 
  very veins of ore that line every surface.  Two 
  rounded hallways lead off from this area, one 
  heading north and one heading south. 
  ENC 4C-2 
   
  The room itself is large and round, with three 
  levels of crafted walkways stretching up thirty feet. 
  Idols of dark Dwarven gods stand sentinel over 
  smashed forges.  
   
  In another part of the room, beds that lay low to 
  the ground stand like orderly soldiers against the 
  walls. What were once well kept personal areas are 
  strewn with debris.  The beds themselves are 
  unmade 
  and 
  appear 
  to 
  have 
  been 
  recently 
  rummaged through. You seem to have found a 
  barracks of the Duergar. The fleeing dwarves 
  removed everything of value, and that which they 
  could not carry was destroyed.  
   
  The hallway leading in from the west seems to 
  be the only way in or out. 
   
  There are two secret doors here. The secret door that 
  leads to area 4C-5 is Search DC 25 to find. It is hidden 
  behind a few wooden crates that are empty and easily 
  pushed aside. The secret door that leads to area 4C-4 is 
  Search DC 30 to find. It is much more cleverly hidden, 
  blending several pieces of similarly colored rocks that 
  push aside when moved in the correct pattern. 
  
  SHE7-03 Night of Madness 
   
  Page 19 
  ENC 4C-3 
   
  Half-finished wooden tables line one wall, and 
  crates of building supplies line the other. The 
  sleeping bags of some humanoids have been left 
  here rumpled.  It looks like whoever left did so in a 
  great hurry. 
   
  The hallway leading in from the west seems to 
  be the only way in or out. 
   
  There are two secret doors here. The secret door that 
  leads to area 4C-5 is Search DC 25 to find. It is hidden 
  behind a few wooden kegs that are empty and easily 
  pushed aside. The secret door that leads to area 4C-4 is 
  Search DC 30 to find. It is much more cleverly hidden, 
  blending several pieces of similarly colored rocks that 
  push aside when moved in the correct pattern. 
  ENC 4C-4 
  This room is long and thin, no more then twenty 
  feet wide at any point. It curves towards the east and 
  runs north to south. There are a number of tables 
  lined with straps, stone tanks holding odd fluids, 
  and racks of devices used to pry away information 
  from those brave enough to resist 
   
  Near one of the stone tanks lies a human 
  woman half in and half out of the tank. Some sort of 
  acid has burned away her face, and she is 
  unrecognizable. Her lower jaw and tongue are also 
  missing. She did not go quietly, as her hands are 
  around the neck of a mind flayer.  She apparently 
  choked the beast to death as it finished her off.  
  Nearby is a bloody piece of parchment with some 
  writing on it.  
   
  The writing is in Dwarven.  Hand the player who 
  can read Dwarven Player Handout #3. 
   
  The woman was a Knight of Dispatch who was 
  captured by the Coven because they believed that she was 
  the one who might replace Hugo.  After some time 
  however, they became convinced that she was not. They 
  kept her here in an attempt to turn her to their side but 
  failed and killed her before they left.  Before she died, the 
  Dispatcher took one last enemy with her. 
  ENC 4C-5 
  The PCs may arrive here from area 4C-2 or 4C-3. 
   
  Since this is a combat encounter, make sure the PCs 
  have told the DM either specific instructions for this 
  encounter or their generic marching order so you can be 
  sure who gets attacked. If the PCs dispatched the 
  Duergar in area 4B-5, then they do not appear here. 
  Regardless of which way the PCs arrive, the Duergar have 
  thrown up a barricade to fight behind and make their last 
  stand.  There is no escaping this room as the chutes from 
  4B-5 are one way. 
  When PCs enter, read them the following. 
   
  This room is carved from stone and is 
  approximately 15 feet wide and 60 feet long. It runs 
  north to south and curves slightly to the east, 
  making it impossible to see the other end. 
  If the Duergar are present: 
   
  Across the chamber has been thrown a number 
  of wooden tables, barrels, and metal shields.  Behind 
  these wait four dark-skinned dwarves with heavy 
  crossbows. 
  APL 8 (EL 6) 
  � Duergar, Male Fighter 2 (4): hp 20; see Appendix 
  One. 
  APL 10 (EL 8) 
  � Duergar, Male Fighter 4 (4): hp 36; see Appendix 
  Two 
  APL 12 (EL 10) 
  � Duergar, Male Fighter 6 (4): hp 52; see Appendix 
  Three. 
  APL 14 (EL 12) 
  � Duergar, Male Fighter 8 (4): hp 68; see Appendix 
  Four. 
  APL 16 (EL 14) 
  � Duergar, Male Fighter 10 (4): hp 84; see 
  Appendix Five 
   
  Tactics: Much depends on whether the Duergar 
  here first encountered the PCs in section 4C-5. If so, they 
  these are the survivors of that fight, and they fight to the 
  death here, since their teleportation magic is used up.  
  They will have healed as best that they can, using the two 
  potions of cure moderate wounds that they have. 
   
  The Duergar do their best to shoot and harass the 
  PCs as much as possible, fighting to the death and trying 
  to take someone with them if they can.  They know now 
  there is no escape, and they themselves have no need for 
  prisoners so they will coup de grace fallen PCs. 
   
  Treasure: 
  APL 8: L: 40 gp, C: 0 gp, M: Potion of Cure Moderate Wounds 
  (4 – 50 gp each); +1 Plate Mail  (4 –229 gp each), +1 Great Axe  
  (4 – 193 gp each), +1 Heavy Crossbow  (4 – 195 gp each), Vest of 
  Resistance +2 (4 – 667 gp each), Amulet of Health +2 (3 – 667 
  gp each); 
   
  APL 10: L: 40gp, C: 0 gp, M: Potion of Cure Moderate 
  Wounds (4 – 50 gp each); +1 Plate Mail  (4 –229 gp each), +1 
  Great Axe  (4 – 193 gp each), +1 Heavy Crossbow (4 – 195 gp 
  each), Vest of Resistance +2 (4 – 667 gp each), Amulet of Health 
  +2 (3 – 667 gp each); 
   
  APL 12: L: 40gp, C: 0 gp, M: Potion of Cure Moderate 
  Wounds (4 – 50 gp each); +1 Plate Mail  (4 –229 gp each), +1 
  Great Axe (4 – 193 gp each), +1 Heavy Crossbow  (4 – 195 gp 
  
  SHE7-03 Night of Madness 
   
  Page 20 
  each), Vest of Resistance +2 (4 – 667 gp each), Amulet of Health 
  +2 (3 – 667 gp each); 
   
  APL 14: L: 40gp, C: 0 gp, M: Potion of Cure Moderate 
  Wounds (4 – 50 gp each); +1 Plate Mail  (4 –229 gp each), +1 
  Great Axe  (4 – 193 gp each), +1 Heavy Crossbow  (4 – 195 gp 
  each), Vest of Resistance +2 (4 – 667 gp each), Amulet of Health 
  +2 (3 – 667 gp each); 
   
  APL 16: L: 40 gp, C: 0 gp, M: Potion of Cure Moderate 
  Wounds (4 – 50 gp each); +1 Plate Mail  (4 –229 gp each), +1 
  Great Axe  (4 – 193 gp each), +1 Heavy Crossbow  (4 – 195 gp 
  each), Vest of Resistance +2 (4 – 667 gp each), Amulet of Health 
  +2 (3 – 667 gp each); 
   
  Development: If this is the first time the Duergar 
  have been encountered and they are all killed, they will 
  not appear in area 4B-5. If the Duergar were encountered 
  before, they fight to the death. Any that are taken 
  prisoner reveal that their Illithid master is hiding 
  somewhere, but they don’t know for certain where, nor 
  do they know what he is up to. If coerced by magic, they 
  reveal the existence of a beholder, kuo-toa, giants, 
  Gruumsh worshipping half-orcs from Sterich, and some 
  woman from Ulek. These were all here at one time or 
  another. 
  ENC 4C-6 
  You see a set of double iron doors.  On the doors are 
  the same tentacled brain bas relief as you found 
  when entering the base.  The doors appear locked.  
   
  Iron Door: 4 in. thick; Open Locks DC: 20+APL, 
  Hardness 10, Hit Points 40.  
   
  Once the PCs have opened the door, read the 
  following: 
   
  Inside you find an enormous natural cavern. It 
  is the most natural cavern you have seen inside of 
  the base so far. Apparently this has not been worked. 
   In the center is a depression with a large volume of 
  fresh, sticky liquid running in a radial pattern, 
  expanding out from the center of the room.  To the 
  southeast a small stream follows a narrow tunnel. 
   
  A 
  Knowledge 
  (arcana) 
  or 
  Knowledge 
  (dungeoneering) check (DC 30) reveals that this was 
  likely the resting place of an Illithid hive brain.  When 
  the brain left here, it was apparently alive. 
   
  A character with the Track feat can make a Survival 
  check (DC 20) to determine that recently, many booted 
  feet followed the small stream running southeast out of 
  the cavern. 
  Encounter 4C-7 The End Game 
  This can be a difficult encounter to adjudicate. The PCs 
  should not be fighting Horthar, but if they do he beats a 
  quick retreat, assuming he survives. If the PCs insist on 
  attacking him before he can get a word off, then they will 
  not know of the impending damage to Newick until they 
  return and find many angry people waiting for them.  
  Almost certainly at higher APLs, Horthar is no match for 
  the PCs but he is taking the chance that he can get them 
  to play hero. 
   
  You follow the stream for some time, and 
  eventually it dumps out into another large cavern. 
  The light is dim in here, and it is hard to see. The 
  cavern itself is large, and one end leads to a dark 
  pool. The debris of a hurried evacuation is clearly 
  present.  
   
  A single tentacled humanoid with a raven 
  hovering over its left shoulder stands among the 
  ruins. As you enter the chamber, the humanoid does 
  not seem to move, but the raven takes note of your 
  presence and greets you, “Ah greetings,” says the 
  raven, “you have made it here at last.” Next to the 
  vision is a small reflective mirror. 
  ALL APLs 
  Hrothar, male Mind Flayer Vision 
   
  If Horthar does not count the full number of 
  party members, he adds, “Hmmm I thought more of 
  you would have made it here. If you are hiding 
  yourselves I assure it is not necessary.” 
   
  Give the PCs a reasonable amount of time to decide 
  to reveal themselves or come up with a plausible 
  explanation why they are all not visible or present. If they 
  do not, Horthar’s familiar simply flies away.  If PCs want 
  to pursue the familiar, he is not easy to kill and following 
  him leads the PCs nowhere, for he will teleport once 
  clear of the base. The adventure is over, go to Conclusion 
  B.  Otherwise continue. 
   
  “Very good. We have not much time, so I will be 
  precise. Newick is marked for death. A terrible 
  storm is heading there as we speak. It will kill 
  everyone in the city. You can save them. I will have 
  my allies stop the storm, but I need payment to do 
  so.” 
   
  “Quite simply I want to modify your memories. 
  I will erase all knowledge of what you have found 
  here and in your investigation in Newick. You will 
  be otherwise unharmed. Nothing will be lost but 
  that information. I will go my way, and you will go 
  yours. It’s a reasonable exchange, I think, and really 
  no one else gets hurt this way.” 
   
  “Do not agree to this and the people of Newick 
  die. The choice is yours and time is not waiting for 
  us.” 
  The truth is that only two hundred may die if the storm 
  hits the city. Horthar truly believes the whole city is 
  doomed, though the remaining kuo-toa priests are not 
  that powerful. Any Sense Motive check (DC 0) reveals 
  Hrothar is telling the truth as he knows it. It also reveals 
  that Horthar is telling the truth: he will not harm the PCs 
  other then to modify their memory. Allowing him to do 
  so requires failing all possible saves and lowering all 
  
  SHE7-03 Night of Madness 
   
  Page 21 
  spells and abilities that would prohibit it. Hrothar has an 
  excellent Sense Motive check (+40), and he will likely 
  know if anyone is bluffing. If two PCs are caught 
  bluffing, go to Conclusion B. 
  Hrothar will answer simple questions, imparting the 
  following information: 
  • 
  The Coven was, of course, setting up a new base, 
  and the PCs interrupted their timetable. 
  • 
  The Duergar are the thralls of the Illithids, but 
  the others encountered are new allies. 
   
  If the PCs agree, he responds, “Well done, 
  heroes. Well done. Come right this way, and let’s get 
  this over with, shall we? Just look into the mirror for 
  a moment, all at once please.” 
   
  Go to Conclusion A 
   
  If the PCs do not agree and Hrorthar responds,  
  “Well then, since you care not for innocent lives, 
  perhaps we could find a place for you in the Coven? 
  The benefits are grand, and we have some exciting 
  new opportunities opening up. The Yeomanry 
  authorities are being told that you are members 
  right now anyway, so your reception upon returning 
  to Newick will not be pleasant in any case.” 
   
  Go to Conclusion B. 
   
  If some of the PCs agree and others do not, Hrothar 
  quietly goes about the business of modifying memories 
  of those who agreed.  Go to Conclusion B, but those who 
  agreed to have their memories wiped receive the 
  Nemesis favor but do not receive the Enemy of the 
  Yeomanry disfavor. Those who did not agree to have their 
  memories wiped do receive the Conclusion B favor 
  access as normal. 
  CONCLUSION A: CONQUERING AND 
  CONFUSED HEROES 
  You return to Newick and are hailed as saviors and 
  heroes. You have no idea why. Some friends come 
  and take you someplace. You spend many days there 
  and by the end have found that your experiences are 
  more horrible then you expected. Modifying your 
  memories was a brutal intrusion into your psyche, 
  and the retrieval of the information equally as 
  brutal.  Very little information is gained of your 
  experiences against the Coven although you are 
  commended for the sacrifice that saved lives in 
  Newick. 
   
  Those that brought you into this business, 
  especially the Priestess of Trithereon, are beside 
  themselves with the pain inflicted on you. They 
  promise to help you in the future if possible. 
   
  Players Receive Favors: Thanks of the Sheldomar; 
  Favor of Tantha Chainbreaker; Heroes of The Yeomanry; 
  Nemesis. 
  CONCLUSION B – VICTORY WITHOUT 
  HONOR 
  You return to Newick and find that the terrible 
  storm killed over two hundred, mostly fishermen 
  and dockworkers, and the Yeomanry authorities are 
  screaming for your heads. Paid your wages and 
  thanked for the information you did retrieve, you 
  are whisked out of the nation much faster than even 
  when you entered. 
   
