TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new 
  DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter 
  Adkison. 
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  please visit www.wizards.com/d20 
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  sanction and run DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. 
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  events is purely coincidental. © 2005 Wizards of the Coast, Inc and the adventure author or authors. 
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  VER5-03 
   
  Minions of 
  Shadow and Fire 
   
  A One-Round D&D® Living Greyhawk™ 
  Verbobonc Regional Adventure 
  By Cary Suter and Vernon L. Vincent 
  Circle Edit: Tim Sech 
  Special thanks to Chad LaMontagne, Michael Maenza, Terry Doner, Ron Lundeen and Michael Breslin Sr. 
  The character of Grimbold Ironshanks was created by Ephraim Unell 
  “From darkness, an anvil shall thunder 
  A forge, deep in shadow, shall burn 
  Reclaimed shall be Halls, torn asunder 
  The homeless and lost shall return” 
  --- From the Journal of Grimbold Ironshanks 
  The culmination of the Dwarven story arc, this is a combat-laden Verbobonc regional adventure for character levels 2 to 
  14.  (APLs 4 to 12). Highly recommended for those who have played previous adventures in the Verbobonc Dwarven 
  series (VER1-07: Knocking on the Keep, VER2-02: Granite Keep, VERS4-01: Return to the Fens of Tor, VER4-05: 
  Dwarven Dawn and VER5-01: Deep in the Lortmils). Also recommended is VER3-05: Never Read Somebody’s Diary. 
  Characters with the Distrust of Clan Rockhall, the Curse of Moradin, or the Disfavor of Clan Rockhall cannot play this 
  adventure. 
  It is strongly recommended that the character play the previous adventures in this series prior to playing this adventure. 
  
  Minions of Shadow and Fire 
   
  Page 2 
  RPGA SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA even from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK campaign—a worldwide, 
  ongoing D&D campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the table DM (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, 2006.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com.  
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this adventure 
  as part of an RPGA-sanctioned event, reading beyond this 
  point makes you ineligible to do so.  
   
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies of 
  the following D&D 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 Appendix 1.  
  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: 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), other than 
  those brought by virtue of a class ability (such as 
  animal companions, familiars paladin’s mounts) or 
  the warhorse of a character with the Mounted 
  Combat feat, use the sidebar chart to determine the 
  number of levels you add to the sum of step one. Add 
  each character’s animals separately. A single PC may 
  only bring four or fewer animals of this type, and 
  animals with different CRs are added separately.  
  3. 
  Sum the results of step 1 and 2, and divide by the 
  number of characters playing in the adventure. 
  Round up to the nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLS are given in even-
  numbered increments. If the APL of your group falls on 
  an odd number, ask them before the adventure begins 
  whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
   
  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 
  
  Minions of Shadow and Fire 
   
  Page 3 
  played, that character receives only one-half of the 
  experience points and gold for the adventure. This 
  simulates the fact that either the PC was not challenged 
  as much as normal or relied on help by higher-level 
  characters to reach the objectives. 
   
  Furthermore, a PC who is four or more levels higher 
  than the highest APL supported by the adventure may 
  not play the adventure. 
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1
  st-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 Regional adventure, set in 
  Verbobonc.  Characters native to Verbobonc pay one 
  Time Unit per round, all others pay two Time Units per 
  round.  Adventurer’s Standard Upkeep costs 12gp per 
  Time Unit.  Rich Upkeep costs 50gp per Time Unit.  
  Luxury Upkeep costs 100gp per Time Unit. 
  Areas of Influence 
  No options from the Verbobonc Influence document 
  may be used during this adventure. 
  Playtest Credits 
  The authors would like to thank the following play 
  testers for their comments and feedback during the 
  development of this adventure: 
  Carl Hewelt, Mark Kelley, Joshua O’Connor-Rose, Robyn 
  Sanicki, Samir Shyamani, and Bryan Troyan, Michael 
  Maenza, and Chad LaMontagne. 
  Before play begins 
    
  Characters having any of the following should be 
  identified: 
  • 
  Black Iron Box (from VER2-02: Granite Keep). 
  The rod from the Black Iron Box is useful 
  throughout the entire adventure. It radiates daylight 
  (as per the spell) out to a 10 foot radius. This 
  suppresses the following effects within the radius: 
  1) The shadow blend special ability of any 
  monster 
  with 
  the 
  Shadow 
  Creature 
  template. 
  2) All 
  effects 
  described 
  under 
  Planar 
  Convergence in the Environmental Effects 
  section. 
  3) The benefit of veil of shadow (see Drow 
  Traits below) 
  The rod must be actively held in at least one hand for 
  these benefits to be available. 
  Only one person may possess the Black Iron Box for 
  this adventure. If multiple characters possess this 
  item, use the following guidelines to determine who 
  actually has it: 
  1) Character with the strongest connection to 
  the 
  plotline 
  (has 
  played 
  the 
  most 
  adventures in the series. 
  2) Dwarven cleric, paladin, or dwarven 
  defender. 
  3) Character with the greatest amount of 
  unused 
  influence 
  points 
  with 
  Clan 
  Rockhall or the Dwarven Church. 
  4) Other – use your own method. 
  • 
  Spider Dagger (from VER3-06: Never Read 
  Somebody’s Diary). 
  This item is sacred to drow and is used in their 
  horrific rituals. They are enraged at seeing this 
  dagger in the hands of non-drow. The drow in 
  Encounter 3: Stairway to Hell attack any character 
  possessing this dagger before attacking others. If 
  multiple characters have this item, they start with 
  the weakest-looking one and move up.  
  • 
  Journal of Grimbold Ironshanks (from VER5-01: 
  Deep in the Lortmils). 
  Characters with the journal receive the Journal 
  handout before the adventure begins. Tell them that 
  portions of the journal may be relevant to the 
  adventure, but they don’t know which ones. The 
  intended effect is to simulate previous reading that 
  may prove relevant to the current situation. 
  Environmental Effects 
   
   
   
  All areas covered in this adventure are under several 
  magical effects that inhibit the adventurers. 
  • 
  Planar Convergence 
  
  Minions of Shadow and Fire 
   
  Page 4 
  The illithid city was banished to the plane of Shadow 
  thousands of years ago, sealed away by wards of 
  ancient elven magic. The mining of the dwarves 
  damaged the wards, releasing the city from Shadow. 
  However, when Obon Rockbreaker sealed Granite 
  Keep to prevent the evil from escaping, his magic 
  reinforced the remaining wards and restored them – 
  to a point. Though the illithid city was sealed away 
  again, the effects of the Plane of Shadow were still 
  manifest. 
  Thus, the entire area is treated as if it was the Plane 
  of Shadow for the following effects: 
  Enhanced Shadow Magic: Spells with the shadow 
  descriptor are enhanced. Such spells are cast as 
  though they were prepared with the Maximize Spell 
  feat, though they don’t require the higher spell slots. 
  Furthermore, specific spells become more powerful. 
  Shadow conjuration and shadow evocation spells are 
  30% as powerful as the conjurations and evocations 
  they mimic (not 20%). Greater shadow conjuration 
  and greater shadow evocation are 60% as powerful 
  (not 40%), and a shade spell conjures at 90% of the 
  power of the original (not 60%). To calculate the 
  effect of such spells, take advantage of Maximize 
  Spell to garner maximum hit points or maximum 
  damage, then apply the percentage above. 
  Impeded Light and Fire Magic: Spells that use or 
  generate light or fire may fizzle when cast. A 
  spellcaster attempting a spell with the light or fire 
  descriptor must succeed at a Spellcraft check (DC 15 
  + the level of the spell). Spells that produce light are 
  less effective in general; all light sources (except for 
  the rod from the Black Iron Box (see above)) have 
  their ranges halved. 
  Despite the dark nature of the Plane of Shadow, 
  spells that produce, use, or manipulate darkness 
  itself are unaffected. 
  • 
  Elven Wards 
  Powerful elven archmages used potent magic to seal 
  away the illithid city. Having an extensive 
  knowledge of the illithid’s abilities and powers, the 
  elves sought to prevent anyone from ever again 
  reaching the illithid’s and to prevent them from 
  escaping. 
  The elven wards generate the following effects: 
  Enhanced Dimensional Lock: All forms of 
  extradimensional travel and access are blocked 
  completely. These forms include, but are not limited 
  to, astral projection, blink, dimension door, ethereal 
  jaunt, etherealness, gate, maze, phase door, plane 
  shift, shadow walk, teleport, or any similar spells or 
  abilities. Any and all such spells or abilities active on 
  a creature when they enter the area are immediately 
  dispelled. In addition, extradimensional spaces and 
  containers (bags of holding, Heward’s Handy 
  Haversack, portable hole, etc) are inaccessible. 
  Impeded Summoning Magic: Spells with the 
  summoning descriptor are inhibited and may fizzle 
  when cast. A spellcaster attempting such a spell must 
  succeed at a caster level check (DC 18 + APL). This 
  effect extends to magic items that summon (wand of 
  summon monster, bag of tricks, bracelet of friends, 
  etc) and creatures summoned by virtue of a class 
  ability (paladin mounts, etc). 
  • 
  Drow Traits 
  Due to the prolonged coexistence of the Plane of 
  Shadow, the drow in this adventure have replaced 
  their ability to cast darkness with veil of shadow. See 
  Appendix 2: New Rules Items for more on this spell. 
  • 
  Underground conditions 
  This adventure takes place entirely underground. 
  Unless otherwise noted in the text, the only light 
  available is what the characters have brought with 
  them. Be careful to only provide appropriate 
  information. 
  The boxed text assumes the characters have 
  sufficient light to see the environment. Paraphrase 
  accordingly depending on the amount of actual light 
  available. 
  Adventure Background 
  Part I: Memories of the Ancient Evil 
  In the ancient past, a sprawling city of Illithids 
  dominated the landscape prior to the coming of man. The 
  city, located deep underneath a great forest, was known 
  to the elven wizards of the time as Shu’myndy’lort 
  Mil’thana’dun – a name whose origins have no 
  translation in the tongue of men, elves, or any of the 
  younger races. In a fierce and epic struggle, elves and 
  illithids contended in a war that devastated the forest. In 
  the end, the elves could not completely destroy the 
  illithids – though they could contain them. Casting a 
  spell of great power, the likes of which had not been seen 
  since the fall of the dark elves, three of the most powerful 
  elven archmages of the time sacrificed themselves in an 
  attempt to seal the city forever in a planar prison. The 
  illithids managed to warp the energies of the spell, but 
  were still bound away in the plane of Shadow – where 
  
  Minions of Shadow and Fire 
   
  Page 5 
  they could see the world from which they had been 
  banished, but never interact with it. To prevent discovery 
  of this city, great mountains were raised, encasing the 
  wards within tons of rock and stone. It was hoped that 
  memories of the ancient evil would fade. However, 
  fragments of the city’s name managed to survive time’s 
  passage – evolving into a single word that became 
  synonymous with the mountains themselves – Lortmil. 
  Sealed away from the world, the illithids found their 
  ability to shift between the planes constrained by their 
  prison. For thousands of years, the city lay sequestered in 
  exile from Oerth – the drifting and cyclical nature of the 
  planes prevented them from embarking on regular 
  attempts to break from their prison. Thus, they plotted 
  and calculated for the time when their home-in-exile 
  might be close enough to the Material Plane to attempt 
  an escape. As time passed, the illithid’s found methods of 
  adapting to their new environment as their bodies 
  became infused with the essence of Shadow. This allowed 
  them to partially use their plane shifting powers, 
  appearing as dark wavering apparitions in the world but 
  enabling them to see what had changed since their 
  departure. 
  Part II: Mountains of Iron and Mithral 
  Centuries past and the elves withdrew into seclusion. 
  From out of the west, seeking a new life for his clan, 
  came Grodog Rockspitter of Clan Rockhall. Discovering 
  mountains of iron and mithral, as well as other metals, 
  the clan settled in the mountains. The centuries rolled as 
  they constructed their great city, Ulthak-Nor, and soon 
  they began mining the ore from the mountains. Though 
  they discovered evidence of the wards, the dwarven 
  mages were unable to decipher their meaning. The 
  mining of the dwarves attracted the attention of those 
  who sought to take by force what the dwarves had gain 
  by diligent toil. The duergar, never large in numbers, 
  nevertheless proved to be a nuisance in Clan Rockhall’s 
  side, though never so much that they sought to 
  permanent rid themselves of the duergar. Perhaps if they 
  had been more attentive, Rockhall’s fate could have been 
  averted. Seeking markets for their wares, the dwarves 
  sent members to establish trade outposts on the surface, 
  eventually founding the town of Irondelve and 
  constructing the surface city of Granite Keep.  
  Part III: The Wards of Millennia Past 
  As the dwarves continued their mining, weakening the 
  wards of millennia past, the illithids observed them from 
  afar. Slowly, their planar prison drifted closer once again 
  to the material world. As the planar boundaries 
  weakened, the shadowy illithid apparitions began to 
  influence and entice the dwarven miners toward the 
  wards.  The wards were balanced in such a way that 
  destroying one would weaken them enough to permit 
  entry. Though the planes prevented the illithids from 
  controlling the dwarves outright, it was enough to 
  influence their choices. As the illithids tightened their 
  control, the duergar increased their assaults on Ulthak-
  Nor. Thus it was on that day, when the first ward was 
  sundered unknowingly by dwarven miners.  In a flash of 
  dark 
  brilliance, 
  Shu’myndy’lort 
  Mil’thana’dun 
  shimmered back to the world. Though not fully 
  corporeal, due to the remaining wards, it was enough to 
  let the illithid’s escape their prison.  
  Part IV: Retreat from Ulthak-Nor 
  The battles that raged after that became the essence of 
  legend, as Clan Rockhall fought against the duergar and 
  the illithids of ages past. The steadfastness of the dwarven 
  warriors held off the onslaught for many years, but they 
  could not hold out forever. A rogue drow enclave felt the 
  return of the illithid city, the planar reverberations 
  echoing in the mind of their matron mother. Striking a 
  bargain with the duergar and the shadow illithids, 
  MyzBaronis Mal’Viconia, summoned a powerful creature, 
  an aspect of Ghunadaur. In the face of such opposition, 
  the dwarves could do naught but retreat to the surface. So 
  it was that Ulfgar Rockspitter, thane of Ulthak-Nor and 
  wielder of Clan Rockhall’s ancestral weapon, Worm 
  Slayer, led his people to the surface city of Granite Keep. 
  It was here that the clan elders met in council, calling for 
  the sealing of both the surface city and their home under 
  the mountain. Obon Rockbreaker, cousin of the thane, 
  personally crafted the seals. The magic of Moradin lent 
  strength to his crafting, creating a stonework of such 
  craftsmanship that, when finished, none could identify 
  where the entrance was to their former home. Many of 
  the priests and warriors were lost in the retreat from 
  Ulthak-Nor to Granite Keep. Had Obon had more time to 
  craft, perhaps the wards would have lasted longer. 
  The wards to the city were keyed to three items of 
  dwarven spirit and antiquity – a holy symbol of Moradin, 
  a shield crafted with the hands of a Rockhall smith, and 
  Worm Slayer. Thus sealed, the dwarves sought a new 
  refuge where they could gain strength and retake their 
  lost home.  
  Part V: Pilgramage 
  Ulfgar led his clan from the mountains to a high 
  mountain valley near the eastern portion of the Lortmils 
  just on the edge of the Kron Hills. Leaving on a 
  pilgrimage to find other dwarven nations, with the help 
  of Grimbold Ironshanks, Ulfgar secured the head of 
  Worm Slayer in a crystal cave formation beneath the 
  town of Irondelve.  Here it was to be held until the 
  
