TEXT: Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & 
  DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content.  No portion of this work may be reproduced in any 
  form without permission of the author.  To learn more about the Open Gaming License and the d20 
  system license, please visit www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the 
  Coast, Inc. LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc.  ALL RIGHTS RESERVED. 
  This scenario is intended for tournament use only and may not be reproduced without approval of the 
  RPGA Network.  
   
  BIS4-06 
   
   
   
   
   
   
  Shadows Unearthed 
   
  A One-Round D&D LIVING GREYHAWK®  
  Bissel Regional Adventure 
  Version 1.2 
   
  by Matthew Pennington 
   
   
   
   
  A year ago, the Whispering Woods were haunted by servants of the Necromancer Evard.  Since then, life 
  has returned to normal in that area.  So why is a bizarre artifact from that encounter with evil leading you 
  back?  A Bissel regional adventure for APLs 6-12, and Part Two of the March of Shadows Series. 
   
   
  
  BIS4-06 Shadows Unearthed 
   
  Page 2 
  Introduction 
  This is an RPGA® Network scenario for the 
  Dungeons & Dragons® game. A four-hour time 
  block has been allocated for each round of this 
  scenario, but the actual playing time will be closer to 
  three and a half hours. The rest of the time is spent 
  in preparation before game play, and scoring after 
  the game. The following guidelines are here to help 
  you with both the preparation and voting segment of 
  the game. Read this page carefully so that you 
  know and can communicate to your players the 
  special aspects of playing an RPGA scenario.  
  Preparation  
   
   
   
   
  First you should print this scenario. This scenario 
  was created to support double-sided printing, but 
  printing it single sided will work as well. There is 
  enough room along the inside margin to bind the 
  adventure, if you desire.  
  Read this entire adventure at least once before you 
  run your game. Be sure to familiarize yourself with 
  any special rules, spells, or equipment presented in 
  the adventure. It may help to highlight particularly 
  important passages.  
  When you run an RPGA D&D adventure we 
  assume that you have access to the following 
  books: the Player’s Handbook, the Dungeon 
  Master’s Guide, and the Monster Manual. We also 
  assume that you have a set of dice (at least one d4, 
  d6, d8, d10, d12, and d20), some scrap paper, a 
  pencil, an RPGA table tracking form, and your 
  sense of fun. It is also a good idea to have a way to 
  track movement during combat. This can be as 
  simple as a pad of graph paper and a pencil, as 
  handy as a vinyl grid map and chits, or as elaborate 
  as resin dungeon walls and miniatures. 
  Instruct the players either to prepare their 
  characters now, or wait until you read the 
  introduction, depending on the requirements of the 
  scenario as described in the introduction.  
  Keep in mind that you must have at least four 
  players (not counting the DM), for the game session 
  to be a sanctioned RPGA event. As well, you 
  cannot have more than six players participating in 
  the game. 
  Once you are ready to play, it is handy to instruct 
  each player to place a nametag in front of him or 
  her. The tag should have the player’s name at the 
  bottom, and the character’s name, race, and gender 
  at the top. This makes it easier for the players (and 
  the DM) to keep track of who is playing which 
  character. 
  The players are free to use the game rules to learn 
  about equipment and weapons their characters are 
  carrying. That said, you as the DM can bar the use 
  of even core rulebooks during certain times of play. 
  For example, the players are not free to consult the 
  Dungeon Master’s Guide when confronted with a 
  trap or hazard, or the Monster Manual when 
  confronted with a monster.  
  Some of the text in this scenario is written so that 
  you may present it as written to the players, while 
  other text is for your eyes only. Text for the players 
  will be in gray boxes. It’s strongly recommended 
  that you paraphrase the player text instead of 
  reading it aloud. Some of this text is general and 
  must be adapted to the specific situation or to 
  actions of the player characters. 
  This is a LIVING GREYHAWK Adventure.  As a 
  LIVING adventure it is expected that players bring 
  their own characters with them.  If players do not 
  have a LIVING GREYHAWK character generated, 
  get a copy of the current LIVING GREYHAWK 
  character generation guidelines, and a character 
  sheet from your convention coordinator or the 
  RPGA Web site, and then have any players 
  without a character create one.  Once all players 
  have a LIVING GREYHAWK character, play can 
  begin. 
  Along with the other materials that you are 
  assumed to have in order to run a D&D game, it is 
  also recommended that you have a copy of the 
  LIVING GREYHAWK Gazetteer. 
  Living Greyhawk Levels of Play  
   
  Because players bring their own characters to 
  LIVING GREYHAWK games, this adventure’s 
  challenges are proportioned to the average 
  character level of the PCs participating in the 
  adventure. To determine the Average Party Level 
  (APL): 
  1. Determine the character level for each of the 
  PCs participating in the adventure. 
  2. If PCs bring animals that have been trained for 
  combat (most likely being war horses, dogs 
  trained for war), other than those brought by 
  virtue 
  of 
  a 
  class 
  ability 
  (i.e. 
  animal 
  companions, familiars paladin’s mounts, etc) 
  use the sidebar chart to determine the number 
  of levels you add to the sum above. Add each 
  character’s animals separately. A single PC 
  may only bring four or fewer animals of this 
  
  BIS4-06 Shadows Unearthed 
   
  Page 3 
  type, and animals with different CRs are 
  added separately. 
  3. Sum the results of 1 and 2, and divide by the 
  number of characters playing in the adventure. 
   Round to the nearest whole number. 
  4. If you are running a table of six PCs, add one 
  to that average. 
   
  By following these four steps, you will have 
  determined the APL. Throughout this adventure, 
  APLs categorize the level of challenge the PCs will 
  face. APLS are given in even-numbered 
  increments. If the APL of your group falls on an 
  odd number, ask them before the adventure 
  begins whether they would like to play a harder or 
  easier adventure. Based on their choice, use 
  either the higher or the lower adjacent APL. 
  APL also affects the amount of experience you 
  may gain at the end of the adventure. If your 
  character is three character levels or more either 
  higher or lower than the APL this adventure is 
  being played at, that character will receive only 
  half of the experience points awarded for the 
  adventure. This simulates the face that either your 
  character was not as challenged as normal, or 
  relied on help by higher-level characters to reach 
  the objectives. 
  Note: 
  LIVING 
  GREYHAWK 
  adventures 
  are 
  designed for APL 2 and higher. Four or sometimes 
  even five 1st-level characters may find difficulty 
  with the challenges in a LIVING GREYHAWK 
  adventure. If your group is APL 1 there are two 
  things that you can do to help even the score. 
  1. Attempt to create a table of six 1st-level 
  characters, or try to enlist higher-level 
  characters to play at that table. 
  2. Advise characters to buy riding dogs to help 
  protect them, and fight for them. All riding 
  dogs are considered trained to attack. PCs 
  who want their dogs to attack must succeed at 
  a Handle Animal or Charisma check (DC 10). 
  Failure indicates that the animal will not attack 
  that round. This is a move action (spoken 
  command) that may be attempted each round. 
  If an animal loses half or more hp in a single 
  round it flees, unless another check is 
  successful. 
  Time Units and Upkeep  
   
   
  This is a standard One-round Regional adventure, 
  set in Bissel.  Characters native to Bissel 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. If the PC is a member of the Great Army of 
  Bissel, they can receive Standard Upkeep for no 
  cost, as this is a Military operation. 
   
  # of Animals 
  Mundane 
  Animals Effect 
  on APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  
  BIS4-06 Shadows Unearthed 
   
  Page 4 
  Adventure Background 
   
  Approximately one year ago, servants of the 
  dark god Hextor made an attempt to steal a key to 
  an ancient Gate to the Plane of Shadow that lay 
  deep within the Whispering Wood, a dark forest in 
  the heart of the Barony of Khartizanum. 
   
  Led by a priest named Oveliur, the Hextorites 
  had hoped to find the secrets of how to control the 
  gate and find loyal soldiers amongst the Shadar-
  Kai, a strange fey race native to the Plane of 
  Shadow.  But their plan was foiled by interference 
  from loyal members of the Great Army of Bissel 
  and the Knights of the Watch.   
   
  Unfortunately, the story did not end there.  
  Under the leadership of a new and mysteriously 
  potent “Chosen of Hextor”, Oveliur’s forces 
  managed to drive away Evard’s servants in the 
  Whispering Wood, and have excavated the site of 
  the Gate.  Using the resources of the “Chosen”, 
  they have managed to acquire three of the four 
  keys needed to open the Gate…and now they 
  want the final key! 
   
   
  Adventure Summary 
  By the start if this adventure, Oveliur and his 
  minions (supported by the “Chosen of Hextor”)   
  think that they can open it for short bursts, even 
  without all of the Keys. On the other side, their 
  Shadar-Kai allies are besieged by the forces of the 
  “Black Margrave”, which includes several horrific 
  Nightshades. They are using the other keys 
  (which seem able to home in on each other) to find 
  the one that they lost in the events of Shadows in 
  the Woods. (The key is either in PC possession or 
  in the hands of a Hextorite defector depending on 
  the party’s past experiences) 
   
  Either the PC’s are attacked or they are 
  approached by the defector seeking asylum for his 
  knowledge.  After the fight, they find a key much 
  like their own on an attacker, and with two keys in 
  proximity, are able to track the others back into the 
  Whispering Wood. 
   
  In the Whispering Wood, they come upon the 
  Hextorite’s excavation, which has revealed the 
  Gate to lie in a vault now deep below the forest 
  itself.  The camp is heavily defended by both those 
  loyal to Hextor and by strange tattooed humanoids 
  (the Shadar-Kai that have been able to get to the 
  Prime).  Knowing that time is of the essence (as 
  they will find that that the Gate is close to 
  activation), stealth should look like the best and 
  only option. 
   
  Luckily(?!), Evard has decided to send in his 
  own forces to claim the gate, and will mount his 
  attack first, giving the PC’s a chance to sneak in, 
  learn more about the Gate’s history and function 
  from the ancient texts found there by the 
  Hextorites, and hopefully destroy it and the 
  Hextorite’s leader, Oveliur. 
  Introduction 
   
   
  It is a bright and sunny day in the March of 
  Bissel, but only in a literal sense. The land is 
  still recovering from what is being called “the 
  Deluge”.  Allies of Evard that followed the dark 
  ways of the ancient Ur-Flan managed to drown 
  the Shaala river valley with water from the 
  Barrier Peaks, leaving thousands dead, and 
  the city of Clunther beneath a 20 mile-wide 
  lake.  Lake Hasra (Baklunish for “loss”) has 
  not only changed the landscape of the March, 
  but also the mindset of its people: they seek 
  vengeance from the one called Evard. 
   
  Even here in Pellak, the capitol of the 
  March, there are signs of strain.  Though the 
  repairs are nearly complete, many buildings in 
  the old city are still scorched and blacked from 
  the flames of some hellish wyrm (no doubt in 
  the service of Evard) that attacked the city in 
  the dead of night near winter’s end. 
   
  Despite all of the hardship, though, you 
  can see the dedication on the faces of all the 
  citizens that you see. Evard will be repayed for 
  these acts. 
  DM Note: Please check and see if any PC’s at the 
  table have played BIS3-01 Shadows in the 
  Woods, before continuing.  If any possess the 
  “Strange Key of Obisidian” from that adventure, 
  use Encounter One B. Please allow only ONE key 
  per table. 
   
  Encounter One A: Do I know 
  You?  
  Use this encounter if the PC’s have not played 
  Shadows in the Woods, or if they did not manage 
  
  BIS4-06 Shadows Unearthed 
   
  Page 5 
  to get the “Strange Key of Obsidian” in that 
  adventure. 
   
  As you are passing down the streets on this 
  overcast day, a chill autumn breeze causes 
  you to shiver for a moment.  An instant later, a 
  ragged 
  looking 
  man 
  in 
  mud 
  splattered 
  traveling clothes bursts out of a nearby alley, 
  grasping at you with desperate hands. 
  “Please! You must save me! They must not get 
  the key,” he gasps, winded and at the point of 
  exhaustion.  You can see now that he is a 
  middle-aged man, with thinning grey hair, and 
  the tattered clothes he wears look almost to 
  have been some sort of religious vestments 
  once sometime in the past. 
   
  The man sobs pitifully at your feet for a 
  moment, but is interrupted by several more 
  figures coming out of the alley behind him. The 
  lead figure is a dark man dressed in 
  immaculate grey-tinged traveling clothes, and 
  has a spiked flail in one hand. But it is what is 
  in the other hand that is most striking: a silver 
  symbol of a mailed fist grasping six downward 
  facing arrows. The symbol of the Scourge of 
  Battle, Hextor. 
   
  “Poor brother Mallkan, there is no-place on 
  all of Oerth that a traitor such as you can go to 
  escape the Hounds of Hextor!” the dark figure 
  intones in a raspy voice as the sky begins to 
  drizzle cold rain onto you. 
  The bedraggled figure at the PC’s feet is a minor 
  priest of Hextor, one Mallkan Kellain (Clr 1; hp 7).  
  Mallkan was a farmer’s son from Wintrigvale that 
  fell in with the wrong crowd at a young age, and 
  eventually ended up in the service of a potent 
  priest of Hextor named Oveliur.  In the past few 
  months though, he has been having a crisis of 
  faith.   
   
  He knows just enough about the Hextorites 
  plans that when he found out that not only did he 
  have a son, but he had a grandson, he emotionally 
  collapsed and found that Hextor had stopped 
  granting him power.  Mallkan couldn’t bear the 
  thought of the family he never got to know being 
  slaughtered under the heel of the minions of 
  Hextor, so he waited until he wasn’t being watched 
  (which was more often than he thought), and fled 
  with one of the strange black obsidian keys that 
  Oveliur needed to open the gate to Shadow. 
   
  Unfortunately, he was found out, and his 
  pursuers have caught up with him. 
   
  If players ask about the crowds of civilians 
  around, tell them that strangely enough, there 
  seem to be no bystanders in the immediate area.  
   
  Raobin (and Thog’kel at higher APL’s) are not 
  interested in prisoners, and seem unconcerned 
  about the watch stumbling upon the scene.  
  Though they might banter with the PC’s for a 
  moment (they are both arrogant men, exceedingly 
  confident that their god will protect them), they will 
  attack at the first sign of movement from the PC’s. 
  Creatures: 
  APL 6 (EL 7) 
  Raobin: male human(os) clr5; hp 38; see 
  Appendix One. 
  Hounds of Hextor (2); male half-orc bar3; hp 32 
  ea; See Appendix One. 
  APL 8 (EL 9) 
  Raobin: male human(os) clr6; hp 45; see 
  Appendix One. 
  Thog’Kel, 
  Fist 
  of 
  Hextor: 
  male 
  half-orc 
  bar5/Fist2; hp 71; See Appendix One. 
  Hounds of Hextor (2); male half-orc bar3; hp 32 
  ea; See Appendix One. 
   