  Note: Clerics of Good deities and Paladins who 
  themselves refused to allow the mind flayer Horthar to 
  modify their memory require an Atonement if they 
  receive Conclusion B. Those Clerics and Paladins who 
  did agree but for some reason the entire party did not 
  agree are not required to seek Atonement. 
  Players Receive Favors: Thanks of the Sheldomar; Favor 
  of Tantha Chainbreaker; Enemy of The Yeomanry. 
  EPILOGUE 
  Read to the PCs following their conclusion: 
   
  The storm has ebbed in Newick, and life begins 
  to return to normal. As you travel away from the 
  area, you cannot help thinking that every eye is 
  watching, that every face is a mask, and that every 
  shadow holds an enemy. One day you hear a ship of 
  Elven Nobles was lost in the storm that threatened 
  Newick, and you can but wonder: was it the storm 
  that took them or was it the Coven? 
  CAMPAIGN CONSEQUENCES 
  The Coven has lived to fight another day but they are 
  twice as angry as they were before. 
   
   
  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. 
  
  SHE7-03 Night of Madness 
   
  Page 22 
  Encounter 2 
  Defeat the Assassination attempt – PCs who inflict 
  civilian casualties are penalized 60xp 
   
  APL 8: 300 xp. 
   
  APL 10: 360 xp. 
   
  APL 12: 420 xp. 
   
  APL 14: 480 xp. 
   
  APL 16: 540 xp. 
  Encounter 3 
  Defeat the Road block 
   
  APL 8: 300 xp. 
   
  APL 10: 360 xp. 
   
  APL 12: 420 xp. 
   
  APL 14: 480 xp. 
   
  APL 16: 540 xp. 
  Encounter 4A 
  Get past the trap and through the door without being 
  knocked off the bridge. 
   
  APL 8: 120 xp. 
   
  APL 10: 180 xp. 
   
  APL 12: 240 xp. 
   
  APL 14: 300 xp. 
   
  APL 16: 360 xp. 
  Encounter 4B/C 
  Defeat the Duergar rear guards 
   
  APL 8: 180 xp. 
   
  APL 10: 240 xp. 
   
  APL 12: 300 xp. 
   
  APL 14: 360 xp. 
   
  APL 16: 420 xp. 
  Story Award 
  Get through the Coven Base and discover as much 
  information as possible. 
   
  APL 8: 165 xp. 
   
  APL 10: 270 xp. 
   
  APL 12: 315 xp. 
   
  APL 14: 360 xp. 
   
  APL 16: 405 xp. 
  Discretionary Roleplaying Award 
   
  APL All: 60 xp. 
  Total possible experience 
   
  APL 8: 1,125 xp. 
   
  APL 10: 1,350 xp. 
   
  APL 12: 1,575 xp. 
   
  APL 14: 1,800 xp. 
   
  APL 16: 2,025 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.   
   
  L = Looted gear from enemy; C = Coin, Gems, Jewelry, 
  and other valuables; M = Magic Items. 
  
  SHE7-03 Night of Madness 
   
  Page 23 
  Encounter 2 
  APL 8: L: 633 gp, C: 200 gp, M: +1 Spiked Gauntlet  (6-
  192 gp), Potion of Invisibility (4 – 50 gp each), Potion of 
  Cure Light Wounds (4 – 4 gp each), Amulet of Natural 
  Armor +2 (3 – 667 gp each), Bead of Force 250 gp, Choker 
  of Eloquence – Lesser 500 gp. 
  APL 10: L: 249 gp, C: 200gp, M: +1 Spiked Gauntlet  (6-
  192 gp), Potion of Invisibility (4 – 50 gp each), Potion of 
  Cure Light Wounds (4 – 4 gp each), Amulet of Natural 
  Armor +2 (3 – 667 gp each), +1 Mithral Chain Shirt  (3 – 
  187 gp each), Falchion +1 (3 – 197 gp each), Bead of Force 
  250 gp, Choker of Eloquence – Lesser 500 gp, Hat of 
  Disguise 150 gp. 
  APL 12: L: 249 gp, C: 200 gp, M: +1 Spiked Gauntlet, 
  Wounding (6-692 gp), Potion of Invisibility (4 – 50 gp 
  each), Potion of Cure Light Wounds (4 – 4 gp each), 
  Amulet of Natural Armor +2 (3 – 667 gp each), +1 Mithral 
  Chain Shirt  (3 – 187 gp each), +1 Falchion  (3 – 197 gp 
  each), Vest of Resistance +2 (3 – 667 gp each), Bead of Force 
  (250 gp), Choker of Eloquence – Greater (2000 gp), Hat of 
  Disguise (150 gp), Summon Monster VII Scroll (189 gp). 
  APL 14: L: 249 gp, C: 200 gp, M: +1 Spiked Gauntlet, 
  Wounding (6-692 gp), Potion of Invisibility (4 – 50 gp 
  each), Potion of Cure Light Wounds (4 – 4 gp each), 
  Amulet of Natural Armor +2 (3 – 667 gp each), +1 Mithral 
  Chain Shirt  (3 – 187 gp each), +1 Falchion  (3 – 197gp 
  each), Vest of Resistance +2 (3 – 667gp each), Bead of Force 
  (250gp), Choker of Eloquence – Greater (2000gp), Hat of 
  Disguise (150gp), Summon Monster VII Scroll (189gp). 
  APL 16: L: 249 gp, C: 200gp, M: +1 Spiked Gauntlet, 
  Wounding (6-692 gp), Potion of Invisibility (4 – 50 gp 
  each), Potion of Cure Light Wounds (4 – 4 gp each), 
  Amulet of Natural Armor +2 (3 – 667 gp each), +1 Mithral 
  Chain Shirt  (3 – 187 gp each), Falchion +1 (3 – 197 gp 
  each), Vest of Resistance +2 (3 – 667 gp each), Bead of Force 
  (250 gp), Choker of Eloquence – Greater (2000 gp), Hat of 
  Disguise (150 gp), Summon Monster VII Scroll (189 gp). 
  Encounter 3 (Fire Giants) 
   
  APL 8: L: 258 gp, C: 200 gp, M: Potion of Cure Moderate 
  Wounds 50 gp.  
   
  APL 10: L: 516 gp, C: 400 gp, M: Potion of Cure 
  Moderate Wounds (2 – 50 gp each). 
   
  APL 12: L: 1033 gp, C: 800 gp, M: Potion of Cure 
  Moderate Wounds (4 –50 gp each). 
   
  APL 14: L: 1033 gp, C: 800 gp, M: Potion of Cure 
  Moderate Wounds (4 –50 gp each); Large +1 Half Plate  (4 – 
  170 gp each), Large +1 Great Sword, Human Bane (4 – 69 gp 
  each). 
   
  APL 16: L: 1033 gp, C: 800 gp, M: Potion of Cure 
  Moderate Wounds (4 –50 gp each); Large +1 Half Plate  (4 – 
  170 gp each), Large +1 Great Sword, Human Bane (4 – 69 gp 
  each). 
  Encounter 3 (Kuo-Toa) 
   
  APL 8: L: 6gp, C: 400 gp, M: Potion of Cure Moderate 
  Wounds (4 –50 gp each); +2 Pincher Staff  (4 – 692 gp each). 
   
  APL 10: L: 6 gp, C: 400 gp, M: Potion of Cure Moderate 
  Wounds (4 –50 gp each); +2 Pincher Staff (4 – 692 gp each). 
   
  APL 12: L: 6 gp, C: 400 gp, M: Potion of Cure Moderate 
  Wounds (4 –50 gp each); +2 Pincher Staff  (4 – 692 gp each). 
   
  APL 14: L: 6 gp, C: 400 gp, M: Potion of Cure Moderate 
  Wounds (4 –50 gp each); +2 Pincher Staff (4 – 692 gp each). 
   
  APL 16: L: 6 gp, C: 400 gp, M: Potion of Cure Moderate 
  Wounds (4 –50 gp each); +2 Pincher Staff  (4 – 692 gp each). 
  Encounter 4B/C 
   
  APL 8: L: 40gp, C: 0 gp, M: Potion of Cure Moderate 
  Wounds (4 – 50 gp each); +1 Plate Mail  (4 –229 gp each), +1 
  Great Axe (4 – 193 gp each), +1 Heavy Crossbow (4 – 195 gp 
  each), Vest of Resistance +2 (4 – 667 gp each), Amulet of Health 
  +2 (4 – 667gp each). 
   
  APL 10: L: 40 gp, C: 0 gp, M: Potion of Cure Moderate 
  Wounds (4 – 50 gp each); +1 Plate Mail  (4 –229 gp each), +1 
  Great Axe (4 – 193 gp each), +1 Heavy Crossbow  (4 – 195 gp 
  each), Vest of Resistance +2 (4 – 667 gp each), Amulet of Health 
  +2 (4 – 667 gp each). 
   
  APL 12: L: 40 gp, C: 0 gp, M: Potion of Cure Moderate 
  Wounds (4 – 50 gp each); +1 Plate Mail  (4 –229 gp each), +1 
  Great Axe  (4 – 193 gp each), +1 Heavy Crossbow  (4 – 195 gp 
  each), Vest of Resistance +2 (4 – 667gp each), Amulet of Health 
  +2 (4 – 667gp each). 
   
  APL 14: L: 40 gp, C: 0 gp, M: Potion of Cure Moderate 
  Wounds (4 – 50 gp each); +1 Plate Mail  (4 –229 gp each), +1 
  Great Axe (4 – 193 gp each), +1 Heavy Crossbow  (4 – 195 gp 
  each), Vest of Resistance +2 (4 – 667 gp each), Amulet of Health 
  +2 (4 – 667gp each). 
   
  APL 16: L: 40gp, C: 0 gp, M: Potion of Cure Moderate 
  Wounds (4 – 50 gp each); +1 Plate Mail  (4 –229 gp each), +1 
  Great Axe (4 – 193 gp each), +1 Heavy Crossbow  (4 – 195 gp 
  each), Vest of Resistance +2 (4 – 667 gp each), Amulet of Health 
  +2 (4 – 667 gp each). 
  Total Possible Treasure (Maximum Reward 
  Allowed) 
  APL 8: L: 931 gp, C: 400 gp, M: 6,596 gp – Total: 7927 
  gp (1,300 gp). 
  APL 10: L: 805 gp, C: 600 gp, M: 13507 gp – Total: 
  14912 gp (2,300 gp). 
  APL 12: L: 1321 gp, C: 1000 gp, M: 18207 gp – Total: 
  20528 gp (3,300 gp). 
  APL 14: L: 1321 gp, C: 1000 gp, M: 19157 gp – Total: 
  21478  gp (6,600 gp). 
  APL 16: L: 1321 gp, C: 1000 gp, M: 19157 gp – Total: 
  21478  gp (9,900 gp). 
  
  SHE7-03 Night of Madness 
   
  Page 24 
  ITEMS FOR THE ADVENTURE 
  RECORD 
  Special 
  � Thanks of the Sheldomar: For braving the fortress 
  of the Coven the allied nations of the Sheldomar are 
  very grateful to you. You receive free Standard Upkeep 
  in all adventures set in the Sheldomar Valley. You also 
  receive access (Frequency: Metaregional) to the 
  following weapon special ability upgrades: bane 
  (aberration), bane (dwarf).  Finally, all Items Found below 
  gain (Frequency: Metaregional) in addition to their 
  current Frequency. 
  � Nemesis: Hrorthar got into your mind and played 
  with it. The extraction of information was terrible.  You 
  are shaken whenever you face a known member of the 
  Coven or any illithid. 
  � Enemy of the Yeomanry: Branded as a selfish 
  mercenary, people all over the Yeomanry find your 
  presence distasteful. You suffer a -4 circumstance 
  penalty to all Cha-based skill checks with Yeoman or 
  while in the Yeomanry.  You also find all free lifestyle 
  favors are negated while in the Yeomanry itself, and 
  actual lifestyle costs are doubled there. Any member of 
  the Freeguard is immediately dismissed from service.  
  Any Yeoman militia or Army members are no longer 
  eligible for promotion. 
  � Favor of Tantha Chainbreaker: The Church of 
  Trithereon is very grateful for the risks that you took on 
  behalf of the cause of freedom. Tantha Chainbreaker 
  offers you one of the following (circle the one selected): 
  • 
  A 50% reduction in the total cost of a single 
  casting of raise dead by the Church of 
  Trithereon.  The casting is available during any 
  adventure set in the Sheldomar Valley. 
  • 
  A free single casting of an atonement spell by 
  the Church of Trithereon. 
   