  Minions of Shadow and Fire 
   
  Page 6 
  reuniting of the dwarven peoples that would drive the 
  evil from their ancestral home. Crafting a new axe blade, 
  he fitted it on the handle of Worm Slayer and left on his 
  journey.  He fell to an ambush of a savage humanoid tribe 
  nearly losing the axe. He was sold to a band of pale-faced 
  humans migrating from the south. The humans took 
  their newly gotten slaves and forged towards the great 
  forest.  A temple was built using the craftsmanship of the 
  dwarves combined with their magic. This temple sat to 
  the east of a boggy fen on the western edge of the great 
  forest. 
  Not all of the shadow illithids were bound by Obon 
  Rockbreaker’s wards. Unbeknownst to the dwarves, their 
  magic served to reinforce the remaining elven wards, and 
  once again cast the illithid city into the planar prison – 
  but not completely. Though the city was bound, still was 
  it anchored to the Material Plane, not to drift away with 
  the ebb and flow of the planes. The rebinding of the city 
  sealed within a great many of the illithids, but some – 
  those not within the city – did escape. Their sense of the 
  magic sealing their brethren led them to Irondelve, 
  where they and their minions – magma elementals, 
  duergar, and those drow who had adapted to the surface – 
  lay siege to the town. Grimbold Ironshanks and Obon 
  Rockbreaker led their few remaining kinsmen in battle 
  against the evil that had pursued them. Without the 
  strength of their kin, the illithids were defeated and 
  driven off. 
  Part VI: Passing the Legacy 
  Leaving Irondelve, Obon Rockbreaker departed with his 
  family for the western edges of the Lortmils - strong in 
  spirit but diminished from years of battle. Nestled in a 
  quite fertile valley, they spent several years reshaping the 
  mountain face as was done at Granite Keep. Here Obon 
  shaped a replica of the gates to Granite Keep and a final 
  resting place for him and his few kinsmen that followed 
  him from their beloved valley. 
  The leader of Clan Rockspitter led his followers’ north by 
  west until they found a home near the edge of the 
  Lortmils bounded by high walls of granite and close 
  proximity to the hills of the Kron. The Clan Leader 
  decreed that after three generations, the first-born son of 
  the clan leader would seek the Valley of Granite Keep 
  once more. Upon the start of the quest, the son of 
  Rockhall would not have his name spoken until the 
  Valley of Granite Keep was found or upon his return at 
  the fall of the Clan Leader when he would assume 
  leadership of the clan passing the legacy to his first born 
  son.  So it has been for the last four generations unto this 
  day. 
  Other Adventures in this series 
  The Dwarven Series is an epic story covering five years 
  and seven Verbobonc regional adventures. This summary 
  provides the DM with some background on the events in 
  this series.  You should find out which characters have 
  played previous adventures in this series, as their 
  character will be known by some of the NPCs in this 
  adventure. 
  In VER1-01 Noble Ambitions, the characters saved 
  Thuldon Rockspitter, Thornblade’s son, from a dungeon 
  full of orcs and ogres.  In gratitude, Thuldon agreed to 
  serve Lady Asbury as a smith for five years.  He confided 
  in the adventurers that the eldest noble son of Clan 
  Rockhall (that is, Thuldon himself) is tasked to find the 
  entrance to Granite Keep.  This is a life-long quest, and 
  Thuldon is happy to trade five years of service in 
  exchange for his life, and the ability to resume the quest 
  once his service is done. 
  In VER1-07 Knocking on the Keep, Thuldon asked the 
  characters to deliver his fiancée, Gelten, to Clan 
  Rockhall, along with a request for some mithral to work 
  with.  The characters were able to recover an orcish 
  standard, which had been made of the haft of Worm 
  Slayer.  In thanks for the return of (half of) their precious 
  artifact, the Rockhall dwarves gifted some characters 
  with a Shield of Rockhall. 
  In VER2-02 Granite Keep, the characters followed the 
  rumors of a peasant boy and discovered the tomb of 
  Obon Rockbreaker.  This tomb showed what the 
  entrance to Granite Keep looks like, and how to open it 
  with the three keys (the holy symbol, the axe, and the 
  shield).  This tomb also held an encoded journal, and a 
  strange box containing a metal rod. 
  Obon Rockbreaker’s ward has not kept the drow and 
  their 
  allies 
  underground; 
  VER3-06 
  Never 
  Read 
  Somebody’s Diary tells of how the drow are preparing to 
  raid the surface, although they are trying desperately to 
  keep their presence masked for now.  
  In VERS4-01: Return to the Fens of Tor, the characters 
  are summoned to Asbury Manor, where they learn of a 
  dwarven assassin who felled twelve of Lady Asbury’s 
  guardians and cast Thuldon into a deep sleep. Pursuing 
  the trail of the assassin, the party ventured into the ruins 
  of a temple in the Fens of Tor. There, they encountered a 
  party of derro wielding an axe that contained the spirit of 
  Ulfgar Rockspitter. Defeating the derro freed Ulfgar’s 
  spirit and released Thuldon from his throes. 
  VER4-05: Dwarven Dawn has the characters searching 
  for Rukar Granitesplitter, a dwarven druid whom 
  Thuldon wanted to talk with regarding his family 
  
  Minions of Shadow and Fire 
   
  Page 7 
  lineage. Tracking Rukar to the town of Loren’s Ford, the 
  characters learn of others who are also interested in 
  Rukar. Trailing Rukar and those who sought him led the 
  characters into the Lortmil Mountains, where they 
  discovered duergar and drow working together. They 
  rescued Rukar from his captors and, in the process, 
  located the lost entrance to Granite Keep. 
  Thuldon’s dreams and conversations with Rukar led him 
  to believe that information in the town of Irondelve 
  could be found that would lead to the discovery of Worm 
  Slayer’s resting place. VER5-01: Deep in the Lortmils 
  describes the journey to Irondelve, where the characters 
  met Balin Rockshaper, Forge Father of the Shrine of the 
  Soul Forge and custodian of a journal, written by 
  Grimbold Ironshanks. 
  In reading the journal, the characters discovered strange 
  runes identical to those on the rod found in the 
  mysterious black iron box found in the tomb of Obon 
  Rockbreaker. 
  Following the notes of the Journal, the characters 
  discovered a mysterious wall that opened only to the 
  presence of the rod, now glowing with a soft light. 
  Beyond the wall, a tunnel led through the mountains to a 
  great crystal wall and stone guardians – statues of 
  dwarven warriors of ages past. In the presence of the rod, 
  the statues knelt in deference and the wall dissolved to 
  reveal a great cavern. Inside the cavern, a second crystal 
  wall appeared to contain the head of a great axe. An old 
  dwarven priest of Vatun, Grobb Winterdark, was also in 
  the cavern. 
  Taking the characters through a ritual, they met the spirit 
  of Ulfgar Rockspitter in a vision. Showing them the 
  flight of the dwarves from Ulthak-Nor and the sealing of 
  Granite Keep, he also showed them how the dwarves foes 
  were also aiding the Cowled Lady, leader of the giant 
  armies in Verbobonc. Promising to aid the dwarves, 
  Ulfgar allowed the characters to recover Worm Slayer. 
  Returning to Thuldon, they then traveled to Granite 
  Keep, where the doors were, at long last, opened. 
  The final step of this great saga is to banish those 
  responsible for the dwarven exile – the shadow illithids 
  and their minions. 
   Adventure Summary  
  The adventure begins deep in the Lortmil mountain 
  range, in the midst of Clan Rockhall’s fight to retake their 
  homeland. The characters are asked by Thuldon to 
  pursue a group of duergar and drow into the mines, in 
  the hopes that they will lead the characters to the 
  masterminds behind the evil. 
  Pursuing the creatures, the party encounters a cleverly 
  designed booby trap that collapses the entrance, 
  preventing any retreat and warning the creatures ahead 
  of the party. 
  Emerging past the trap, the party comes to a steep stone 
  staircase crossing a great chasm. Drow archers are on 
  either side of the chasm and an ogre awaits the party at 
  the bottom. 
  Beyond the chasm, the party finds a rift in the earth, and 
  experiences a vision of the past, conveying information 
  regarding the shadow illithids and their origins. 
  Descending into the rift, the party finds an ancient stone 
  room of elven manufacture with a shaft descending down 
  into a lower room. This lower chamber is lined with 
  runes, and the illithids are here attempting to destroy 
  them to bring their city back to the Material Plane. 
  The ending depends on whether there is a dwarven 
  character or a character with the Black Iron Box (from 
  VER2-02: Granite Keep) in the party. These characters 
  become a channel for the dwarven god, Moradin. 
  Moradin summons the souls of those who fought against 
  the shadow and storms the illithid city, destroying it. 
  With the destruction of the city, the shadow disappears 
  and Rockhall reclaims its ancient home. 
   
  Introduction: City of Shadows 
   
  This adventure begins on the outskirts of Ulthak-Nor. 
  Note: Characters who possess the Black Iron Box notice 
  that the rod is glowing with a bright light (as per the 
  daylight spell). 
  How long have you been down here? Days? Months? 
  The gloom that pervades the tunnels beneath Granite 
  Keep seems to sap your strength and blur time down 
  here. One thing is certain, though: the war is not 
  over. 
  The tales say that the war began hopefully, with small 
  forces of dark dwarves retreating in the face of 
  Rockhall’s might. With the confidence of conviction, 
  Rockhall and its allies surged forward to reclaim their 
  homeland. Pursuing their foes into the ever-
  increasing gloom proved to be a costly mistake, 
  however, as the allies encountered a vast army of 
  creatures – minions of shadow and dark creatures of 
  evil. 
  Too quickly, the reclamation became an ambush, 
  further compounded by strange magic inhibiting the 
  
  Minions of Shadow and Fire 
   
  Page 8 
  use of teleportation. Horribly outnumbered, the 
  withdraw turned into a rout, with the cost in lives 
  only realized in the aftermath. It began with the 
  discovery that Thornblade Rockspitter, Thane of Clan 
  Rockhall, was among the fallen. Worse still was 
  learning that many others had been captured for 
  some dark rite or sacrifice.  
  Undaunted, Rockhall’s allies dispatched teams to 
  reclaim the imprisoned, to discern weaknesses that 
  might be exploited, and devised a plan to vanquish 
  the enemy. The ensuing battle shook the very 
  foundations of the mountains, achieving at long last 
  the gates of Ulthak-Nor – only to discover that it was 
  not over. 
  A shimmering barrier of shadow, as tall as the great 
  vault of Ulthak-Nor, stood where the city had been. 
  Through this barrier could be seen not only Ulthak-
  Nor, but the image of a second city of twisted towers 
  and impossible angles – overlaying the dwarven city 
  like an unholy apparition. The barrier has, so far, 
  proved impenetrable to any magic or power. 
  Throughout the cavern, the dwarven army has 
  scattered, engaging the remaining pockets of 
  resistance. Not far from you stand a battalion of 
  warriors with Rockhall’s arms. With them is 
  particularly pitted and scarred commander. Noticing 
  your presence, Thuldon Rockspitter, Thane of Clan 
  Rockhall after the death of his father, Thornblade, 
  lets a small sigh escape from his lips.  
  Characters that have played previous adventures in the 
  Verbobonc Dwarven series will be known to Thuldon. 
  Paraphrase the following to account for how well 
  Thuldon knows the characters. 
  “By Moradin’s hammer, thank you for coming to our 
  aid.” Taking a moment, he brushes the dust of war off 
  his hands and clasps each of yours in turn, his sigh 
  turning to a smile at the sight of friendly faces. 
  “I’ll come to the point, because I believe time is of the 
  essence. The ancient tales that survived our exile tell 
  that the shadow appeared over our city like a great 
  tear in space. It wasn’t the duergar or drow, though 
  they were a problem even back then. No, it was 
  something else. The tales don’t record exactly what, 
  but they do mention where they first appeared.” He 
  points to some crumbling tunnels on the other side of 
  the vault. “The histories say they first appeared in our 
  deepest mines. Many were found with their heads 
  torn open, as if some creature had burrowed in – or 
  out.” 
  As Thuldon speaks, the ground rumbles and the 
  flickering energy surrounding city pulses in a 
  radiating flash. 
  Have the characters make a DC 15+APL Will save. For 
  those who successfully made the save, read the following: 
  As the energy washes over you, the feeling of ancient 
  and foreign evil briefly touches your mind. You 
  glimpse two large eyes, dark and without pupils, 
  surrounded by a rippling mass of shadows.  
  Thuldon asks if everyone is alright, then continues. 
  “That’s the third time it’s done that. Each time, 
  Ulthak-Nor seems to get less … clear and the other 
  place becomes more solid. 
  If you came to help, I ask for it now. The old tales are 
  pretty clear that the evil was released from deep 
  within our mines. Most have long since collapsed but 
  there is one tunnel still open. I know it’s open 
  because we tracked a fleeing party of drow and 
  duergar who fled that way several hours ago.” 
  He faces you, face etched with exhaustion. “I can’t 
  send my army into those mines, because if that other 
  city takes away Ulthak-Nor, we need to be able to 
  fight whatever comes out. I think the answer lies 
  down in the mines, but I can’t go. Will you?  
  The questions that the characters are likely to ask will 
  depend on how familiar they are with the Dwarven story 
  line. Paraphrase accordingly. 
  What would our reward be for helping you? 
  Thuldon’s 
  eyes 
  narrow 
  at 
  the 
  mention 
  of 
  compensation. “Ya came down to assist us of your 
  own free will, and now ya have the gall to ask about 
  money in the midst of a war?! If the gratitude of my 
  clan isn’t enough for your greedy soul, then be on 
  your way. Our homeland will not be won back by the 
  likes of you.” 
  What do you think is down in the mines? 
  “My heart tells me we’ve not yet seen the true evil 
  behind this. All this – ” he gestures toward the city – 
  “is but a distraction, but one we can’t ignore.” 
  Turning back to the tunnel, he continues. “The fall of 
  my people began in the mines, where the evil was 
  released. That’s where the drow and duergar are 
  headed. I’m doubting that any would go that way 
  unless it were to report back to them. I’m hoping 
  they’ll lead you there.”  
  What about this black iron box? 
  
  Minions of Shadow and Fire 
   
  Page 9 
  Thuldon shakes his head, “No more now than when 
  ya first found it. I was as surprised as you were when 
  you told me about how it was used to find Worm 
  Slayer’s head. The way it glows, though, tells me that 
  its use isn’t over with yet.” 
  There’s elven magic around here. 
  “Yeah, I’ve heard that from others as well. But my 
  family lived in these halls for thousand years – there 
  was never any elven magic around here then. I don’t 
  know what it is.” 
  Development 
  The characters may want to use some of their skills to 
  find out more about the area and the effects.  
  Spellcraft: This can reveal something about the magic 
  pervading Ulthak-Nor, when used in conjunction with 
  detect magic. 
  DC 23: The effect is abjuration magic. 
  DC 28: It’s similar, but not identical, to a dimensional 
  lock spell and far more powerful. 
  DC 34: The effect seems to cover a far greater area than 
  would be possible for dimensional lock, possibly by the 
  use of anchor-points, like runes or glyphs. 
  DC 39: The spell has been in effect for over 4000 
  thousand years, and has been augmented within the past 
  500 years. The effect would have failed completely if it 
  had not been augmented.  
   
  Elven, half-elven, and dwarven wizards can identify that 
  the original magic was elven, but has been augmented by 
  dwarven magic. 
   
  Knowledge (planes): The effects of the plane of Shadow 
  and its convergence here can be identified. 
  DC 15: The Plane of Shadow inhibits the casting of fire 
  and light spells. It also amplifies shadow magic 
  DC 20: The Plane of Shadow has native versions of many 
  plants and animals found on the Material Plane, but they 
  are dark, twisted variants. 
  DC 25: Many dangerous monsters, such as the shadow 
  mastiff and nightstalker, call the Plane of Shadow home. 
  Also, creatures that spend a long time there can become 
  adapted to the plane and have their essence infused with 
  shadow. 
  DC 30: The large area covered strongly suggests that the 
  Plane of Shadow is partially coexistent with this plane. 
  Additionally, there seems to be a coterminous point 
  somewhere beneath the city of Ulthak-Nor, serving as an 
  anchor for the shadow city. 
  For every five (5) points past DC 30, the character learns 
  one bit of useful information about creatures with the 
  Shadow template. 
  Knowledge (history): This can be used to recall pieces of 
  information about the area. 
  DC 15: The dwarves of Clan Rockhall used to call this 
  area home, but were driven out around five hundred 
  years ago. 
  DC 20: The dwarven city of Ulthak-Nor fell first, 
  followed by Granite Keep – the surface outpost. 
  However, before the creatures could escape, Obon 
  Rockbreaker crafted powerful wards, sealing the 
  monsters within the keep. He keyed the wards to three 
  items of dwarven heritage and antiquity: the axe Worm 
  Slayer, a holy symbol of Moradin, and a Shield of 
  Rockhall. 
  DC 25: Duergar and drow were among those that drove 
  Clan Rockhall out, but it is believed that they acted at the 
  direction of a group of powerful illithids. 
  DC 30: There are tales that the mountain area was once 
  part of the Gnarley Forest thousands of years ago, but was 
  destroyed in some ancient battle that included the elves 
  DC 35: The elves warred with an evil city of illithids in 
  the middle of the forest, but could not destroy it 
  completely because the evil was too powerful. 
  DC 40: Three powerful elven archmages sacrificed their 
  lives to erect a spell of great power that banished the city 
  ‘beyond the veil.’ To prevent the city from ever returning, 
  wards were established, and mountains were raised to 
  enclose the location and prevent others from finding it. 
  DC 45: The name of the city was Shu’myndy’lort 
  Mil’thana’dun. Portions of the city’s name have survived 
  down through the ages, becoming synonymous with the 
  mountain range erected to cover it – Lortmil. 
  Onward 
  When the characters are ready to move on, read the 
  following. 
  As you move to leave, Thuldon stops you with a hand 
  on the arm. “Be careful. I’m bettin whatever’s down 
  there has been there for a long time – longer than I’ve 
  been alive. It’s not going to go quietly and it won’t be 
  easy. Moradin’s blessings go with you.” 
  If a character possesses the black iron box, read the 
  following: 
  
  Minions of Shadow and Fire 
   
  Page 10 
  The light gleaming from the rod seems to pierce the 
  darkness and gloom, casting away the shadows. As its 
  warmth washes over you, you feel a tugging from the 
  rod – toward the tunnel shaft. 
  The party is probably prepared – after all, they haven’t 
  done anything yet. Once they’re ready, proceed to 
  Encounter One. 
   