  APL 10 (EL 11) 
  Raobin: male human(os) clr7; hp 53; see 
  Appendix One. 
  Thog’Kel, 
  Fist 
  of 
  Hextor: 
  male 
  half-orc 
  bar5/Fist4; hp 89; See Appendix One. 
  Hounds of Hextor (2); male half-orc bar5; hp 57 
  ea; See Appendix One. 
   
  APL 12 (EL 13) 
  Raobin: male human(os) clr9; hp 71; see 
  Appendix One. 
  Thog’Kel, 
  Fist 
  of 
  Hextor: 
  male 
  half-orc 
  bar5/Fist6; hp 107; See Appendix One. 
  Hounds of Hextor (2); male half-orc bar7; hp 79 
  ea; See Appendix One. 
   
  
  BIS4-06 Shadows Unearthed 
   
  Page 6 
  Tactics: 
   
  The streets are fifteen feet wide here, and the 
  buildings are all at least three stories high.  Raobin 
  and his cronies should start in front of an alley 
  twenty feet ahead of the party. 
   
  Raobin and Thog’kel are perfectly willing to 
  take a round to make a show of strength, but when 
  it becomes apparent that the PC’s aren’t going to 
  back down, they viciously try to kill them all.  
  Mallkan will cower behind the PC’s, but if it looks 
  like they are going to lose, he will scream and bolt 
  down the street.  The Hound’s will then be ordered 
  after him. 
   
  Raobin looks out for himself first, buffing until it 
  looks like he cannot avoid combat. At APL 10+, 
  this means using divine power or righteous might 
  and wading in, trying to sunder the weapons of 
  those that stand in his way. 
   
  The Hounds rage and charge in. No surprises 
  here.  They will however, power-attack anyone not 
  in obvious heavy armor. 
   
  Thog’kel revels in battle.  He will generally call 
  upon his strength boost (with a shouted prayer of 
  thanks to Hextor), and wade in raging. Thog’kel 
  will ALWAYS targets those in the livery of 
  Heironeous before all other, taunting them 
  obscenely as he tries to disarm them. 
   
  Development: 
   
  Should Mallkan survive, he will thank all of the 
  gods (and the players) for saving his life.  He will 
  quickly scamper over to Raobin’s body and and 
  claim an oblong mahogany box about eight inches 
  long, which he will hurridly stash in his bag, where 
  observant PC’s will notice that he has another, 
  identical box.  Mallkan will NOT speak of the 
  boxes in public, and will demand to be taken to the 
  Viscountess Saralind Markavan (who PC’s should 
  know is currently in Castle Oversight, handling 
  much of the Margrave’s day-to-day business in 
  these troubled times). 
   
  If PC’s think to investigate where all the 
  people went, they should find that Pellak watch 
  were ordered to block off all streets in the area, as 
  the Nightwatch (a group of rabid anti-undead 
  hunters from the baronies once terrorized most by 
  Evard) had supposedly cornered some foul 
  undead beast, and did not want anyone harmed.  
  Persistent PC’s should be able to learn that the 
  orders came in scant minutes before they were 
  attacked, and that nobody exactly knows WHO the 
  orders came from. 
   
   
  Encounter One B: Got Me 
  Some of that Old Black Magic 
  Use the following encounter if any of the PC’s at 
  the table possess the “Strange Key of Obsidian” 
  from BIS3-02 Shadows in the Woods. The 
  Hextorites will use another key to track the PC 
  down and attempt to take it from them. 
   
  It is a grey and overcast day in Pellak, and 
  the streets have begun to thin out, as the folk 
  look to the skies expecting rain.  But your 
  thoughts are not focused on the weather, but 
  upon the strange obsidian key that you found 
  in the Whispering Woods some time back. 
   
  You were never able to find out what its 
  purpose was, and had all but forgotten it when 
  it stared acting…strangely.  For the last few 
  weeks, it has been humming and vibrating 
  softly, and when you lay it down, it sometimes 
  seems to rotate lazily, like a compass that has 
  lost its sense of direction. 
   
  But it has never vibrated as strongly as it 
  has in the last few seconds. You can feel it 
  rattling amongst your possessions, sending 
  shivers of worry up your spine. 
   
  Shivers that appear to be justified. 
   
  A grey clad figure steps out of a nearby 
  alley, his face cloaked in shadows, and behind 
  him lurk more figures, bulkier and far more 
  threatening. 
   
  “You have something that does not belong 
  to you… the black key. I will…graciously offer 
  you this one chance to return it to me. Throw it 
  on the street. I will count to five,” rasps the 
  figure as they sky begins to rain frigid drizzle 
  upon the suddenly quiet streets. 
   
  From this point, the encounter should run similar 
  to the version above in Encounter One A.  Raobin 
  will patiently count to five before ordering his 
  companions to attack.  If the PC’s make any 
  sudden moves before then, he will also order the 
  attack.  Should the PC’s comply with his request, 
  
  BIS4-06 Shadows Unearthed 
   
  Page 7 
  he will order them to leave, gather up the key, and 
  try to kill the PC’s as they walk away. 
  Creatures: 
  APL 6 (EL 7) 
  Raobin: male human(os) clr5; hp 38; see 
  Appendix One. 
  Hounds of Hextor (2); male half-orc bar3; hp 32 
  ea; See Appendix One. 
  APL 8 (EL 9) 
  Raobin: male human(os) clr6; hp 45; see 
  Appendix One. 
  Thog’Kel, 
  Fist 
  of 
  Hextor: 
  male 
  half-orc 
  bar5/Fist2; hp 71; See Appendix One. 
  Hounds of Hextor (2); male half-orc bar3; hp 32 
  ea; See Appendix One. 
   
  APL 10 (EL 7) 
  Raobin: male human(os) clr7; hp 53; see 
  Appendix One. 
  Thog’Kel, 
  Fist 
  of 
  Hextor: 
  male 
  half-orc 
  bar5/Fist4; hp 89; See Appendix One. 
  Hounds of Hextor (2); male half-orc bar5; hp 57 
  ea; See Appendix One. 
   
  APL 12 (EL 7) 
  Raobin: male human(os) clr9; hp 71; see 
  Appendix One. 
  Thog’Kel, 
  Fist 
  of 
  Hextor: 
  male 
  half-orc 
  bar5/Fist6; hp 107; See Appendix One. 
  Hounds of Hextor (2); male half-orc bar7; hp 79 
  ea; See Appendix One. 
   
  Tactics: 
   
  See above, though they will try to kill the 
  bearer of they key (if it is obvious), before any 
  others. 
  Development: 
   
  Raobin has another obsidian key on his 
  person, in a mahogany box.  When the two keys 
  are brought near each other, the are pulled 
  together much like a magnet.  The two keys 
  together will always try to point towards the 
  location of the other keys (the west, deep within 
  the Whispering Woods).  They can be pulled apart 
  with a bit of effort, if desired. 
   
   
  If PC’s think to investigate where all the 
  people went, they should find that Pellak watch 
  were ordered to block off all streets in the area, as 
  the Nightwatch (a group of rabid anti-undead 
  hunters from the baronies once terrorized most by 
  Evard) had supposedly cornered some foul 
  undead beast, and did not want anyone harmed.  
  Persistent PC’s should be able to learn that the 
  orders came in scant minutes before they were 
  attacked, and that nobody exactly knows WHO the 
  orders came from. 
   
  If the PC’s begin flashing the keys around or 
  speaking of them, they will be advised to see His 
  Lofty Grace’s advisor on all affairs magical, the 
  Viscountess Saralind Markavan, who is currently 
  in Castle Oversight, handling much of the 
  Margrave’s day-to-day activities. 
   
  Should the PC’s experiment with the keys and 
  want to follow them (instead of reporting them), 
  skip ahead to encounter three. 
   
   
  Encounter Two: A Brush 
  With Greatness 
   
  Should the PC’s have Mallkan with them, 
  adjust the text slightly. He is obviously very 
  distressed and paranoid after the attack, and feels 
  that the Viscountess may be the only one who can 
  protect him.  With him in their presence, the 
  guards may give the PC’s a bit more of a hard 
  time. 
   
  The walk to Castle Oversight becomes 
  gradually more unpleasant, as the sky begins 
  to rain more and more of the icy rains down on 
  you, turning the roads to mud.  As you plod 
  along, you pass the tents of the Knights of the 
  Watch that are posted in Pellak, their tents a 
  small town themselves around the Castle.  You 
  can feel the warmth and dryness coming from 
  their tents as you continue up the hillside that 
  overlooks the city. 
   
  Castle Oversight is of recent construction, 
  begun when the Knights of the Watch 
  assumed control of the March.  It was once the 
  
  BIS4-06 Shadows Unearthed 
   
  Page 8 
  source of much deserved hate, but in light of 
  current events, that hate has been aimed 
  elsewhere.  You can barely see its spires in the 
  mists, and wonder what battle-plans are being 
  laid out against the enemies of the March 
  within its halls. 
   
  You are greeted at the gates by a mixed 
  guard of Knights of the Watch and members of 
  the Bissel Free Companies.  The two groups 
  stay on opposite sides of the gates, like 
  children as a harvest dance.  Some habits, it 
  would appear, die harder than others. 
   
   
  If the PC’s are ranking members of the Great 
  Army (Lieutenant or higher), the guards will check 
  their papers, salute, and allow them in.  If they are 
  of lower rank, they will check and double check 
  their papers, but let them in. 
   
  If they are NOT in the Army, or are from out of 
  region, the guards will question them about their 
  business, and who they wish to see (the 
  Viscountess Saralind is the highest ranking 
  government official currently available).  As long 
  as they are given a passable story, they will allow 
  them to pass muttering that, “the Viscountess will 
  see anyone, it seems.” 
   
  Once inside, several servants will relieve them 
  of any soaking cloaks that they wish to be parted 
  from, and a young page will guide them to see the 
  Viscountess.   
   
  Accentuate how clean and new the castle is.  
  Almost sterile.  It has hardly seen use, and is 
  currently in beautiful condition, with tapestries 
  decorated with the heraldry of many famous 
  Knights of the Watch, and those of all the baronies 
  of Bissel, with that of the township of Clunther 
  front and center when they walk in, many small 
  offerings left underneath it in memory of those who 
  were lost there. 
   
  Your trip through the castle is kept 
  surprisingly short, and you find yourselves at 
  a stout door on the ground level.  The boy who 
  has been guiding you says, “milady doesn’t 
  like being cooped up in some high tower…she 
  can’t see the people from there,” he says 
  opening the door for you. 
   
  The room beyond is far cozier and more 
  comfortable than the rest of the stark castle, 
  with many candles and lamps giving off a rosy 
  glow.  The walls are covered in art of varying 
  quality and subject matter, and bookcases line 
  the walls to waist height.  Their contents vary 
  from magical topics to herbalism to histories 
  of many of the lands of the Sheldomar and 
  beyond.  A solid oak desk is covered in neat 
  piles 
  of 
  parchments, 
  with 
  paperweights 
  holding them in place. 
   
  A 
  beautiful, 
  pale 
  blond 
  woman 
  in 
  comfortable, homespun clothes of green and 
  brown is adding wood to a small fire recently 
  started in a hearth on one wall.  Above the 
  hearth is a shield emblazoned with a strange 
  heraldric symbol of a black hound over a tall 
  green tree. 
   
  A Knowledge (Nobility and Royalty) check of 
  DC 25 will reveal the heraldry to be that of the 
  Barony of Rhythorne (now known as Rhomstaff) 
  and its former Baronial family, the Markavans. 
  Also on the mantle is a kerchief, a token of Sir 
  Jerius Greenblade of the Knights of the Watch (a 
  fact she will blushingly admit to if asked directly by 
  a well mannered PC). 
   
  If any PC is cursed by the Deathmask of 
  Evard, the Viscountess will politely ask for them to 
  leave without even turning around. This is a non-
  negotiable point.  If they refuse, then she will ask 
  for them all to leave (still without turning to look at 
  them). 
   
  If present, Mallkan will throw himself at her 
  feet and beg for protection, muttering that “they” 
  know enough to fear her now.  He also apologizes 
  and insists that he knew nothing of the attempt to 
  kidnap her (seen in the Interactive at ConnCon 
  ’04).  She will crouch down to the pitiful mans level 
  and try to calm him, reassuring him that she 
  knows and does not hold him responsible. She’ll 
  glance up to the PC’s at this point and usher them 
  in, and to close the door. Mallkan will relate the 
  information from the Adventure Background above 
  for all of them, between sobs about his family.  
  Saralind will patiently listen to his whole story and 
  then cast a sleep spell upon him, letting him sleep 
  where he lay. She will promise to see him taken 
  care of.  
   
  Otherwise she will greet them all warmly, and 
  face them with a smile.  If the any PC played 
  BIS4-03 Face of the Enemy, she will embrace 
  them, visibly comforted by the presence of those 
  that saved her life. 
   
  If the PC’s wish to catch up on events with 
  her, she is happy to do so.  She has wasted little 
  time trying to heal the March that is so broken 
  from when she was a child.  She turned down the 
  
  BIS4-06 Shadows Unearthed 
   
  Page 9 
  offer to be made Baroness of Kynnerret in the 
  wake of the dreadful business involving its former 
  baron being in league with her brother (Evard). 
  She traveled the March with Lord Cainlen 
  Rashedra and his bride the Lady Jasmine 
  Besselar.  The people were skeptical, but 
  gradually warmed up to them, unused to seeing 
  such “royalty” willing to come down to their level.  
  The very dress she wears was made by a tailor in 
  a tiny thorp in the barony of Skogend, she says 
  with a smile.  His Lofty Grace has been so busy 
  with military and defense matters, that she has 
  been handling much of the day-to-day operations 
  and tasks that the Margrave would normally be 
  doing.  She was also appointed to the Baron’s 
  Council by His Lofty Grace himself, to claim a seat 
  left empty and meant to be filled by the Margrave 
  himself. 
   
  Needless to say, she has been VERY busy. 
   
  The Viscountess will not shy away from 
  discussions about her brother Evard, and is also 
  not shy about how she feels about him: he must 
  be punished for all of the atrocities he has 
  commited.  Death is too good for him. 
   
  If questioned appropriately, PC’s should also 
  find that she has resumed her studies of magic, 
  feeling it best that she be able to protect herself in 
  the future… 
   
  She does NOT radiate evil, but will admit to 
  those skilled enough to notice that she always 
  starts her day with a mind blank spell.  If PC’s 
  question her about it, she will meekly smile and 
  admit that she was never as good at spellcasting 
  as her brother, but she did have a knack for it. 
  Development: 
   
  Should the PC’s mention or reveal the keys to 
  her, she will do anything she can to help.  She can 
  attempt to legend lore  them (which will fail), but 
  she will be able to identify that together, they 
  radiate an aura of conjuration magic, but separate, 
  they do not. 
   
  Use the Viscountess for two things: 
  • 
  To get the PC’s on track to the 
  Whispering Woods (which is where the 
  keys will lead them). She can see to it 
  that they have riding horses if needed. 
  • 
  To fill them in on current events and what 
  has been going on with her life (and 
  theirs). 
   