  Mark this Favor as USED when it is spent. 
   � Hero of Newick: You gave of yourself to save the 
  people of Newick, even if you do not remember it.  You 
  have free Standard Lifestyle in any adventure set in the 
  Yeomanry, which is upgraded to Rich if the adventure 
  takes place in or near Newick.  You also gain a +2 
  circumstance bonus to Cha-based skill checks within 
  the Yeomanry or with Yeoman NPCs elsewhere. 
  � Seeker: You are a member of The Search for the 
  next Grandiose Imperial Wyvern of the Knights of the 
  Watch and Dispatch. 
  Item Access 
  APL 8 (all of the following): 
  • 
  +2 Pincer Staff (Adventure; Monster Manual) 
  • 
  Bead of Force (Adventure; Dungeon Master’s Guide; 
  Limit 3) 
  • 
  Choker of Eloquence, Lesser (Adventure; Complete 
  Adventurer) 
  • 
  Copper Medallion of Io (Adventure; Races of the 
  Dragon) 
   
  APL 10 (all of APL 8 plus the following): 
  • 
  Hat of Disguise (Adventure; Dungeon Master’s 
  Guide) 
   
  APLs 12, 14, 16 (all of APLs 8, 10 plus the following): 
  • 
  Arcane Scroll of Summon Monster VII (CL 13th; 
  Adventure; Dungeon Master’s Guide)  
  • 
  Choker of Eloquence, Greater (Adventure; Complete 
  Adventurer) 
   
   
  
  SHE7-03 Night of Madness 
   
  Page 25 
  APPENDIX 1 – APL 8
  ENCOUNTER 2 
   
   
   
   
  C O V E N  R A N G E R/A S S A S S I N 
  CR  6 
  Male Half Orc Ranger 5/Assassin 1 
  LE Medium Humanoid (Half-Orc) 
  Init +7; Senses Listen +9, Spot +9 
  Languages Common, Orc, Undercommon  
  AC 19, touch 13, flat-footed 16 
   (+0 size, +3 Dex, +0 class, +4 armor, +0 shield, +0 deflection, +0 
  insight, +2 natural) 
  hp 44 (5d8+1d6+12 HD); 
  Fort +6 (+6 against poison), Ref +9, Will +2 
  Speed 30 ft. in mithral chain shirt (6 squares), base movement 
  30 ft., other movement mode 0 ft.; 
  Melee Spiked Gauntlet +10 (1d4+2 + Poison) or masterwork 
  falchion +7  (2d4+1/18-20) (2d4+1/18-20) 
  Ranged Masterwork dagger +9 (1d4+1/19-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp +6 
  Atk Options Melee Spike Gauntlet +10 or Dual Wield Spiked 
  Gauntlet +9/+9 or Melee Falchion +7 or Missile Dagger +9 
  Special Actions Spells / Death Attack 
  Combat Gear Mithral Chain Shirt, +1 Spiked Gauntlet (x2), 
  Masterwork Dagger (x3), Masterwork Falchion, Con Poison 
  (DC 15 Fort, 1d4/1d4) 
  Ranger Spells Prepared (CL 2nd): 
   1st - Longstrider 
  Assassin Spells Prepared (CL 1st): 
   1st – True Strike 
  OR 
  Assassin Spells Known (CL 1st): 
  1st (1/day)— Disguise Self, True Strike 
  �Already cast 
  Abilities Str 12, Dex 16, Con 14, Int 12, Wis 12, Cha 8 
  SQ Darkvision 60 ft., Sneak Attack (1d6), Death Attack, Poison 
  Use, Spells, Favored Enemies: Human (+4), Orcs (+2), 
  Combat Style: Two Weapon Fighting 
  Feats Improved Initiative, Weapon Finesse, Weapon Focus 
  (Spiked Gauntlet), Endurance 
  Skills  Disguise +5, Hide +11, Listen +9, Move Silently +11,, 
  Spot +9, Survival +9, Tumble +8, 
  Possessions Mithral chain shirt, +1 spiked gauntlet (x2), 
  masterwork dagger (x3), masterwork falchion, Potion of 
  Invisibility, Potion of Cure Light Wounds, Amulet of 
  Natural Armor +2 
  Skills Hide +11, Move Silently +11 
  Half Orc dressed in chain and the accoutrements of an 
  adventurer  
   
   
  W I L L O W  W I S P 
  CR  7 
  Female Human Bard 6/Marshall 1 
  CN Medium Humanoid 
  Init +0; Senses Listen +6, Spot +2 
  Languages Common, Flan, Suel, Undercommon 
  AC 10, touch 10, flat-footed 10 
   (+0 size, +0 Dex, +0 class, +0 armor, +0 shield, +0 deflection, +0 
  insight, +0 natural) 
  hp 32 (1d8+6d6 HD);  
  Fort +4, Ref +5, Will +7 
  Speed 30 ft. in no armor (6 squares), base movement 30 ft., 
  other movement mode 0 ft.; 
  Melee Dagger +3 (1d4-1/19-20/x2) 
  Ranged  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +3 
  Atk Options Dagger +3 
  Special Actions Bardic Music / Spells 
  Combat Gear Dagger 
  Bard Spells Known (CL 5th): Save DC 14+ Spell Level 
   2nd (3/day)— Harmonize(RoS), Hold Person, Silence 
   1st (4/day)—Inspirational Boost(SpC), Tasha’s Hideous 
  Laughter, Improvisation(SpC), Charm Person 
   0 (3/day)— Daze, Detect Magic, Ghost Sound, Lullaby, Mage 
  Hand, Prestidigitation 
  �Already cast 
  Abilities Str 8, Dex 10, Con 10, Int 14, Wis 10, Cha 19  
  Feats Skill Focus Diplomacy, Skill Focus Perform Sing, 
  Lingering Song (CV), Extra Music (CV), Lyric Spell (CV).   
  Skills Bluff +18,, Concentration +9, Diplomacy +23, Disguise 
  +18,, Gather Information +18, Listen +6, Perform Sing +25,, 
  Sense Motive +3, Spot +2, Use Magic Device +18, 
  Possessions Bead of Force, Copper Medallion of Io, Dagger , 
  Hat of Disguise 
  Countersong (Su): A bard with 3 or more ranks in Perform can 
  use their music or poetics to counter magical effects that 
  depend on sound (but not spells that simply have verbal 
  components). Each round of the countersong, he makes a 
  Perform check. Any creature within 30 feet of the bard 
  (including the bard himself) that is affected by a sonic or 
  language dependant magical attack (such as a sound burst or 
  command spell) may use the bards Perform check result in 
  place of its saving throw if, after the saving throw is rolled, 
  the Perform check result proves to be higher. If a creature 
  within range of the countersong is already under the effect 
  of a non-instantaneous sonic or language dependant magical 
  attack, it gains another saving throw against the effect each 
  round it hears the countersong, but it must use the bards 
  Perform check result for the save. Countersong has no effect 
  against effects that don’t allow saves. The bard may maintain 
  a countersong for 10 rounds. 
  Fascinate (Sp): A bard with 3 or more ranks in Perform can use 
  their music or poetics to cause one or more creatures to 
  become fascinated with him. Each creature to be fascinated 
  must be within 90 feet, able to se and hear the bard, and able 
  to pay attention to him. The bard must also be able to se the 
  creature. The distraction of a nearby combat or other dangers 
  prevents the ability from working. For every three levels 
  beyond first, he can target one additional creature with a 
  single use of this ability (two at fourth, three at 7th level, and 
  so on). To use this ability, a bard makes a Perform check. His 
  check result is the DC for each affected creatures Will save 
  against the effect. If a creature’s saving throw succeeds, the 
  bard can not attempt to fascinate that creature again for 24 
  hours. If its saving throw fails, the creature sits quietly and 
  listens to the song, taking no other actions, for as long as the 
  bard continues to play and concentrate (up to a maximum of 
  one round per bard level). While fascinated, a target takes a -
  4 penalty on skill checks made as reactions, such as Listen 
  and Spot checks. Any potential threat, such as an ally of the 
  bard approaching the fascinated creature, requires a new 
  
  SHE7-03 Night of Madness 
   
  Page 26 
  saving throw against a DC equal to the new Perform check 
  result. Any obvious threat, such as someone drawing a 
  weapon, casting a spell, or aiming a ranged weapon at the 
  target, automatically breaks the effect. Fascinate is an 
  enchantment (compulsion), mind-effecting ability. 
  Inspire Courage (Su): A bard with 3 or more ranks in Perform 
  can use his music or poetics to inspire courage in his allies 
  (including himself), bolstering them against fear and 
  improving their combat abilities. To be affected, an ally must 
  be able to hear the bard sing. The effect lasts for as long as 
  the ally can hear the bard sing, and for 5 rounds after. An 
  affected ally receives a +1 morale bonus on saves versus 
  charm and fear, and a +1 morale bonus on attack and weapon 
  damage rolls. At 8th level, and every 4 levels after this bonus 
  increases by +1. 
  Minor Aura-Motivate Charisma (Ex): All allies (including 
  the marshal themselves) within 60 feet of the marshal, add 
  the marshal’s Charisma Modifier to all Charisma checks, and 
  Charisma based skill checks, as long as they can hear the 
  marshal. 
  ENCOUNTER 3 
   
   
   
   
  K U O-T O A 
  CR  6 
  Male Kuo-Toa Fighter 4 
  NE Medium Humanoid 
  Init +1; Senses Listen +4, Spot +8 
  Languages Kuo-Toan, Aquan, Undercommon  
  AC 17, touch 11, flat-footed 16 
   (+0 size, +1 Dex, +0 class, +0 armor, +0 shield, +0 deflection, +0 
  insight, +6 natural) 
  hp 43 (2d8+4d10+6 HD); 
  Immune Poison & Paralysis 
  Resist  Electricity (10);  
  Fort +5 (+5 against poison), Ref +5, Will +6 
  Weakness Light Blindness 
  Speed 30 ft. in no armor (6 squares), base movement 30 ft., 
  Swim 50 ft.; 
  Melee Pincer Staff(+2) +11  (1d10+7/x2) or Bite +7 [ (1d4+2) 
  Ranged Net +7 Ranged Touch  (Special) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp +7 
  Atk Options Melee Pincer Staff(+2) +11 or Bite +7, Full Attack 
  Melee Pincer Staff(+2) +11/+6 and Bite +2, Range Net +7 
  Touch 
  Combat Gear Pincer Staff +2, Net 
  Abilities Str 14, Dex 12, Con 13, Int 13, Wis 14, Cha 8 
  SQ Adhesive, Amphibious, immunity to poison and paralysis, 
  Keen Sight, light blindness, resistance to electricity 10, 
  slippery,  
  Feats Alertness, Great Fortitude, Weapon Focus (Pincer Staff), 
  Weapon Specialization (Pincer Staff), Combat Expertise, 
  Improved Disarm 
  Skills Knowledge Dungeoneering +5, Escape Artist +15, 
  Handle Animal +3 , Listen +4,, Move silently +1, Search +5, 
  Spot +6, Swim +12, 
  Possessions Pincer Staff+2, Net, Potion of Cure Moderate 
  Wounds 
  Skills Spot +8, Swim +12 
  Frog like Humanoid  
  ENCOUNTER 4B/4C 
   
   
   
  C O V E N  FO O T S O LD I E R 
  CR  2 
  Male Duergar Fighter 2 
  LE Medium Humanoid 
  Init +2; Senses Listen +2, Spot +2 
  Languages Common, Dwarven, Undercommon  
  AC 19, touch 11, flat-footed 18 
   (+0 size, +1 Dex, +0 class, +8 armor, +0 shield, +0 deflection, +0 
  insight, +0 natural) 
  hp 20 (2d10+4 HD);  
  Immune paralysis, phantasms, and poison 
  Fort +5 (+5 against poison), Ref +2, Will +0 
  Weakness Light Sensitivity 
  Speed 20 ft. in Plate Mail +1 (4 squares), base movement 30 ft., 
  other movement mode 0 ft.; 
  Melee Great Axe +6  (1d12+5/x3) 
  Ranged Heavy Crossbow + 5  (1d10+1/19-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +5 
  Atk Options Melee +1 great axe +5 or Range +1 heavy crossbow 
  + 4 
  Combat Gear +1 plate mail, +1 great axe, +1 heavy crossbow, 20 
  Bolts, (1 Poison, Con DC 15 1d3/1d3 and 1 thunderstone), 3 
  flasks alchemists fire 
  Abilities Str 16, Dex 14, Con 14, Int 10, Wis 10, Cha 10 
  SQ Darkvision 120 ft., Spell-Like Abilities: 1/day – enlarge 
  person and invisibility as a wizard of twice the duergar’s class 
  level (minimum caster level 3rd); these abilities affect only 
  the duergar and whatever it carries, immunity to paralysis, 
  phantasms, and poison, +2 Racial Bonus on saves against 
  spells and spell like abilities 
  Feats Point Blank Shot, Precise Shot, Rapid Reload 
  Skills  Jump -5,,, Listen +2,,, Move Silently +3,,, Spot +2,  
  Possessions +1 plate mail, +1 great axe, +1 heavy crossbow, 20 
  Bolts, (1 Poison, Con DC 15 1d3/1d3 and 1 Thunderstone), 3 
  flasks alchemists fire 
  Skills Move Silently +1, Jump -5 
  Dwarf dressed in Plate Mail  
   
   
   
  
  SHE7-03 Night of Madness 
   
  Page 27 
  APPENDIX 2 – APL 10 
  ENCOUNTER 2 
   
   
   
   
  C O V E N  R A N G E R/A S S A S S I N 
  CR  8 
  Male Half Orc Ranger 5/Assassin 3 
  LE Medium Humanoid 
  Init +7; Senses Listen +11, Spot +11 
  Languages Common, Orc, Undercommon  
  AC 20, touch 13, flat-footed 17 
   (+0 size, +3 Dex, +0 class, +5 armor, +0 shield, +0 deflection, +0 
  insight, +2 natural) 
  hp 56 (5d8+3d6+16 HD); 
  Fort +7 (+8 against poison), Ref +10, Will +3 
  Speed 30 ft. in mithral chain shirt (6 squares), base movement 
  30 ft., other movement mode 0 ft.; 
  Melee Spiked Gauntlet +12 (1d4+2 + Poison) or masterwork 
  falchion +9 (2d4+1/18-20) 
  Ranged Masterwork dagger +11 (1d4+1/19-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +7; Grp +8 
  Atk Options Melee Spike Gauntlet +12 or Dual Wield Spiked 
  Gauntlet +10/+10 or Melee Falchion +7 or Missile Dagger 
  +11, Full Attack Melee Dual Wield Spiked Gauntlet 
  +10/+10/+5 or Falchion +9/+4 
  Special Actions Spells / Death Attack 
  Combat Gear +1 Mithral Chain Shirt, Spike Gauntlet +1(x2), 
  Masterwork Dagger (x3), +1 Falchion, Con Poison (DC 15 
  Fort, 1d4/1d4) 
  Ranger Spells Prepared (CL 2nd): 
   1st - Longstrider 
  Assassin Spells Prepared (CL 3rd): 
   1st – True Strike (x2), Disguise Self 
  OR 
  Assassin Spells Known (CL 3rd): 
  1st (3/day)— Disguise Self, True Strike, Obscuring Mist 
  �Already cast 
  Abilities Str 12, Dex 17, Con 14, Int 12, Wis 12, Cha 8 
  SQ Darkvision 60 ft., Sneak Attack (2d6), Death Attack, Poison 
  Use, Spells, Favored Enemies: Human (+4), Orcs (+2), 
  Combat Style: Two Weapon Fighting, Uncanny Doge 
  Feats Improved Initiative, Weapon Finesse, Weapon Focus 
  (Spiked Gauntlet), Endurance 
  Skills  Disguise +5, Hide +13,, Listen +11,, Move Silently +13,, 
  Spot +11,, Survival +9,, Tumble +10, 
  Possessions Mithral Chain Shirt+1, Spike Gauntlet +1 (x2), 
  Masterwork Dagger(x3), Falchion +1, Potion of Invisibility, 
  Potion of Cure Light Wounds, Amulet of Natural Armor +2 
  Skills Hide +13, Move Silently +13 
  Half Orc dressed in chain and the accoutrements of an 
  adventurer  
   