  Encounter One: Descent into 
  Darkness 
   
  Get a marching order before setting off. 
  The rumbling of war echoes through the hewn 
  granite wall as the tunnel winds downward into the 
  darkness. Even after this long, the tunnel, though 
  showing signs of neglect, still seems sturdy and well 
  made.  
  Malog the Duergar and his drow allies – Miz’rit 
  Mal’Viconia and Dis’peck Mal’Viconia fled this way five 
  hours ago. 
  Tracking: There are a number of tracks to be found here, 
  but it also depends on when the party starts looking for 
  them. If they blunder around, the tracker will have a 
  harder time picking out the printers. 
  DC 24: A medium-sized creature came through here 
  about five hours ago. 
  DC 26: The creature was dwarf-sized. He was 
  accompanied by a couple of elven-sized creatures. 
  DC 30: They seemed to be taking pains at hiding their 
  trail. 
  DC 33: Several days ago, the same party came this way, 
  this time accompanied by large two-legged creature. They 
  returned back up the shaft yesterday, alone. (Rangers 
  with favored enemy (giant) recognize the footprints as 
  that of an ogre) 
   
  For each round the characters spend before attempting to 
  track, apply a -1 cumulative circumstance penalty – 
  unless they specifically state they are trying to be careful. 
   
  Once the party is finished, continue. It takes about an 
  hour to reach Encounter Two.  
   
  Encounter Two: Point of No 
  Return 
   
  Ahead of you, the shaft suddenly levels off and opens 
  into a tunnel through a large arched doorway.  The 
  two columns buttressing the arch are made of two 
  giant sized statues of dwarves facing each other and 
  wearing full plate armor.  The pain on the faces of the 
  two grim warriors is so skillfully sculpted that one 
  can almost feel the weight of the mountain bearing 
  down on their enormous tower shields that converge 
  to form the apex of the archway. Upon their armor 
  and shield lies the crest of Rockhall. 
  The foot traffic here is more pronounced than the 
  tunnel you exited from, and obviously continues 
  across the down a rough set of stone stairs. 
  These are normal statues; however characters who 
  previously played VER5-01: Deep in the Lortmils may be 
  wary. Have fun with this. 
  Characters making a DC 10 spot check notice the 
  following: 
  Near the center of the tunnel, there seems to be a lot 
  more foot traffic, as if whoever stopped and spent 
  some time there. 
  The doorway is ten feet wide and almost ten feet tall at 
  the apex.  The bypass for the trap is just on the other side 
  of the doorway five feet beyond the door on the left hand 
  side of the tunnel.  Start tracking player movement the 
  moment they enter the room.  
  The Double-Trap 
  Note: Thoroughly familiarize yourself with this section.  
  Knowing that they were going to be followed, Malog had 
  some of his kin set a particularly complex double trap. 
  The main trap, an avalanche trap, is itself trapped to 
  prevent tampering. 
  Upon discovery of Trap 1 (The Real Trap), the character 
  must make a Sense Motive check (DC10+APL) to 
  discover the presence of Trap 2 (The Booby Trap). 
  Success means that the character can attempt to disarm 
  Trap 2 before Trap 1. 
  Failure means that the character does not discover Trap 2, 
  which is automatically triggered when the character 
  attempts to disarm Trap 1 (The Real Trap). 
  
  Minions of Shadow and Fire 
   
  Page 11 
  Any damage dealt by Trap 2 (The Booby Trap) requires a 
  Concentration check, with failure meaning that Trap 1 
  has been triggered. 
  At APL 4, the Concentration DC is 10 + half the 
  continuous damage last dealt each round for the duration 
  of the spell.   
  At APL 6 and higher, the Concentration DC is 10 + 
  damage dealt. 
  Remember that it takes 2d4 rounds to disarm a trap. The 
  character may attempt to disable the device in one round 
  by adding +20 to the Disable Device check. 
  Once Trap 1 is either disabled or triggered, keep track of 
  the number of rounds the characters spend. That is the 
  amount of preparation time the monsters have in 
  Encounter Three. 
  APL 4 (EL 5) 
  �Trap 1 (The Real Trap):  Small Avalanche: CR 2 (CR 
  +1 for extra mechanics); mechanical; location trigger; no 
  reset; Atk +10 (2d8); Search DC 24; Disable Device DC 24; 
  hidden bypass adjacent to each door of room, 5 round 
  delay, Search DC 25.   
  Note: Damage applies only to those in the 6 square area 
  of the avalanche. 
  �Trap 2 (The Booby Trap):  Melf’s Acid Arrow Trap:  
  CR 4 (CR +1 for extra mechanics.  See notes.); Magic 
  device; proximity trigger (alarm); automatic reset; Atk +6 
  ranged touch; spell effect (Melf’s Acid Arrow, 3rd level 
  wizard, 2d4 acid/round for 2 rounds); Search DC 29; 
  Disable Device DC 29. 
  APL 6 (EL 7) 
  �Trap 1 (The Real Trap):  Small Avalanche: CR 4 (CR 
  +1 for extra mechanics.  See notes); mechanical; location 
  trigger; no reset; Atk +10 (2d8); Search DC 29; Disable 
  Device DC 29; hidden bypass adjacent to each door of 
  room, 5 round delay, Search DC 25.   
  �Trap 2 (The Booby Trap):  scorching ray Trap:  CR 6 
  (CR +1 for extra mechanics); Magic device; proximity 
  trigger (alarm); automatic reset; Atk +6 ranged touch; 
  spell effect (scorching ray, 3rd level wizard, 4d6 fire); 
  Search DC 29; Disable Device DC 34. 
  Note: Damage applies only to those in the 6 square area 
  of the avalanche. 
  APL 8 (EL 9) 
  �Trap 1 (The Real Trap): Small Avalanche: CR 6 (CR 
  +1 for extra mechanics); mechanical; location trigger; no 
  reset; Atk +14 (2d8); Search DC 34; Disable Device DC 34; 
  hidden bypass adjacent to each door of room, 3 round 
  delay, Search DC 25.   
  Note: Damage applies only to those in the 6 square area 
  of the avalanche. 
  �Trap 2 (The Booby Trap):  scorching ray trap:  CR 8 
  (CR +1 for extra mechanics); Magic device; proximity 
  trigger (alarm); automatic reset; Atk +6 ranged touch; 
  spell effect (scorching ray, 3rd level wizard, 4d6 fire); 
  Search DC 34; Disable Device DC 34. 
  APL 10 (EL 11) 
  �Trap 1 (The Real Trap): Small Avalanche: CR 8 (CR 
  +1 for extra mechanics); mechanical; location trigger; no 
  reset; Atk +19 (4d6); Search DC 38; Disable Device DC 38; 
  hidden bypass adjacent to each door of room, 3 round 
  delay, Search DC 25. 
  Note: Damage applies only to those in the 6 square area 
  of the avalanche.   
  �Trap 2 (The Booby Trap):  scorching ray trap:  CR 10 
  (CR +1 for extra mechanics); Magic device; proximity 
  trigger (alarm); automatic reset; Atk +8/+8 ranged touch 
  (2 rays); spell effect (scorching ray, 6th level wizard, 4d6 
  fire); Search DC 38; Disable Device DC 38. 
  APL 12 (EL 13) 
  �Trap 1 (The Real Trap): Small Avalanche: CR 10 (CR 
  +1 for extra mechanics); mechanical; location trigger; no 
  reset; Atk +22 (6d6); Search DC 42; Disable Device DC 42; 
  hidden bypass adjacent to each door of room, 3 round 
  delay, Search DC 25.  
  Note: Damage applies only to those in the 6 square area 
  of the avalanche.  
  �Trap 2 (The Booby Trap):  polar ray trap:  CR 12 (CR 
  +1 for extra mechanics); Magic device; proximity trigger 
  (alarm); automatic reset; Atk +12 ranged touch; spell 
  effect (polar ray, 15th level wizard, 15d6 cold); Search DC 
  42; Disable Device DC 42. 
  Development 
  If the characters fail to detect or disarm Trap 1, read the 
  following: 
  Suddenly, you feel a low rumbling in the ground and 
  walls. The whole of the cavern shakes and rumbles for 
  several seconds as the way behind you fills with rock. 
   Any hope of a stealthy assault seems lost and the way 
  behind you is blocked leaving little option but to 
  continue knowing that your presence has been 
  announced.    
  
  Minions of Shadow and Fire 
   
  Page 12 
  Any character within a six (6) square area of the cavern 
  entrance takes damage. Also, note which direction 
  characters attempt to flee. If they end up on the wrong 
  side of the avalanche, they will be unable to continue 
  unless they find some means of removing the debris. 
  Remember that extradimensional spells (dimension door, 
  phase door, etc) do not work to bypass the obstruction. 
  Passwall, however, works. 
  Once the characters proceed, read the following: 
  You pass through the second dwarf archway and see a 
  bend in the path up ahead.  
  The path leads immediately into Encounter Three.  
  Encounter Three: Stairway to 
  Hell 
   
  The passageway bends forming a small antechamber.  
  Another archway, braced by an identical pair of 
  dwarven statues, lies ahead.  This archway opens up 
  into an enormous chamber.  The chamber is so wide 
  that only a few of you may be able to see the sides in 
  the distance.  All of you, however, take note of a steep 
  and narrow stair that plunges headlong into the 
  blackness of the chamber.  Only darkness is seen 
  surrounding the perilous stair on either side. 
  The drow, duergar, and ogre are all working together at 
  the behest of the shadow illithids. Their job is to prevent 
  any characters from go further or from escaping.  
  The two drow (Miz’rit Mal’Viconia and Dis’peck 
  Mal’Viconia) are particularly nasty and take time to enjoy 
  things if Shag’nor the Ogre is beating a character to a 
  bloody pulp. Malog Duskrender, the duergar cleric, only 
  appears at APL 12. His job is to keep Shag’nor going and 
  to hinder the party. Under no circumstances will he 
  reveal himself unless he is already discovered. If the fight 
  goes poorly, he flees to alert the illithids, and then 
  backtracks around the party to escape. 
  The chamber is 80’ wide and 130’ long.  Only those with 
  darkvision or low-light vision can see the sides of the 
  chamber without using light.  A DC 15 Spot check can 
  make out what appear to be ledges that run down the 
  chamber sides even with the stairs.  These are natural 
  stone fortifications that grant cover to the drow archers.  
  Any character that spots the ledges can make a second 
  Spot check against drow archers (APL 4-10, Hide +7 (+3 
  Dex, +4 cover); APL 12, Hide +8 (+4 Dex, +4 cover)) to 
  notice them.  They are peeking above their cover waiting 
  for the PCs to all make their way onto the bridge before 
  they attack. 
  About the stairs 
  The stairs are 10’ wide and considered Steep (See 
  Dungeon Master’s Guide, p. 63). Characters moving up 
  steep stairs must spend 2 squares of movement to enter 
  each square of stairs.  
  Characters running or charging down steep stairs must 
  succeed on a DC 10 Balance check upon entering the first 
  steep stairs square.  Characters who fail stumble and must 
  end their movement 1d2x5 feet later.  Failing the Balance 
  check by 5 or more results in the character taking 1d6 
  points of damage and they fall prone in the square where 
  they end their movement.  Steep stairs increases the DC 
  of Tumble checks by 5.   
  Unhallow effects 
  Two unhallow spells cover most of the cavern and the 
  whole length of the stairs. These spells emanate magic 
  circle against from good in addition to their other effects. 
  The first is positioned at the top of the stairs, where the 
  characters enter. This unhallow is keyed to a silence spell.  
  The second is at the bottom of the stairs, near the ogre 
  and he keyed to dispel magic, which doesn’t prevent 
  magic from being cast within its area of effect, it only 
  neutralizes in-coming magic. 
  Both unhallow spells are keyed against any creature not 
  worshipping Laguduer. Shag’nor, while not worshipping 
  Laguduer, is largely unaffected by the unhallow. 
  Stairway to Hell 
  APL 4 (EL 6) 
  �Drow Archers (2): male drow Ftr1; hp 11 each; see 
  Appendix One. 
  �Ogre: male ogre Ftr1; hp 43; see Appendix One 
  APL 6 (EL 8) 
  �Drow Archers (3): male drow Ftr1; hp 11 each; see 
  Appendix One. 
  �Ogre: male ogre Ftr4; hp 72; see Appendix One 
  APL 8 (EL 10) 
  �Drow Archers (3): male drow Ftr3; hp 23 each; see 
  Appendix One. 
  �Ogre War Hulk: male ogre Ftr4/War Hulk2; hp 85; 
  see Appendix One 
  APL 10 (EL 12) 
  �Drow Archers (4): male drow Ftr4; hp 23 each; see 
  Appendix One. 
  