  Being the Margrave’s chosen heir, the 
  Viscountess is fully empowered to ask that they 
  investigate the keys and the Hextorites (whom she 
  is very eager to see found, as they also attempted 
  to kidnap her early after her awakening). 
  Encounter Three: Something 
  Dark in the Forest 
   
  Following the lead of the keys, you have 
  traveled due west from Pellak, crossing the 
  barony of Paercium and onwards into the what 
  was once the township of Clunther. Its hard 
  not to stop and remember all those lost, and to 
  gaze in awe of the stillness of lake Hasra…  but 
  still the keys pull you onward. 
   
  If the PC’s still wish to purchase any supplies, 
  they may do so in Stahj, the capitol of 
  Khartizanum. 
    Across Khartizanum you ride, and the terrain 
  begins to become more and more wooded, as 
  they 
  lead 
  you 
  invariably 
  towards 
  the 
  Whispering 
  Woods, 
  a 
  pocket 
  of 
  almost 
  primeval forest, shrouded in mists and tales of 
  evil spirits and worse. 
       You are unable to go much farther than the 
  outskirts of the Wood before the vegetation 
  and growth grow too thick for your mounts.  
  You tie them up and begin trekking onwards 
  into the woods.  The wind blowing in the trees 
  creates an otherworldly sound, much as if the 
  trees themselves whisper at your passing. 
  After an hour, it becomes maddening even to 
  think about it. Still the keys vibrate and point in 
  the direction of your goal. 
   
  Allow the PC’s a Spot check (DC 15+APL) to 
  notice that there are subtle signs of passage on 
  the ground ahead of them.  A tracking check (DC 
  16) will show that a pair of figures have passed 
  through the area within the last 8 hours or so.  If a 
  PC beats the DC by 5, he can identify them as soft 
  soled boots that appear to be dwarven in size. (If 
  the PC participated in the Battle of Swordfields, let 
  them know that they recognize the tracks as those 
  of derro).  Following the tracks will lead the PC’s 
  off-track for about 10 minutes until the tracks end 
  suddenly.  A Spellcraft (DC5+APL) check will 
  suggest that they may have magically transported 
  from the spot.  Draw the area for the PC’s on the 
  battlemap (the specifics are not too important, but 
  the area is heavily wooded and has a lot of 
  undergrowth that results in each square of 
  movement costing 10 feet of move, and increases 
  
  BIS4-06 Shadows Unearthed 
   
  Page 10 
  the DC of tumble and move silently checks by 2)
   
  At this point, the PC’s are being hunted.  
  Several shadar-kai (shadow fey) have been 
  observing the PC’s movements from the distance, 
  and will begin to creep closer using the 
  underbrush and the shadows for cover.  The 
  shadar kai are patient, and will wait for the party to 
  spread out a bit before attacking.  
  APL 6 (EL 8) 
  Darklurkers (2): male and female shadar-kai (fey) 
  rog3; hp 32 ea; see Appendix One. 
  Darkrazors (2): male and female shadar-kai (fey) 
  ftr2/rog1; hp 38 ea ea; see Appendix One. 
  APL 8 (EL 10) 
  Darklurkers (2): male and female shadar-kai (fey) 
  rog5; hp 42 ea; see Appendix One. 
  Darkrazors (2): male and female shadar-kai (fey) 
  ftr4/rog1; hp 54 ea ea; see Appendix One. 
  APL 10 (EL 12) 
  Darklurkers (2): male and female shadar-kai (fey) 
  rog7; hp 52 ea; see Appendix One. 
  Darkrazors (2): male and female shadar-kai (fey) 
  ftr6/rog1; hp 70 ea ea; see Appendix One. 
  APL 12 (EL 14) 
  Darklurkers (2): male and female shadar-kai (fey) 
  rog9; hp 63 ea; see Appendix One. 
  Darkrazors (2): male and female shadar-kai (fey) 
  ftr6/rog3; hp 90 ea ea; see Appendix One. 
   
  Tactics: 
   
  These shadar-kai are scouts in the forest area 
  around the dig site.  Fortunately for the PC’s, their 
  freedom from Shadow has made them reckless.  
  They are curious about what the PC’s have found 
  (the tracks), but decide that it would be better 
  sport to slay the intruders than to ask them about 
  it. 
   
  The Darklurkers will always attempt to go after 
  lightly armored characters first, taking advantage 
  of their combat reflexes and reach to set up flanks. 
   The 
  Darkrazors 
  will 
  target 
  anyone 
  with 
  medium/heavy 
  armor 
  or 
  with 
  large, 
  gaudy 
  weapons.  They will do their best to flank and trip 
  their foes, utilizing their combat expertise and 
  power attack if their opponents hit back hard.  If 
  they get badly hurt, they will pull back and hide in 
  plain sight to setup another sneak attack if they 
  can. 
   
  At APL 10-12, the Darklurkers will always 
  sacrifice 1d6 of their sneak attack to cause arterial 
  strikes, which each cause a wound that bleeds for 
  1hp/round.  The Darkrazors will fully take 
  advantage of their hold the line feat to take AoO 
  on anyone that charges them. 
  Development: 
   
  If the PC’s manage to subdue any of their 
  attackers, the shadar-kai will babble to each other 
  in sylvan.  If they notice that a PC understands 
  them, they will switch to elven, and then to 
  common when it becomes apparent that their 
  game is up.  Because of their devotion to their 
  cause (the freedom of their people), they receive a 
  +4 bonus vs all attempts to intimidate or negotiate 
  with them.  Should the PC’s manage to use magic 
  (or talk them into it), they will reveal that they are 
  helping a man named Oveliur, who has promised 
  to save their people on the plane of Shadow from 
  the forces of the Black Margrave.  They know of 
  the Gate, but care little about its functioning, just 
  so long as it works.  Under no circumstance will 
  they reveal anything about the number of troops at 
  the dig or how to get there.  
   
  They know nothing about the small tracks, and 
  will (honestly) admit that there are no creatures of 
  such size that they know of. 
   
  If PC’s tie them up or let them go, they WILL 
  report back to the dig about the intruders. 
   
  Encounter Four: Can You Dig 
  It? 
   
  Getting back on the path that keys are 
  leading you on, the forest remains shadowy 
  and the whispering winds continue for about 
  one hour, when the sounds and the very forest 
  changes.  There are signs of much passage 
  here, and the sounds of men working become 
  louder and louder. 
   
  Another spot check (DC 15+APL) will reveal 
  more of the small dwarvish-looking footprints here 
  too, well concealed and light footed.  A tracking 
  check (DC 16) will reveal them to be barely and 
  
  BIS4-06 Shadows Unearthed 
   
  Page 11 
  hour old.  These track vanish magically, much like 
  those before. 
   
   
  If the shadar-kai from earlier were allowed to 
  escape, then the camp is on full alert, which will 
  result in Evard’s attack starting earlier than 
  planned.  Otherwise, the PC’s should be able to 
  creep ahead to see the dig site. 
   
  Keeping low to the ground and using the 
  exceptionally thick undergrowth for cover, you 
  are able to move into visual range of the 
  source of the sounds.  You are looking down 
  into a shallow valley, no more than one mile 
  long and across.  The floor of the valley itself 
  has been completely cleared of trees and 
  underbrush, most of which has been stacked 
  around the edges of the camp like a crude wall. 
   The valley itself is crawling with men, orcs 
  and more of the grey-skinned fey you 
  encountered earlier.  The orcs and men appear 
  to be excavating a building of some sort, long 
  left hidden here in the forest.  There is a spire 
  of some sort that juts nearly 15 feet out of the 
  ground, its peak crowned by a carving of a 
  strange chair or throne textured to appear as if 
  it is made of spiderwebs.  Judging by its size, 
  a 
  massive 
  structure 
  must 
  lie 
  forgotten 
  underneath the forest floor. 
   
  A 
  knowledge 
  (history) 
  or 
  knowledge 
  (sheldomar valley) check (DC 10+APL) will reveal 
  to the PC’s that it is the Spider Throne: the ancient 
  symbol of the necromancer-king Vecnas empire, 
  which crumbled into the dust thousands of years 
  ago. 
   
  The architecture of the building is of a 
  sweepingly gothic style, and the black granite 
  that composes it seems to radiate and almost 
  palpable 
  aura 
  of 
  ancient, 
  very 
  ancient, 
  darkness.  All around the spire, the workers 
  dig frantically, attempting to find more signs of 
  construction.  Groups of plate-armor clad men 
  oversee the camp, the mailed fist and arrows 
  symbol of Hextor emblazoned on their tunics 
  and shields.  Three large tarpaulins serve as a 
  roof for the workers sleeping area, and a dozen 
  tents are set away from the dig, likely those of 
  the priests.  The grey-pallored fey that you 
  encountered earlier stalk around the camp like 
  caged panthers, periodically vanishing into the 
  shadows, reappearing somewhere else.  In 
  total you’d guess that there must me more 
  than 2 dozen priests and nearly a hundred 
  workers. 
   
  As you watch, a man steps out one tent, 
  and all around him workers fall to their knees 
  and 
  the 
  shadowy 
  fey 
  even 
  nod 
  in 
  subservience.  The man is six feet tall, with the 
  athletic build of a warrior, and clad in shining 
  platemail armor etched with the symbol of 
  Hextor in fine filigree.  His pate is bald, but that 
  is the least important trait you see because of 
  his eyes.  They are radiantly blue, and seem to 
  radiate power, will and authority.  His very 
  poise 
  almost 
  conveys 
  arrogance…but 
  somehow you know it goes beyond that.  This 
  man is blessed in some way by his god of 
  darkness.  He crosses the distance from his 
  tent to the spire, causing men to throw 
  themselves prosate at his feet the whole way.  
  He pauses at an opening that has been cut into 
  the spire, speaks to a priest at his side and 
  smiles warmly to him.  Even from here you see 
  the priest shudder as the bald man passes into 
  the darkness of the spire. 
   
  If the PCs allowed the shadar-kai to escape 
  earlier, skip ahead to Encounter Five, below.  
  Otherwise, allow them to decide what to do.  PC’s 
  with any degree of stealth should be able to nose 
  around (feel free to scare them a bit, though) as 
  the workers and priest are so focused on the task 
  at hand that the idea of intruders hasn’t even 
  passed their minds.  If a PC sneaks into the tents, 
  they should find that they are where the priests 
  rest, Spartan but dry, except for one.  In one of the 
  tents are crates of clean and shiny new weapons 
  and armor.  If the PC investigates them, they will 
  see a mark on each one, that of a Rook.  PC’s in 
  the Great Army of Bissel will instantly recognize 
  this as the forge-symbol found on every piece of 
  equipment crafted for the Great Army of Bissel 
  itself! 
   
  There should be no combat here, but if the 
  PC’s do something stupid (or take too long) skip 
  ahead to Encounter Five. 
   
  Encounter Five: Here Comes 
  the Cavalry? 
   
  The PC’s may have some inkling that there 
  are other forces at work here, and they will find out 
  what those forces are soon enough. 
   
  As you lurk, deciding what to do, feral 
  howls from the forest opposite you, and a 
  legion of grey skinned beastial humanoids 
  erupt from the darkness, ghouls lusting for the 
  
  BIS4-06 Shadows Unearthed 
   
  Page 12 
  flesh of the living!  To their credit, the workers 
  and priests react quickly, moving for weapons 
  and reaching for divine energies to smite their 
  equally unholy foes.  But then the rain begins: 
  steel tipped crossbow bolts  descend into the 
  camp piercing flesh living, and dead alike.  
  From all around the forest opposite you, small 
  dwarf-like creatures with milky white, pupilless 
  eyes come, raining crossbows and arcane 
  magics ahead of them.  Behind them come 
  hobgoblins, screaming battle cries and wading 
  into the camp, black skull brands evident on 
  their forheads. 
   
  But as horrific as the sights below you are, 
  you notice that the keys are vibrating almost 
  uncontrollably all of a sudden, and are 
  pointing directly at the spire…and below it. 
   
   
  Now is the time for the PC’s to live up to their 
  roles as heros. Two enemy factions are locked in 
  combat to the death below…but the battle is still 
  beyond the spire itself.  The PC’s should be able 
  to sprint to the spire unmolested and unnoticed, 
  but should they dawdle, throw some ghouls, derro 
  or hobgoblins out of the Monster Manual at them 
  to keep them moving. 
   
  Should they NOT move in, and instead 
  choose to wait until the battle is resolved, keep 
  reminding them about the sheer numbers of 
  troops that Evard seems to have thrown  against 
  the Hextorites (its around 1000 vs 200 Hextorites), 
  and that they will surely win if given time (Evard 
  has mages, ghouls, derro and a squad of two 
  dozen hill-giants devoted to this fight). The longer 
  they wait, the closer to the spire the battle will get. 
   Should they STILL wait, it will be too late (barring 
  teleportation into and out of the spire): Evards 
  forces will win and the PC’s should flee back to the 
  authorities with the information that they have 
  recovered.  
  Encounter Six: We Owe You 
  One For Shadows In the 
  Woods 
   
  Having made it across to the “entrance” 
  carved into the side of the spire, the last thing 
  you see is a squad of hulking hill-giants 
  bursting into the clearing, sweeping men aside 
  with every swing of their mighty tree-trunk 
  clubs.  Several Hextorites step up and offer up 
  frantic prayers to their god…prayers that are 
  answered by columns of flame and and black 
  necromantic energies that fell several of the 
  brutes. 
   
  The inside of the spire is a spiral staircase 
  that descends into the dark below, where you 
  can hear chanting in a deep and powerful 
  voice 
  echoing 
  from 
  somewhere 
  in 
  the 
  distance.  The walls of the stairwell are 
  covered in carvings. 
   
  The carvings are very ancient records of 
  Vecna’s many mortal conquests.  Kings, Queens, 
  wizards and knights are all shown being slain by 
  his magics or kneeling at the feet of the old man in 
  his spiderweb throne.  Always lurking behind the 
  mortal witch-king Vecna though, is a dour 
  swordsman… 
   
  If PC’s are paying particular attention to the 
  carvings (which extend for the whole 1000 feet 
  that the spire once loomed), allow then a 
  knowledge(planes) or knowledge (arcana) check 
  (DC 15+APL) to notice the story of this place.  
  Images 
  show 
  Vecna 
  at 
  many  
  ”places of power” around the ancient Sheldomar 
  Valley, and binding their energies to create gates 
  of gargantuan emerald, out of which pour more  
  dark minions.  Always pictured are five additional 
  servants, each with a black obsidian key like the 
  PC’s now carry (making the total of six).  
   
  Should the PC’s have the keys out at this 
  point, they should notice that they have changed 
  color from black to an emerald green. 
   
  The spiraling stairway finally ends, putting 
  you hundreds of feet below the surface.  The 
  chanting grows louder, and ahead through an 
  archway looms a vaulting cathedral, lit by a 
  grey eldritch light. 
   