  W I L L O W  W I S P 
  CR  9 
  Female Human Bard 8/Marshall 1 
  CN Medium Humanoid 
  Init +0; Senses Listen +6, Spot +2 
  Languages Common, Flan, Suel, Undercommon 
  AC 10, touch 10, flat-footed 10 
   (+0 size, +0 Dex, +0 class, +0 armor, +0 shield, +0 deflection, +0 
  insight, +0 natural) 
  hp 40 (8d6+1d8 HD);  
  Fort +4 (+4 against poison), Ref +6, Will +8 
  Speed 30 ft. in no armor (6 squares), base movement 30 ft., 
  other movement mode 0 ft.; 
  Melee Dagger +5 (1d4-1/19-20/x2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +5 
  Atk Options Dagger +5 
  Special Actions Bardic Music(11) / Spells 
  Combat Gear Dagger 
  Bard Spells Known (CL 7th): Save DC 17+ Spell Level 
  3rd (3/day)— Haste, Slow 
  2nd (4/day)— Harmonize(RoS), Hold Person, Silence 
   1st (5/day)—Inspirational Boost(SpC), Tasha’s Hideous 
  Laughter, Improvisation(SpC), Charm Person 
   0 (3/day)— Daze, Detect Magic, Ghost Sound, Lullaby, Mage 
  Hand, Prestidigitation 
  �Already cast 
  Abilities Str 8, Dex 10, Con 10, Int 14, Wis 10, Cha 20  
  SQ Countersong, Fascinate, Inspire Courage +2, Inspire 
  Competence, Suggestion 
  Feats Skill Focus Diplomacy, Skill Focus Perform Sing, 
  Lingering Song (CV), Extra Music (CV), Lyric Spell (CV).   
  Skills Bluff +22,, Concentration +9,, Diplomacy +27,, Disguise 
  +22,, Gather Information +22,, Listen +6, Perform Sing +29,, 
  Sense Motive +12,, Spot +2,, Use Magic Device +22, 
  Possessions Lesser Choker of Eloquence, Bead of Force, 
  Copper Medallion of Io, Dagger , Hat of Disguise 
  Countersong (Su): A bard with 3 or more ranks in Perform can 
  use their music or poetics to counter magical effects that 
  depend on sound (but not spells that simply have verbal 
  components). Each round of the countersong, he makes a 
  Perform check. Any creature within 30 feet of the bard 
  (including the bard himself) that is affected by a sonic or 
  language dependant magical attack (such as a sound burst or 
  command spell) may use the bards Perform check result in 
  place of its saving throw if, after the saving throw is rolled, 
  the Perform check result proves to be higher. If a creature 
  within range of the countersong is already under the effect 
  of a non-instantaneous sonic or language dependant magical 
  attack, it gains another saving throw against the effect each 
  round it hears the countersong, but it must use the bards 
  Perform check result for the save. Countersong has no effect 
  against effects that don’t allow saves. The bard may maintain 
  a countersong for 10 rounds. 
  Fascinate (Sp): A bard with 3 or more ranks in Perform can use 
  their music or poetics to cause one or more creatures to 
  become fascinated with him. Each creature to be fascinated 
  must be within 90 feet, able to se and hear the bard, and able 
  to pay attention to him. The bard must also be able to se the 
  creature. The distraction of a nearby combat or other dangers 
  prevents the ability from working. For every three levels 
  beyond first, he can target one additional creature with a 
  single use of this ability (two at fourth, three at 7th level, and 
  so on). To use this ability, a bard makes a Perform check. His 
  check result is the DC for each affected creatures Will save 
  against the effect. If a creature’s saving throw succeeds, the 
  bard can not attempt to fascinate that creature again for 24 
  hours. If its saving throw fails, the creature sits quietly and 
  listens to the song, taking no other actions, for as long as the 
  bard continues to play and concentrate (up to a maximum of 
  one round per bard level). While fascinated, a target takes a -
  4 penalty on skill checks made as reactions, such as Listen 
  
  SHE7-03 Night of Madness 
   
  Page 28 
  and Spot checks. Any potential threat, such as an ally of the 
  bard approaching the fascinated creature, requires a new 
  saving throw against a DC equal to the new Perform check 
  result. Any obvious threat, such as someone drawing a 
  weapon, casting a spell, or aiming a ranged weapon at the 
  target, automatically breaks the effect. Fascinate is an 
  enchantment (compulsion), mind-effecting ability. 
  Inspire Courage (Su): A bard with 3 or more ranks in Perform 
  can use his music or poetics to inspire courage in his allies 
  (including himself), bolstering them against fear and 
  improving their combat abilities. To be affected, an ally must 
  be able to hear the bard sing. The effect lasts for as long as 
  the ally can hear the bard sing, and for 5 rounds after. An 
  affected ally receives a +1 morale bonus on saves versus 
  charm and fear, and a +1 morale bonus on attack and weapon 
  damage rolls. At 8th level, and every 4 levels after this bonus 
  increases by +1. 
  Minor Aura-Motivate Charisma (Ex): All allies (including 
  the marshal themselves) within 60 feet of the marshal, add 
  the marshal’s Charisma Modifier to all Charisma checks, and 
  Charisma based skill checks, as long as they can hear the 
  marshal. 
  ENCOUNTER 3 
   
   
   
   
  K U O-T O A 
  CR  8 
  Male Kuo-Toa Fighter 4/Barbarian 2 
  NE Medium Humanoid 
  Init +0; Senses Listen +10, Spot +10 
  Languages Kuo-Toan, Aquan, Undercommon  
  AC 17, touch 11, flat-footed 16 
   (+0 size, +1 Dex, +0 class, +0 armor, +0 shield, +0 deflection, +0 
  insight, +6 natural) 
  hp 59 (2d8+4d10+2d12+8 HD); 
  Immune Poison and Paralysis 
  Resist  Electricity (10) 
  Fort +8 (+8 against poison), Ref +9, Will +2 
  Weakness Light Blindness 
  Speed 40 ft. in no armor (8 squares), base movement 40 ft., 
  Swim 50 ft.; 
  Melee Pincer Staff(+2) +13  (1d10+7/x2) or Bite +9 [ (1d4+2) 
  Ranged Net +9 Ranged Touch (Special) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +7; Grp +9 
  Atk Options Melee Pincer Staff +12 or Bite +9, Full Attack 
  Melee Pincer +12/+7 Staff and Bite +4, Range Net +8 Touch 
  Combat Gear Pincer Staff+2, Net 
  Abilities Str 15, Dex 10, Con 13, Int 13, Wis 14, Cha 8 
  SQ Adhesive, Amphibious, immunity to poison and paralysis, 
  Keen Sight, light blindness, resistance to electricity 10, 
  slippery, Rage, Uncanny Dodge 
  Feats Alertness, Great Fortitude, Weapon Focus (Pincer Staff), 
  Weapon Specialization (Pincer Staff), Combat Expertise, 
  Improved Disarm 
  Skills Knowledge Dungeoneering +5, Escape Artist +16, 
  Handle Animal +3 , Listen +10, Move silently +3, Search +5, 
  Spot +8,, Swim +12, 
  Possessions Pincer Staff+2, Net, Potion of Cure Moderate 
  Wounds 
  Skills Spot +13, Swim +14 
  Frog like Humanoid  
   
  ENCOUNTER 4B/4C 
   
   
   
  C O V E N  F O O T S O LD I E R 
  CR  4 
  Male Duergar Fighter 4 
  LE Medium Humanoid 
  Init +2; Senses Listen +3, Spot +3 
  Languages Common, Dwarven, Undercommon  
  AC 19, touch 11, flat-footed 18 
   (+0 size, +1 Dex, +0 class, +8 armor, +0 shield, +0 deflection, +0 
  insight, +0 natural) 
  hp 36 (4d10+8 HD);  
  Immune immunity to paralysis, phantasms, and poison 
  Fort +7 (+7 against poison), Ref +3, Will +1 
  Weakness Light Sensitivity 
  Speed 20 ft. in Plate Mail (4 squares), base movement 30 ft., 
  other movement mode 0 ft.; 
  Melee Great Axe +8  (1d12+5/x3) 
  Ranged Heavy Crossbow + 8  (1d10+3/19-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +7 
  Atk Options Melee Great Axe +7 or Range Heavy Crossbow + 7 
  Combat Gear Plate Mail+1, Great Axe +1, Heavy Crossbow +1, 
  20 Bolts, (1 Poison, Con DC 15 1d3/1d3 and 1 
  Thunderstone), 3 Flasks Alchemists Fire 
  Abilities Str 16, Dex 15, Con 14, Int 10, Wis 10, Cha 10 
  SQ Darkvision 120 ft., Spell-Like Abilities: 1/day – enlarge 
  person and invisibility as a wizard of twice the duergar’s class 
  level (minimum caster level 3rd); these abilities affect only 
  the duergar and whatever it carries, immunity to paralysis, 
  phantasms, and poison, +2 Racial Bonus on saves against 
  spells and spell like abilities 
  Feats Point Blank Shot, Precise Shot, Rapid Reload, Weapon 
  Focus (heavy crossbow), Weapon Specialization (heavy 
  crossbow) 
  Skills  Jump -5, Listen +3,,, Move Silently +3, Spot +3, 
  Possessions Plate Mail+1, Great Axe +1, Heavy Crossbow +1, 
  20 Bolts, (1 Poison, Con DC 15 1d3/1d3 and 1 
  Thunderstone), 3 Flasks Alchemists Fire, Potion of Cure 
  Moderate Wounds 
  Skills Jump +7, Swim +7 
  Dwarf dressed in Plate Mail  
   
   
   
  
  SHE7-03 Night of Madness 
   
  Page 29 
  APPENDIX 3 – APL 12 
  ENCOUNTER 2 
   
   
   
   
  C O V E N  R A N G E R/A S S A S S I N 
  CR  10 
  Male Half Orc Ranger 5/Assassin 5 
  LE Medium Humanoid 
  Init +9; Senses Listen +13, Spot +13 
  Languages Common, Orc, Undercommon  
  AC 22, touch 15, flat-footed 17 
   (+0 size, +5 Dex, +0 class, +5 armor, +0 shield, +0 deflection, 
  +0 insight, +2 natural) 
  Miss Chance 0% 
  hp 68(5d8+5d6+20 HD); 
  Fort +9 (+11 against poison), Ref +13, Will +7 
  Speed 30 ft. in mithral chain shirt (6 squares), base 
  movement 30 ft., other movement mode 0 ft.; 
  Melee Spiked Gauntlet +15 (1d4+2 + Poison) or Falchion +1 
  +10 (2d4+2/18-20) 
  Ranged Masterwork dagger +12 (1d4+1/19-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +9; Grp +9 
  Atk Options Melee Spike Gauntlet +15 or Dual Wield 
  Spiked Gauntlet +13/+13 or Melee Falchion +10 or Missile 
  Dagger +14, Full Attack Melee Dual Wield Spiked 
  Gauntlet +11/+11/+6 or Falchion +10/+5 
  Special Actions Spells / Death Attack 
  Combat Gear Mithral Chain Shirt+1, Spike Gauntlet +1, 
  Wounding(x2), Masterwork Dagger(x3), Falchion +1, Con 
  Poison (DC 15 Fort, 1d4/1d4) 
  Ranger Spells Prepared (CL 2nd): 
   1st - Longstrider 
  Assassin Spells Prepared (CL 5th): 
  2nd  – �Cat’s Grace, �Fox’s Cunning 
   1st – True Strike (x2), Disguise Self, Obscuring Mist 
  OR 
  Assassin Spells Known (CL 5th): 
  2nd (2/day)— Cat’s Grace, Fox’s Cunning, Spider Climb 
  1st (4/day)— Disguise Self, Feather Fall, Obscuring Mist, 
  True Strike 
  �Already cast 
  Abilities Str 12, Dex 21(17), Con 14, Int 16(12), Wis 12, Cha 
  8 
  SQ Darkvision 60 ft., Sneak Attack(3d6), Death Attack, 
  Poison Use, Spells, Favored Enemies: Human (+4), Orcs 
  (+2), Combat Style: Two Weapon Fighting, Uncanny 
  Doge, Improved Uncanny Dodge 
  Feats Improved Initiative, Weapon Finesse, Weapon Focus 
  (Spiked Gauntlet), Endurance, Iron Will,  
  Skills  Disguise +5, Hide +17, Listen +13,, Move Silently +17,, 
  Spot +13, Survival +9, Tumble +14, 
  Possessions Mithral Chain Shirt+1, Spike Gauntlet +1(x2) 
  Wounding, Masterwork Dagger(x3), Falchion +1, Potion 
  of Invisibility, Potion of Cure Light Wounds, Amulet of 
  Natural Armor +2, Vest of Resistance +2 
   
  Skills Hide +15, Move Silently +15 
  Half Orc dressed in chain and the accoutrements of an 
  adventurer  
   