  Minions of Shadow and Fire 
   
  Page 13 
  �Ogre War Hulk: male ogre Ftr4/War Hulk4; hp 126; 
  see Appendix One 
  APL 12 (EL 14) 
  �Drow Archers (6): male drow Ftr5; hp 37 each; see 
  Appendix One. 
  �Ogre War Hulk: male ogre Ftr4/War Hulk4; hp 126; 
  see Appendix One 
  �Duergar Cleric: male duergar Clr10; hp 90; see 
  Appendix One. 
  Tactics: The tactics are different between the drow, ogre, 
  (and, at APL 12, the duerger). However, they work to 
  compliment each other. The drow concentrate on long-
  ranged attacks, disabling enemy spell casters. The ogre 
  focuses on the front-line fighters. The duerger serves 
  support for the ogre. 
  Drow Archers 
  Prior to combat, the drow activate their veil of darkness 
  ability (giving them 20% concealment which is effective 
  against darkvision). They wait for all characters to start 
  down the stairs before launching the ambush. They 
  target in the following manner, making use of their 
  knockback arrows (see below). 
  1) Any characters in possession of the Spider 
  Dagger. 
  2) Targeting spell casters. 
  3) Targeting enemy archers. 
  They ignore melee fighters, preferring to let the 
  ogre/warhulk handle them.  
  The drow have a small quantity of knockback (See 
  Appendix 2: New Rules Items) arrows. Whenever a 
  knockback weapon hits its target, it initiates a bull rush 
  attack in addition to dealing normal damage. To resolve 
  the bull rush attempt, treat the projectile as a Medium 
  creature with a +8 Strength bonus. The projectile doesn’t 
  provoke an attack of opportunity, and it always tries to 
  push the target as far back as possible.  
  See Falling off the stairs for how to deal with knocking 
  characters off the stairs. 
  Ogre:  
  The ogre is waiting for the characters past the stairs, 
  where the chamber levels off.  If the ogre sees the 
  characters targeting the drow archers, he will try to assist 
  in the ambush with his javelins (or rocks at APL 8 and 
  higher), but he prefers to engage in melee. 
  At APL 6, he will try to bull rush opponents off the cliff. 
  At APL 8, he will try to sunder the weapons of those 
  putting up too tough of a fight.  He is familiar with 
  dwarven tactics and will not try to bull rush them.  He 
  will also make use of his Great Swing or Mighty Swing 
  ability if he has multiple attackers.   
  He will not go up the stairs, preferring his foes come to 
  him. 
  Duergar cleric (APL 12 only) 
  Malog the duergar solely acts in a support capacity to the 
  ogre, casting spells as necessary to bolster him.  
  If the cleric has preparation time (from being alerted in 
  Encounter Three, for example), he casts the following: 
  Round 1: Turn invisible 
  Round 2: Cast protection from energy (acid) on ogre. 
  Round 3: Cast spike stones. It begins at the bottom of the 
  stairs, and proceeds upward. 
  Round 4: Cast wall of stone across entrance to prevent 
  escape. 
  Round 5+: Other spells as needed. 
  Falling off the stairs 
  Characters can be bull-rushed off the stairs by the 
  knockback arrows and by the ogre. Those that are pushed 
  off the stairs can make a Reflex save (DC 20) to grab onto 
  the edge to avoid the fall. Failure indicates that they have 
  fallen into the chasm (70 feet). 
  The chamber floor is also a steep incline matching the 
  angle of the stairs.  Those who fall roll additional 1d4x5 
  feet down hill.  Those who survive the fall may try to 
  climb out with a Climb check DC 20.   
  Development:  
  As mentioned above, Malog the Duergar flees if the party 
  seems to be gaining the upper hand (though, only at APL 
  12). Everyone else stays to the bitter end, fearing either 
  the wrath of the illithids or their matron mother. 
  Treasure: 
  APL 4: L: 124 gp; C: 0 gp; M: +1 longbow (x2), (396 gp per 
  character each); +1 knockback arrow, (52 gp per 
  character each); +1 large greataxe, (195 gp per 
  character each) 
  APL 6: L: 96 gp; C: 0 gp; M: +1 longbow (x2) (396 gp per 
  character each); +1 knockback arrow, (54 gp per 
  character each); +1 large greataxe (195 gp per 
  character each); +1 large breastplate (129 gp per 
  character each). 
  APL 8: L: 80 gp; C: 0 gp; M: +1 longbow (x3) (594 gp per 
  character each), +1 knockback arrow, (52 gp per 
  
  Minions of Shadow and Fire 
   
  Page 14 
  character each), +2 large greataxe) (695 gp per 
  character each), +1 large full plate, (345 gp per 
  character each).  
  APL 10: L: 106 gp; C: 0 gp; M: +1 longbow (x4), (791 gp 
  per character each); +1 chain shirt (x4) (750 gp per 
  character each); +1 knockback arrow (x2) (104 gp per 
  character each); +2 large adamantine greataxe (945 
  gp per character each); +1 large full plate (345 gp per 
  character each), amulet of health +2 (166 gp per 
  character each); cloak of resistance +1 (83 gp per 
  character each). 
  APL 12: L: 106 gp; C: 0 gp; M: +1 longbow (x4) (791 gp per 
  character each); +1 chain shirt (x4) (750 gp per 
  character each); +1 knockback arrow (x2) (104 gp per 
  character each); +2 large adamantine greataxe (945 
  gp per character each); +1 large full plate (345 gp per 
  character each), amulet of health +2 (166 gp per 
  character each); cloak of resistance +1 (83 gp per 
  character each); +1 full plate (221 gp per character 
  each); periapt of wisdom +4 (1333 gp per character 
  each). 
   
  Encounter Four: Shadows of the 
  Past 
   
  The weight of the mountains presses down on you as 
  follow the shaft deeper into the earth. Here and 
  there, needle-thin veins of ore weave their way 
  through the rock, testimony to the mineral riches 
  previously mined by the Rockhall dwarves. 
  Ahead of you, the shaft abrupt ends at a great rent in 
  the ground, as if it was torn open by enormous hands. 
  The soft glow of light can be seen through the tear. 
  Suddenly, the ground starts to buckle and shake, 
  causing the light to flicker. It flares outward in a 
  burst of energy, like you saw before, blinding you 
  momentarily. 
  In the afterimage of the flash, you see a vision: 
  You see a great forest with vibrant trees and natural 
  beauty. Part of the forest, however, is not vibrant, but 
  is withered and sickly. They provide a canopy, 
  blocking the sun, for a city of twisted spires and 
  impossible angles. Throughout the city, hideous 
  creatures, twisted parodies of humans, elves, and 
  other races, scurry about from building.  
  The forest is the Gnarley Forest as it existed some 4,000 
  years ago, as can be verified by a DC 25 Knowledge 
  (History) or Knowledge (Geography) check. 
  A DC 14 Knowledge (Dungeoneering) identifies the 
  scurrying creatures as meenlocks, servants of mind 
  flayers. 
  Your vision locks on one creature as he darts into a 
  spiraling tower and scuttles up a narrow flight of 
  stairs to a laboratory. A dark creature, glistening with 
  slime, turns to the scuttling humanoid. The tentacles 
  around his mouth writhe, as if in anticipation, but the 
  bloated white eyes betray nothing of the alien 
  thoughts behind the face. 
  Your vision changes and you stand at some point high 
  above the forest. Below you, an army of elves has 
  surrounded the city and barrages of energy volley 
  back and forest. The same mind flayer you saw before 
  now stands on the top of his tower, arcane energy 
  rippling around his hand. In a flash, the forward 
  group of elves dissolves into dust and ash. 
  Again, the vision shifts and you see a group of three 
  elven wizards – each stationed at three points around 
  the illithid city, forming a triangle. As you watch, a 
  great dome of energy forms around the city, and their 
  bodies glow with power. For the longest time, the city 
  seems to be resisting whatever spell is being 
  attempted, but then it vanishes in a burst of 
  blacklight. As it does, the elven wizards collapse to 
  the ground – dead. 
  And now, a larger group of elven wizards appears. As 
  they cast their spells, the ground begins to rumble 
  and shake as great chunks of stone erupt from the 
  ground. From the sky above, fiery meteors rush 
  downward and meet the rising stone. This continues 
  for several hours as stone rises from below and 
  descends from above. When it finishes, where the 
  illithid city stood a spur of a great mountain range 
  can be seen. 
  This is the war between the elves and the mind flayers, 
  abridged of course. The characters are seeing the elves 
  banish the city and the creation of the mountains and 
  wards to prevent its return. 
  Abruptly the vision ends. As your eyes adjust, you 
  notice that the rent has been torn wider by the quake. 
  What’s this about: The shadow illithids work to 
  dismantle the remaining wards. As they make progress, 
  the magic is destroyed in a pulse of energy that weakens 
  the planar boundaries further. The three elven wizards 
  sacrificed themselves to power the wards, and so their 
  souls are bound to the warding rock. Though unable to 
  directly intervene, they provide information in the form 
  of the visions so as to enable others to act where they 
  cannot. 
  
  Minions of Shadow and Fire 
   
  Page 15 
  Into the rent: The ground has been torn open 
  sufficiently to let characters climb down without too 
  much problem. A DC 10 Climb check is sufficient. Once 
  the characters climb down, proceed to Encounter Five. 
  Encounter Five: Gateway to 
  Night 
   
  The bottom of the stone fissure opens up into a stone 
  corridor, completely unlike any of the previous 
  tunnels. Carved into the rock, tiny symbols and 
  glyphs are inscribed along each square inch of the 
  surface. At regular intervals, a larger, more intricate 
  rune is engraved, and it is these runes that glow in 
  the soft glowed light. One end of the corridor appears 
  completely collapsed, but the other end appears to 
  open into a small chamber.  
  These runes are elven and describe the war with the 
  illithids. They were placed here as a warning not to 
  disturb the wards. Of course, by the time the dwarves 
  reached this point, they were almost wholly under the 
  control of the shadow illithids, so it didn’t matter. 
  The smaller rules summarize the story of the vision and 
  also of Part I in the Adventure History. The larger runes 
  are part of the warding magic. Any character that speaks 
  Elvish and makes a DC 15+APL Decipher Script check 
  can learn of this history. 
  Continue from here once the characters proceed toward 
  the opening. 
  The corridor opens into what seems to be a perfectly 
  round room, approximate 40 feet in diameter, with a 
  black dome-like ceiling. Sparkles of silver light dot 
  the surface of the ceiling, forming obscure patterns 
  and shapes. Directly opposite your entrance is 
  another stone corridor that leads into an open room. 
  Identical passages are on the left and right side of 
  your entrance. Similar runes, like those in the stone 
  corridor, line the walls of this room. 
  In the center of the room, a raised stone ledge – like 
  that of a well – stands, yawning down into the 
  darkness. Directly above the well, embedded in the 
  ten-foot high ceiling, is a stone torus. 
  A DC 15 Knowledge (Architecture and Engineering) 
  check identifies that the torus (a stone ring) can support a 
  large amount of weight.   
  The three rooms were resting areas for the elven wizards 
  as they prepared for the banishment spell that forced the 
  illithid city out of the Material Plane. They have been 
  used by the illithid’s as preparation rooms between their 
  attempts at removing the wards.  
  The chamber was originally something of an observatory, 
  with the movement of the stars mirrored on the ceiling, 
  and was used as an aid to the elven wizards in 
  determining the best time to attempt the banishment. Of 
  course, it has been likewise used by the illithids in their 
  work. 
  The illithids are working to remove the wards as the 
  characters arrive. Unless the characters are taking pains 
  to move quietly or mask their presence, they alert the 
  illithids. If that happens, the illithids prepare for the 
  characters. At no time, however, will they come up to 
  deal with the characters – their work is too delicate and 
  important to disturb unless the characters interrupt it. 
  Seeing down the Well: 
  Due to the presence of the Shadow plane coterminous 
  point, the characters are unable to see anything down the 
  well at all, beyond a few glittering motes of light.  The 
  characters are able to see normally once down through 
  the well, but have problem seeing through it.  
  Any light source (torch, everburning torch, etc) is 
  immediately suppressed if it is dropped through the well 
  shaft. This is because the shaft and room below form the 
  coterminous point where the Material Plane and the 
  Plane of Shadow meet. A DC 30 Knowledge (planes) 
  check confirms this. 
  If a character drops the rod from the Black Iron Box, it 
  immediately goes dark once it leaves his hand, but 
  likewise illuminates again once picked up. 
  The shaft is 10’ in diameter down is only wide enough for 
  one medium-sized person to climb down. An unassisted 
  descent down the side of the shaft can be accomplished 
  with a successful DC 25 Climb check. The shaft is too 
  wide for a medium sized creature to brace against 
  opposite sides of the shaft.  A large sized creature, 
  however, could do so decreasing the DC by 10. 
  Once the first person descends the shaft, proceed to 
  Encounter Six. 
  Encounter Six: Final Reckoning 
   
  The room at the end of the shaft is twice as large as the 
  one above it.  The cylindrical room is 80’ across and the 
  ceiling is 60’ high.  The illithids (or half-illithids) are 
  studying the markings on the walls of the room.  They 
  are fairly evenly spaced along the edge.  Unless the PCs 
  are making sure to be quiet, they are probably overheard 
  
  Minions of Shadow and Fire 
   
  Page 16 
  in the room above.  The room has several large cracks in 
  the floor.  Only squares containing cracks are to be 
  considered difficult terrain. 
  Note: all light sources, with the exception of the rod 
  from the Black Iron Box, are suppressed if brought 
  through the well shaft. However, this does not prevent 
  light sources from being ignited/created after characters 
  have passed through the shaft. 
  The shaft descends for about 30’ feet before opening 
  high above a chamber, very similar to the one above 
  except on a larger scale. A black ceiling, sprinkled 
  with motes of light, covers this room. Scattered along 
  the perimeter are the same large glyphs as you saw 
  above, completely filling the domed walls and casting 
  a soft light. Unlike above, however, the walls of this 
  room are transparent, causing the glyphs to appear as 
  if they are floating in mid-air. 
  Through the transparent wall the twisted spires and 
  warped geometry of the illithid city can be seen, 
  however there is more. Beyond the city, you can make 
  out a great vaulted cavern. It’s the same cavern that 
  Thuldon sent you from earlier. 
  The following box text depends on APL: 
  At APL 4-6, read the following: 
  Two figures stand at one end of the room, near a 
  concentration of glyphs. Even in the soft light, you 
  can see, though similar to the dark elves you faced 
  earlier, they seem to have been changed into some 
  horrible fusion of illithid and drow. The skin gleams 
  with a coated slime or mucous and four tentacles 
  hang down around where the mouth must be. The 
  hands of one are bent in arcane interaction with the 
  shimmering runes. The other one bears a glistening 
  black chain of spikes and nails. 
  At APL 8, read the following: 
  Two figures stand at one end of the room, near a 
  concentration of glyphs. Even in the soft light, you 
  can see, though similar to the dark elves you faced 
  earlier, they seem to have been changed into some 
  horrible fusion of illithid and drow. The skin gleams 
  with a coated slime or mucous and four tentacles 
  hang down around where the mouth must be. The 
  hands of one are bent in arcane interaction with the 
  shimmering runes. The other one bears a glistening 
  black chain of spikes and nails. 
  Floating directly opposite them is a monster out of 
  the visions you have experienced since your sojourn 
  began, but at the same time different. Glistening 
  slime coats the writhing tentacles beneath two 
  bulbous gray eyes. The skin, blacker than night, 
  seems to absorb the meager light from the glowing 
  runes. The inhuman face shows no signs of outward 
  emotion, beyond the tentacles that reach hungrily in 
  your direction. 
  At APL 10, read the following: 
  Three figures float at equidistant points of this room, 
  directly out of the visions you have experienced since 
  your sojourn began. Glistening slime coats the 
  writhing tentacles beneath two bulbous gray eyes. 
  The skin, blacker than night, seems to absorb the 
  meager light from the glowing runes. The inhuman 
  face shows no signs of outward emotion, beyond the 
  tentacles that reach hungrily in your direction. 
  With them are two creatures similar to the dark elves 
  you faced earlier, but changed into some horrible 
  fusion of illithid and drow. Glistening black chains of 
  spikes and nails hang in their hands. 
  At APL 12, read the following: 
  Four figures float at equidistant points of this room, 
  directly out of the visions you have experienced since 
  your sojourn began. Glistening slime coats the 
  writhing tentacles beneath two bulbous gray eyes. 
  The skin, blacker than night, seems to absorb the 
  meager light from the glowing runes. The inhuman 
  face shows no signs of outward emotion, beyond the 
  tentacles that reach hungrily in your direction. 
  Continue from here: 
  These are the creatures that drove Clan Rockhall from 
  their home and forced them into a five-hundred year 
  exile. A tentacle whips before you as your senses are 
  assailed by thoughts foreign and evil. The battle is 
  engaged! 
  This area was the concentration point for most of the 
  elven wards. From there, they radiated outward like 
  spokes in a wheel, carrying the magic from the central 
  area to the limits of the area. The elves planned well, 
  however, and the runes have proven resistant to 
  tampering by the illithids (which is one reason why they 
  had to control the dwarves in the first place).  
  As mentioned in Encounter Five, this is the 
  coterminous point between the Material Plane and the 
  Plane of Shadow. It is on this point that the illithid city is 
  anchored. Through a quirk of planar geometry, even 
  though the characters have descended deep into the 
  earth, they are able to see across the illithid city into the 
  great vault of Ulthak-Nor. 
  APL 4 (EL 7) 
  