  The chanting stops and deep voice says, 
  “Your keys are close enough for my purposes 
  now.  I offer you this chance to leave them 
  here and leave with your lives, wondering why 
  your puny gods don’t protect you like my lord 
  and his Chosen one does THEIR faithful.” 
   
   
  If any of the PC’s has played Shadows in the 
  Woods, he continues: 
  “I recognize you, you know.  You took MY key 
  from Evard’s lackey. Most rude of you.  
  Perhaps you’ll open your own bellies and 
  bleed to death here on the floor with my lord 
  Hextor’s name on your lips if you’d be so 
  
  BIS4-06 Shadows Unearthed 
   
  Page 13 
  kind,” the man in the next room says, and you 
  can picture the smile on his lips. 
   
  If none of the PC’s has played Shadows in the 
  Woods, he says: 
  “So he has sent assasins to kill me. How 
  unusual for the Necromancer. Come forward 
  so that I may send you back to him in pieces 
  too small for even HIM to re-use.” 
   
   
   
   
  Should the party move in, describe the room 
  to them. 
   
  The cathedral is ovoid in shape, nearly 
  seventy feet long, fifty feet high, and forty feet 
  wide at its center, where you have entered 
  from.  At one end is the source of the 
  witchlight: a thirty-foot diameter ring of 
  emerald which is pulsing with arcane energies. 
   The hazy grey light is sent out in ripples with 
  every pulse.  In the center of it, an image is 
  slowly 
  beginning 
  to 
  form 
  out 
  of 
  the 
  shimmering haze: it looks like an exact 
  duplicate of the very cathedral you are in…only 
  somehow the dark shadows in the mirror 
  version seem somehow darker and even more 
  menacing. 
   
  Standing almost casually in front of the 
  gate is the bald man, four keys that match the 
  two that you currently have clenched in his 
  fist, disturbingly like the symbol of Hextor on 
  his chest. 
   
  “The Chosen said you should live…but I 
  think he’ll be more pleased with your heads. 
  Be good little heroes and die painfully, 
  please.” 
   
  Oveliur has four keys in his hand and the two 
  that the PC’s have are close enough to allow him 
  to keep the gate open… long enough, he hopes, 
  for his shadar-kai reinforcements to arrive.  His 
  devilish allies lie in wait in the darkness around 
  him. 
  APL 6 (EL 9) 
  Oveliur, Hand of the Chosen : male human (o) 
  Clr 7; hp 47 ea; see Appendix One. 
  Bearded Devils (2): hp 49 ea; see Monster 
  Manual. 
  APL 8 (EL 11) 
  Oveliur, Hand of the Chosen : male human (o) 
  Clr 9; hp 60 ea; see Appendix One. 
  Bearded Devils (2): hp 49 ea; see Monster 
  Manual. 
  Erinyes (1): hp 87 ea; see Monster Manual.  
  APL 10 (EL 13) 
  Oveliur, Hand of the Chosen : male human (o) 
  Clr 10/Cntmplt 1; hp 72 ea; see Appendix One. 
  Erinyes (3): hp 87 ea; see Monster Manual.  
  APL 12 (EL 15) 
  Oveliur, Hand of the Chosen : male human (o) 
  Clr 10/Cntmplt 3; hp 83 ea; see Appendix One. 
  Erinyes (6): hp 87 ea; see Monster Manual.  
   
  Tactics: 
   
  Always a favorite of his god Hextor, Oveliur 
  passed from the ranks of common worshiper to 
  zealot when he met the “Chosen of Hextor”.  He 
  always fights to the death and is one-hundred 
  percent sure that his god will protect him. His 
  arrogance is backed up by power, and he always 
  appears calm. 
   
   The devils are gifts from Hextor, and have two 
  goals: to make sure the PC’s cannot flee and to 
  protect Oveliur until reinforcements arrive.  The 
  Erinyes will take advantage of the size and height 
  of the chamber to snipe with arrows (unless 
  Oveliur is in danger). 
    
  Unless the PC’s make special haste to get 
  down the stairs, Oveliur should have had time to 
  pre-cast two spells on himself.  He will use his 
  divine spell power feat (with a +5 to the roll) to 
  enhance his first five spells once the PC’s arrive.  
  Should PC’s be about to reach him for melee 
  combat, he will save one of his rebuke attempts to 
  use the profane boost feat and in the next round 
  cast his largest inflict wounds spell on a PC for 
  maximum damage.  As he fights, he call out 
  blessings to Hextor and curses the PC’s gods as 
  weak.  With his special abilities (feats), he should 
  seem truly blessed by his dark god. 
   
  Development: 
  
  BIS4-06 Shadows Unearthed 
   
  Page 14 
   As the party combats Oveliur, point out that in the 
  gate, figures begin moving towards it from the 
  other side. 
  Round One: The figures are barely visible. 
  Round Two: They are close enough to identify as 
  shadar-kai.  There are a great many of them. 
  Round Three: It becomes apparent that the 
  shadar-kai are, in fact, fighting with strangly grey-
  skinned men wearing tabards that appear to be 
  the rook of Bissel turned upside-down, making it 
  look like a skull. 
  Round Four: The battle on the other side rages on. 
   Periodically, shadar-kai make a run for the gate, 
  but are cut down. Oveliur notices and begins to 
  get violently angry, shouting at no one in 
  particular, “I will not be thwarted by your minions 
  from both sides!” 
  Round Five: Same as round four, but the darkness 
  behind the combat on the other side of the gate is 
  somehow becoming even darker. 
  Round Six:  The darkness coalesces into the 
  forms of three twenty-foot tall figures of blackness. 
   A knowledge(religion) check  DC 20 will reveal 
  them to be Nightwalkers. 
  Round Seven: The shadar-kai begin to die.  The 
  nightwalkers devastate the shadar kai, but leave 
  the strange human soldiers alive. At this point, 
  PC’s that played BIS4-03 Face of the Enemy 
  recognize the soldiers to look much like those they 
  encountered in that adventure. 
  Round 
  Eight: 
  The 
  shadar 
  kai 
  dead, 
  the 
  nightwalkers lock their pin-prick eyes on the party 
  and Oveliur through the gate. Oveliur screams in 
  frustration and drops the keys, trying to crush 
  them. 
  Round Nine: The nightwalkers approach the gate, 
  and one reaches through to try and grab Oveliur.  
  He drops the keys then, if he hasn’t already. 
  Round Ten: Oveliur dies, mercilessly torn to 
  pieces by the nightwalkers like a rag-doll. They 
  turn back towards the party. 
  Round Eleven: They come through. Either the 
  party runs, or they die. 
   
   
  Now, with any luck, things will go better for the 
  party than as described above. 
   
  Any party-member that gets within ten feet of 
  the gate can make a spot check (DC 10+APL) to 
  notice the holes in the emerald gate that 
  seemingly match the keys in size and shape.  If 
  the PC has knowledge (arcana) or knowledge 
  (planes), they may roll against DC 20 to figure out 
  that they keys function because they are pieces of 
  the one whole emerald.  If they make DC 30, they 
  should realize that the gate requires all six pieces 
  (keys) to function fully, and that each one 
  destroyed will weaken the portal.  Destroying all 
  six should seal the gate forever.  This is what 
  Oveliur realizes in round eight.  The keys have a 
  hardness of 5 and 5 hitpoints each. 
   
  Destroying all six keys closes the gate with a 
  loud pop.  Destroying single keys makes it flicker 
  and shrink an bit more each one that is destroyed. 
  Once the gate is closed, all of the keys remain 
  emerald, flushed of the Shadow energies they 
  were filled with by Vecna and his minions 
  centuries ago. 
   
  Encounter Seven: Exit Stage 
  Left 
   
  At this point, the PC’s should realize that its 
  time to go.  As they flee the dig-site, it should be 
  obvious that the Hextorite’s are being slaughtered. 
   Evard’s necromancers are hunched over corpses, 
  raising them as foul undead to help slay those 
  they just fought alongside moments before.  Once 
  again, unless the PC’s stop to gawk, they should 
  be able to flee into the forest unmolested. 
   
  With the grisly battlefield and the sights 
  you witnessed far below burned into your 
  eyes, you flee back from whence you came.  A 
  few times, you’d swear that you heard 
  pursuers, but none are ever seen.  Your 
  mounts are still where you left them, and in a 
  cold-sweat you head back to civilization to 
  warn to Great Army of all that you have seen. 
   
  The authorities will take the PC’s very 
  seriously, given current events, and promise to go 
  back to the site.  The news about the weapons 
  and armor causes many surprised looks, but is 
  quickly written off as stolen supplies. 
    
  Conclusion 
   
  You return to the site of the dig four days 
  later with a Battle of Free Company and 
  Knights of the Watch, eager for combat, but it 
  
  BIS4-06 Shadows Unearthed 
   
  Page 15 
  is all long over by then.  Though you are able 
  to lead them back, there is no sign of any 
  creatures, alive or undead.  The dig site has 
  been ransacked, but anything of value is gone 
  and where the spire once stood, there is 
  naught but dirt.  It has vanished.  The Army 
  promises to investigate further, but no reports 
  ever get back to your ears about the dig site or 
  what other horrors it hid.  These days, there 
  are more important battles to be fought, and 
  with blades not shovels.  Perhaps someday the 
  cursed place will be unearthed, but for now, 
  the shadows of the past, the mysteries of the 
  Whispered One will have to remain just that: 
  mysteries. 
   
  The End 
  Experience Point Summary 
  To award experience for this adventure, add up 
  the values for the objectives accomplished. Then 
  assign the experience award.  Award the total 
  value (objectives plus roleplaying) to each 
  character. 
  Encounter One 
  Defeat the Hextorites 
   
  APL 6 – 210 xp. 
   
  APL 8 – 270 xp. 
   
  APL 10 – 330 xp. 
   
  APL 12 – 390 xp. 
  Encounter Three 
  Defeat the Shadar-Kai 
   
  APL 6 – 240 xp. 
   
  APL 8 – 300 xp. 
   
  APL 10 – 360 xp. 
   
  APL 12 – 420 xp. 
  Encounter Six 
  Close the Gate and Escape Alive 
   
  APL 6 – 270 xp. 
   
  APL 8 – 330 xp. 
   
  APL 10 – 390 xp. 
   
  APL 12 – 450 xp. 
   
  Discretionary Roleplaying Award 
  Judge may allocate up to the following for good 
  role-playing 
   
   
  APL 6 – 180 xp. 
   
  APL 8 – 225 xp. 
   
  APL 10 – 270 xp. 
   
  APL 12 – 315 xp. 
   
  Total Possible Experience 
   
  APL 6 – 900 xp. 
   
  APL 8 – 1125 xp. 
   
  APL 10 – 1350 xp. 
   
  APL 12 – 1575 xp. 
   
  Treasure Summary 
  During an adventure, characters come upon 
  treasure, usually finding it in the possession of their 
  foes.  Every encounter that features treasure has a 
  “treasure” section within the encounter description, 
  giving information about the loot, coins, and magic 
  items that make up the encounter’s treasure. 
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions.  Looting the bodies takes at 
  least 10 minutes per every 5 enemies, and if the 
  characters cannot take the time to loot the bodies, 
  they do not gain this gold.  If you feel it is 
  reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted 
  off by dungeon scavengers, removed from the 
  scene by the local watch, and so on), characters 
  may return to retrieve loot.  If the characters do not 
  loot the body, the gold piece value for the loot is 
  subtracted from the encounter totals given below. 
  The coin total is the number of gold pieces each 
  character gains if they take the coin available.  A 
  normal adventuring party can usually gather this 
  wealth in a round or so.  If for some reason, they 
  pass up this treasure, the coin total is subtracted 
  from the encounter totals given below. 
  Next, the magic items are listed.  Magic item 
  treasure is the hardest to adjudicate, because they 
  are varied and because characters may want to use 
  them during the adventure.  Many times characters 
  must cast identify, analyze dweomer or similar spell 
  to determine what the item does and how to 
  activate it.  In the case of potions, they may use 
  
  BIS4-06 Shadows Unearthed 
   
  Page 16 
  Spellcraft to identify them.  Other times they may 
  attempt to use the item blindly.  If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and 
  the item is used before the end of the adventure, its 
  total is subtracted from the adventure totals below. 
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is 
  the number of gold pieces a characters total and 
  coin value increase at the end of the adventure.  
  Write the total in the GP Gained field of the 
  adventure certificate.  Because this is a Regional 
  scenario, characters may spend additional Time 
  Units to practice professions or create items 
  immediately after the adventure so this total may be 
  modified by other circumstances. 
  L:  Looted gear from enemy 
  C:  Coin, Gems, Jewelry, and other valuables 
  M:  Magic Items (sell value)  
  Encounter One: 
   
  APL 6: L: 165 gp; C: 0 gp; M: chainshirt +2 
  (354 gp); flail+2 (692 gp); heavy steel shield+1 (98 
  gp); 2x greataxe+1 (193 gp ea); 2x ring of 
  protection+1 (167 gp ea). 
   
  APL 8: L: 165 gp; C: 0 gp; M: chainshirt +2 
  (354 gp); flail+2 (692 gp); heavy steel shield+1 (98 
  gp); 2x greataxe+1 (193 gp ea); 2x ring of 
  protection+1 (167 gp ea); breastplate+2 (362 gp); 
  flaming heavy flail +1 (692 gp); potion cats grace 
  (25 gp); potion bulls strength (25 gp). 
   
  APL 10: L: 102 gp; C: 0 gp; M: chainshirt +2 
  (354 gp); flail+2 (692 gp); heavy steel shield+2 
  (347 gp); brooch of shielding (125 gp); 2x 
  greataxe+1 (193 gp ea); 2x chainshirt+1 (104 gp 
  ea); 2x ring of protection+1 (167 gp ea); 
  breastplate+2 (362 gp); flaming heavy flail +2 
  (1526 gp); potion cats grace (25 gp); potion bulls 
  strength (25 gp). 
   
  APL 12: L: 102 gp; C: 0 gp; M: chainshirt +2 
  (354 gp); flail+2 (692 gp); heavy steel shield+2 
  (347 gp); brooch of shielding (125 gp); 2x 
  greataxe+1 (193 gp ea); 2x chainshirt+1 (104 gp 
  ea); 2x ring of protection+1 (167 gp ea); 
  breastplate+2 (362 gp); flaming burst heavy flail 
  +2 (2692 gp); potion cats grace (25 gp); potion 
  bulls strength (25 gp). 
   
  Encounter Three: 
   
   
  APL 6: L: 0 gp; C: 0 gp; M: 4x gal-ralan +1 (53 
  gp ea); 4x cold iron spiked chain+1 (360 gp ea); 
  4x studded leather +2 (347 gp ea). 
   
  APL 8: L: 0 gp; C: 0 gp; M: 4x gal-ralan +1 (53 
  gp ea); 2x cold iron human bane spiked chain+1 
  (860 gp ea); 2x cold iron keen spiked chain+1 
  (860 gp ea);  2x studded leather +2 (347 gp ea); 
  4x ring of protection +2 (666 gp ea). 
   