  W I L L O W  W I S P 
  CR  11 
  Female Human Bard 10/Marshall 1 
  CN Medium Humanoid 
  Init +0; Senses Listen +6, Spot +2 
  Languages Common, Flan, Suel, Undercommon 
  AC 10, touch 10, flat-footed 10 
   (+0 size, +0 Dex, +0 class, +0 armor, +0 shield, +0 deflection, 
  +0 insight, +0 natural) 
  hp 48 (10d6+1d8HD);  
  Fort +5 (+5 against poison), Ref +7, Will +9 
  Speed 30 ft. in no armor (6 squares), base movement 30 ft., 
  other movement mode 0 ft.; 
  Melee Dagger +6 (1d4-1/19-20/x2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +7; Grp +6 
  Atk Options Dagger +6 or Full Attack +6/+1 
  Special Actions Bardic Music(13) / Spells 
  Combat Gear Dagger 
  Bard Spells Known (CL 7th): Save DC 17+ Spell Level 
  4th (2/day)—Dimension Door, Dominate Person 
  3rd (3/day)— Haste, Slow, Sepia Snake Sigil, Eagles 
  Splendor 
  2nd (5/day)— Harmonize(RoS), Hold Person, Silence 
   1st (5/day)—Inspirational Boost(SpC), Tasha’s Hideous 
  Laughter, Improvisation(SpC), Charm Person 
   0 (3/day)— Daze, Detect Magic, Ghost Sound, Lullaby, 
  Mage Hand, Prestidigitation 
  �Already cast 
  Abilities Str 8, Dex 10, Con 10, Int 14, Wis 10, Cha 20  
  SQ Countersong, Fascinate, Inspire Courage +2, Inspire 
  Competence, Suggestion, Inspire Greatness 
  Feats Skill Focus Diplomacy, Skill Focus Perform Sing, 
  Lingering Song (CV), Extra Music (CV), Lyric Spell (CV), 
  Iron Skin Chant (CV) 
  Skills Bluff +24, Concentration +10, Diplomacy +29,, 
  Disguise +24,, Gather Information +24, Listen +6, Perform 
  Sing +31, Sense Motive +14, Spot +2,, Use Magic Device 
  +24, 
  Possessions Greater Choker of Eloquence, Bead of Force, 
  Copper Medallion of Io, Dagger  
  Countersong (Su): A bard with 3 or more ranks in Perform 
  can use their music or poetics to counter magical effects 
  that depend on sound (but not spells that simply have 
  verbal components). Each round of the countersong, he 
  makes a Perform check. Any creature within 30 feet of the 
  bard (including the bard himself) that is affected by a 
  sonic or language dependant magical attack (such as a 
  sound burst or command spell) may use the bards Perform 
  check result in place of its saving throw if, after the saving 
  throw is rolled, the Perform check result proves to be 
  higher. If a creature within range of the countersong is 
  already under the effect of a non-instantaneous sonic or 
  language dependant magical attack, it gains another 
  saving throw against the effect each round it hears the 
  countersong, but it must use the bards Perform check 
  result for the save. Countersong has no effect against 
  effects that don’t allow saves. The bard may maintain a 
  countersong for 10 rounds. 
  Fascinate (Sp): A bard with 3 or more ranks in Perform can 
  use their music or poetics to cause one or more creatures 
  to become fascinated with him. Each creature to be 
  fascinated must be within 90 feet, able to se and hear the 
  bard, and able to pay attention to him. The bard must also 
  
  SHE7-03 Night of Madness 
   
  Page 30 
  be able to se the creature. The distraction of a nearby 
  combat or other dangers prevents the ability from 
  working. For every three levels beyond first, he can target 
  one additional creature with a single use of this ability 
  (two at fourth, three at 7th level, and so on). To use this 
  ability, a bard makes a Perform check. His check result is 
  the DC for each affected creatures Will save against the 
  effect. If a creature’s saving throw succeeds, the bard can 
  not attempt to fascinate that creature again for 24 hours. If 
  its saving throw fails, the creature sits quietly and listens 
  to the song, taking no other actions, for as long as the bard 
  continues to play and concentrate (up to a maximum of 
  one round per bard level). While fascinated, a target takes 
  a -4 penalty on skill checks made as reactions, such as 
  Listen and Spot checks. Any potential threat, such as an 
  ally of the bard approaching the fascinated creature, 
  requires a new saving throw against a DC equal to the new 
  Perform check result. Any obvious threat, such as 
  someone drawing a weapon, casting a spell, or aiming a 
  ranged weapon at the target, automatically breaks the 
  effect. Fascinate is an enchantment (compulsion), mind-
  effecting ability. 
  Inspire Courage (Su): A bard with 3 or more ranks in 
  Perform can use his music or poetics to inspire courage in 
  his allies (including himself), bolstering them against fear 
  and improving their combat abilities. To be affected, an 
  ally must be able to hear the bard sing. The effect lasts for 
  as long as the ally can hear the bard sing, and for 5 rounds 
  after. An affected ally receives a +1 morale bonus on saves 
  versus charm and fear, and a +1 morale bonus on attack 
  and weapon damage rolls. At 8th level, and every 4 levels 
  after this bonus increases by +1. 
   
  Minor 
  Aura-Motivate 
  Charisma 
  (Ex): 
  All 
  allies 
  (including the marshal themselves) within 60 feet of the 
  marshal, add the marshal’s Charisma Modifier to all 
  Charisma checks, and Charisma based skill checks, as long 
  as they can hear the marshal. 
  Miniatures Handbook 
  ENCOUNTER 3 
   
   
   
   
  K U O-T O A 
  CR  10 
  Male Kuo-Toa Fighter 4/Barbarian 4 
  NE Medium Humanoid 
  Init +0; Senses Listen +12, Spot +12 
  Languages Kuo-Toan, Aquan, Undercommon  
  AC 17, touch 11, flat-footed 16 
   (+0 size, +1 Dex, +0 class, +0 armor, +0 shield, +0 deflection, 
  +0 insight, +6 natural) 
  hp 75 (2d8+4d10+4d12+10 HD); 
  Immune Poison & Paralysis 
  Resist  Electricity (10);  
  Fort +9 (+9 against poison), Ref +6, Will +7 
  Weakness Light Blindness 
  Speed 40 ft. in no armor (8 squares), base movement 40 ft., 
  Swim 50 ft.; 
  Melee Pincer Staff(+2) +15  (1d10+7) or Bite +11 [ (1d4+2) 
  Ranged Net +11 Ranged Touch  (Special) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +9; Grp +11 
  Atk Options Melee Pincer Staff +15 or Bite +11, Full Attack 
  Melee Pincer Staff +15/+11 and Bite +11, Range Net +11 
  Touch 
  Combat Gear Pincer Staff+2, Net 
  Abilities Str 15, Dex 10, Con 13, Int 13, Wis 14, Cha 8 
  SQ Adhesive, Amphibious, immunity to poison and paralysis, 
  Keen Sight, light blindness, resistance to electricity 10, 
  slippery, Rage(2/Day), Uncanny Dodge, Trap Sense +1 
  Feats Alertness, Great Fortitude, Weapon Focus (Pincer 
  Staff), Weapon Specialization (Pincer Staff), Combat 
  Expertise, Improved Disarm 
  Skills Knowledge Dungeoneering +5, Escape Artist +17,, 
  Handle Animal +4 ,, Listen +12, Move silently +4, Search 
  +5, Spot +12, Swim +10, 
  Possessions Pincer Staff+2, Net, Potion of Cure Moderate 
  Wounds 
  Skills Spot +15, Swim +16 
  Frog like Humanoid  
   
  ENCOUNTER 4B/4C 
   
   
   
  C O V E N  F O O T S O LD I E R 
  CR  6 
  Male Duergar Fighter 6 
  LE Medium Humanoid 
  Init +7; Senses Listen +3, Spot +3 
  Languages Common, Dwarven, Undercommon  
  AC 20, touch 11, flat-footed 19 
   (+0 size, +1 Dex, +0 class, +9 armor, +0 shield, +0 deflection, 
  +0 insight, +0 natural) 
  hp 52 (6d10+12 HD);  
  Immune immunity to paralysis, phantasms, and poison 
  Fort +7 (+7 against poison), Ref +5, Will +4 
  Weakness Light Sensitivity 
  Speed 20 ft. in Adamantine Plate Mail (4 squares), base 
  movement 30 ft., other movement mode 0 ft.; 
  Melee Great Axe +10  (1d12+5/x3) 
  Ranged Heavy Crossbow + 11  (1d10+3/19-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +9 
  Atk Options Melee Great Axe +9 or Range Heavy Crossbow 
  + 12 Full Attack Great Axe +9/+4 or Heavy Crossbow +12 
  Combat Gear Plate Mail+1, Great Axe +1, Heavy Crossbow 
  +1, 20 Bolts, (1 Poison, Con DC 15 1d3/1d3 and 1 
  Thunderstone), 3 Flasks Alchemists Fire 
  Abilities Str 16, Dex 17(15), Con 14, Int 10, Wis 10, Cha 10 
  SQ Darkvision 120 ft., Spell-Like Abilities: 1/day – enlarge 
  person and invisibility as a wizard of twice the duergar’s 
  class level (minimum caster level 3rd); these abilities 
  affect only the duergar and whatever it carries, immunity 
  to paralysis, phantasms, and poison, +2 Racial Bonus on 
  saves against spells and spell like abilities 
  Feats Point Blank Shot, Precise Shot, Rapid Reload, Weapon 
  Focus Heavy Crossbow, Weapon Specialization Heavy 
  Crossbow, Iron Will, Improved Initiative 
  Skills  Jump -1,,, Listen +3, Move Silently +4, Spot +3, 
  Possessions Plate Mail+1, Great Axe +1, Heavy Crossbow +1, 
  20 Bolts, (1 Poison, Con DC 15 1d3/1d3 and 1 
  Thunderstone), 3 Flasks Alchemists Fire Potion of Cure 
  Moderate Wounds, Gloves of Dex +2, Vest of Resistance 
  +2 
  Skills Jump +8, Swim +8 
  Dwarf dressed in Plate Mail  
  
  SHE7-03 Night of Madness 
   
  Page 31 
  APPENDIX 4 – APL 14 
  ENCOUNTER 2 
   
   
   
   
  C O V E N  R A N G E R/A S S A S S I N 
  CR  12 
  Male Half Orc Ranger 7/Assassin 5 
  LE Medium Humanoid 
  Init +10; Senses Listen +15, Spot +15 
  Languages Common, Orc, Undercommon  
  AC 24, touch 16, flat-footed 19 
   (+0 size, +6 Dex, +0 class, +6 armor, +0 shield, +0 deflection, +0 
  insight, +2 natural) 
  hp 82(7d8+5d6+24 HD); 
  Fort +10 (+12 against poison), Ref +16, Will +8 
  Speed 30 ft. in mithral chain shirt (6 squares), base movement 
  30 ft., other movement mode 0 ft.; 
  Melee Spiked Gauntlet +17 (1d4+2 + Poison) or Falchion +1 +12 
  (2d4+2/18-20) 
  Ranged Masterwork dagger +16 (1d4+1/19-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +10; Grp +11 
  Atk Options Melee Spike Gauntlet +17 or Dual Wield Spiked 
  Gauntlet +15/+15 or Melee Falchion +12 or Missile Dagger 
  +15, Full Attack Melee Dual Wield Spiked Gauntlet 
  +15/+15/+10/+10 or Falchion +10/+5 
  Special Actions Spells / Death Attack 
  Combat Gear +2 mithral chain shirt shadowed, +1 spiked gauntlet, 
  wounding (x2), masterwork dagger (x3), +1 falchion, Con 
  Poison (DC 17 Fort, 1d6/1d6) 
  Ranger Spells Prepared (CL 2nd): 
   1st - Longstrider 
  Assassin Spells Prepared (CL 5th): 
  2nd  – �Cat’s Grace, �Fox’s Cunning 
   1st – True Strike (x2), Disguise Self, Obscuring Mist 
  OR 
  Assassin Spells Known (CL 5th): 
  2nd (2/day)— Cat’s Grace, Fox’s Cunning, Spider Climb 
  1st (4/day)— Disguise Self, Feather Fall, Obscuring Mist, 
  True Strike 
  �Already cast 
  Abilities Str 12, Dex 22(18), Con 14, Int 16(12), Wis 12, Cha 8 
  SQ Darkvision 60 ft., Sneak Attack(3d6), Death Attack, Poison 
  Use, Spells, Favored Enemies: Human (+4), Orcs (+2), 
  Combat Style: Two Weapon Fighting, Uncanny Doge, 
  Improved Uncanny Dodge, Improved Two Weapon 
  Fighting, Woodland Stride 
  Feats Improved Initiative, Weapon Finesse, Weapon Focus 
  (Spiked Gauntlet), Endurance, Iron Will, Dodge 
  Skills  Disguise +5, Hide +19,, Listen +15,, Move Silently +19,, 
  Spot +15,, Survival +13,, Tumble +16, 
  Possessions Mithral Chain Shirt+1, Spike Gauntlet +1(x2) 
  Wounding, Masterwork Dagger(x3), Falchion +1, Potion of 
  Invisibility, Potion of Cure Light Wounds, Amulet of 
  Natural Armor +2, Vest of Resistance +2 
  Skills Hide +18, Move Silently +18 
  Half Orc dressed in chain and the accoutrements of an 
  adventurer  
   
  W I L L O W  W I S P 
  CR  13 
  Female Human Bard 12/Marshall 1 
  CN Medium Humanoid 
  Init +0; Senses Listen +6, Spot +2 
  Languages Common, Flan, Suel, Undercommon 
  AC 10, touch 10, flat-footed 10 
   (+0 size, +0 Dex, +0 class, +0 armor, +0 shield, +0 deflection, +0 
  insight, +0 natural) 
  hp 58 (11d6+1d8HD);  
  Fort +6 (+6 against poison), Ref +8, Will +10 
  Speed 30 ft. in no armor (6 squares), base movement 30 ft., 
  other movement mode 0 ft.; 
  Melee Dagger +8 (1d4-1/19-20/x2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +9; Grp +8 
  Atk Options Dagger +7 or Full Attack +9/+4 
  Special Actions Bardic Music(15) / Spells 
  Combat Gear Dagger 
  Bard Spells Known (CL 7th): Save DC 17+ Spell Level 
  4th (3/day)— Dimension Door, Dominate Person, Greater 
  Invisibility 
  3rd (5/day)— Haste, Slow, Sepia Snake Sigil, See Invisibility 
  2nd (5/day)— Harmonize(RoS), Hold Person, Silence, Eagles 
  Splendor 
   1st (5/day)—Inspirational Boost(SpC), Tasha’s Hideous 
  Laughter, Improvisation(SpC), Charm Person 
   0 (3/day)— Daze, Detect Magic, Ghost Sound, Lullaby, Mage 
  Hand, Prestidigitation 
  �Already cast 
  Abilities Str 8, Dex 10, Con 10, Int 14, Wis 10, Cha 20  
  SQ Countersong, Fascinate, Inspire Courage +2, Inspire 
  Competence, Suggestion, Inspire Greatness 
  Feats Skill Focus Diplomacy, Skill Focus Perform Sing, 
  Lingering Song (CV), Extra Music (CV), Lyric Spell (CV), 
  Iron Skin Chant (CV), Subsonic (CV) 
  Skills Bluff +26, Concentration +10,, Diplomacy +31,, Disguise 
  +26,, Gather Information +26, Listen +6, Perform Sing +33,, 
  Sense Motive +16,, Spot +2, Use Magic Device +26, 
  Possessions Greater Choker of Eloquence, Bead of Force, 
  Copper Medallion of Io, Dagger, Hat of Disguise, Scroll of 
  Summon Monster VII 
  Countersong (Su): A bard with 3 or more ranks in Perform can 
  use their music or poetics to counter magical effects that 
  depend on sound (but not spells that simply have verbal 
  components). Each round of the countersong, he makes a 
  Perform check. Any creature within 30 feet of the bard 
  (including the bard himself) that is affected by a sonic or 
  language dependant magical attack (such as a sound burst or 
  command spell) may use the bards Perform check result in 
  place of its saving throw if, after the saving throw is rolled, 
  the Perform check result proves to be higher. If a creature 
  within range of the countersong is already under the effect 
  of a non-instantaneous sonic or language dependant magical 
  attack, it gains another saving throw against the effect each 
  round it hears the countersong, but it must use the bards 
  Perform check result for the save. Countersong has no effect 
  against effects that don’t allow saves. The bard may maintain 
  a countersong for 10 rounds. 
  Fascinate (Sp): A bard with 3 or more ranks in Perform can use 
  their music or poetics to cause one or more creatures to 
  become fascinated with him. Each creature to be fascinated 
  must be within 90 feet, able to se and hear the bard, and able 
  to pay attention to him. The bard must also be able to se the 
  creature. The distraction of a nearby combat or other dangers 
  prevents the ability from working. For every three levels 
  