  Minions of Shadow and Fire 
   
  Page 17 
  �Half-Illithid drow: male half- Mind-flayer drow Ftr1; 
  hp 11; see Appendix One. 
  �Half-Illithid drow: male half- Mind-flayer drow Sor1; 
  hp 8; see Appendix One 
  APL 6 (EL 9) 
  �Half-Illithid drow: half- Mind-flayer drow Ftr3; hp 24; 
  see Appendix One. 
  �Half-Illithid drow: half- Mind-flayer drow Sor3; hp 
  15; see Appendix One 
  APL 8 (EL 11) 
  �Half-Illithid drow (2): half- Mind-flayer drow Ftr3; hp 
  24; see Appendix One. 
  �Shadow Illithid: Mind-flayer; hp 44; see Appendix 
  One. 
  APL 10 (EL 13) 
  �Half-Illithid drow (2): half-illithid drow Ftr4; hp 34; 
  see Appendix One. 
  �Shadow Illithid (3): Mind-flayer; hp 44; see Appendix 
  One. 
  APL 12 (EL 15) (The Illithid Inquisition) 
  �Shadow Illithid: Mind-flayer Sor2; hp 71; see 
  Appendix One. 
  �Shadow Illithid: Mind-flayer Rgr2; hp 85; see 
  Appendix One. 
  �Shadow Illithid: Mind-flayer Mnk2; hp 73; see 
  Appendix One. 
  �Shadow Illithid: Mind-flayer Rog2; hp 73; see 
  Appendix One. 
  Tactics:  At lower APLs (4-8), the illithids (Mind-Flayers) 
  and half-illithids prefer to use their mind blast instead of 
  engaging their foes directly.  If the PCs are overheard in 
  Encounter Five, they ready mind blasts against the first 
  thing that comes down the hole. 
  Those with sorcerer levels will start casting mage armor. 
  Full shadow illithids will also use their charm monster 
  spell like ability on fighter types if they are out 
  numbered. 
  At higher APLs, shadow illithids with levels in melee 
  classes (ranger, monk) use the concealment granted by 
  the shadow template to engage weaker looking 
  opponents. They also activate their mirror image ability. 
  The rogue and ranger will team up against a single 
  character, trying to flank him. 
  The monk will initiate grapple and try to extract an 
  opponent’s brain. 
  The sorcerer, with his enhanced mind blast (Will save 
  DC 21), will continue to mind blast as many non-stunned 
  PCs as possible.          
  Treasure: 
  APL 4: L: 377 gp per character each; C: 0 gp; M: +1 bracers 
  of armor (83 gp per character each); +1 cloak of 
  resistance (83 gp per character each) 
  APL 6: L: 377 gp per character each; C: 0 gp; M: +1 bracers 
  of armor (83 gp per character each); +1 cloak of 
  resistance (83 gp per character each) 
  APL 8: L: 325 gp per character each; C: 0 gp; M: +1 spiked 
  chain (194 gp per character each). 
  APL 10: L: 325 gp per character each; C: 0 gp; M: +1 
  spiked chain (194 gp per character each). 
  APL 12: L: 0 gp per character each; C: 0 gp; M: Heward’s 
  Handy Haversack (167 gp per character); ring of 
  counterspells (333 gp per character); +1 longsword 
  (193 gp per character); +1 short sword (193 gp per 
  character); +1 mithral chain shirt (519 gp per 
  character); boots of striding and springing (458 gp 
  per character); dusty rose ioun stone (417 gp per 
  character); +1 rapier (193 gp per character); +1 
  studded leather (98 gp per character); dust of 
  disappearance (292 gp per character) 
   
  Note: Immediately after the last creature is killed, 
  proceed to Encounter Seven. 
   
  Encounter Seven: The Homeless 
  and Lost Shall Return 
   
  As the last minion of shadow falls to the ground, an 
  eerie silence pervades the chamber. Slowly, the 
  glyphs on the walls dim, until even their gentle light 
  all but vanishes. 
  The conclusion has three possible endings, two of which 
  are variations on each). 
  1) A party member has the Black Iron Box (from 
  VER2-02: Granite Keep). 
  2) There is a dwarf in the party. 
  3) Neither the black iron box nor a dwarf is 
  present. 
  
  Minions of Shadow and Fire 
   
  Page 18 
  Black Iron Box: 
   
   
   
   
  Read this section if anyone possesses the rod and Black 
  Iron Box. 
  Troubleshooting: 
  It is possible that the character possessing the Black Iron 
  Box may have loaned the rod to another character. If this 
  happens, the rod magically appears back in the hand of its 
  true owner. That character is the one to whom the effects 
  described in this section happen. 
  It is also possible for multiple characters to possess the 
  Black Iron Box. If this happens, choose the character 
  with the strongest connection to the plotline (played the 
  most adventurers in the series, resident of Verbobonc, 
  member of Clan Rockhall, member of Dwarven Church, 
  etc.  
  Regardless of which character with the Black Iron Box is 
  chosen, all of them receive the Replica of Worm Slayer. 
  However, only the chosen character receives the 
  Channel of Moradin reward. 
  Even the light from the rod dims, slowly replaced by 
  a stream of golden motes that slowly encircle 
  [character]. The stream of lights comes quicker and 
  quicker out of the rod, wrapping [character] in a 
  cocoon of radiance and lifting [him/her] off the 
  ground. 
  A wave of heat draws your eyes toward the opposite 
  side of the chamber, where the walls glow with a fiery 
  light, revealing a black iron box. Slowly, the box 
  changes shape, growing more massive. The top 
  stretches outward into a point, while the base widens. 
  Where previously the box stood is now a massive 
  anvil, near the light of a great forge fire. 
  The cocoon of light around [character] expands 
  outward into the shape of a huge dwarf. You can still 
  see [character] inside the spectral figure. Clutched in 
  [his/her] hand, the rod has likewise changed shape, 
  thickening and lengthening into a great hammer of 
  war. 
  Dwarven Party Member 
   
   
   
  Read this section if no one has the black iron box, but 
  there is a dwarf present in the party. 
  Troubleshooting: 
  If there are multiple dwarven characters, choose one that 
  has the strongest connection to the plotline i.e. played 
  the most adventures in the series, member of the Clan 
  Rockhall metaorg, possesses a Shield of Rockhall, etc. 
  This character receives the Replica of Worm Slayer at the 
  end of this adventure. 
  Suddenly, rays of brilliance shoot out of [character]’s 
  eyes, bathing the chamber in light. The rays strike the 
  glyphs and rebound back on [character], wrapping 
  [him/her] in a cocoon of radiance and lifting 
  [him/her] off the ground. 
  A wave of heat draws you eyes toward the opposite 
  side of the chamber, where the walls are glowing with 
  a fiery light, revealing a massive anvil near the light 
  of a great forge fire. 
  The cocoon of light around [character] expands 
  outward into the shape of a huge dwarf. You can still 
  see [character] inside the spectral figure. Clutched in 
  [his/her] hand is a great hammer of war. 
  Continue from here for Options 1 and 2. 
  The dwarf walks over to the anvil, a look of anger and 
  fury across his face. Heaving the warhammer, he 
  brings it down in a glittering arc to strike the anvil. 
  The sound thunders across the chamber as a burst of 
  sparks streak out and the ground rumbles in 
  response. Again, he strikes the anvil, sending the 
  thunder ringing out, accompanied by more sparks 
  and more rumbling. A third time this happens, 
  flooding the room in motes of light that do not die 
  away, but instead gain substance. As you watch, the 
  sparks form into the shape of dwarven warriors, their 
  armor pitted and scarred. Impossibly, the entire 
  chamber is filled with hundreds of dwarven spirits.  
  With a cry of vengeance five hundred years in the 
  making, the army of souls moves as one, surging 
  across the shadow boundary into the illithid city. 
  Immediately, the ground shakes and buckles in 
  response. Bursts of light radiate across the dark city 
  and, incredibly, you see the spirits joined by the 
  dwarven army striking from the opposite side, 
  Thuldon himself at the forefront, wielding Worm 
  Slayer, the axe of his ancestors.  
  Suddenly, the ground gives one great heave. As it 
  does so, the darkness that has permeated the rock 
  dissolves, revealing the stone in its natural beauty. 
  The walls are no longer transparent, but solid rock 
  save for a great tunnel through the rock toward 
  Ulthak-Nor. The illithid city has been destroyed! 
  Appearing in the center of the great chamber, the 
  dwarf stands. His eyes pierce you as if weighing your 
  worth and his gaze falls over you like an avalanche. 
  Slowly, he nods as in acknowledgement of your 
  efforts, and then the figure explodes in a burst of 
  light. It radiates across the chamber and passes 
  
  Minions of Shadow and Fire 
   
  Page 19 
  through each of you. As it does, you feel a distinct, 
  though indefinable, change. 
  Lying on the ground in the same place where the 
  dwarf stood, is [character]. 
  Moradin channeled his energy through the PC dwarf but 
  did not physically show up thus this does not count 
  towards any benefits of seeing a God. 
  No Black Iron Box or Dwarf  
   
  Read this section only there are no dwarves in the party 
  and no one has the rod and black iron box. 
  Suddenly, an explosion rocks the ground, and a burst 
  of light emanates from the shadow city behind the 
  transparent walls. You can see a glowing army of 
  dwarves, their armor pitted and scarred, led by a giant 
  dwarven warrior. At their backs, Thuldon’s army 
  moves with them, the axe Worm Slayer clutched in 
  the thane’s good hand.  
  The ground gives one great heave. As it does so, the 
  darkness that has permeated the rock dissolves, 
  revealing the stone in its natural beauty. The walls are 
  no longer transparent, but solid rock, save for a great 
  tunnel through the rock toward Ulthak-Nor. The 
  illithid city has been destroyed! 
  The characters may pass through the stone passage, 
  which seals itself as the last characters exits. 
  Conclusion: Homecoming 
   
  A great shout echoes from the dwarven army as you 
  appear. Thuldon himself strides forward to clasp each 
  hand, a smile crossing his weary face. 
  “You did it! By Moradin’s Hammer, you did it!” 
  Turning to the assembled throng, he shouts, “To the 
  heroes of Ulthak-Nor!” 
  The thunder of their cheers drowns out everything 
  else as you stand in their midst – heroes of the 
  dwarven nation! 
  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 
  role-playing) to each character. 
  Encounter Two – Point of No Return 
  Defeat, bypass, or trigger the traps. 
   
  APL 4 
  150 XP 
   
  APL 6 
  210 XP 
   
  APL 8 
  270 XP 
   
  APL 10 
  330 XP 
   
  APL 12 
  390 XP 
   
  Encounter Three – Stairway to Hell 
  Defeat the drow, ogre, and duergar 
   
  APL 4 
  180 XP 
   
  APL 6 
  240 XP 
   
  APL 8 
  300 XP 
   
  APL 10 
  360 XP 
   
  APL 12 
  420 XP 
   
  Encounter Six – Final Reckoning 
  Defeat the half-illithids and the shadow illithids. 
   
  APL 4 
  210 XP 
   
  APL 6 
  270 XP 
   
  APL 8 
  330 XP 
   
  APL 10 
  390 XP 
   
  APL 12 
  450 XP 
   
  Award for Good Roleplaying 
   
  APL 4 
  135 XP 
   
  APL 6 
  180 XP 
   
  APL 8 
  225 XP 
   
  APL 10 
  270 XP 
   
  APL 12 
  315 XP 
   
  Total Possible Experience 
   
  APL 4 
  675 XP 
   
  APL 6 
  900 XP 
   
  APL 8 
  1,125 XP 
   
  APL 10 
  1,350 XP 
   
  APL 12 
  1,575 XP 
   
  Treasure Summary 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
  
  Minions of Shadow and Fire 
   
  Page 20 
  The loot total is the number of gold pieces each character 
  gains if the foes are plundered of all their earthly 
  possessions.  Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold.  If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the 
  local watch, and so on), characters may return to retrieve 
  loot.  If the characters do not loot the body, the gold piece 
  value for the loot is subtracted from the encounter totals 
  given below. 
  The coin total is the number of gold pieces each character 
  gains if they take the coin available.  A normal 
  adventuring party can usually gather this wealth in a 
  round or so.  If for some reason, they pass up this 
  treasure, the coin total is subtracted from the encounter 
  totals given below. 
  Next, the magic items are listed.  Magic item treasure is 
  the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure.  Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it.  Other times they may 
  attempt to use the item blindly.  If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the 
  item is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure.  Write the total in 
  the GP Gained field of the adventure certificate.  Because 
  this is a Regional adventure, characters may spend 
  additional Time Units to practice professions or create 
  items immediately after the adventure so this total may 
  be modified by other circumstances. 
  L:  Looted gear from enemy [The sell value listed here is 
  1/12 of the market price in the PHB.  Do not list these 
  items individually, but sum up the sell value of all looted 
  gear.] 
  C:  Coin, Gems, Jewelry, and other valuables [These items 
  sell at full market value.] 
  M:  Magic Items [The sell value listed here is 1/12 of the 
  market price in the Dungeon Master’s Guide; list each 
  item individually, with the sell value per PC listed 
  afterward.] 
   
  Encounter Three – Stairway to Hell 
  Defeat the drow, ogre, and duergar and loot them! 
  APL 4: L: 124 gp; C: 0 gp; M: +1 longbow (x2), (396 gp per 
  character each); +1 knockback arrow, (52 gp per 
  character each); +1 large greataxe, (195 gp per 
  character each) 
  APL 6: L: 96 gp; C: 0 gp; M: +1 longbow (x2) (396 gp per 
  character each); +1 knockback arrow, (54 gp per 
  character each); +1 large greataxe (195 gp per 
  character); +1 large breastplate (129 gp per 
  character). 
  APL 8: L: 80 gp; C: 0 gp; M: +1 longbow (x3) (594 gp per 
  character each), +1 knockback arrow, (52 gp per 
  character each), +2 large greataxe) (695 gp per 
  character), +1 large full plate (345 gp per character).  
  APL 10: L: 106 gp; C: 0 gp; M: +1 longbow (x4), (791 gp 
  per character each); +1 chain shirt (x4) (750 gp per 
  character each); +1 knockback arrow (x2) (104 gp per 
  character each); +2 large adamantine greataxe (945 
  gp per character); +1 large full plate (345 gp per 
  character), amulet of health +2 (166 gp per 
  character); cloak of resistance +1 (83 gp per 
  character). 
  APL 12: L: 106 gp; C: 0 gp; M: +1 longbow (x4) (791 gp per 
  character each); +1 chain shirt (x4) (750 gp per 
  character each); +1 knockback arrow (x2) (104 gp per 
  character each); +2 large adamantine greataxe (945 
  gp per character); +1 large full plate (345 gp per 
  character), amulet of health +2 (166 gp per 
  character); cloak of resistance +1 (83 gp per 
  character); +1 full plate (221 gp per character); 
  periapt of wisdom +4 (1333 gp per character). 
   
  Encounter Six – Final Reckoning 
  APL 4: L: 377 gp per character each; C: 0 gp; M: +1 bracers 
  of armor (83 gp per character each); +1 cloak of 
  resistance (83 gp per character each) 
  APL 6: L: 377 gp per character each; C: 0 gp; M: +1 bracers 
  of armor (83 gp per character each); +1 cloak of 
  resistance (83 gp per character each) 
  APL 8: L: 325 gp per character each; C: 0 gp; M: +1 spiked 
  chain (194 gp per character each). 
  APL 10: L: 325 gp per character each; C: 0 gp; M: +1 
  spiked chain (194 gp per character each). 
  APL 12: L: 0 gp per character each; C: 0 gp; M: Heward’s 
  Handy Haversack (167 gp per character); ring of 
  counterspells (333 gp per character); +1 longsword 
  (193 gp per character); +1 short sword (193 gp per 
  character); +1 mithral chain shirt (519 gp per 
  character); boots of striding and springing (458 gp 
  per character); dusty rose ioun stone (417 gp per 
  character); +1 rapier (193 gp per character); +1 
  
  Minions of Shadow and Fire 
   
  Page 21 
  studded leather (98 gp per character); dust of 
  disappearance (292 gp per character) 
   
  Maximum Possible Treasure  
  [Listed here is the maximum possible treasure per APL. 
  Even if the sell value of the items gained by the 
  characters exceeds this cap, they may not take more than 
  this amount away from the adventure.  Although it is 
  acceptable to exceed this value with treasure in the 
  adventure, try to keep the available treasure not much 
  higher than the amount listed here.] 
   
  APL 4: 650 gp 
   
  APL 6: 900 gp 
   
  APL 8: 1300 gp 
   
  APL 10: 2300 gp 
   
  APL 12: 3300 gp 
   
  Reward Notes 
  Soul Forged 
  Any character that dies and was not restored to life raised 
  prior to Encounter Seven receives the Reborn reward. 
  Any character that did not die, or was alive prior to 
  Encounter Seven, receives the Remade reward. 
  Channel of Moradin 
  Only the character who served as the channel of Moradin 
  in Encounter Seven receives this entry on the AR. 
  Replica of Worm Slayer 
  The Replica of Worm Slayer is awarded using the 
  following criteria: 
  1) To all characters possessing the Black Iron Box 
  (from VER2-02: Granite Keep) 
  2) If no one possesses the Black Iron Box, then it’s 
  awarded to the individual character that served 
  as the Channel of Moradin in Encounter Seven. 
  3) If no character possesses the Black Iron box or 
  became the Channel of Moradin, then no one at 
  the table receives the  Replica of Worm Slayer. 
   