  APL 10: L: 0 gp; C: 0 gp; M: 4x gal-ralan +1 
  (53 gp ea); 2x cold iron human bane spiked 
  chain+1 (860 gp ea); 2x cold iron keen spiked 
  chain+1 (860 gp ea);  2x studded leather +2 (347 
  gp ea); 4x ring of protection +2 (666 gp ea). 
   
  APL 12: L: 0 gp; C: 0 gp; M: 4x gal-ralan +2 
  (208 gp ea); 2x cold iron human bane spiked 
  chain+2 (1693 gp ea); 2x cold iron keen spiked 
  chain+2 (1693 gp ea);  2x studded leather +2 (347 
  gp ea); 4x ring of protection +3 (1500 gp ea). 
   
  Encounter Seven: 
   
  APL 6: L: 0 gp; C: 0 gp; M: fullplate+1 (220 
  gp); heavy wooden shield +2 (346 gp); flail+1 (192 
  gp); periapt of wisdom +2 (333 gp); ring of the ram 
  (716 gp). 
   
  APL 8: L: 0 gp; C: 0 gp; M: fullplate+1 (220 
  gp); heavy wooden shield of blinding +2 (763 gp); 
  flail+1 (192 gp); periapt of wisdom +2 (333 gp); 
  ring of the ram (716 gp). 
   
  APL 10: L: 0 gp; C: 0 gp; M: fullplate+1 (220 
  gp); heavy wooden shield of blinding +2 (763 gp); 
  flail+1 (192 gp); periapt of wisdom +4 (1333 gp); 
  ring of the ram (716 gp). 
   
  APL 12: L: 0 gp; C: 0 gp; M: medium 
  fortification fullplate+1 (1470 gp); heavy wooden 
  shield of blinding +2 (763 gp); flail+1 (192 gp); 
  periapt of wisdom +6 (3000 gp); ring of the ram 
  (716 gp). 
   
  Total Possible Treasure (Maximum Reward 
  Allowed) 
   
  APL 6: L: 165 gp; C: 0 gp; M: 6711gp) – Total: 
  6876 gp ( 900gp). 
   
  APL 8: L: 165 gp; C: 0 gp; M: 12896 gp) – 
  Total: 13061 gp ( 1300gp). 
   
  APL 10: L: 102 gp; C: 0 gp; M: 14730 gp) – 
  Total: 14832 gp ( 2300gp). 
  
  BIS4-06 Shadows Unearthed 
   
  Page 17 
   
  APL 12: L: 102 gp; C: 0 gp; M: 25481 gp) – 
  Total: 25583 gp ( 3300 gp). 
   
   
  Special 
  Favor of Viscountess Saralind Markavan: 
  Your actions against the Hextorites has earned 
  you the respect and thanks of the Viscountess 
  Markavan.  She is in a position of great power 
  and is much loved by the people of the March, 
  something she is willing to use on your behalf.  
  This Favor may be used to gain access to one 
  single non-restricted weapon/armor upgrade or 
  magic item from Complete Divine or Complete 
  Warrior, whose value is no more than 30,000gp. 
   This 
  access 
  is 
  considered 
  Frequency: 
  Adventure when used. 
   
  Favor of the Church of Heironeous: Word of 
  the actions that you have taken against the 
  Hextorites has reached the highest ears in the 
  Church of Heironeous in Bissel.  As a result they 
  would like to reward your valor and heroism.  
  This favor may be exchanged for ONE of the 
  following benefits, and should be marked USED 
  when it has been redeemed. 
  • 
  You may get any single divine spell of 7th 
  level or less cast on you for 30% off 
  normal DMG NPC spellcasting price. 
  Please note that this does NOT reduce 
  the material costs at all and this favor 
  may NOT be combined with any other 
  favors. 
  • 
  The church is willing to craft any single 
  divine wand from the DMG or any single 
  divine scroll of 6th level or less from the 
  DMG for you.  The spell selected in 
  either case must be available on the 
  cleric or Good domain spell lists. This 
  service takes time, and the item selected 
  will be available for use on the 2nd mod 
  after it is requested.  This access is 
  considered to be Frequency:Adventure 
  when used, and the normal price of the 
  item must be paid. 
    
  Gal-Ralan: When this cold-forged iron armband is 
  donned (taking up the spot where a bracer would 
  be worn), it pierces the wearer’s forearm with long 
  needles of the same metal. The device fixes its 
  wearer’s soul to her body but also causes never-
  ending pain. As long as a character wears a gal-
  ralan, she takes 1 point of Constitution damage 
  that cannot be healed by any means until after the 
  gal-ralan is removed. A gal-ralan provides its 
  wearer with a +1 to +2 resistance bonus on her 
  saving throws. This bonus increases by an 
  additional +2 against death effects, energy drains, 
  and effects that affect the wearer’s soul .  
  Caster Level: 5th; Prerequisites: Craft Wondrous 
  Item, resistance, caster level must be three times 
  that of the gal-ralan’s bonus; Market Price: 625 gp 
  (+1), 2,500 gp (+2); Weight: Negligible. 
  Items for the Adventure 
  Record 
  Item Access 
  APL 6: 
  � Chain Shirt +2 (FREQUENCY: Adventure) 
  � Flail +2 (FREQUENCY: Adventure) 
  � Gal-Ralan +1 (FREQUENCY: Adventure) 
  � Studded 
  Leather 
  +2 
  (FREQUENCY: 
  Adventure) 
  � Heavy Wooden Shield +2 (FREQUENCY: 
  Adventure) 
  � Ring 
  of 
  the 
  Ram 
  (FREQUENCY: 
  Adventure) 
   
   
  APL 8 (all items from APL 6 plus): 
  � Human Bane Cold Iron Spiked Chain +1 
  (FREQUENCY: Adventure) 
  � Keen 
  Cold 
  Iron 
  Spiked 
  Chain 
  +1 
  (FREQUENCY: Adventure) 
  � Heavy Wooden Shield of Blinding +2 
  (FREQUENCY: Adventure) 
  � Brooch 
  of 
  Shielding 
  (FREQUENCY: 
  Adventure) 
  � Breastplate +2 (FREQUENCY: Adventure) 
  � Flaming Heavy Flail +1 (FREQUENCY: 
  Adventure) 
  � Ring of Protection +2 
   
  APL 10 (all items from APL 6, 8 plus): 
  
  BIS4-06 Shadows Unearthed 
   
  Page 18 
  � Heavy Steel Shield +2 (FREQUENCY: 
  Adventure)) 
  � Periapt of Wisdom +4 (FREQUENCY: 
  Adventure) 
  � Flaming Heavy Flail +2 (FREQUENCY: 
  Adventure) 
   
  APL 12 (all items from APL 6, 8, 10 plus): 
  � Gal-Ralan +2 (FREQUENCY: Adventure) 
  � Human Bane Cold Iron Spiked Chain +2 
  (FREQUENCY: Adventure) 
  � Keen 
  Cold 
  Iron 
  Spiked 
  Chain 
  +2 
  (FREQUENCY: Adventure) 
  � Medium 
  Fortification 
  Full 
  Plate 
  +1 
  FREQUENCY: Adventure) 
  � Flaming 
  Burst 
  Heavy 
  Flail 
  +2 
  FREQUENCY: Adventure) 
  � Ring of Protection +3 FREQUENCY: 
  Adventure) 
   
   
  
   
  BIS4-06 Shadows Unearthed 
   
  Page 19 
   
  Appendix One: Adversaries 
  APL 6 
  Encounter One 
  Raobin; male human clr 5 of Hextor; CR 5; HD 5d8+10; hp 38; Init +2; Spd 30 ft.; AC 21(touch 12, flat 
  footed 19)[+6 chain shirt, +3 shield, +2 Dex]; BAB/Grapple +3/+4; Atk +7 melee (d8+3 flail); Full Atk +7 
  melee (d8+3 flail); SA Spellcasting, rebuke undead; SQ Spellcasting; AL LE; SV Fort +6, Ref +3, Will +7; 
  Str 13; Dex 14; Con 14; Int 10; Wis 16; Cha 8. 
   
  Skills and Feats: Concentration +13, Knowledge(religion) +8, Spellcraft +8; Martial weapon 
  proficiency (flail), Weapon focus (flail), Skill focus (concentration), Power attack, Cleave. 
   
  Possesions: Chain shirt +2, flail +2, heavy steel shield +1. 
   
  SpellsPrepared ( 5/4+d/3+d/2+d; base DC= 13 + spell level): 0th – [cure minor wounds (x2), guidance, detect 
  magic (x2)]; 1st – [bane, bless, divine favor, inflict light wounds*,  protection from good]; 2nd – [bull’s strength, 
  bear’s endurance, sound burst, spiritual weapon*]; 3rd – [bestow curse, contagion*, locate object]. 
   
  *Domain Spell. Domains: Destruction (Smite 1xday. +4 to hit, +lvl damage), War (Weapon proficiency and 
  focus with deity’s favored weapon). 
   
  Hounds of Hextor; male half-orc barbarian 3; CR 3; HD 3d12+6; hp 32; Init +2; Spd 40 ft.; AC 17 (touch 
  13, flat footed 15)[+4 chain shirt, +1 ring, +2 Dex]; BAB/Grapple +3/+7; Atk +8 melee (d12+7/x3, 
  greataxe); Full Atk +8 melee (d12+7/x3, greataxe), +6 ranged (d6+4, throwing axe); SA Rage; SQ Fast 
  movement, rage 1xday, trap sense +1, uncanny dodge (dex bonus to AC); AL NE; SV Fort +5, Ref +3, 
  Will +1; Str 18; Dex 14; Con 15; Int 8; Wis 10; Cha 6. 
   
  Skills and Feats: Climb +10, Listen +6, Survival +6; Power Attack, Tracking.  
   
  Possesions: MW Chain shirt, greataxe +1, 4 MW throwing axes, ring of protection +1. 
  When Raging:  hp 40; AC 15 (touch 10, flat footed 13); BAB/Grapple +3/+9; Atk +10 melee (d12+10/x3, 
  greataxe); SV Fort +7, Ref +3, Will +3.  
   
   
  Encounter Three 
  Darklurkers; male and female Shadar-Kai (Fey) Rog3; CR 4; HD 6d6+6; hp 32; Init +4; Spd 30 ft.; AC 19 
  (touch 14, flat footed 15)[studded leather +5, Dex +4]; BAB/Grapple +3/+3; Atk +9 melee (2d4+2, spiked 
  chain); Full Atk +9 melee (2d4+2, spiked chain); SA Sneak attack +3d6; SQ Evasion, hide in plain-sight, 
  shadow curse, superior low-light vision, trap-finding; AL NE; SV Fort +4, Ref +11, Will +5 (+2 vs any save 
  involving death effects or energy drain); Str 12; Dex 19; Con 12; Int 11; Wis 10; Cha 9. 
   
  Skills and Feats:  Hide +13*, Listen +9, Move Silently +13, Search +9, Spot +9, Survival +6, Tumble 
  +13; Exotic Weapon Proficiency (spiked chain)(Bonus), Combat Reflexes, Weapon Finesse, Weapon 
  Focus (spiked chain). *Shadar-Kai have a +10 racial bonus to hide checks in any area not under natural 
  daylight or a daylight spell. 
   
  Possesions: Gal-ralan +1, cold-iron spiked chain +1, studded leather armor +2. 
   
  Hide in Plain Sight (Su): Shadar-Kai may use the hide skill even when being observed.  As long as 
  they are not illuminated by natural sunlight or a daylight spell, the Shadar-Kai may hide without having 
  anything to hide behind. 
   
  Shadow Curse (Su): Whenever a Shadar-Kai is stunned, dazed, staggered or unconscious, it must 
  make a Will save DC 15, or lose a part of its soul to the Plane of Shadow (gain a negative level). See 
  Appendix. 
  
   
  BIS4-06 Shadows Unearthed 
   
  Page 20 
   
   
  Superior Low-light Vision (Ex):  A Shadar-Kai can see four times as far as humans in low-light 
  settings. 
   
  Darkrazors; male and female Shadar-Kai (Fey) Ftr 2/Rog 1; CR 4; HD 4d6+2d10+6; hp 38; Init +4; Spd 
  30 ft.; AC 19 (touch 14, flat footed 15)[studded leather +5, Dex +4]; BAB/Grapple +3/+5; Atk +9 melee 
  (2d4+4, spiked chain); Full Atk +9 melee (2d4+4, spiked chain); SA Sneak attack +2d6; SQ Hide in plain-
  sight, shadow curse, superior low-light vision, trap-finding; AL NE; SV Fort +4, Ref +5, Will +3 (+2 vs any 
  save involving death effects or energy drain); Str 14; Dex 18; Con 12; Int 13; Wis 10; Cha 9. 
   
  Skills and Feats:  Climb +8, Hide +13*, Listen +6, Move Silently +13, Search +6, Spot +9, Survival +6; 
  Exotic Weapon Proficiency (spiked chain)(Bonus), Combat Reflexes, Weapon Finesse, Weapon Focus 
  (spiked chain), Combat Expertise, Improved Trip. *Shadar-Kai have a +10 racial bonus to hide checks in 
  any area not under natural daylight or a daylight spell. 
   
  Possesions: Gal-ralan +1, cold-iron spiked chain +1, studded leather armor +2. 
   
  Hide in Plain Sight (Su): Shadar-Kai may use the hide skill even when being observed.  As long as 
  they are not illuminated by natural sunlight or a daylight spell, the Shadar-Kai may hide without having 
  anything to hide behind. 
   
  Shadow Curse (Su): Whenever a Shadar-Kai is stunned, dazed, staggered or unconscious, it must 
  make a Will save DC 15, or lose a part of its soul to the Plane of Shadow (gain a negative level). See 
  Appendix. 
   
  Superior Low-light Vision (Ex):  A Shadar-Kai can see four times as far as humans in low-light 
  settings. 
   
  Encounter Seven: 
  Oveliur, Hand of the Chosen; male human Clr7 of Hextor; CR 7; HD 7d8+7; hp 47; Init +1; Spd 20 ft.; 
  AC 24 (touch 11, flat footed 23)[full-plate +9, shield +4, Dex +1]; BAB/Grapple +5/+7; Atk +9 melee 
  (d8+3, flail); Full Atk +9 melee (d8+3, flail); SA Spellcasting, rebuke undead; SQ Spellcasting; AL LE; SV 
  Fort +6, Ref +3, Will +9; Str 14; Dex 12; Con 12; Int 10; Wis 17(19); Cha 14. 
   
  Skills and Feats: Concentration +14, Knowledge (history) +10, Knowledge (religion) +10. Spell Focus 
  (evocation), Skill Focus (concentration), Martial Weapon Proficiency (flail), Weapon Focus (flail), Profane 
  Boost, Divine Spell Power. 
   