  SHE7-03 Night of Madness 
   
  Page 32 
  beyond first, he can target one additional creature with a 
  single use of this ability (two at fourth, three at 7th level, and 
  so on). To use this ability, a bard makes a Perform check. His 
  check result is the DC for each affected creatures Will save 
  against the effect. If a creature’s saving throw succeeds, the 
  bard can not attempt to fascinate that creature again for 24 
  hours. If its saving throw fails, the creature sits quietly and 
  listens to the song, taking no other actions, for as long as the 
  bard continues to play and concentrate (up to a maximum of 
  one round per bard level). While fascinated, a target takes a -
  4 penalty on skill checks made as reactions, such as Listen 
  and Spot checks. Any potential threat, such as an ally of the 
  bard approaching the fascinated creature, requires a new 
  saving throw against a DC equal to the new Perform check 
  result. Any obvious threat, such as someone drawing a 
  weapon, casting a spell, or aiming a ranged weapon at the 
  target, automatically breaks the effect. Fascinate is an 
  enchantment (compulsion), mind-effecting ability. 
  Inspire Courage (Su): A bard with 3 or more ranks in Perform 
  can use his music or poetics to inspire courage in his allies 
  (including himself), bolstering them against fear and 
  improving their combat abilities. To be affected, an ally must 
  be able to hear the bard sing. The effect lasts for as long as 
  the ally can hear the bard sing, and for 5 rounds after. An 
  affected ally receives a +1 morale bonus on saves versus 
  charm and fear, and a +1 morale bonus on attack and weapon 
  damage rolls. At 8th level, and every 4 levels after this bonus 
  increases by +1. 
  Minor Aura-Motivate Charisma (Ex): All allies (including 
  the marshal themselves) within 60 feet of the marshal, add 
  the marshal’s Charisma Modifier to all Charisma checks, and 
  Charisma based skill checks, as long as they can hear the 
  marshal. 
  Miniatures Handbook 
  ENCOUNTER 3 
   
   
   
   
  F I R E  G I A N T 
  CR  12 
  Male Fire Giant Fighter 2 
  LE Large Giant 
  Init -1; Senses Listen +2, Spot +14 
  Languages Giant, Common 
  AC 24, touch 8, flat-footed 24 
   (-1 size, -1 Dex, +0 class, +8 armor, +0 shield, +0 deflection, +0 
  insight, +8 natural) 
  hp 169 (15d8+2d10+85 HD); 
  Immune Fire 
  Fort +16 (+16 against poison), Ref +4, Will +9 
  Weakness Vulnerability to Cold 
  Speed 30 ft. in plate armor (8 squares), base movement 40 ft. ; 
  Melee Greatsword +24 (3d6+16)or Slam +23  (1d4+10) 
  Ranged Large Greatbow +12  (2d8+10/x3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +13; Grp +27 
  Atk Options Melee Greatsword +24 or Slam +23 or Range 
  Greatbow +12 Full Attack Melee Greatsword +24/+19/+14 or 
  Range Greatbow +12/+7/+2 
  Combat Gear +1 Half Plate  
  Abilities Str 31, Dex 9, Con 21, Int 10, Wis 14, Cha 11 
  SQ Immunity to Fire, Low Light Vision, Rock Catching, 
  Vulnerability to Cold 
  Feats Cleave, Great Cleave, Improved Overrun, Improved 
  Sunder, Iron Will, Power Attack, Point Blank, Precise Shot  
  Skills  Climb +11 Craft Bow +6  Intimidate +6  Jump +11 Listen 
  +2   Spot +14 
  Possessions +1 Half Plate, +1 Greatsword  Human Bane, Greatbow 
  (10 Str) 
  Skills Spot +14, Climb +11 
  A black skinned and red haired giant  
   
  K U O-T O A 
  CR  12 
  Male Kuo-Toa Fighter 4/Barbarian 6 
  NE Medium Humanoid 
  Init +0; Senses Listen +14, Spot +17 
  Languages Kuo-Toan, Aquan, Undercommon  
  AC 17, touch 11, flat-footed 16 
   (+0 size, +1 Dex, +0 class, +0 armor, +0 shield, +0 deflection, +0 
  insight, +6 natural) 
  hp 89 (2d8+4d10+6d12+12 HD); 
  Immune Poison & Paralysis 
  Resist  Electricity (10)  
  Fort +10 (+10 against poison), Ref +9, Will +8 
  Weakness Light Blindness 
  Speed 40 ft. in no armor (8 squares), base movement 40 ft., 
  Swim 50 ft.; 
  Melee Pincer Staff(+2) +18  (1d10+7/x2) or Bite +13 [ (1d4+2) 
  Ranged Net +13 Ranged Touch  (Special) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +12; Grp +15 
  Atk Options Melee Pincer Staff +18 or Bite +13, Full Attack 
  Melee Pincer Staff +18/+13/+8 and Bite +13, Range Net +13 
  Touch 
  Combat Gear +2 Pincer Staff, Net 
  Abilities Str 16, Dex 10, Con 13, Int 13, Wis 14, Cha 8 
  SQ Adhesive, Amphibious, immunity to poison and paralysis, 
  Keen Sight, light blindness, resistance to electricity 10, 
  slippery, Rage(2/Day), Uncanny Dodge, Trap Sense +2, 
  Improved Uncanny Dodge 
  Feats Alertness, Great Fortitude, Weapon Focus (Pincer Staff), 
  Weapon Specialization (Pincer Staff), Combat Expertise, 
  Improved Disarm, Iron Will 
  Skills Knowledge Dungeoneering +5,, Escape Artist +18,, 
  Handle Animal +4 ,, Listen +14,, Move silently +5,, Search 
  +5,, Spot +17,, Swim +10, 
  Possessions Pincer Staff+1, Net, Potion of Cure Moderate 
  Wounds 
  Skills Spot +16, Swim +16 
  Frog like Humanoid  
  ENCOUNTER 4B/4C 
   
   
   
  C O V E N  F O O T S O LD I E R 
  CR  8 
  Male Duergar Fighter 8 
  LE Medium Humanoid 
  Init +8; Senses Listen +4, Spot +4 
  Languages Common, Dwarven, Undercommon  
  AC 20, touch 11, flat-footed 19 
   (+0 size, +1 Dex, +0 class, +9 armor, +0 shield, +0 deflection, +0 
  insight, +0 natural) 
  hp 66 (8d10+16 HD); DR 3/- 
  Immune immunity to paralysis, phantasms, and poison 
  Fort +8 (+8 against poison), Ref +5, Will +4 
  Weakness Light Sensitivity 
  Speed 20 ft. in Adamantine Plate Mail (4 squares), base 
  movement 30 ft., other movement mode 0 ft.; 
  Melee Great Axe +12  (1d12+5/x3) 
  Ranged Heavy Crossbow + 13  (1d10+3/19-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +8; Grp +11 
  
  SHE7-03 Night of Madness 
   
  Page 33 
  Atk Options Melee Great Axe +12 or Range Heavy Crossbow + 
  14 Full Attack Great Axe +12/+7 or Heavy Crossbow +14 
  Combat Gear +1 Plate Mail, +1 Great Axe, +1 Heavy Crossbow, 20 
  Bolts, (1 Poison, Con DC 15 1d3/1d3 and 1 Thunderstone), 3 
  Flasks Alchemists Fire 
  Abilities Str 16, Dex 18(16), Con 14, Int 10, Wis 10, Cha 10 
  SQ Darkvision 120 ft., Spell-Like Abilities: 1/day – enlarge 
  person and invisibility as a wizard of twice the duergar’s class 
  level (minimum caster level 3rd); these abilities affect only 
  the duergar and whatever it carries, immunity to paralysis, 
  phantasms, and poison, +2 Racial Bonus on saves against 
  spells and spell like abilities 
  Feats Point Blank Shot, Precise Shot, Rapid Reload, Weapon 
  Focus Heavy Crossbow, Weapon Specialization Heavy 
  Crossbow, Iron Will, Improved Initiative, Improved Critical 
  Heavy Crossbow 
  Skills  Jump -1, Listen +4, Move Silently +4, Spot +4 
  Possessions +1 Plate Mail, +1 Great Axe, +1 Heavy Crossbow, 20 
  Bolts, (1 Poison, Con DC 15 1d3/1d3 and 1 Thunderstone), 3 
  Flasks Alchemists Fire, Potion of Cure Moderate Wounds, 
  Gloves of Dex +2, Vest of Resistance +2 
  Skills Jump +8, Swim +8 
  Dwarf dressed in Plate Mail  
  
  SHE7-03 Night of Madness 
   
  Page 34 
   APPENDIX 5 – APL 16
  ENCOUNTER 2 
   
   
   
   
  C O V E N  R A N G E R/A S S A S S I N 
  CR  14 
  Male Half Orc Ranger 9/Assassin 5 
  LE Medium Humanoid 
  Init +10; Senses Listen +17, Spot +17 
  Languages Common, Orc, Undercommon  
  AC 24, touch 16, flat-footed 19 
   (+0 size, +6 Dex, +0 class, +6 armor, +0 shield, +0 deflection, +0 
  insight, +2 natural) 
  hp 96 (9d8+5d6+28 HD); 
  Fort +11 (+13 against poison), Ref +18, Will +9 
  Speed 30 ft. in mithral chain shirt (6 squares), base movement 
  30 ft., other movement mode 0 ft.; 
  Melee Spiked Gauntlet +20 (1d4+2 + Poison) or Falchion +1 +14 
  (2d4+2/18-20) 
  Ranged Masterwork dagger +19 (1d4+1/19-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +12; Grp +13 
  Atk Options Melee Spike Gauntlet +20 or Dual Wield Spiked 
  Gauntlet +18/+18 or Melee Falchion +14 or Missile Dagger 
  +19, Full Attack Melee Dual Wield Spiked Gauntlet 
  +18/+18/+13/+13/+8 or Falchion +14/+9/+4 
  Special Actions Spells / Death Attack 
  Combat Gear Mithral Chain Shirt+2 Shadowed, Spike Gauntlet 
  +1, Wounding (x2), Masterwork Dagger(x3), Falchion +1, 
  Con Poison (DC 19 Fort, 1d6/1d6) 
  Ranger Spells Prepared (CL 4th): 
   1st - Longstrider 
  �Already cast 
  Assassin Spells Prepared (CL 5th): 
  2nd  – �Cat’s Grace, �Fox’s Cunning 
   1st – True Strike (x2), Disguise Self, Obscuring Mist 
  OR 
  Assassin Spells Known (CL 5th): 
  2nd (2/day)— Cat’s Grace, Fox’s Cunning, Spider Climb 
  1st (4/day)— Disguise Self, Feather Fall, Obscuring Mist, 
  True Strike 
  �Already cast 
  Abilities Str 12, Dex 22(18), Con 14, Int 16(12), Wis 12, Cha 8 
  SQ Darkvision 60 ft., Sneak Attack (3d6), Death Attack, Poison 
  Use, Spells, Favored Enemies: Human (+4), Orcs (+2), 
  Combat Style: Two Weapon Fighting, Uncanny Doge, 
  Improved Uncanny Dodge, Improved Two Weapon 
  Fighting, Woodland Stride, Evasion, Swift Tracker 
  Feats Improved Initiative, Weapon Finesse, Weapon Focus 
  (Spiked Gauntlet), Endurance, Iron Will, Dodge 
  Skills  Disguise +5, Hide +22,, Listen +17,, Move Silently +22,, 
  Spot +17,, Survival +15,, Tumble +17, 
  Possessions +1 Mithral Chain Shirt, +1 Spike Gauntlet (x2) 
  Wounding, Masterwork Dagger (x3), +1 Falchion, Potion of 
  Invisibility, Potion of Cure Light Wounds, Amulet of Natural 
  Armor +2, Vest of Resistance +2 
  Skills Hide +20, Move Silently +20 
  Half Orc dressed in chain and the accoutrements of an 
  adventurer  
   