   
    
  
  Minions of Shadow and Fire 
   
  Page 22 
  Appendix One: NPCs 
  APL 4 
  Encounter 3: Stairway to Hell 
  Drow Archers (2):  Male Drow Ftr1; CR 2; Medium 
  Humanoid (Elf); HD 1d10+1; HP 11; Init +3; Spd 30 ft.; 
  AC 17 (+3 Dex, +4 chain shirt); touch 13, flat-footed 14; 
  Base Atk +1; Grp +2; Atk +6 ranged (1d8+1, +1 
  longbow) or +2 melee (1d6+1, masterwork rapier); SQ 
  darkvision 120', SR 12, dancing lights, veil of shadow*, 
  faerie fire 1/day as a 1
  st level caster; AL NE; SV Fort +2, 
  Ref +3, Will +1; Str 12, Dex 17, Con 12, Int 12, Wis 13, 
  Cha 10. 
   
  Skills and Feats:  Listen +5, Move Silently +5, 
  Search +3, Spot +5; Weapon Focus (longbow), Daylight 
  Adaptation*. 
   
  Possessions: +1 longbow, masterwork chain shirt, 
  masterwork rapier, 20 arrows, 1 +1 knockback* arrow.    
  * See Appendix 2: New Rules Items 
  Shag’nor:  Male Ogre Ftr1; CR 4; Large Giant; HD 
  4d8+1d10+20; HP 43; Init +1; spd 40 ft.; AC 19 (-1 size, 
  +1 Dex, +5 natural armor, +4 chain shirt) touch 10, flat-
  footed 18; Base Atk +4; Grp +15; Atk +13 melee 
  (3d6+11, +1 large greataxe) or +5 ranged (1d8+7, large 
  javelin); SQ darkvision 60 ft., low-light vision; AL NE; 
  SV Fort +9, Ref +2, Will +2; Str 25, Dex 12, Con 17, Int 
  6, Wis 12, Cha 4. 
   
  Skills and Feats:  Climb +6, Listen +1, Intimidate 
  +1, Spot +1; Improved Toughness*, Weapon Focus 
  (greataxe), Power Attack. 
   
  Possessions: +1 large greataxe, 2 large javelins, and 
  masterwork large chain shirt. 
  * See Appendix 2: New Rules Items 
  Encounter 7: Final Reckoning 
  Half-Illithid* Drow: Male Half-Illithid Drow Ftr1; CR 
  5; Medium Aberration; HD 1d10+1; HP 11; Init +3; Spd 
  30 ft.; AC 19 (+3 Dex, +5 breastplate, +1 natural); touch 
  13, flat-footed 15; Base Atk +1; Grp +2; Atk +5 melee 
  (2d4+1, masterwork spiked chain) or +4 melee (1d4+1, 
  tentacle); Full Atk  +0 melee (1d4+1, 4 tentacles); SA 
  mind blast (DC 15), improved grab, extract, psionics 
  (see Appendix Two) SQ telepathy (see half-illithid, 
  Appendix Two), darkvision 120', SR 12, dancing lights, 
  veil of shadow*, faerie fire 1/day as 1
  st level caster;; AL 
  NE; SV Fort +2, Ref +4, Will +1; Str 13, Dex 16, Con 13, 
  Int 18, Wis 12, Cha 16. 
   
  Skills and Feats:  Climb +4, Intimidate +7, Jump 
  +4, Knowledge (planes) +6, Listen +3, Spot +3, Swim 
  +3, Tumble +4; Weapon Finesse, Exotic Weapon 
  Proficiency (Spiked Chain).  
   
  Possessions:  masterwork spiked chain, mithral 
  breastplate. 
  * See Appendix 2: New Rules Items 
  Half-Illithid* Drow: Male Half-Illithid Drow Sor1; 
  CR 5; Medium Aberration; HD 1d4+1; HP 8; Init +2; 
  Spd 30 ft.; AC 14(+2 Dex, +1 armor, +1 natural); touch 
  12, flat-footed 12; Base Atk +0; Grp +0; Atk +0 melee 
  (1d4, tentacle); Full Atk  –5 (1d4, 4 tentacles); SA mind 
  blast (DC 15), improved grab, extract, psionics (see 
  Appendix Two); SQ telepathy (see half-illithild, 
  Appendix Two), darkvision 120', SR12, dancing lights, 
  veil of shadow*, faerie fire 1/day as 1
  st ;level caster; AL 
  NE; SV Fort +2, Ref +3, Will +5; Str 10, Dex 15, Con 13, 
  Int 18, Wis 14, Cha 20. 
   
  Skills and Feats:  Concentration +5, Knowledge 
  (arcane) +8, Knowledge (planes) +8, Listen +4, Spell 
  Craft +8, Spot +4; Toughness.  
   
  Sorcerer Spells Known (4/2; save DC 15 + spell 
  level): 0 – detect magic, ghost sound, mage hand, 
  resistance; 1
  st –charm person, shield. 
  Possessions:  bracers of armor +1, cloak of 
  resistance +1. 
  * See Appendix 2: New Rules Items 
  
  Minions of Shadow and Fire 
   
  Page 23 
  APL 6 
  Encounter 3: Stairway to Hell 
  Drow Archers (3):  Male Drow Ftr1; CR 2; Medium 
  Humanoid (Elf); HD 1d10+1; HP 11; int +3; Spd 30 ft.; 
  AC 17 (+3 Dex, +4 chain shirt); touch 13, flat-footed 14; 
  Base Atk +1; Grp +2; Atk +6 ranged (1d8+1, +1 
  longbow) or +3 melee (1d6+1, masterwork rapier); SQ 
  darkvision 120', SR 12, dancing lights, veil of shadow*, 
  faerie fire 1/day as a 1
  st level caster; AL NE; SV Fort +2, 
  Ref +3, Will +1; Str 12, Dex 17, Con 12, Int 12, Wis 13, 
  Cha 10. 
   
  Skills and Feats:  Listen +5, Move Silently +5, 
  Search +3, Spot +5; Weapon Focus (longbow), Daylight 
  Adaptation*. 
   
  Possessions: +1 longbow, masterwork chain shirt, 
  masterwork rapier, 20 arrows, +1 knockback arrow.    
  * See Appendix 2: New Rules Items 
   
  Shag’nor:  Male Ogre Ftr4; CR 7; Large Giant; HD 
  4d8+4d10+32; HP 72; Init +1; spd 40 ft.; AC 21 (-1 size, 
  +1 Dex, +5 natural armor, +6 breastplate) touch 10, flat-
  footed 20; Base Atk +7; Grp +19; Atk +17 melee 
  (3d6+15, +1 large greataxe) or +8 ranged (1d8+8, large 
  javelin); Full Atk +15/+10 (3d6+12, +1 large greataxe); 
  SQ darkvision 60 ft., low-light vision; AL NE; SV Fort 
  +11, Ref +3, Will +3; Str 26, Dex 12, Con 17, Int 6, Wis 
  12, Cha 4. 
   
  Skills and Feats:  Climb +5, Listen +1, Intimidate 
  +4, Spot +1; Improved Toughness*, Weapon Focus 
  (greataxe), Power Attack, Improved Bull Rush, Cleave, 
  Weapon Specialization (greataxe). 
   
  Possessions: +1 large greataxe, 2 large javelins, +1 
  large breastplate. 
  * See Appendix 2: New Rules Items 
  Encounter 7: Final Reckoning 
  Half-Illithid* Drow: Male Half-Illithid Drow Ftr3; CR 
  7; Medium Aberration; HD 3d10+3; HP 24; Init +3; Spd 
  30 ft.; AC 19 (+3 Dex, +5 breastplate, +1 natural); touch 
  13, flat-footed 15; Base Atk +3; Grp +4; Atk +7 melee 
  (2d4+1, masterwork spiked chain) or +6 melee (1d4+1, 
  tentacle); Full Atk +2 melee (1d4+1, 4 tentacles); SA 
  mind blast (DC 15), improved grab, extract, psionics 
  (see half-illithid, Appendix Two); SQ telepathy (see 
  half-illithid, Appendix Two), darkvision 120', SR 14, 
  dancing lights, veil of shadow, faerie fire 1/day as 3
  rd 
  level caster; AL NE; SV Fort +3, Ref +5, Will +2; Str 13, 
  Dex 16, Con 13, Int 18, Wis 12, Cha 16. 
   
  Skills and Feats:  Climb +4, Intimidate +7, Jump 
  +4, Knowledge (planes) +6, Listen +4, Spot +4, Swim 
  +3, Tumble +5; Weapon Finesse, Exotic Weapon 
  Proficiency 
  (Spiked 
  Chain), 
  Combat 
  Expertise, 
  Improved Trip.  
   
  Possessions:  Masterwork spiked chain, mithral 
  breastplate. 
  * See Appendix 2: New Rules Items 
  Half-Illithid* Drow: Male Half-Illithid Drow Sor3; 
  CR 7; Medium Aberration; HD 4d4+1; HP 15; Init +2; 
  Spd 30 ft.; AC  (+2 Dex, +1 natural); touch 12, flat-
  footed; Base Atk +1; Grp +1; Atk +1 melee (1d4, 
  tentacle); Full Atk -4(1d4, 4 tentacles); SA mind blast 
  (DC 15), improved grab, extract, psionics (see half-
  illithid, Appendix Two); SQ telepathy (see half-illithid, 
  Appendix Two), darkvision 120', SR 14, dancing lights, 
  veil of shadow*, faerie fire 1/day as 3
  rd level caster; AL 
  NE; SV Fort +3, Ref +4, Will +6; Str 10, Dex 15, Con 13, 
  Int 18, Wis 14, Cha 20. 
   
  Skills and Feats:  Concentration +6, Knowledge 
  (arcane) +8, Knowledge (planes) +9, Listen +5, Spell 
  Craft +9, Spot +4; Toughness.  
   
  Sorcerer Spells Known (5/3; save DC 15 + spell 
  level): 0 – detect magic, ghost sound, mage hand, 
  resistance, touch of fatigue; 1
  st – charm person, ray of 
  enfeeblement, shield. 
  Possessions:  bracers of armor +1, cloak of 
  resistance +1 
  * See Appendix 2: New Rules Items 
  
  Minions of Shadow and Fire 
   
  Page 24 
  APL 8 
  Encounter 3: Stairway to Hell 
  Drow Archers (3):  Male Drow Ftr3; CR 4; Medium 
  Humanoid (Elf); HD 3d10+3; HP 24; Init +3; Spd 30 ft.; 
  AC 17 (+3 Dex, +4 chain shirt); touch 12, flat-footed 14; 
  Base Atk +3; Grp +4; Atk +8 ranged (1d8+1, +1 
  longbow) or +5 melee (1d6+1, masterwork rapier); SQ 
  darkvision 120', SR 14, dancing lights, veil of shadow*, 
  faerie fire 1/day as a 3
  rd level caster; AL NE; SV Fort +4, 
  Ref +4, Will +1; Str 12, Dex 17, Con 12, Int 12, Wis 10, 
  Cha 10. 
   
  Skills and Feats:  Listen +5, Move Silently +5, 
  Search +3, Spot +7; Weapon Focus (longbow), Daylight 
  Adaptation*, Point Blank Shot, Precise Shot. 
   
  Possessions: +1 longbow, masterwork chain shirt, 
  masterwork rapier, 20 arrows, +1 Knockback* arrow. 
  * See Appendix 2: New Rules Items 
   
  Shag’nor:  Male Ogre Ftr4/War Hulk 2; CR 9; Large 
  Giant; HD 4d8+4d10+2d12+32; HP 85; Init +1; spd 40 
  ft.; AC 24 (-1 size, +1 Dex, +5 natural armor, +9 full 
  plate) touch 10, flat-footed 23; Base Atk +7; Grp +21; 
  Atk +20 melee (3d6+19, +2 large greataxe) or +7 ranged 
  (1d8+10, large javelin); Full Atk +18/+13 (3d6+12, +1 
  large greataxe); SA Great Swing; SQ darkvision 60 ft., 
  low-light vision, No Time To Think; AL NE; SV Fort 
  +13, Ref +3, Will +3; Str 30, Dex 12, Con 17, Int 6, Wis 
  12, Cha 4. 
   
  Skills and Feats:  Climb +6, Intimidate +6, Listen 
  +1, Spot +1; Improved Toughness*, Weapon Focus 
  (greataxe), Power Attack, Improved Bull Rush, Cleave, 
  Weapon Specialization (greataxe), Improved Sunder. 
   
  Possessions: +2 large greataxe, 2 large javelins and 
  +1 large full plate. 
  * See Appendix 2: New Rules Items 
  Encounter 7: Final Reckoning 
  Half-Illithid* Drow (2): Male Half-Illithid Drow Ftr3; 
  CR 7; Medium Aberration; HD 3d10+3; HP 24; Init +3; 
  Spd 30 ft.; AC 19 (+3 Dex, +5 breastplate, +1 natural); 
  touch 13, flat-footed 15; Base Atk +3; Grp +4; Atk +7 
  melee (2d4+2, +1 spiked chain) or +6 melee (1d4+1, 
  tentacle); Full Atk +2 melee (1d4+1, 4 tentacles); SA 
  mind blast (DC 15), improved grab, extract, psionics 
  (see half-illithid, Appendix Two); SQ darkvision 120', 
  SR 14, dancing lights, veil of shadow*, faerie fire 1/day 
  as 3
  rd level caster; AL NE; SV Fort +3, Ref +5, Will +2; 
  Str 13, Dex 16, Con 13, Int 18, Wis 12, Cha 16. 
   
  Skills and Feats:  Climb +4, Intimidate +7, Jump 
  +4, Knowledge (planes) +6, Listen +4, Spot +4, Swim 
  +3, Tumble +5; Weapon Finesse, Exotic Weapon 
  Proficiency 
  (Spiked 
  Chain), 
  Combat 
  Expertise, 
  Improved Trip.  
   
  Possessions:  +1 spiked chain, mithral breastplate. 
  * See Appendix 2: New Rules Items 
  Shadow Illithid*: Male Illithid; CR 9; Medium 
  Magical Beast; HD 8d8+8; HP 44; Init +6; Spd 45 ft.; AC 
  15 (+2 Dex, +3 natural); touch 12, flat-footed 13; Base 
  Atk +6; Grp +7; Atk +8 melee (1d4+1, tentacle); Full Atk 
  +8 melee (1d4+1, 4 tentacles); SA mind blast (DC 17), 
  improved grab, extract, psionics; SQ SR 25, telepathy, 
  evasion, mirror image 1/day (see shadow template, 
  Appendix Two); AL LE; SV Fort +3, Ref +4, Will +9; Str 
  12, Dex 14, Con 12, Int 19, Wis 17, Cha 17. 
   
  Skills and Feats:  Bluff +11, Concentration +11, 
  Diplomacy +7, Disguise +3 (+5 acting), Hide +10, 
  Intimidate +9, Knowledge Planes +12, Listen +11, 
  Move Silently +16, Sense Motive +7, Spot +11; Combat 
  Casting, Improved Initiative, Weapon Finesse.  
   
  Spell-like ability: mirror image 1/day.  Caster level 
  5
  th. 
  
  Minions of Shadow and Fire 
   
  Page 25 
  APL 10 
  Encounter 3: Stairway to Hell 
  Drow Archers (4):  Male Drow Ftr4; CR 5; Medium 
  Humanoid (Elf); HD 4d10+4; hp 30; Init +9; Spd 30 ft.; 
  AC 19 (+4 Dex, +5 chain shirt); touch 15, flat-footed 14; 
  Base Atk +4; Grp +5; 
  Atk +10 ranged (1d8+1, +1 longbow) or +6 melee 
  (1d6+1, masterwork rapier); SQ darkvision 120', SR 14, 
  dancing lights, veil of shadow*, faerie fire 1/day as 4
  th 
  level caster; AL NE; SV Fort +5, Ref +5, Will +2; Str 12, 
  Dex 18, Con 12, Int 12, Wis 13, Cha 10. 
   
  Skills and Feats:  Listen +5, Move Silently +5, 
  Search +3, Spot +8; Weapon Focus (longbow), Daylight 
  Adaptation*, Point Blank Shot, Precise Shot, Improved 
  Initiative. 
   