  Possesions: Full-Plate +1, Heavy Wooden Shield +2, Flail +1, Periapt of Wisdom +2, ring of the ram. 
   
  SpellsPrepared ( 6/5+1/4+1/3+1/2+1; base DC=14 + Spell Level): 0th – [detect magic, light, mending, purify 
  food and drink, read magic x2]; 1st – [comprehend languages, divine favor, doom, inflict light wounds*, obscuring 
  mist, shield of faith]; 2nd – [bear’s endurance, bull’s strength, resist energy, sound burst, spiritual weapon*]; 3rd – 
  [contagion*, invisibility purge, prayer, dispel magic]; 4th – [cure critical wounds, divine power*, freedom of 
  movement].  
   
  *Domain Spell. Domains: Destruction (Smite 1xday. +4 to hit, +lvl damage), War (Weapon proficiency and 
  focus with deity’s favored weapon). 
   
   
  
   
  BIS4-06 Shadows Unearthed 
   
  Page 21 
   
   
  APL 8 
  Encounter One 
  Raobin; male human clr 6 of Hextor; CR 6; HD 6d8+12; hp 45; Init +2; Spd 30 ft.; AC 21(touch 12, flat 
  footed 19)[+6 chain shirt, +3 shield, +2 Dex]; BAB/Grapple +4/+5; Atk +8 melee (d8+3 flail); Full Atk +8 
  melee (d8+3 flail); SA Spellcasting, rebuke undead; SQ Spellcasting; AL LE; SV Fort +7, Ref +4, Will +8; 
  Str 13; Dex 14; Con 14; Int 10; Wis 16; Cha 8. 
   
  Skills and Feats: Concentration +14, Knowledge(religion) +9, Spellcraft +9; Martial weapon 
  proficiency (flail), Weapon focus (flail), Skill focus (concentration), Power attack, Cleave, Improved 
  Sunder. 
   
  Possesions: Chain shirt +2, flail +2, heavy steel shield +1, brooch of shielding. 
   
  SpellsPrepared ( 5/4+d/4+d/3+d; base DC= 13 + spell level): 0th – [cure minor wounds (x2), guidance, detect 
  magic (x2)]; 1st – [bane, bless, divine favor, inflict light wounds*,  protection from good]; 2nd – [bull’s strength, 
  bear’s endurance, silence, sound burst, spiritual weapon*]; 3rd – [bestow curse, contagion*, locate object, prayer]. 
   
  *Domain Spell. Domains: Destruction (Smite 1xday. +4 to hit, +lvl damage), War (Weapon proficiency and 
  focus with diety’s favored weapon). 
   
  Thog’kel, Fist of Hextor; male half-orc Bar5/Fist2; CR 7; HD 5d12+2d10+14 ; hp 71; Init +2; Spd 30 ft.; 
  AC 19 (touch 12, flat footed 17)[breastplate +7, Dex +2]; BAB/Grapple +7/+11; Atk +12 melee (d10+7+d6 
  fire/19-20 x2, heavy flail); Full Atk +12/+7 melee (d10+7+d6 fire/19-20 x2, heavy flail); SA Brutal strike +1, 
  rage, strength boost 1xday; SQ Fast movement, rage 2xday, trap sense +1, uncanny dodge (dex bonus 
  to AC, cannot be flanked); AL LE; SV Fort +9, Ref +2, Will +1; Str 18; Dex 14; Con 14; Int 13; Wis 10; 
  Cha 8. 
   
  Skills and Feats: Climb +12, Intimidate +7, Jump +12, Knowledge(religion) +5, Spot +10; Power 
  Attack, Cleave, Combat Expertise.  
   
  Possesions: Breastplate +2, flaming heavy flail +1, potion cat’s grace, potion bear’s endurance. 
   
  Brutal Strike (Ex): A Fist of Hextor may choose to add this number to a single attack or damage roll 
  each round. You must declare the selection before rolling the dice. 
   
  Strength Boost (Ex): The Fist may call upon Hextor for a +4 bonus to strength, one time a day. This 
  bonus lasts for 4 rounds + the Fist’s class level. 
  When Raging and Strength boosted:  hp 85; AC 17 (touch 10, flat footed 15); BAB/Grapple +7/+15; Atk 
  +16 melee (d10+13+d6 fire/19-20 x3, heavy flail); Full Atk +16/+11 melee (d10+13+d6 fire/19-20 x3, 
  heavy flail) SV Fort +11, Ref +2, Will +3. 
   
  Hounds of Hextor; male half-orc barbarian 3; CR 3; HD 3d12+6; hp 32; Init +2; Spd 40 ft.; AC 17 (touch 
  13, flat footed 15)[+4 chain shirt, +1 ring, +2 Dex]; BAB/Grapple +3/+7; Atk +8 melee (d12+7/x3, 
  greataxe); Full Atk +8 melee (d12+7/x3, greataxe), +6 ranged (d6+4, throwing axe); SA Rage; SQ Fast 
  movement, rage 1xday, trap sense +1, uncanny dodge (dex bonus to AC); AL NE; SV Fort +5, Ref +3, 
  Will +1; Str 18; Dex 14; Con 15; Int 8; Wis 10; Cha 6. 
   
  Skills and Feats: Climb +10, Listen +6, Survival +6; Power Attack, Tracking.  
   
  Possesions: MW Chain shirt, greataxe +1, 4 MW throwing axes, ring of protection +1. 
  When Raging:  hp 40; AC 15 (touch 10, flat footed 13); BAB/Grapple +3/+9; Atk +10 melee (d12+10/x3, 
  greataxe); SV Fort +7, Ref +3, Will +3. 
   
  Encounter Three 
  
   
  BIS4-06 Shadows Unearthed 
   
  Page 22 
   
  Darklurkers; male and female Shadar-Kai (Fey) Rog5; CR 6; HD 8d6+8; hp 42; Init +5; Spd 30 ft.; AC 22 
  (touch 17, flat footed 17)[studded leather +5, Dex +5, ring +2]; BAB/Grapple +4/+5; Atk +11 melee 
  (2d4+2, spiked chain); Full Atk +11 melee (2d4+2, spiked chain); SA Sneak attack +4d6; SQ Evasion, 
  hide in plain-sight, shadow curse, superior low-light vision, trap-finding, uncanny dodge (Dex to AC); AL 
  NE; SV Fort +4, Ref +12, Will +5 (+2 vs any save involving death effects or energy drain); Str 12; Dex 20; 
  Con 12; Int 11; Wis 10; Cha 9. 
   
  Skills and Feats:  Hide +16*, Listen +11, Move Silently +16, Search +11, Spot +11, Survival +8, 
  Tumble +16; Exotic Weapon Proficiency (spiked chain)(Bonus), Combat Reflexes, Weapon Finesse, 
  Weapon Focus (spiked chain). *Shadar-Kai have a +10 racial bonus to hide checks in any area not under 
  natural daylight or a daylight spell. 
   
  Possesions: Gal-ralan +1, human-bane cold-iron spiked chain +1, studded leather armor +2, ring of 
  protection +2. 
   
  Hide in Plain Sight (Su): Shadar-Kai may use the hide skill even when being observed.  As long as 
  they are not illuminated by natural sunlight or a daylight spell, the Shadar-Kai may hide without having 
  anything to hide behind. 
   
  Shadow Curse (Su): Whenever a Shadar-Kai is stunned, dazed, staggered or unconscious, it must 
  make a Will save DC 15, or lose a part of its soul to the Plane of Shadow (gain a negative level). See 
  Appendix. 
   
  Superior Low-light Vision (Ex):  A Shadar-Kai can see four times as far as humans in low-light 
  settings. 
   
  Darkrazors; male and female Shadar-Kai (Fey) Ftr 4/Rog 1; CR 6; HD 4d6+4d10+8; hp 54; Init +4; Spd 
  30 ft.; AC 21 (touch 16, flat footed 17)[studded leather +5, Dex +4, ring +2]; BAB/Grapple +5/+7; Atk +11 
  melee (2d4+4/19-20 x2, spiked chain); Full Atk +11 melee (2d4+4/19-20 x2, spiked chain); SA Sneak 
  attack +2d6; SQ Hide in plain-sight, shadow curse, superior low-light vision, trap-finding; AL NE; SV Fort 
  +7, Ref +11, Will +5 (+2 vs any save involving death effects or energy drain); Str 14; Dex 18; Con 13; Int 
  13; Wis 10; Cha 9. 
   
  Skills and Feats:  Climb +10, Hide +14*, Listen +6, Move Silently +14, Search +6, Spot +9, Survival 
  +6; Exotic Weapon Proficiency (spiked chain)(Bonus), Combat Reflexes, Weapon Finesse, Weapon 
  Focus (spiked chain), Combat Expertise, Improved Trip, Power Attack. *Shadar-Kai have a +10 racial 
  bonus to hide checks in any area not under natural daylight or a daylight spell. 
   
  Possesions: Gal-ralan +1, Keen cold-iron spiked chain +1, studded leather armor +2, ring of 
  protection +2. 
   
  Hide in Plain Sight (Su): Shadar-Kai may use the hide skill even when being observed.  As long as 
  they are not illuminated by natural sunlight or a daylight spell, the Shadar-Kai may hide without having 
  anything to hide behind. 
   
  Shadow Curse (Su): Whenever a Shadar-Kai is stunned, dazed, staggered or unconscious, it must 
  make a Will save DC 15, or lose a part of its soul to the Plane of Shadow (gain a negative level). See 
  Appendix. 
   
  Superior Low-light Vision (Ex):  A Shadar-Kai can see four times as far as humans in low-light 
  settings. 
   
  Encounter Seven: 
  Oveliur, Hand of the Chosen; male human Clr9 of Hextor; CR 9; HD 9d8+9; hp 60; Init +1; Spd 20 ft.; 
  AC 24 (touch 11, flat footed 23)[full-plate +9, shield +4, Dex +1]; BAB/Grapple +6/+8; Atk +10 melee 
  (d8+3, flail); Full Atk +10/+5 melee (d8+3, flail); SA Spellcasting, rebuke undead; SQ Spellcasting; AL LE; 
  SV Fort +7, Ref +4, Will +11; Str 14; Dex 12; Con 12; Int 10; Wis 18(20); Cha 14. 
  
   
  BIS4-06 Shadows Unearthed 
   
  Page 23 
   
   
  Skills and Feats: Concentration +16, Knowledge (history) +12, Knowledge (religion) +12. Spell Focus 
  (evocation), Skill Focus (concentration), Martial Weapon Proficiency (flail), Weapon Focus (flail), Profane 
  Boost, Divine Spell Power, Extra Turning. 
   
  Possesions: Full-Plate +1, Heavy Wooden Shield +2 of Blinding, Flail +1, Periapt of Wisdom +2, ring 
  of the ram. 
   
  SpellsPrepared ( 6/5+1/5+1/4+1/3+1/1+1; base DC=15 + Spell Level): 0th – [detect magic, light, mending, 
  purify food and drink, read magic x2]; 1st – [comprehend languages, divine favor, doom, inflict light wounds*, 
  obscuring mist, shield of faith]; 2nd – [bear’s endurance, bull’s strength, eagle’s splendor, resist energy, sound 
  burst, spiritual weapon*]; 3rd – [blindness/deafness, contagion*, invisibility purge, prayer, dispel magic]; 4th – [air 
  walk, cure critical wounds, divine power*, freedom of movement]; 5th – [flame strike*, righteous might, spell 
  resistance]..  
   
  *Domain Spell. Domains: Destruction (Smite 1xday. +4 to hit, +lvl damage), War (Weapon proficiency and 
  focus with deity’s favored weapon). 
  
   
  BIS4-06 Shadows Unearthed 
   
  Page 24 
   
  APL 10 
  Encounter One 
  Raobin; male human clr 7 of Hextor; CR 7; HD 7d8+14; hp 53; Init +2; Spd 30 ft.; AC 22(touch 12, flat 
  footed 20)[+6 chain shirt, +4 shield, +2 Dex]; BAB/Grapple +5/+6; Atk +9 melee (d8+3 flail); Full Atk +9 
  melee (d8+3 flail); SA Spellcasting, rebuke undead; SQ Spellcasting; AL LE; SV Fort +7, Ref +4, Will +8; 
  Str 13; Dex 14; Con 14; Int 10; Wis 16; Cha 8. 
   
  Skills and Feats: Concentration +15, Knowledge(religion) +10, Spellcraft +10; Martial weapon 
  proficiency (flail), Weapon focus (flail), Skill focus (concentration), Power attack, Cleave, Improved 
  Sunder. 
   
  Possesions: Chain shirt +2, flail +2, heavy steel shield +2, brooch of shielding. 
   
  SpellsPrepared ( 5/5+d/4+d/3+d/1+d; base DC= 13 + spell level): 0th – [cure minor wounds (x2), guidance, 
  detect magic (x2)]; 1st – [bane, bless, cure light wounds, divine favor, inflict light wounds*,  protection from good]; 
  2nd – [bull’s strength, bear’s endurance, silence, sound burst, spiritual weapon*]; 3rd – [bestow curse, contagion*, 
  locate object, prayer]; 4th – [divine power*, freedom of movement]. 
   
  *Domain Spell. Domains: Destruction (Smite 1xday. +4 to hit, +lvl damage), War (Weapon proficiency and 
  focus with diety’s favored weapon). 
   
  Thog’kel, Fist of Hextor; male half-orc Bar5/Fist4; CR 9; HD 5d12+4d10+18 ; hp 89; Init +2; Spd 30 ft.; 
  AC 19 (touch 12, flat footed 17)[breastplate +7, Dex +2]; BAB/Grapple +9/+13; Atk +15 melee (d10+8+d6 
  fire/19-20 x2, heavy flail); Full Atk +15/+10 melee (d10+8+d6 fire/19-20 x2, heavy flail); SA Brutal strike 
  +2, frightful presence 1xday (DC 13), rage, strength boost 1xday; SQ Fast movement, rage 2xday, trap 
  sense +1, uncanny dodge (dex bonus to AC, cannot be flanked); AL LE; SV Fort +10, Ref +3, Will +2; Str 
  18; Dex 14; Con 15; Int 13; Wis 10; Cha 8. 
   
  Skills and Feats: Climb +12, Intimidate +11, Jump +12, Knowledge(religion) +5, Spot +12; Power 
  Attack, Cleave, Combat Expertise, Improved Disarm.  
   
  Possesions: Breastplate +2, flaming heavy flail +2, potion cat’s grace, potion bear’s endurance. 
   
  Brutal Strike (Ex): A Fist of Hextor may choose to add this number to a single attack or damage roll 
  each round. You must declare the selection before rolling the dice. 
   
  Strength Boost (Ex): The Fist may call upon Hextor for a +4 bonus to strength, one time a day. This 
  bonus lasts for 4 rounds + the Fist’s class level. 
   