  W I L L O W  W I S P 
  CR  15 
  Female Human Bard 14/Marshall 1 
  CN Medium Humanoid 
  Init +0; Senses Listen +8, Spot +4 
  Languages Common, Flan, Suel, Undercommon 
  AC 10, touch 10, flat-footed 10 
   (+0 size, +0 Dex, +0 class, +0 armor, +0 shield, +0 deflection, +0 
  insight, +0 natural) 
  hp 68 (14d6+1d8 HD);  
  Fort +6, Ref +9, Will +11 
  Speed 30 ft. in no armor (6 squares), base movement 30 ft., 
  other movement mode 0 ft.; 
  Melee Dagger +9 (1d4-1/19-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +10; Grp +9 
  Atk Options Dagger +9 or Full Attack +9/+4 
  Special Actions Bardic Music (13) / Spells 
  Combat Gear Dagger 
  Bard Spells Known (CL 13th): Save DC 17+ Spell Level 
  5th (2/day)— Song of Discord, Cure Light Wounds - Mass 
  4th (3/day)— Dimension Door, Dominate Person, Greater 
  Invisibility, Rainbow Pattern 
  3rd (5/day)— Haste, Slow, Sepia Snake Sigil, See Invisibility 
  2nd (5/day)— Harmonize (RoS), Hold Person, Silence, 
  Eagle’s Splendor 
   1st (5/day)—Inspirational Boost (SpC), Tasha’s Hideous 
  Laughter, Improvisation (SpC), Charm Person 
   0 (3/day)— Daze, Detect Magic, Ghost Sound, Lullaby, Mage 
  Hand, Prestidigitation 
  �Already cast 
  Abilities Str 8, Dex 10, Con 10, Int 14, Wis 10, Cha 20  
  SQ Countersong, Fascinate, Inspire Courage +2, Inspire 
  Competence, Suggestion, Inspire Greatness, Song of 
  Freedom 
  Feats Skill Focus Diplomacy, Skill Focus Perform Sing, 
  Lingering Song (CV), Extra Music (CV), Lyric Spell (CV), 
  Iron Skin Chant (CV), Subsonic (CV) 
  Skills Bluff +28,, Concentration +12,, Diplomacy +33,, Disguise 
  +28,, Gather Information +28,, Listen +8, Perform Sing +35,, 
  Sense Motive +18,, Spot +4,, Use Magic Device +26, 
  Possessions Greater Choker of Eloquence, Bead of Force, 
  Copper Medallion of Io, Dagger, Hat of Disguise, Scroll of 
  Summon Monster VII 
  Countersong (Su): A bard with 3 or more ranks in Perform can 
  use their music or poetics to counter magical effects that 
  depend on sound (but not spells that simply have verbal 
  components). Each round of the countersong, he makes a 
  Perform check. Any creature within 30 feet of the bard 
  (including the bard himself) that is affected by a sonic or 
  language dependant magical attack (such as a sound burst or 
  command spell) may use the bards Perform check result in 
  place of its saving throw if, after the saving throw is rolled, 
  the Perform check result proves to be higher. If a creature 
  within range of the countersong is already under the effect 
  of a non-instantaneous sonic or language dependant magical 
  attack, it gains another saving throw against the effect each 
  round it hears the countersong, but it must use the bards 
  Perform check result for the save. Countersong has no effect 
  against effects that don’t allow saves. The bard may maintain 
  a countersong for 10 rounds. 
  Fascinate (Sp): A bard with 3 or more ranks in Perform can use 
  their music or poetics to cause one or more creatures to 
  become fascinated with him. Each creature to be fascinated 
  must be within 90 feet, able to se and hear the bard, and able 
  to pay attention to him. The bard must also be able to se the 
  
  SHE7-03 Night of Madness 
   
  Page 35 
  creature. The distraction of a nearby combat or other dangers 
  prevents the ability from working. For every three levels 
  beyond first, he can target one additional creature with a 
  single use of this ability (two at fourth, three at 7th level, and 
  so on). To use this ability, a bard makes a Perform check. His 
  check result is the DC for each affected creatures Will save 
  against the effect. If a creature’s saving throw succeeds, the 
  bard can not attempt to fascinate that creature again for 24 
  hours. If its saving throw fails, the creature sits quietly and 
  listens to the song, taking no other actions, for as long as the 
  bard continues to play and concentrate (up to a maximum of 
  one round per bard level). While fascinated, a target takes a -
  4 penalty on skill checks made as reactions, such as Listen 
  and Spot checks. Any potential threat, such as an ally of the 
  bard approaching the fascinated creature, requires a new 
  saving throw against a DC equal to the new Perform check 
  result. Any obvious threat, such as someone drawing a 
  weapon, casting a spell, or aiming a ranged weapon at the 
  target, automatically breaks the effect. Fascinate is an 
  enchantment (compulsion), mind-effecting ability. 
  Inspire Courage (Su): A bard with 3 or more ranks in Perform 
  can use his music or poetics to inspire courage in his allies 
  (including himself), bolstering them against fear and 
  improving their combat abilities. To be affected, an ally must 
  be able to hear the bard sing. The effect lasts for as long as 
  the ally can hear the bard sing, and for 5 rounds after. An 
  affected ally receives a +1 morale bonus on saves versus 
  charm and fear, and a +1 morale bonus on attack and weapon 
  damage rolls. At 8th level, and every 4 levels after this bonus 
  increases by +1. 
  Minor Aura-Motivate Charisma (Ex): All allies (including 
  the marshal themselves) within 60 feet of the marshal, add 
  the marshal’s Charisma Modifier to all Charisma checks, and 
  Charisma based skill checks, as long as they can hear the 
  marshal. 
  Miniatures Handbook 
  ENCOUNTER 3 
   
   
   
   
  F I R E  G I A N T 
  CR  14 
  Male Fire Giant Fighter 4 
  LE Large Giant 
  Init -1; Senses Listen +3, Spot +15 
  Languages Giant, Common 
  AC 24, touch 8, flat-footed 24 
   (-1 size, -1 Dex, +0 class, +8 armor, +0 shield, +0 deflection, +0 
  insight, +8 natural) 
  hp 191 (15d8+4d10+95 HD); 
  Immune Fire 
  Fort +17 (+17 against poison), Ref +5, Will +10 
  Weakness Vulnerability to Cold 
  Speed 30 ft. in plate armor (8 squares), base movement 40 ft. ; 
  Melee Greatsword +26 (3d6+16)or Slam +25  (1d4+10) 
  Ranged Large Greatbow +15  (2d8+10/x3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +15; Grp +29 
  Atk Options Melee Greatsword +26 or Slam +25 or Range 
  Greatbow +15 Full Attack Melee Greatsword +26/+21/+16 or 
  Range Greatbow +15/+10/+5 
  Combat Gear +1 Half Plate, +1 Greatsword Human Bane, +1 
  Greatbow  Mage Slayer (10 Str) 
  Abilities Str 31, Dex 9, Con 21, Int 10, Wis 14, Cha 11 
  SQ Immunity to Fire, Low Light Vision, Rock Catching, 
  Vulnerability to Cold 
  Feats Cleave, Great Cleave, Improved Overrun, Improved 
  Sunder, Iron Will, Power Attack, Point Blank, Precise Shot  
  Skills Climb +11 Craft Bow +6  Intimidate +6  Jump +11 Listen 
  +3   Spot +15 
  Possessions +1 Half Plate, +1 Greatsword  Human Bane, +1 
  Greatbow  Mage Slayer (10 Str) 
  Skills Spot +14, Climb +11 
  A black skinned and red haired giant  
   
  K U O-T O A 
  CR  14 
  Male Kuo-Toa Fighter 4/Barbarian 8 
  NE Medium Humanoid 
  Init +0; Senses Listen +16, Spot +19 
  Languages Kuo-Toan, Aquan, Undercommon  
  AC 16, touch 10, flat-footed 16 
   (+0 size, +0 Dex, +0 class, +0 armor, +0 shield, +0 deflection, +0 
  insight, +6 natural) 
  hp 105 (2d8+4d10+8d12+14 HD); DR 1/- 
  Immune Poison & Paralysis 
  Resist  Electricity (10) 
  Fort +11, Ref +7, Will +8 
  Weakness Light Blindness 
  Speed 40 ft. in no armor (8 squares), base movement 40 ft., 
  Swim 50 ft.; 
  Melee +2 Pincer Staff +20  (1d10+7) or Bite +15 [ (1d4+2) 
  Ranged Net +14 Ranged Touch (Special) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +14; Grp +17 
  Atk Options Melee Pincer Staff +19 or Bite +15, Full Attack 
  Melee Pincer Staff +19/+14/+9 and Bite +10, Range Net +14 
  Touch 
  Combat Gear Pincer Staff+2, Net 
  Abilities Str 17, Dex 10, Con 13, Int 13, Wis 14, Cha 8 
  SQ Adhesive, Amphibious, immunity to poison and paralysis, 
  Keen Sight, light blindness, resistance to electricity 10, 
  slippery, Rage(3/Day), Uncanny Dodge, Trap Sense +2, 
  Improved Uncanny Dodge, Damage Reduction 1/- 
  Feats Alertness, Great Fortitude, Weapon Focus (Pincer Staff), 
  Weapon Specialization (Pincer Staff), Combat Expertise, 
  Improved Disarm, Iron Will 
  Skills Knowledge Dungeoneering +5, Escape Artist +19, 
  Handle Animal +4 ,, Listen +16,, Move silently +5,, Search 
  +5,, Spot +19, Swim +12, 
  Possessions +2 Pincer Staff, Net, Potion of Cure Moderate Wounds 
  Skills Spot +16, Swim +16 
  Frog like Humanoid  
  ENCOUNTER 4B/4C 
   
   
   
  C O V E N  F O O T S O LD I E R 
  CR  10 
  Male Duergar Fighter 10 
  LE Medium Humanoid 
  Init +8; Senses Listen +5, Spot +5 
  Languages Common, Dwarven, Undercommon  
  AC 20, touch 11, flat-footed 19 
   (+0 size, +1 Dex, +0 class, +9 armor, +0 shield, +0 deflection, +0 
  insight, +0 natural) 
  hp 90 (10d10+20 HD); DR 3/- 
  Immune immunity to paralysis, phantasms, and poison 
  Fort +9, Ref +6, Will +5 
  Weakness Light Sensitivity 
  Speed 20 ft. in Adamantine Plate Mail (4 squares), base 
  movement 30 ft., other movement mode 0 ft.; 
  Melee Great Axe +14  (1d12+5/x3) 
  
  SHE7-03 Night of Madness 
   
  Page 36 
  Ranged Heavy Crossbow + 17   (1d10+3/19-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +10; Grp +13 
  Atk Options Melee Great Axe +14 or Range Heavy Crossbow + 
  17 Full Attack Great Axe +14/+9 or Heavy Crossbow +17 
  Combat Gear +1 plate mail, +1 greataxe, +1 heavy crossbow, 20 
  Bolts, (1 Poison, Con DC 15 1d3/1d3 and 1 Thunderstone), 3 
  Flasks Alchemists Fire 
  Abilities Str 16, Dex 18(16), Con 14, Int 10, Wis 10, Cha 10 
  SQ Darkvision 120 ft., Spell-Like Abilities: 1/day – enlarge 
  person and invisibility as a wizard of twice the duergar’s class 
  level (minimum caster level 3rd); these abilities affect only 
  the duergar and whatever it carries, immunity to paralysis, 
  phantasms, and poison, +2 Racial Bonus on saves against 
  spells and spell like abilities 
  Feats Point Blank Shot, Precise Shot, Rapid Reload, Weapon 
  Focus Heavy Crossbow, Weapon Specialization Heavy 
  Crossbow, Iron Will, Improved Initiative, Improved Critical 
  Heavy Crossbow, Greater Weapon Focus Heavy Crossbow 
  Skills  Jump -1,,, Listen +5,,, Move Silently +4,,, Spot +5 
  Possessions +1 Plate Mail, +1 Great Axe, +1 Heavy Crossbow, 20 
  Bolts, (1 Poison, Con DC 15 1d3/1d3 and 1 Thunderstone), 3 
  Flasks Alchemists Fire, Potion of Cure Moderate Wounds, Gloves 
  of Dexterity +2, Vest of Resistance +2 
  Skills Jump +8, Swim +8 
  Dwarf dressed in Plate Mail  
   
   
  
  SHE7-03 Night of Madness 
   
  Page 37 
  APPENDIX 6 – ENCOUNTER 4A TRAPS 
  APL 8  
   
   
   
   
   
  S T I C K Y  G R E A S E  T R A P 
  CR  4 
  Description When the door is opened a jet of sticky grease 
  shoots out. Covers a 15x10 Area 
  Search DC 20; Type Mechanical 
  Trigger Door Opening, Init +4 
  Effect DC 15 Reflex Save to avoid having sticky grease on the 
  PC until cleaned off (water). Those who fail must make a 
  Balance Check, DC 15 or fall off the bridge. If this happens 
  the PC is dead and unrecoverable unless someone in the 
  party can fly. (PC is falling at 60 ft. per round). 
  Duration Instantaneous 
  Destruction n/a 
  Disarm 20 
  Dispel n/a 
  APL 10 
   
   
   
   
   
  S T I C K Y  G R E A S E  T R A P 
  CR  6 
  Description When the door is opened a jet of sticky grease 
  shoots out. Covers a 15x10 Area 
  Search DC 25; Type Mechanical 
  Trigger Door Opening, Init +4 
  Effect DC 16 Reflex Save to avoid having sticky grease on the 
  PC until cleaned off (water). Those who fail must make a 
  Balance Check, DC 15 or fall off the bridge. If this happens 
  the PC is dead and unrecoverable unless someone in the 
  party can fly. (PC is falling at 60 ft. per round). 
  Duration Instantaneous 
  Destruction n/a 
  Disarm 25 
  Dispel n/a 
  APL 12  
   
   
   
   
  S T I C K Y  G R E A S E  T R A P 
  CR  8 
  Description When the door is opened a jet of sticky grease 
  shoots out. Covers a 15x10 Area 
  Search DC 30; Type Mechanical 
  Trigger Door Opening, Init +4 
  Effect DC 17 Reflex Save to avoid having sticky grease on the 
  PC until cleaned off (water). Those who fail must make a 
  Balance Check, DC 15 or fall off the bridge. If this happens 
  the PC is dead and unrecoverable unless someone in the 
  party can fly. (PC is falling at 60 ft. per round). 
  Duration Instantaneous 
  Destruction n/a 
  Disarm 30 
  Dispel n/a 
  APL 14  
   
   
   