  Possessions: 
  +1 
  longbow, 
  +1 
  chain 
  shirt, 
  masterwork rapier, 20 arrows, 2 +1 Knockback* arrows. 
  * See Appendix 2: New Rules Items 
   
  Shag’nor:  Male Ogre Ftr4/War Hulk 4; CR 11; Large 
  Giant; HD 4d8+4d10+4d12+60; HP 126; Init +1; Spd 40 
  ft.; AC 24 (-1 size, +1 Dex, +5 natural armor, +9 full 
  plate) touch 10, flat-footed 23; Base Atk +7; Grp +23; 
  Atk +22 melee (3d6+22, +2 large adamantine greataxe) 
  or +19 ranged (2d8+12, rock); Full Atk +22/+17; 
  (3d6+22, +2 large adamantine greataxe) or +19/+14 
  (2d8+11, rock); SA Mighty Swing; SQ darkvision 60 ft., 
  low-light vision, No Time To Think; AL NE; SV Fort 
  +16, Ref +5, Will +5; Str 34, Dex 12, Con 20, Int 6, Wis 
  12, Cha 4. 
   
  Skills and Feats:  Climb +8, Intimidate +8, Listen 
  +1, Spot +1; Improved Toughness*, Weapon Focus 
  (greataxe), Power Attack, Improved Bull Rush, Cleave, 
  Weapon Specialization (greataxe), Improved Sunder. 
   
  Possessions: +2 large adamantine greataxe, +1 large 
  full plate, amulet of health +2, cloak of resistance +1. 
  * See Appendix 2: New Rules Items 
  Encounter 7: Final Reckoning 
  Half-Illithid* Drow (2): Male Half-Illithid Drow Ftr4; 
  CR 8; Medium Aberration; HD 4d10+8; HP 34; Init +3; 
  Spd 30 ft.; AC 19 (+3 Dex, +5 breastplate, +1 natural); 
  touch 13, flat-footed 15; Base Atk +4; Grp +5; Atk +9 
  melee (2d4+2, +1 spiked chain), +7 melee (1d4+1, 
  tentacle); Full Atk +3 melee (1d4+1, 4 tentacles); SA 
  mind blast (DC 15), improved grab, extract, psionics 
  (see half-illithid, Appendix Two); SQ telepathy (see 
  half-illithid template, Appendix Two), darkvision 120', 
  SR 14, dancing lights, veil of shadow*, faerie fire 1/day 
  as 3
  rd level caster; AL NE; SV Fort +5, Ref +5, Will +2; 
  Str 13, Dex 16, Con 14, Int 18, Wis 12, Cha 16. 
   
  Skills and Feats:  Climb +4, Intimidate +7, Jump 
  +4, Knowledge (planes) +6, Listen +5, Spot +5, Swim 
  +3, Tumble +6; Weapon Finesse, Weapon Focus 
  (Spiked Chain), Exotic Weapon Proficiency (Spiked 
  Chain), Combat Expertise, Improved Trip.  
   
  Possessions:  +1 spiked chain, mithral breastplate. 
  * See Appendix 2: New Rules Items 
  Shadow Illithid* (3): Male Illithid; CR 9; Medium 
  Magical Beast; HD 8d8+8; HP 44; Init +6; Spd 45 ft.; AC 
  16 (+2 Dex, +3 natural, +1 deflection); touch 13, flat-
  footed 14; Base Atk +6; Grp +7; Atk +8 melee (1d4+1, 
  tentacle); Full Atk +8 melee (1d4+1, 4 tentacles); SA 
  mind blast (DC 17), improved grab, extract, psionics; 
  SQ SR 25, telepathy, evasion, mirror image 1/day 
  (shadow template, see Appendix Two);; AL LE; SV Fort 
  +4, Ref +5, Will +10; Str 12, Dex 14, Con 12, Int 19, Wis 
  17, Cha 17. 
   
  Skills and Feats:  Bluff +11, Concentration +11, 
  Diplomacy +7, Disguise +3 (+5 acting), Hide +10, 
  Intimidate +9, Knowledge (planes) +12, Listen +11, 
  Move Silently +16, Sense Motive +7, Spot +11; Combat 
  Casting, Improved Initiative, Weapon Finesse.  
   
  Possessions:  cloak of resistance +1, ring of 
  protection +1. 
   
  Spell-like ability: mirror image 1/day.  Caster level 
  5
  th. 
  
  Minions of Shadow and Fire 
   
  Page 26 
  APL 12 
  Encounter 3: Stairway to Hell 
  Drow Archers (6):  Male Drow Ftr5; CR 6; Medium 
  Humanoid (Elf); HD 5d10+5; HP 33; Init +9; Spd 30 ft.; 
  AC 19 (+4 Dex, +5 chain shirt); touch 15, flat-footed 14; 
  Base Atk +5; Grp +6; 
  Atk +11 ranged (1d8+2, +2 longbow) or +7 melee 
  (1d6+1, masterwork rapier); SQ darkvision 120', SR 15, 
  dancing lights, veil of shadow*, faerie fire 1/day as 5
  th 
  level caster; AL NE; SV Fort +5, Ref +5, Will +2; Str 12, 
  Dex 18, Con 12, Int 12, Wis 13, Cha 10. 
   
  Skills and Feats:  Listen +5, Move Silently +5, 
  Search +3, Spot +9; Weapon Focus (longbow), Daylight 
  Adaptation*, Point Blank Shot, Precise Shot, Improved 
  Initiative. 
   
  Possessions: 
  +1 
  longbow, 
  +1 
  chain 
  shirt, 
  masterwork rapier, 20 arrows, 2 +1 Knockback* arrows. 
  * See Appendix 2: New Rules Item 
  Shag’nor:  Male Ogre Ftr4/War Hulk4*; CR 11; Large 
  Giant; HD 4d8+4d10+4d12+60; HP 126; Init +1; spd 40 
  ft.; AC 24 (-1 size, +1 Dex, +5 natural armor, +9 full 
  plate) touch 10, flat-footed 23; Base Atk +7; Grp +23; 
  Atk +22 melee (3d6+22, +2 large adamantine greataxe) 
  or +19 ranged (2d8+12, rock); Full Atk +22/+17; 
  (3d6+22, +2 large adamantine greataxe) or +19/+14 
  (2d8+11, rock); SA Mighty Swing; SQ darkvision 60 ft., 
  low-light vision, No Time To Think; AL NE; SV Fort 
  +16, Ref +5, Will +5; Str 34, Dex 12, Con 20, Int 6, Wis 
  12, Cha 4. 
   
  Skills and Feats:  Climb +8, Intimidate +8, Listen 
  +1, Spot +1; Improved Toughness*, Weapon Focus 
  (greataxe), Power Attack, Improved Bull Rush, Cleave, 
  Weapon Specialization (greataxe), Improved Sunder. 
   
  Possessions: +2 large adamantine greataxe, +1 large 
  full plate, amulet of health +2, cloak of resistance +1. 
  * See Appendix 2: New Rules Item 
  Malog:  Male duergar Clr10; CR 11; Medium 
  Humanoid (dwarf); HD 10d8+40; HP 90; Init +4; spd 20 
  ft.; AC 19 (+0 Dex, +9 full plate), touch 10, flat-footed 
  19; Base Atk +7; Grp +8; Atk +9 melee (1d8+1, 
  masterwork heavy mace); Full Atk +9/+4 (1d8+1, 
  masterwork heavy mace); SQ SQ darkvision 120 ft., 2 
  racial bonus on saves against spells and spell-like 
  abilities, 
  stonecunning, 
  immunity 
  to 
  paralysis, 
  phantasms, and poison, light sensitivity, enlarge 
  person, invisibility 1/day as 20
  th level caster; AL LE; SV 
  Fort +10, Ref +3, Will +13; Str 12, Dex 10, Con 16, Int 
  13, Wis 19, Cha 4. 
   
  Skills and Feats:  Concentration +18, Move 
  Silently +4, Listen +2, Spell Craft +13, Spot +1; Skill 
  Focus (Concentration), Iron Will, Improved Initiative, 
  Improved Toughness*.  
   
  Cleric Spells Prepared (6/6/6/5/5/3; save DC 14 + 
  spell level):  0 – cure minor wounds (3), detect magic, 
  read magic, resistance; 1
  st – bane, cure light wounds (2), 
  detect good, protection from good, sanctuary†; 2
  nd - 
  bear’s endurance, bull’s strength, cure moderate 
  wounds (2), hold person, shield other† 3
  rd – cure 
  serious 
  wounds 
  (2), invisibility purge, prayer, 
  protection from energy*; 4
  th – cure critical wounds (2),  
  restoration, spell immunity, spike stones†; 5
  th – break 
  enchantments, spell resistance, wall of stone†.   
  †Domain Spell.  Domains:  Earth, Protection. 
  Possessions:  masterwork heavy mace, +1 full 
  plate, periapt of wisdom +4, holy symbol of Laduguer.  
  * See Appendix 2: New Rules Item 
  Encounter 7: Final Reckoning 
  Shadow Illithid*: Male Illithid Sor2; CR 11; Medium 
  Magical Beast; HD 8d8+2d4+30; HP 71; Init +7; Spd 45 
  ft.; AC 16 (+3 Dex, +3 natural); touch 13, flat-footed 13; 
  Base Atk +7; Grp +8; Atk +9 melee (1d4+1, tentacle); 
  Full Atk +9 melee (1d4+1, 4 tentacles); SA mind blast 
  (DC 21), improved grab, extract, psionics; SQ SR 25, 
  telepathy, evasion, mirror image 1/day (shadow 
  template, see Appendix Two); AL LE; SV Fort +5, Ref 
  +5, Will +11; Str 12, Dex 17, Con 16, Int 20, Wis 14, 
  Cha 21. 
   
  Skills and Feats:  Bluff +16, Concentration +15, 
  Diplomacy +7, Hide +14, Knowledge (planes) +16, 
  Listen +13, Move Silently +20, Spell Craft +18, Spot 
  +13; Ability Focus (mind blast), Combat Casting, 
  Improved Initiative, Weapon Finesse.  
   
  Possessions:  Heward’s Handy Haversack, ring of 
  counterspells. 
   
  Spells Known (6/6; save DC 15 + spell level): 0 – 
  daze, detect magic, read magic, mage hand, touch of 
  fatigue; 1
  st – shield, mage armor.  
  * See Appendix 2: New Rules Item 
  Shadow Illithid*: Male Illithid Rgr2; CR 11; Medium 
  Magical Beast; HD 8d8+2d8+40; HP 85; Init +7; Spd 45 
  ft.; AC 22 (+4 Dex, +3 natural, +5 chain shirt); touch 13, 
  flat-footed 13; Base Atk +8; Grp +10; Atk +10 melee 
  (1d8+3, +1 longsword) and +10 melee (1d6+2, +1 short 
  
  Minions of Shadow and Fire 
   
  Page 27 
  sword) or +12 melee (1d4+2, tentacle); Full Atk +10/+5 
  (1d8+3, +1 longsword) and +10 (1d6+2, +1 short sword) 
  or 4 +12 (1d4+2, tentacle); SA: mind blast (DC 15), 
  improved grab, extract, psionics; SQ SR 25, telepathy, 
  Favored Enemy: elves +2, evasion, mirror image 1/day 
  (shadow template, see Appendix Two); AL LE; SV Fort 
  +8, Ref +9, Will +10; Str 15, Dex 19, Con 16, Int 18, Wis 
  18, Cha 14. 
   
  Skills and Feats Concentration +14, Hide +18, 
  Knowledge (planes) +15, Listen +18, Move Silently 
  +24, Spot +18, Survival +12; Dodge, Improved 
  Initiative, Improved Toughness, Track, Two-Weapon 
  Fighting, Weapon Finesse.  
   
  Possessions:  +1 longsword, +1 short sword, +1 
  mithril chain shirt. 
  Shadow Illithid Monk*: Male Illithid Mnk2; CR 11; 
  Medium Magical Beast; HD 8d8+2d8+30; HP 75; Init 
  +7; Spd 55 ft.; AC 21 (+3 Dex, +3 natural, +4 Wisdom, 
  +1 insight); touch 18, flat-footed 18; Base Atk +7; Grp 
  +14; Atk +10 melee (1d6+3, unarmed strike) or +10 
  melee (1d4+3, tentacle); Full Atk +10/+5 melee (1d6+3, 
  unarmed strike) or +9/+9 melee (1d6+3, flurry of 
  blows) or 4 +10 (1d4+3, tentacle); SA mind blast (DC 
  15), improved grab, extract, psionics; SQ SR 25, 
  telepathy, +2 luck to saves, evasion, mirror image 1/day 
  (shadow template, see Appendix Two); AL LE; SV Fort 
  +10, Ref +10, Will +15; Str 17, Dex 17, Con 16, Int 18, 
  Wis 18, Cha 14. 
   
  Skills and Feats:  Balance +10 Concentration +14, 
  Hide +14, Jump +21, Knowledge (Planes) +15, Listen 
  +16, Move Silently +20, Spot +15, Tumble +10; Combat 
  Reflexes, 
  Dodge, 
  Improved 
  Grapple, 
  Improved 
  Initiative, Mobility, Spring Attack.  
   
  Possessions: boots of striding and springing, dusty 
  rose ioun stone. 
  * See Appendix 2: New Rules Items 
  Shadow Illithid Rogue*: Male Illithid Rog2; CR 11; 
  Medium Magical Beast; HD 8d8+2d6+30; HP 73; Init 
  +8; Spd 45 ft.; AC 21 (+4 Dex, +3 natural, +4 studded 
  leather); touch 14, flat-footed 17; Base Atk +7; Grp +9; 
  Atk +12 (1d6+3, +1 rapier) or +11 melee (1d4+1, 
  tentacle); Full Atk +12/+7 (1d6+3, +1 rapier) or 4 +11 
  (1d4+1, tentacle); SA: mind blast (DC 17), improved 
  grab, extract, psionics; SQ SR 25, telepathy, +2 luck to 
  saves, evasion, mirror image 1/day (shadow template 
  traits, Appendix Two); AL LE; SV Fort +7, Ref +11, Will 
  +10; Str 15, Dex 19, Con 16, Int 20, Wis 14, Cha 16. 
   
  Skills and Feats:  Balance +6, Bluff +17, 
  Concentration +14, Diplomacy + 5, Hide +18, 
  Knowledge (planes) +16, Listen +16, Move Silently 
  +24, Spot +16, Tumble +9, Use Magic Device +9; 
  Combat 
  Expertise, 
  Improved 
  Feint, 
  Improved 
  Initiative, Weapon Finesse.  
   
  Possessions:  +1 rapier, +1 studded leather, dust of 
  disappearance. 
  * See Appendix 2: New Rules Items 
  
  Minions of Shadow and Fire 
   
  Page 28 
  Appendix Two: New Rules Items 
  Knockback [New Weapon Enhancement] as 
  presented in Complete Warrior 
  Knockback weapons often emit a low, almost inaudible 
  hum when drawn. Whenever a knockback weapon hits 
  its target, it initiates a bull rush attack in addition to 
  dealing normal damage. To resolve the bull rush 
  attempt, treat the projectile as a Medium creature with 
  a +8 Strength bonus. The projectile doesn’t provoke an 
  attack of opportunity, and it always tries to push the 
  target as far back as possible. Only ranged weapons can 
  have the knockback ability, and they bestow it on their 
  ammunition. 
  Moderate evocation; CL 11th; Craft Magic Arms and 
  Armor, Bigby’s forceful hand; Price +3 bonus. 
  Daylight Adaptation [General] [New Feat] as 
  presented in Forgotten Realms Campaign 
  Setting) 
  Through long exile from the shadowed homelands of 
  your kind, you have learned to endure the painful 
  sunlight of the surface world. 
   
  Benefit: If you are a type of creature that suffers 
  circumstance penalties when exposed to bright light 
  (such as drow or duergar), you no longer suffer those 
  penalties, whether the light comes from natural or 
  magical sources of illumination. 
  Improved Toughness [General] [New Feat] as 
  presented in Complete Warrior 
  You are significantly tougher than normal. 
   
  Prerequisite: Base Fortitude save bonus +2. 
   
  Benefit; You gain a number of hit points equal to 
  your current Hit Dice. Each time you gain a HD (such 
  as by gaining a level), you gain 1 additional hit point. If 
  you lose a HD (such as by losing a level), you lose 1 hit 
  point permanently. 
   
  Special: A fighter may select Improved Toughness 
  as one of his fighter bonus feats 
  WAR HULK [New Prestige Class] as presented 
  in Miniatures Handbook 
   
  Hit Die: 
   
   d12. 
  REQUIREMENTS 
   
  BAB: 
   
  +5. 
   