  Frightful Presence (Ex): The Fist may strike fear into his enemies as a free action, while doing some 
  dramatic action.  The range is 5 ft. per class level. All within this range must succeed at a will save (DC= 
  10+Fist class level+Cha mod) or else be frightened for 5d6 rounds. Those that succeed at the save are 
  shaken for 5d6 rounds. 
  When Raging and Strength boosted:  hp 107; AC 17 (touch 10, flat footed 15); BAB/Grapple +9/+17; Atk 
  +18 melee (d10+13+d6 fire/19-20 x3, heavy flail); Full Atk +18/+13 melee (d10+13+d6 fire/19-20 x3, 
  heavy flail) SV Fort +12, Ref +3, Will +4. 
   
  Hounds of Hextor; male half-orc barbarian 5; CR 5; HD 5d12+15; hp 57; Init +2; Spd 40 ft.; AC 18 
  (touch 13, flat footed 16)[+5 chain shirt, +1 ring, +2 Dex]; BAB/Grapple +5/+9; Atk +10 melee (d12+7/x3, 
  greataxe); Full Atk +10 melee (d12+7/x3, greataxe), +8 ranged (d6+4, throwing axe); SA Rage; SQ Fast 
  movement, rage 2xday, trap sense +1, uncanny dodge (dex bonus to AC, cannot be flanked); AL NE; SV 
  Fort +6, Ref +3, Will +1; Str 18; Dex 14; Con 16; Int 8; Wis 10; Cha 6. 
   
  Skills and Feats: Climb +12, Listen +8, Survival +8; Power Attack, Tracking.  
   
  Possesions: Chain shirt +1, greataxe +1, 4 MW throwing axes, ring of protection +1. 
  
   
  BIS4-06 Shadows Unearthed 
   
  Page 25 
   
  When Raging:  hp 67; AC 16 (touch 11, flat footed 14); BAB/Grapple +5/+11; Atk +12 melee (d12+10/x3, 
  greataxe); SV Fort +8, Ref +3, Will +3. 
   
  Encounter Three 
  Darklurkers; male and female Shadar-Kai (Fey) Rog7; CR 8; HD 10d6+10; hp 52; Init +5; Spd 30 ft.; AC 
  22 (touch 17, flat footed 17)[studded leather +5, Dex +5, ring +2]; BAB/Grapple +6/+7; Atk +13 melee 
  (2d4+2, spiked chain); Full Atk +13/+8 melee (2d4+2, spiked chain); SA Sneak attack +5d6; SQ Evasion, 
  hide in plain-sight, shadow curse, superior low-light vision, trap-finding, trap sense +2, uncanny dodge 
  (Dex to AC); AL NE; SV Fort +5, Ref +13, Will +6 (+2 vs any save involving death effects or energy 
  drain); Str 12; Dex 20; Con 12; Int 11; Wis 10; Cha 9. 
   
  Skills and Feats:  Hide +18*, Listen +13, Move Silently +18, Search +13, Spot +13, Survival +10, 
  Tumble +18; Exotic Weapon Proficiency (spiked chain)(Bonus), Combat Reflexes, Weapon Finesse, 
  Weapon Focus (spiked chain), Arterial Strike. *Shadar-Kai have a +10 racial bonus to hide checks in any 
  area not under natural daylight or a daylight spell. 
   
  Possesions: Gal-ralan +1, human-bane cold-iron spiked chain +1, studded leather armor +2, ring of 
  protection +2. 
   
  Hide in Plain Sight (Su): Shadar-Kai may use the hide skill even when being observed.  As long as 
  they are not illuminated by natural sunlight or a daylight spell, the Shadar-Kai may hide without having 
  anything to hide behind. 
   
  Shadow Curse (Su): Whenever a Shadar-Kai is stunned, dazed, staggered or unconscious, it must 
  make a Will save DC 15, or lose a part of its soul to the Plane of Shadow (gain a negative level). See 
  Appendix. 
   
  Superior Low-light Vision (Ex):  A Shadar-Kai can see four times as far as humans in low-light 
  settings. 
   
  Darkrazors; male and female Shadar-Kai (Fey) Ftr 6/Rog 1; CR 8; HD 4d6+6d10+10; hp 70; Init +4; Spd 
  30 ft.; AC 21 (touch 16, flat footed 17)[studded leather +5, Dex +4, ring +2]; BAB/Grapple +7/+9; Atk +13 
  melee (2d4+6/19-20 x2, spiked chain); Full Atk +13/+8 melee (2d4+6/19-20 x2, spiked chain); SA Sneak 
  attack +2d6; SQ Hide in plain-sight, shadow curse, superior low-light vision, trap-finding; AL NE; SV Fort 
  +8, Ref +12, Will +6 (+2 vs any save involving death effects or energy drain); Str 14; Dex 18; Con 13; Int 
  13; Wis 10; Cha 9. 
   
  Skills and Feats:  Climb +10, Hide +15*, Listen +6, Move Silently +15, Search +6, Spot +10, Survival 
  +6; Exotic Weapon Proficiency (spiked chain)(Bonus), Combat Reflexes, Weapon Finesse, Weapon 
  Focus (spiked chain), Combat Expertise, Improved Trip, Power Attack, Hold the Line, Weapon 
  Specialization (spiked chain). *Shadar-Kai have a +10 racial bonus to hide checks in any area not under 
  natural daylight or a daylight spell. 
   
  Possesions: Gal-ralan +1, Keen cold-iron spiked chain +1, studded leather armor +2, ring of 
  protection +2. 
   
  Hide in Plain Sight (Su): Shadar-Kai may use the hide skill even when being observed.  As long as 
  they are not illuminated by natural sunlight or a daylight spell, the Shadar-Kai may hide without having 
  anything to hide behind. 
   
  Shadow Curse (Su): Whenever a Shadar-Kai is stunned, dazed, staggered or unconscious, it must 
  make a Will save DC 15, or lose a part of its soul to the Plane of Shadow (gain a negative level). See 
  Appendix. 
   
  Superior Low-light Vision (Ex):  A Shadar-Kai can see four times as far as humans in low-light 
  settings. 
   
  
   
  BIS4-06 Shadows Unearthed 
   
  Page 26 
   
  Encounter Seven: 
  Oveliur, Hand of the Chosen; male human Cntmplt1/Clr10 of Hextor; CR 11; HD 10d8+1d6+11; hp 72; 
  Init +1; Spd 20 ft.; AC 24 (touch 11, flat footed 23)[full-plate +9, shield +4, Dex +1]; BAB/Grapple +7/+9; 
  Atk +11 melee (d8+3, flail); Full Atk +11/+6 melee (d8+3, flail); SA Spellcasting, rebuke undead; SQ 
  Divine health,  spellcasting; AL LE; SV Fort +8, Ref +4, Will +15; Str 14; Dex 12; Con 12; Int 10; Wis 
  18(22); Cha 14. 
   
  Skills and Feats: Concentration +18, Knowledge (history) +13, Knowledge (religion) +14. Spell Focus 
  (evocation), Skill Focus (concentration), Martial Weapon Proficiency (flail), Weapon Focus (flail), Profane 
  Boost, Divine Spell Power, Extra Turning. 
   
  Possesions: Full-Plate +1, Heavy Wooden Shield of blinding +2, Flail +1, Periapt of Wisdom +4, ring 
  of the ram. 
   
  Divine Health (Ex): Oveliur is immune to all diseases, even magical ones such as mummy-rot and 
  lycanthropy. 
   
   
  SpellsPrepared ( 6/7+1/5+1/5+1/4+1/3+1/2+1; base DC=16 + Spell Level): 0th – [detect magic, light, mending, 
  purify food and drink, read magic x2]; 1st – [comprehend languages, divine favor, doom, entropic shield, inflict light 
  wounds*, obscuring mist, protection from good, shield of faith]; 2nd – [bear’s endurance, bull’s strength, eagle’s 
  splendor, resist energy, sound burst, spiritual weapon*]; 3rd – [blindness/deafness, bestow curse, contagion*, 
  invisibility purge, prayer, dispel magic]; 4th – [air walk, cure critical wounds, divine power, freedom of movement, 
  unholy blight*]; 5th – [dispel good, flame strike*, righteous might, spell resistance]; 6th – [blade barrier, heal, 
  harm*]..  
   
  *Domain Spell. Domains: Evil (Cast Evil  spells at +1 caster level), Destruction (Smite 1xday. +4 to hit, +lvl 
  damage), War (Weapon proficiency and focus with deity’s favored weapon). 
  
   
  BIS4-06 Shadows Unearthed 
   
  Page 27 
   
  APL 12 
  Encounter One 
  Raobin; male human clr 9 of Hextor; CR 9; HD 9d8+21; hp 71; Init +2; Spd 30 ft.; AC 22(touch 12, flat 
  footed 20)[+6 chain shirt, +4 shield, +2 Dex]; BAB/Grapple +6/+7; Atk +11 melee (d8+4 flail); Full Atk 
  +11/+6 melee (d8+4 flail); SA Spellcasting, rebuke undead; SQ Spellcasting; AL LE; SV Fort +8, Ref +5, 
  Will +9; Str 14; Dex 14; Con 14; Int 10; Wis 16; Cha 8. 
   
  Skills and Feats: Concentration +17, Knowledge(religion) +12, Spellcraft +12; Martial weapon 
  proficiency (flail), Weapon focus (flail), Skill focus (concentration), Power attack, Cleave, Improved 
  Sunder, Toughness. 
   
  Possesions: Chain shirt +2, flail +2, heavy steel shield +2, brooch of shielding. 
   
  SpellsPrepared ( 5/5+d/5+d/4+d/2+d/1+d; base DC= 13 + spell level): 0th – [cure minor wounds (x2), guidance, 
  detect magic (x2)]; 1st – [bane, bless, cure light wounds, divine favor, inflict light wounds*,  protection from good]; 
  2nd – [bull’s strength, bear’s endurance, cure moderate wounds, silence, sound burst, spiritual weapon*]; 3rd – 
  [bestow curse, contagion*, dispel magic, locate object, prayer]; 4th – [cure critical wounds, divine power*, freedom 
  of movement]; 5th -  [flame strike*, righteous might]. 
   
  *Domain Spell. Domains: Destruction (Smite 1xday. +4 to hit, +lvl damage), War (Weapon proficiency and 
  focus with deity’s favored weapon). 
   
  Thog’kel, Fist of Hextor; male half-orc Bar5/Fist6; CR 11; HD 5d12+6d10+22 ; hp 107; Init +2; Spd 30 
  ft.; AC 19 (touch 12, flat footed 17)[breastplate +7, Dex +2]; BAB/Grapple +11/+15; Atk +17 melee 
  (d10+8+d6 fire/19-20 x2, heavy flail); Full Atk +17/+12 melee (d10+8+d6 fire/19-20 x2, heavy flail); SA 
  Brutal strike +2, frightful presence 2xday (DC 13), rage, strength boost 2xday; SQ Fast movement, rage 
  2xday, trap sense +1, uncanny dodge (dex bonus to AC, cannot be flanked); AL LE; SV Fort +11, Ref +4, 
  Will +3; Str 18; Dex 14; Con 15; Int 13; Wis 10; Cha 8. 
   
  Skills and Feats: Climb +13, Intimidate +13, Jump +13, Knowledge(religion) +5, Spot +14; Power 
  Attack, Cleave, Combat Expertise, Improved Disarm.  
   
  Possesions: Breastplate +2, flaming burst heavy flail +2, potion cat’s grace, potion bear’s endurance. 
   
  Brutal Strike (Ex): A Fist of Hextor may choose to add this number to a single attack or damage roll 
  each round. You must declare the selection before rolling the dice. 
   
  Strength Boost (Ex): The Fist may call upon Hextor for a +4 bonus to strength, one time a day. This 
  bonus lasts for 4 rounds + the Fist’s class level. 
   
  Frightful Presence (Ex): The Fist may strike fear into his enemies as a free action, while doing some 
  dramatic action.  The range is 5 ft. per class level. All within this range must succeed at a will save (DC= 
  10+Fist class level+Cha mod) or else be frightened for 5d6 rounds. Those that succeed at the save are 
  shaken for 5d6 rounds. 
  When Raging and Strength boosted:  hp 129; AC 17 (touch 10, flat footed 15); BAB/Grapple +11/+19; Atk 
  +20 melee (d10+13+d6 fire/19-20 x3, heavy flail); Full Atk +20/+15 melee (d10+13+d6 fire/19-20 x3, 
  heavy flail) SV Fort +13, Ref +4, Will +5. 
   
  Hounds of Hextor; male half-orc barbarian 7; CR 7; HD 7d12+21; hp 79; Init +2; Spd 40 ft.; AC 18 
  (touch 13, flat footed 16)[+5 chain shirt, +1 ring, +2 Dex]; BAB/Grapple +7/+11; Atk +13 melee (d12+7/x3, 
  greataxe); Full Atk +13/+8 melee (d12+7/x3, greataxe), +10 ranged (d6+4, throwing axe); SA Rage; SQ 
  DR 1/-, fast movement, rage 2xday, trap sense +2, uncanny dodge (dex bonus to AC, cannot be flanked); 
  AL NE; SV Fort +7, Ref +4, Will +2; Str 18; Dex 14; Con 16; Int 8; Wis 10; Cha 6. 
   
  Skills and Feats: Climb +14, Listen +10, Survival +10; Power Attack, Tracking, Weapon Focus 
  (greataxe).  
  
   
  BIS4-06 Shadows Unearthed 
   
  Page 28 
   
   
  Possesions: Chain shirt +1, greataxe +1, 4 MW throwing axes, ring of protection +1. 
  When Raging:  hp 93; AC 16 (touch 11, flat footed 14); BAB/Grapple +7/+13; Atk +15 melee (d12+10/x3, 
  greataxe); Full Atk +15/+10 melee (d12+10/x3, greataxe); SV Fort +9, Ref +4, Will +4. 
   
  Encounter Three 
  Darklurkers; male and female Shadar-Kai (Fey) Rog9; CR 10; HD 12d6+12; hp 63; Init +5; Spd 30 ft.; 
  AC 23 (touch 18, flat footed 18)[studded leather +5, Dex +5, ring +3]; BAB/Grapple +7/+8; Atk +15 melee 
  (2d4+3, spiked chain); Full Atk +15/+10 melee (2d4+3, spiked chain); SA Sneak attack +6d6; SQ 
  Evasion, hide in plain-sight, shadow curse, superior low-light vision, trap-finding, trap sense +3, uncanny 
  dodge (Dex to AC, cannot be flanked); AL NE; SV Fort +7, Ref +15, Will +8 (+2 vs any save involving 
  death effects or energy drain); Str 12; Dex 21; Con 12; Int 11; Wis 10; Cha 9. 
   
  Skills and Feats:  Hide +20*, Listen +15, Move Silently +20, Search +15, Spot +15, Survival +12, 
  Tumble +20; Exotic Weapon Proficiency (spiked chain)(Bonus), Combat Reflexes, Weapon Finesse, 
  Weapon Focus (spiked chain), Arterial Strike, Dodge. *Shadar-Kai have a +10 racial bonus to hide 
  checks in any area not under natural daylight or a daylight spell. 
   