   
  F L A M M A B L E  G R E A S E  A N D  F I R E  T R A P 
  CR  8 
  Description When the door is opened a jet of sticky grease 
  shoots out and is ignited. Covers a 15x10 Area 
  Search DC 30; Type Mechanical 
  Trigger Door Opening, Init +4 
  Effect DC 18 Reflex Save to avoid having sticky grease on the 
  PC until cleaned off (water). Those who fail suffer 2d6 fire 
  damage and must make a Balance Check, DC 15 or fall off 
  the bridge. If this happens the PC is dead and unrecoverable 
  unless someone in the party can fly. (PC is falling at 60 ft. per 
  round). 
  Duration Instantaneous 
  Destruction n/a 
  Disarm 30 
  Dispel n/a 
  DMG 
  APL 16  
   
   
   
   
  F L A M M A B L E  G R E A S E  A N D  F I R E  T R A P 
  CR  10 
  Description When the door is opened a jet of sticky grease 
  shoots out and is ignited. Covers a 15x10 Area 
  Search DC 35; Type Mechanical 
  Trigger Door Opening, Init +4 
  Effect DC 19 Reflex Save to avoid having sticky grease on the 
  PC until cleaned off (water). Those who fail suffer 2d6 fire 
  damage and must make a Balance Check, DC 15 or fall off 
  the bridge. If this happens the PC is dead and unrecoverable 
  unless someone in the party can fly. (PC is falling at 60 ft. per 
  round). 
  Duration Instantaneous 
  Destruction n/a 
  Disarm 35 
  Dispel n/a 
   
   
  
  SHE7-03 Night of Madness 
   
  Page 38 
  DM AID: MAP #1 – ENCOUNTER 3 
   
   
   
  
  SHE7-03 Night of Madness 
   
  Page 39 
  DM AID: MAP #2 – ENCOUNTER 4B UPSTAIRS 
   
   
   
   
   
  
  SHE7-03 Night of Madness 
   
  Page 40 
  DM AID: MAP #3 – ENCOUNTER 4C DOWNSTAIRS 
   
   
   
   
  
  SHE7-03 Night of Madness 
   
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  DM AID: TIME CHART 
  Time Chart 
  Event 
  Time Used by PCs 
   
   
   
   
   
   
   
   
   
   
  Meeting with Baern Kindo / Brains Revealed Incident 
   
   
   
   
   
   
   
  Tunnels Flooded 
   
  Notes for Using the Time Chart 
  -The DM Should just mark what happened to trigger the progression of time under the ‘Event’ column and then 
  approximately how long they spend doing it in game time. Baern Kindo is looking to meet the PCs approximately 5 
  hours after they arrive. 
  -In general, the DM should add an event any time it is A) Specifically mentioned in the notes of the adventure, or B) 
  The PCs interact with NPCs or their environment. For example, if the PCs split up and hit every possible area in the 
  Merchant Section of town, each one of those encounters adds one to the chart. If the PCs do general shopping, that also 
  adds one to the chart.   When certain pre-determined events transpire on the Time Chart, the DM knows to move the 
  adventure forward or in the case of Tunnels being flooded, change the encounter. 
   
   
  
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  DM AID: NEW RULES 
  NEW FEATS 
  EXTRA MUSIC 
  You can use your bardic music more often than you otherwise could. 
  Prerequisite: Bardic music. 
  Benefit: You can use your bardic music four extra times per day. 
  Normal: Bards without the Extra Music feat can use bardic music once per day per bard level. 
  Special: You can gain this feat multiple times. Its effects stack. 
   
  SUBSONICS 
  Your music can affect even those who do not consciously hear it. 
  Prerequisite: Perform (any) 10 ranks, bardic music. 
  Benefit: You can produce music or poetics so subtly that opponents do not notice it, yet your allies still gain all the usual 
  benefits from your bardic music. Similarly, you can affect opponents within range with your music, but unless they can 
  see you performing or have some 
  other means of discovering it, they cannot determine the source of the effect. 
   
  IRONSKIN CHANT [BARDIC MUSIC] 
  You can channel the power of your bardic music to enable yourself to ignore minor injuries. 
  Prerequisites: Bardic music, Concentration 12 ranks, Perform 12 ranks. 
  Benefit: As a swift action that does not provoke attacks of opportunity, you can expend one daily use of 
  your bardic music ability to provide damage reduction of 5/— to yourself or to one ally within 30 feet who can hear you 
  until the start of your next turn. 
   
  LYRIC SPELL [BARDIC MUSIC] 
  You can channel the power of your bardic music into your magic, allowing you to expend uses of your bardic music 
  ability to cast spells. 
  Prerequisites: Bardic music, Perform 9 ranks, ability to spontaneously cast 2nd-level arcane spells. 
  Benefit: You can expend daily uses of your bardic music to cast any arcane spell that you know and can cast 
  spontaneously. You must still use an action to cast the spell (following the normal rules for casting 
  time), but using the Lyric Spell feat counts as part of the spellcasting action. Casting a spell requires 
  one use of your bardic music ability, plus one additional use per level of the spell. For example, 
  casting a 3rd-level spell requires four daily uses of your bardic music ability. 
  Special: Any spell that you cast using the Lyric Spell feat gains your instrument as an additional arcane focus, if you use 
  one. You cannot use Lyric Spell to cast a spell improved by the Silent Spell metamagic feat. 
   
  NEW ITEMS 
  Medallions of Io 
  These are plain, burnished metal disks that grant some of the strength of the Concordant Dragon to their users. 
  Description:  
  Each medallion of Io is an unremarkable coin-sized disk made from an alloy of precious and base metals. The exact 
  mixture of metals produces a colored sheen that corresponds to one of the ten standard dragon varieties.  
  Activation:  
  As a standard action, you press a disk into the center of your brow, where it magically remains attached and active for 
  one hour. It dos not count as an item worn on the head for the purpose of determining which of a character’s magic 
  items are effective At the end of the hour, the medallion loses its magic and falls to the ground.  
  Effect:  
  Each of the ten disks has a different benefit according to its sheen:  
  
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  Copper:  
  Resistance to acid 10 and a +4 bonus to Perform checks 
  Choker of Eloquence: Coveted by bards, singers, and public speakers, this beautiful necklace is carved from ivory and 
  jade. There are two versions of these chokers. A lesser choker of eloquence grants a +5 competence bonus on Diplomacy, 
  Bluff, and Perform (sing) checks. A greater choker of eloquence increases the bonus to +10. Moderate transmutation; CL 
  6th; Craft Wondrous Item, creator must be a spellcaster of at least 6th level; Price 6,000 gp (lesser), 24,000 gp (greater). 
   
  NEW SPELLS 
  Inspirational Boost (SpC) 
  Enchantment (Compulsion) [Mind-Affecting Sonic] 
  Level: Bard 1 
  Components: V, S 
  Casting time: 1 swift action 
  Range: Personal 
  Target: You 
  Duration: 1 round or special; see text 
  You concentrate on assisting your friends as you begin the short chant and simple hand-chopping motion necessary to cast the spell. As 
  you finish, the spell’s chant allows you to segue easily into bolstering your allies. 
  While this spell is in effect, the morale bonus granted by your inspire courage bardic music increases by 1. 
   
  The effect lasts until your inspire courage effect ends. If you don’t begin to use your inspire courage ability before 
  the beginning of your next turn, the spell’s effect ends. 
  Improvisation (SpC) 
  Transmutation 
  Level: Bard 1 
  Components: V, S, M 
  Casting time: 1 standard action 
  Range: Personal 
  Target: You 
  Duration: 1 round/level (D) 
  With an elaborate flourish and call for luck, you toss the dice in your hand into the air. Immediately, you feel as though fate favors 
  you, filling you with confidence. 
  You gain access to a floating “pool” of luck, which manifests as bonus points you can use as desired to improve your odds 
  of success at various tasks. This bonus pool consists of 2 points per caster level, which you can spend as you like to 
  improve attack rolls, skill checks, and ability checks, although no single check can receive a bonus greater than one-half 
  your caster level. You must declare any bonus point usage before the appropriate roll is made. Used points disappear 
  from the pool, and any points remaining when the spell ends are wasted. The points count as luck bonuses for the 
  purpose of stacking. 
   
  For example, a 14th-level bard pauses while chasing a pickpocket to cast improvisation. At any time during the next 
  14 rounds, he can use the points to provide himself a +7 luck bonus on a Spot check, a +7 luck bonus on a Climb check, 
  and a +7 luck bonus on two of his attacks. 
   
  Material Component: A pair of dice. 
  Harmonize (RoS) 
  Transmutation 
  Level: Bard 2 
  Components: V, S 
  Casting time: 1 standard action 
  Range: Personal 
  Target: You 
  Duration: 1 min./level (D) 
  You blend magic and music seamlessly. While this spell is in effect, starting a bardic music effect requires only a move 
  action. Concentrating on a bardic music effect that requires concentration still requires a standard action. 
   
  
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  PLAYER HANDOUT #1 – MIDNIGHT RAVENS INTRO 
  “Old friends have resurfaced in the south, looking to balance their ledger, it seems. Perhaps a trip south would be in 
  your future to remind them about the dangers of trying to collect old debts already paid. If so, head to Jaedra to the sign 
  of the Burning Fig. There will be no need to introduce yourselves. Those whom you are meeting will know why you are 
  there.” 
  
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  PLAYER HANDOUT #2: EVRO LYGADI INTRODUCTION 
   
  “With all of the new troubles brewing at home we would do well to make sure that old friends do not 
  recover their strength. There is a boat leaving for Keoland from Aberglain in two days. Be on it and follow the 
  signs to an important meeting.” 
  
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  PLAYER HANDOUT #3: KNIGHT OF THE WATCH / DISPATCH 
  INTRODUCTION 
   
  “We have reports that some of fragments of old enemies may be joining hands against the Sheldomar. 
  Right now it is only rumor, but the rumors are strong enough that it is time for us to take stronger action. I 
  am traveling to Keoland to partake in a meeting, and I would like you to accompany me. There will almost 
  certainly be some dangerous work involved, and this meeting of the minds would certainly benefit from our 
  presence. I warn you we may be working with some others of questionable ethics, but I assure you the 
  situation is serious enough to warrant it.” 
  
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  PLAYER HANDOUT #3A:  KNIGHT’S SECRET MISSION 
  You are now part of the search for our next Grandiose Imperial Wyvern.  
  Prophecy has led us to discover much.   
  First we have learned there is a Squire named Norris Jabbar, who recently 
  mustered out from the Gran March military and was last seen in the March of 
  Bissel. He has spoken in the presence of the next Grandiose Imperial Wyvern.  
  Second, another prophecy has said, “He shall be found near a border in some 
  dispute.  Both sides will have their armies at war.” 
  We need to find this young man or find out more about him.  Unfortunately 
  his sponsor, Dispatcher Arju Callingstar, Elegant Weasel, was slain by the 
  Shadow Dragon of the Dim Forest on the east side of the Realstream. 
  In your travels, keep an eye out for Squire Norris Jabbar,  If you can get him in 
  conversation, ask about Knights he has met, so we might have better ideas of 
  who our next leader might be.  Do not apprehend him, and do not let him 
  come to harm. 
  Send any communications regarding information related to Squire Norris 
  Jabbar to my attention.  That we seek this squire or for why we seek him is no 
  business of anyone outside of those in our order involved in the search.  Do 
  not discuss this message or what you learn regarding this message to anyone 
  except another member of the search.  The Precept of Retribution shall be 
  visited upon anyone who violates this sacred charge.  Destroy this message 
  after you have committed pertinent details to memory. 
  Watcher Carlon Von Jagerstien, Most High Magnificent Dauntless Vampire 
  
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  PLAYER HANDOUT #4: ADVENTURE EXPERIENCE 
  INTRODUCTION 
   
  “Greetings. You do not know me, but I look forward to meeting you and working together.  My name is 
  Dalna Yniv (pr. Dal-na Inev), and I am a priestess of Trithereon. I have noted for some time groups of villains 
  who have at one time or another tried to curtail the freedoms of the people of the Sheldomar Valley may be 
  joining hands. You know of some of them and have bettered them in your past encounters. I feel it is time to 
  that the forces of freedom do the same. Come to Keoland to the sign of the Burning Fig in Jaedra and join me 
  in a meeting that should prove enlightening for everyone involved.” 
   
  
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  PLAYER HANDOUT #5: GENERIC INTROUDCTION 
   
  “Greetings. You do not know me, but I look forward to meeting you and working together.  My name is Dalna Yniv 
  (pr. Dal-na Inev), and I am a priestess of Trithereon. I have noted for some time groups of villains who have at one time 
  or another tried to curtail the freedoms of the people of the Sheldomar Valley may be joining hands. I feel it is time to 
  that the forces of freedom do the same. Come to Keoland, to the sign of the Burning Fig in Jaedra and join me in a 
  meeting that should prove enlightening for everyone involved. I will make it worth your time, I promise.” 
   
   
  
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  PLAYER HANDOUT #6: MAP TO THE DIG SITE 
   
   
   
   
   
  
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  PLAYER HANDOUT #7: A NOTE IN ORCISH 
   
  A note written in Orcish: 
  My Demands! – Make sure those squid heads meet them all! 
  -Temple of Gruumsh One Eye in the Sheldomar – check 
  -More money for the slaves and brains we are bringing in – check 
  -A decent pair of breeches! – still diplomacizing 
   
  
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  PLAYER HANDOUT #8: A NOTE IN DWARVEN 
   
  Dryxilar 
  The girl knew nothing of importance. Why is it that every time a Knight of the Watch comes in to town, you begin to 
  panic? You Duergar are worse then the Gyri!  Now we are sure to bring down the Knights and their allies on our heads. 
  This girl was certainly not the one their prophecies speak of.  
  Inform our allies of the Orcish persuasion to be ready for any agents coming into Newick. We need to make sure this 
  new base is not discovered until our defenses are properly set. 
   
  Horthar 
  
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  CRITICAL EVENT SUMMARY: SHE7−03 NIGHT OF MADNESS 
  For use only before November 1, 2007 
  1.  Did the PCs hurt civilians or allow the storm to damage Newick? Yes       No 
   
  2. Did Willow Wisp survive and escape? Yes    No 
   
  3. 
  Did any members of the Duergar rear guard or the Half Orc assassins escape? If so then who? 
   
  Notes: (Add anything that happened that might be considered out of the ordinary – Strange occurrences, results that 
  may not fit the above, etc): 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Meta-Region Sheldomar Valley/597/Normal Scenarios/SHE7-03 - Night of Madness (APL 8-16)/SHE7-03 - Night of Madness.pdf