  Feats:  
   
  Cleave. 
   
  Special:  
   
  Must be Large or larger. 
   
  CLASS SKILLS 
  The war hulk’s class skills (and the key ability for each 
  skill) are Climb (Str), Intimidate (Cha), and Jump (Str). 
   
  Skill Points at Each Level: 2 + Int modifier. 
   
  CLASS FEATURES 
  All of the following are class features of the war hulk. 
   
  Weapon and Armor Proficiency: War hulks gain 
  no proficiency with any weapon or armor. 
   
  Ability Boost (Ex): As a war hulk gains levels in 
  this prestige class, his Strength score increases as noted 
  in Table 1—12: The War Hulk. These increases stack. 
   
  No Time to Think (Ex): A character with levels 
  in the war hulk prestige class is considered to have 0 
  ranks in all Intelligence-, Wisdom-, and Charisma-
  based skills (whether or not he has bought ranks in 
  them previously). The only exception is the Intimidate 
  skill, which works normally. 
   
  Great Swing (Ex): Starting at 2nd level, a war 
  hulk is able to make a great, sweeping swing with a 
  melee weapon. As a full-round action, the war hulk can 
  choose three squares adjacent to one another (he must 
  threaten all of them). His attack applies to all creatures 
  in those squares. Make one attack roll and apply that 
  roll as an attack against each defender. If the war hulk 
  uses a special attack (such as disarm, trip, or sunder), 
  this special attack affects only the first target; the other 
  creatures are attacked normally. 
  Walls and similar obstacles can block a great swing. 
  Start with one square that the war hulk threatens. Each 
  successive square chosen must be adjacent to the 
  previous square and have line of effect from that 
  square. Two squares separated by a wall, for instance, 
  can’t be chosen as adjacent squares for a great swing. 
  
  Minions of Shadow and Fire 
   
  Page 29 
  Level 
  BAB 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Special 
  1
  st 
  +0 
  +2 
  +0 
  +0 
  No time to think, ability boost (Str +2) 
  2
  nd 
  +0 
  +3 
  +0 
  +0 
  Great swing, ability boost (Str +2) 
  3
  rd 
  +0 
  +3 
  +1 
  +1 
  Mighty rock throwing, ability boost (Str +2) 
  4
  th 
  +0 
  +4 
  +1 
  +1 
  Mighty swing, ability boost (Str +2) 
  5
  th 
  +0 
  +4 
  +1 
  +1 
  Ability boost (Str +2) 
  6
  th 
  +0 
  +5 
  +2 
  +2 
  Sweeping boulder, ability boost (Str +2) 
  7
  th 
  +0 
  +5 
  +2 
  +2 
  Ability boost (Str +2) 
  8
  th 
  +0 
  +6 
  +2 
  +2 
  Massive sweeping boulder, Toughness, ability boost (Str +2) 
  9
  th 
  +0 
  +6 
  +3 
  +3 
  Ability boost (Str +2), Toughness 
  10
  th 
  +0 
  +7 
  +3 
  +3 
  Massive swing, Toughness, ability boost (Str +2) 
   
  Walls and similar obstacles can block a great swing. 
  Start with one square that the war hulk threatens. Each 
  successive square chosen must be adjacent to the 
  previous square and have line of effect from that 
  square. Two squares separated by a wall, for instance, 
  can’t be chosen as adjacent squares for a great swing. 
   
  The war hulk may skip creatures, attacking only 
  those he wants to. For example, if there are three 
  creatures in a row—an enemy, an ally, and another 
  enemy—the war hulk cam choose those three squares 
  for the great swing but strike only the two enemies. 
   
  If a war hulk drops one of his foes with a great 
  swing, he may make a cleave attack normally. 
  However, he may do so only once for every rime he 
  swings, even if he drops more than one foe. 
   
  Mighty Rock Throwing (Ex): Starting at 3rd 
  level, a war hulk gains a powerful rock throwing 
  ability. The character can throw rocks that deal 2d8 
  points of damage with a range increment of 50 feet. 
  (Like all thrown weapons, they have a maximum range 
  of five range increments.) The war hulk uses his 
  Strength modifier instead of his Dexterity modifier on 
  the attack roll. The rock must weigh approximately 50 
  pounds. 
   
  Mighty Swing (Ex): Starting at 4th level, a war 
  hulk can make a mighty swing. A mighty swing is like 
  a great swing, except that it is a standard action rather 
  than a full-round action. Thus, the character can move 
  and make a mighty swing or (if he cam make multiple 
  attacks) make multiple mighty swings in a single 
  round. 
   
  Sweeping Boulder (Ex): Starring at 6th level, a 
  war hulk is able to throw his rocks with such force that 
  they affect two adjacent squares. (The second square 
  must be farther away from the war hulk than the 
  first—they cannot be equidistant from him.) Make one 
  attack roll and apply the result to each target. 
   
  As with great swing, the war hulk must have line 
  of effect from one square to the next. 
   
  Toughness: At 8th, 9th, and 10th level, a war hulk 
  gains Toughness as a bonus feat. 
   
  Massive Sweeping Boulder (Ex): Starring at 8th 
  level, a war hulk is able to throw his rocks with such 
  force that they affect four squares in a line (Each 
  successive square chosen must be farther away from 
  the character.) Only the first creature can be subject to 
  damage from a critical hit or a sneak attack. 
  As with great swing, the war hulk must have line of 
  effect from one square to the next. 
   
  Massive Swing (Ex): A 10th-level war hulk can 
  lash out all around himself with a single attack. 
  Massive swing works like mighty swing, except that its 
  effect is not limited to three squares. The war hulk’s 
  swing affects all squares he threatens. 
   
  HALF ILLITHID [New Template] as presented 
  in Fiend Folio 
  (As modified by the Dungeons & Dragons 3.5 
  Accessory Update) 
   
  ‘Haif-illithid” is an inherited template that can be 
  added to any humanoid other than a human referred to 
  hereafter as the base creature). The creature’s type 
  changes to aberration. It uses all the base creature’s 
  statistics and special abilities except as noted here 
   
  Hit Dice: Change to d8. 
   
  AC: Natural armor improves by +1. 
   
  Attacks: A haif-illithid loses its bite attack (if the 
  base creature has one), but gains four tentacle attacks, 
  in addition to the base creature’s attacks (except for a 
  bite). 
  
  Minions of Shadow and Fire 
   
  Page 30 
   
  Damage: If the base creature does not have 
  tentacle attacks, use the appropriate damage value 
  based on the half illithid’s size (see the table below). 
  Otherwise, use the value from the table or the base 
  creature’s damage, whichever is greater. 
  Size 
  Tentacle 
  Damage 
  Fine 
  -- 
  Diminutive 
  1 
  Tiny 
  1d2 
  Small 
  1d3 
  Medium-size 
  1d4 
  Large 
  1d6 
  Huge 
  1d8 
  Gargantuan 
  2d6 
  Colossal 
  2d8 
   
   
  Special Attacks:  A half-illithid retains all the 
  special attacks of the base creature. It gains the mind 
  flayer special attacks of mind blast, improved grab, and 
  extract, and may also have psionic powers. 
   
  Mind Blast (Sp): A half-illithid can use this attack 
  once per day. It is a cone 40 feet long. Anyone caught 
  in this cone must succeed on a Will save (DC 13 + half-
  illithid’s Int modifier) or be stunned for 1d4 rounds. 
   
  Improved Grab (Ex): If a half-illirhid hits an 
  opponent that is its own size or smaller with a tentacle 
  attack, it deals normal damage and attempts to start a 
  grapple as a free action without provoking an attack of 
  opportunity. If it gets a hold, it attaches the tentacle to 
  the opponent’s head. After a successful grab, the half-
  illithid can try to attach its remaining tentacles with a 
  single grapple check. The opponent can escape with a 
  single successful grapple check or Escape Artist check, 
  but the half-illithid gets a +2 circumstance bonus for 
  every tentacle that was attached at the beginning of the 
  opponent’s turn. 
   
  Extract (Ex): A half-illithid that successfully 
  maintains its hold with all four tentacles for 1 full 
  round automatically extracts the opponent’s brain at 
  the beginning of its next turn, instantly killing that 
  creature. 
   
  Psionics (Sp): A half-illithid with Intelligence or 
  Wisdom of 8 or higher (after the ability score 
  adjustments noted below) gains psionic abilities. These 
  abilities are as spells cast by an 8th-level sorcerer (save 
  DC 13 + spell level). The table below lists the abilities 
  available according to the Hit Dice of the half-illithid. 
  These abilities are cumulative; a half-illithid with 3 HD 
  can use detect thoughts as well as suggestion. 
  HD 
  Psionic Abilities 
  1-2 
  Detect thoughts 3/day 
  3-4 
  Suggestion 3/day 
  5-6 
  Levitate 3/day 
  7+ 
  Charm monster 1/day 
   
   
  Special Qualities:  
  A haif-illithid has all the 
  special qualities of the base creature and also gains the 
  qualities noted below. 
   
  Darkvision (Ex): A half-illithid has darkvision with 
  a range of 60 feet (or as the base creature, whichever is 
  better). 
   
  Spell Resistance (Ex): A half-illithid has spell 
  resistance equal to 10 + its HD. 
   
  Telepathy (Su): A half-illithid can communicate 
  with any creature within 100 feet that has a language. 
   
  Abilities:  Increase from the base creature as 
  follows: Int +4, Wis +4, Cha +4. 
   
  Climate/Terrain:  Same as the base creature and 
  any underground. 
   
  Organization:  Same as the base creature (to a 
  maximum of about 10 creatures) or cult (6-10 plus 3-5 
  mind flayers). 
   
  Challenge Rating: Same as the base creature +3. 
  Alignment: Usually evil (any). 
   
  Level Adjustment: +5 
   
  SHADOW CREATURES [New Template] as 
  presented in Manual of the Planes 
  (As modified by the Dungeons & Dragons 3.5 
  Accessory Update) 
   
  Shadow creatures dwell on the Plane of Shadow, 
  sometimes crossing into other planes where the 
  barriers between dimensions are weak. Just as parts of 
  the Plane of Shadow resemble a strange, distorted 
  version of the Material Plane, shadow creatures 
  superficially resemble creatures from the Material 
  Plane. Shadow creatures are darker, more elusive, and 
  spookier than their material counterparts. Grays and 
  blacks are their most common colors, with white and 
  yellow rarely seen. They are not to be confused with 
  shadows (undead creatures that often dwell on the 
  Plane of Shadow). Other creatures native to the Plane 
  of Shadow exist that have stronger or weaker 
  connections to the energies of that place (such as the 
  shadow mastiff) and do not follow this template. 
   
  
  Minions of Shadow and Fire 
   
  Page 31 
  Creating a Shadow Creature 
   
  “Shadow” is a template that can be added to any 
  corporeal creature (referred to hereafter as the “base 
  creature”). The creature’s type changes to “magical 
  beast.” It otherwise uses all the base creature’s statistics 
  and special abilities except as noted below. 
  Speed:   
  As base creature x 1 1/2. 
  Special Qualities:  
  A shadow creature retains 
  all the special qualities of 
  the base creature and also 
  gains the following ones: 
  • 
  Cold resistance of 5 + 1 per HD, to a 
  maximum of 20. 
  • 
  Darkvision with a range of 60 feet. 
  • 
  Low-light vision. 
  • 
  Shadow Blend (Su): In any conditions other 
  than full daylight, a shadow creature can 
  disappear into the shadows, giving it total 
  concealment. Artificial illumination, even a 
  light or continual flame spell, does not negate 
  this ability. A daylight spell, however, will. 
   
   
  Shadow creatures also have one additional 
  supernatural ability for every 4 HD they possess 
  (minimum of one) chosen from the following list: 
  • 
  +2 luck bonus on all saving throws. 
  • 
  1/day cause fear as a 5
  th level caster. 
  • 
  Damage reduction 5/magic. 
  • 
  Evasion (as the rogue class feature) 
  • 
  1/day mirror image as a 5
  th level caster. 
  • 
  1/day plane shift self as a 15
  th level caster (to 
  or from the Plane of Shadow only). 
  • 
  Fast healing 2, 
   
  If the base creature already has one or more of 
  these special qualities, use the better value. 
   
  Skills:   
   
  Same as the base creature, 
  plus Move Silently +6. 
  Feats:  
   
   
  Same as the base creature. 
  Climate/Terrain: Same as the base creature. 
  Organization: 
   
  Same as the base creature. 
  Challenge Rating:  
  Same as the base creature 
  +1. 
  Treasure:  
   
  Same as the base creature. 
  Alignment:  
   
  Same as the base creature, 
  rarely good. 
  Advancement:   
  Same as the base creature. 
  Level Adjustment:  
  +2 
   
  Veil of Shadow as presented in Miniatures 
  Handbook 
  Evocation [Darkness] 
  Level: 
   
  Asn2, BIk2, dr2, Sor/Wiz 2 
  Components:  
  V, S 
  Casting Time: 
  1 standard action 
  Range:  Personal 
  Target:  You 
  Duration: 
  1 min/level 
   
  Swirling wisps of darkness obscure your form, 
  granting you concealment. The 20% miss chance is 
  active even if the attacker has darkvision. 
   
  This spell effect is suppressed in daylight or in the 
  area of a light spell of 3
  rd level or higher. See invisibility 
  does not counter the veil of shadow’s concealment 
  effect, but a true seeing spell does. 
  
  Minions of Shadow and Fire 
   
  Page 32 
  Appendix Three: Planar Interactions 
  (Excerpted from Manual of the Planes, pages 15-16) 
  By definition, planes are infinite or near-infinite expanses, whether they are flat worlds, layered vaults, or spheres 
  hanging in space. How, then, can they interact? 
  As a metaphor, imagine the various planes floating near each other in a three-dimensional constellation or cluster. They 
  are not necessarily “above” or “below” each other, though there is a social tendency to call good-aligned planes “upper” 
  planes and evil-aligned planes ‘lower” planes. What is important to the cosmology is whether two given planes are 
  separate, coterminous, or coexistent.  
  Separate Planes: Two planes that are separate do not overlap or directly connect to each other. They- are like planets in 
  different orbits. An Outer Plane, or example, may have no direct connection with the Material Plane. The two planes are 
  separate, and the only way to get from one plane to the other is to go through a third plane, such as The Astral Plane. 
  Coterminous Planes: Planes that link together at specific points are coterminous. Think of coterminous planes as 
  touching each other. Where they touch, a connection exists and travelers can leave one reality behind and enter the 
  other. The Astral Plane is a coterminous plane to most other; it exists along side them and can be accessed from them. 
  Coexistent Planes: If a link between two planes can be created at any point, the two planes are coexistent. These planes 
  overlap other completely. A coexistent plane can be reached from anywhere on the plane it overlaps. When moving in a 
  coexistent plane, it is often possible to see into or interact with the plane it coexists with. The Ethereal Plane is 
  coexistent with the Material Plane. Inhabitants of the Ethereal Plane can see into the Material Plane. With the right 
  magic, inhabitants of the Material Plane can likewise see and interact with those on the Ethereal Plane (see invisibility 
  and magic missile, for example, both affect the Ethereal Plane). 
  A plane can be both coexistent and coterminous. The Plane of Shadow, for example, is coexistent because it overlaps the 
  Material Plane and can be accessed from there with the right spell or ability. But it’s also coterminous—it’s possible to 
  enter the Plane of Shadow at certain points, and travel to strange realms beyond the part of the plane that lies coexistent 
  with the Material Plane. 
  
  Minions of Shadow and Fire 
   
  Page 33 
  Appendix Four: DM’s Maps 
  Encounter Two: Point of No Return 
  ` 
  Avalanche area 
  Trap triggers 
  Lever 
  Lever 
  
  Minions of Shadow and Fire 
   
  Page 34 
  Encounter Three: Stairway to Hell 
   
  Unhallow: 
  Silence 
  Unhallow: 
  Dispel Magic 
  
  Minions of Shadow and Fire 
   
  Page 35 
  Encounter Five: Gateway to Night 
  Well 
  shaft 
  Entry point from 
  Encounter Four. 
  
  Minions of Shadow and Fire 
   
  Page 36 
  Encounter Six: Final Reckoning 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Greyhawk/Living Greyhawk - RPGA/VER (Verbobonc)/VER5-03 Minions of Shadow and Fire (3E).pdf