  Possesions: Gal-ralan +2, Human bane cold-iron spiked chain +2, studded leather armor +2, ring of 
  protection +3. 
   
  Hide in Plain Sight (Su): Shadar-Kai may use the hide skill even when being observed.  As long as 
  they are not illuminated by natural sunlight or a daylight spell, the Shadar-Kai may hide without having 
  anything to hide behind. 
   
  Shadow Curse (Su): Whenever a Shadar-Kai is stunned, dazed, staggered or unconscious, it must 
  make a Will save DC 15, or lose a part of its soul to the Plane of Shadow (gain a negative level). See 
  Appendix. 
   
  Superior Low-light Vision (Ex):  A Shadar-Kai can see four times as far as humans in low-light 
  settings. 
   
  Darkrazors; male and female Shadar-Kai (Fey) Ftr 6/Rog 3; CR 10; HD 6d6+6d10+24; hp 90; Init +4; 
  Spd 30 ft.; AC 22 (touch 17, flat footed 18)[studded leather +5, Dex +4, ring +3]; BAB/Grapple +9/+11; 
  Atk +16 melee (2d4+7, spiked chain); Full Atk +16/+11 melee (2d4+7, spiked chain); SA Sneak attack 
  +3d6; SQ Evasion, hide in plain-sight, shadow curse, superior low-light vision, trap-finding; AL NE; SV 
  Fort +11, Ref +14, Will +8 (+2 vs any save involving death effects or energy drain); Str 14; Dex 18; Con 
  14; Int 13; Wis 10; Cha 9. 
   
  Skills and Feats:  Climb +10, Hide +19*, Listen +6, Move Silently +19, Search +6, Spot +10, Survival 
  +6, Tumble +16; Exotic Weapon Proficiency (spiked chain)(Bonus), Combat Reflexes, Weapon Finesse, 
  Weapon Focus (spiked chain), Combat Expertise, Improved Trip, Power Attack, Hold the Line, Weapon 
  Specialization (spiked chain), Cleave. *Shadar-Kai have a +10 racial bonus to hide checks in any area 
  not under natural daylight or a daylight spell. 
   
  Possesions: Gal-ralan +2, Keen cold-iron spiked chain +2, studded leather armor +2, ring of 
  protection +3. 
   
  Hide in Plain Sight (Su): Shadar-Kai may use the hide skill even when being observed.  As long as 
  they are not illuminated by natural sunlight or a daylight spell, the Shadar-Kai may hide without having 
  anything to hide behind. 
   
  Shadow Curse (Su): Whenever a Shadar-Kai is stunned, dazed, staggered or unconscious, it must 
  make a Will save DC 15, or lose a part of its soul to the Plane of Shadow (gain a negative level). See 
  Appendix. 
   
  Superior Low-light Vision (Ex):  A Shadar-Kai can see four times as far as humans in low-light 
  settings. 
  
   
  BIS4-06 Shadows Unearthed 
   
  Page 29 
   
   
  Encounter Seven: 
  Oveliur, Hand of the Chosen; male human Cntmplt3/Clr10 of Hextor; CR 13; HD 10d8+3d6+13; hp 83; 
  Init +1; Spd 20 ft.; AC 24 (touch 11, flat footed 23)[full-plate +9, shield +4, Dex +1]; BAB/Grapple +8/+10; 
  Atk +12 melee (d8+3, flail); Full Atk +12/+7 melee (d8+3, flail); SA Spellcasting, rebuke undead; SQ 
  Divine health, divine wholeness, slippery mind, spellcasting; AL LE; SV Fort +9, Ref +5, Will +17; Str 14; 
  Dex 12; Con 12; Int 10; Wis 19(25); Cha 14. 
   
  Skills and Feats: Concentration +20, Knowledge (history) +14, Knowledge (religion) +16. Spell Focus 
  (evocation), Skill Focus (concentration), Martial Weapon Proficiency (flail), Weapon Focus (flail), Profane 
  Boost, Divine Spell Power, Extra Turning, Divine Might. 
   
  Possesions :Medium fortification Full-Plate +1, Heavy Wooden Shield of blinding +2, Flail +1, Periapt 
  of Wisdom +6, ring of the ram. 
   
  Divine Health (Ex): Oveliur is immune to all diseases, even magical ones such as mummy-rot and 
  lycanthropy. 
   
   
  Slippery Mind (Ex): If Oveliur fails any save against an enchantment spell, the following round he may 
  make a second attempt.  He only gets one extra chance to succeed per spell. 
   
  Divine Wholeness (Su): Oveliur is capable of healing his own wounds by sheer faith and will. He can 
  heal a total of 12hp per day, and can split it into multiple uses. 
   
  SpellsPrepared ( 6/7+1/6+1/6+1/5+1/4+1/3+1/2+1; base DC=17 + Spell Level): 0th – [detect magic, light, 
  mending, purify food and drink, read magic x2]; 1st – [comprehend languages, divine favor, doom, entropic shield, 
  inflict light wounds*, obscuring mist, protection from good, shield of faith]; 2nd – [bear’s endurance, bull’s strength, 
  eagle’s splendor, resist energy x2, sound burst, spiritual weapon*]; 3rd – [blindness/deafness, bestow curse, 
  contagion*, invisibility purge,magic vestment, prayer, dispel magic]; 4th – [air walk, cure critical wounds, divine 
  power, freedom of movement, greater magic weapon, unholy blight*]; 5th – [dispel good, flame strike*x2, righteous 
  might, spell resistance]; 6th – [blade barrier, heal, harm*, heroes feast(cast daily)]; 7th – [destruction, 
  disintegrate*, repulsion].  
   
  *Domain Spell. Domains: Evil (Cast Evil spells at +1 caster level), Destruction (Smite 1xday. +4 to hit, +lvl 
  damage), War (Weapon proficiency and focus with deity’s favored weapon). 
   
   
   
  
   
  BIS4-06 Shadows Unearthed 
   
  Page 30 
   
  Appendix Two: Prestige Classes 
   
  Contemplative as presented in Complete Divine 
  For any servant of a deity, no joy is greater than at those rare moments when the presence of her patron 
  deity is a real tangible force, sending shivers of power through her body and sending her soul soaring.  
  For some, the taste of this experience is such a powerful attraction that they begin devoting their lives to 
  cultivating it, hoping to attain greater closeness to their deity through a life of contemplation.  Spending 
  hours in prayer and meditation, these devoted followers purify their souls, making them worthy of closer 
  contact with the divine.  While some contemplatives withdraw from the world into private retreats, others 
  remain active, even adventuring, finding that true nearness to their deity comes from living out the deity’s 
  will in the world.  In return they find their minds, bodies, and souls purified, perfected, and finally brought  
  Hit Die: d6. 
  Requirements 
  To qualify to become a contemplative, a character must fulfill all the following criteria. 
  Skill: Knowledge (religion) 13 ranks. 
  Spells: Able to cast 1st-level divine spells. 
  Special: Must have had direct contact with ones patron deity or a direct servant of that deity, or with an 
  enlightened being embodying the highest principles of an alignment ( a solar, for example). 
  Class Skills 
  The contemplative class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), 
  Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Knowledge (religion) (Int), Profession (Wis), Sense Motive 
  (Wis), and Spellcraft (Int).  See chapter 4 of the Player’s Handbook for skill descriptions. 
  Skill Points at Each Level: 2 + Int modifier. 
  Class 
  Level 
  Base 
  Attack 
  Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save
  Special 
  Spells per Day 
  1st 
  +0 
  +0 
  +0 
  +2 
  Bonus domain, divine 
  health 
  +1 level of existing divine spellcasting 
  class 
  2nd 
  +1 
  +0 
  +0 
  +3 
  Slippery mind 
  +1 level of existing divine spellcasting 
  class 
  3rd 
  +1 
  +1 
  +1 
  +3 
  Divine wholeness 
  +1 level of existing divine spellcasting 
  class 
  4th 
  +2 
  +1 
  +1 
  +4 
    
  +1 level of existing divine spellcasting 
  class 
  5th 
  +2 
  +1 
  +1 
  +4 
  Divine body 
  +1 level of existing divine spellcasting 
  class 
  6th 
  +3 
  +2 
  +2 
  +5 
  Bonus domain 
  +1 level of existing divine spellcasting 
  class 
  7th 
  +3 
  +2 
  +2 
  +5 
  Divine soul 
  +1 level of existing divine spellcasting 
  class 
  8th 
  +4 
  +2 
  +2 
  +6 
    
  +1 level of existing divine spellcasting 
  class 
  9th 
  +4 
  +3 
  +3 
  +6 
  Eternal body 
  +1 level of existing divine spellcasting 
  class 
  10th 
  +5 
  +3 
  +3 
  +7 
  Mystic union 
  +1 level of existing divine spellcasting 
  class 
   
  
   
  BIS4-06 Shadows Unearthed 
   
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  Class Features 
  All of the following are class features of the contemplative prestige class. 
  Weapon and Armor Proficiency: Contemplatives gain no weapon or armor proficiencies. 
  Spells per Day/Spells Known: A contemplative who was previously a spellcaster continues to gain 
  access to more powerful divine magic while following the contemplative path.  Thus, when a new 
  contemplative level is gained, the character gains new spells per day (and spells known, if applicable) as 
  if she had gained a level in the spellcasting class she belonged to before she added the prestige class.  
  She does not, however, gain any other benefit of a character of that class would have gained (improved 
  chance of controlling or rebuking undead, more frequent remove disease, and so on).  This essentially 
  means she adds the level of contemplative to the level of whatever other spellcasting class the character 
  has, then determines the spells per day accordingly.  For example, if Theresa, an 11th-level cleric, gains a 
  level as a contemplative, she gains new spells as if she had risen to 12th-level as a cleric, but uses the 
  other contemplative aspects of level progression such as base attack bonus and save bonus.  If she next 
  gains a level as a cleric, making her a 12th-level cleric/1st-level contemplative, she gains spells as if she 
  had just risen to 13th level as a cleric. 
  If a character has more than one divine spellcasting class before she becomes a contemplative, the 
  player must decide which class to assign each level of contemplative for the purposes of determining 
  divine spells per day and spells known. 
  If the contemplative did not previously belong to a divine spellcasting class, she gains the ability to cast 
  divine spells exactly as a cleric of her patron deity.  Her spell progression is the same as that of a cleric. 
  Bonus Domain: Upon adopting the contemplative class, and again at 6th level, a character gains access 
  to a bonus domain of her choice.  The character can choose any domain made available by her deity or 
  alignment.  The character gains the granted power associated with the domain she chooses, and can 
  select the spells in that domain as her daily domain spells. 
  Divine Health (Ex): A contemplative has immunity to all diseases, including magical diseases such as 
  mummy rot and lycanthropy. 
  Slippery Mind (Ex): At 2nd level, a contemplative gains the ability to shrug off magical effects that would 
  otherwise control or compel her.  If a contemplative with resistant mind is affected by an enchantment 
  and fails her saving throw, one round later she can attempt her saving throw again.  She only gets this 
  one extra chance to succeed on her saving throw. 
  Divine Wholeness (Su): At 3rd level and higher, a contemplative can heal her own wounds, in addition to 
  any other healing ability she may have.  She can heal up to four times her contemplative level in hit points 
  each day, and she can spread this healing among several uses. 
  Divine Body (Su): At 5th level, a contemplative becomes immune to poisons of all kinds. 
  Divine Soul (Su): At 7th level, a contemplative gains spell resistance.  Her spell resistance equals her 
  class level + 15.  In order to affect the contemplative with a spell, a spellcaster must roll the 
  contemplative’s spell resistance or higher on 1d20 + the spellcaster’s level. 
  Eternal Body (Ex): After achieving 9th level, a contemplative no longer suffers ability penalties for aging 
  and cannot be magically aged.  (Penalties already suffered remain in place.)  Bonuses still accrue, and 
  the contemplative still dies of old age when her time is up. 
  Mystic Union (Su): At 10th level, a contemplative becomes a magical creature.  She is forevermore 
  treated as an outsider (native) rather than a humanoid for the purposes of spells and magical effects.  
  Additionally, the contemplative gains damage resistance 10/magic. 
   
   
  
   
  BIS4-06 Shadows Unearthed 
   
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  Appendix Three: Feats 
   
  Arterial Strike [General] (reprinted from Complete Warrior):  
  Your sneak attacks target large blood vessels, leaving wounds that cause massive blood loss. 
   
  Prerequisites: Sneak attack ability, base attack bonus +4. 
   
  Benefit: If you hit with a sneak attack, you may choose to forgo +1d6 of extra sneak attack damage 
  to deliver a wound that will not stop bleeding. Each wound caused in this manner saps an extra 1 point of 
  damage per round from the victim, until the victim receives the benefit of a DC 15 Heal check or any cure 
  spell or other magical healing.  Wounds from multiple arterial strikes result in cumulative bleeding loss 
  (two successful arterial strikes cause an extra 2 points of damage per round until healed).  You may only 
  deliver one bleeding wound per successful sneak attack. 
  Divine Might [Divine] (reprinted from Complete Warrior):  
  You can channel energy to increase the damage you deal in combat. 
   
  Prerequisites: Str 13, turn or rebuke undead ability, Power Attack. 
   
  Benefit: As a free action, spend one of your turn or rebuke undead attempts to add your Charisma 
  bonus to your weapon damage for 1 full round. 
  Divine Spell Power [Divine] (reprinted from Complete Divine):  
  You can channel positive or negative energy to enhance your divine spellcasting ability. Prerequisites: 
  Turn or rebuke undead ability, able to cast 1st level divine spells. 
   
  Benefit: You can spend a turn or rebuke undead attempt as a free action and roll a turning check 
  (with a special +3 bonus, plus any other modifiers you’d normally apply to your turning check).  Treat the 
  result of the turning check as a modifier to your caster level on the next divine spell that you cast in that 
  round. 
   
  For example, if a cleric used this feat and rolled a 16 on his turning check, he would add a +2 bonus 
  to his caster level for the next divine spell he casts in the round.  Had he rolled an 8, he would instead 
  apply a -1 penalty to his caster level for the next divine spell he casts in the round. 
   
  If you don’t cast a divine spell before your next turn, you lose the effect of the check result.  This feat 
  has no affect on your arcane spellcasting ability. 
  Hold the Line [General] (reprinted from Complete Warrior):  
  You are trained in defensive techniques against charging foes. 
   
  Prerequisites: Combat Reflexes, base attack bonus +2. 
   
  Benefit: You may make an attack of opportunity against a charging opponent who enters an area 
  you threaten.  Your attack of opportunity happens immediately before the charge attack is resolved. 
   
  Normal:  You only get an attack of opportunity against a character that exits a square that you 
  threaten. 
  Profane Boost [Divine] (reprinted from Complete Divine):  
  You can channel negative energy to increase the power of inflict wounds spells cast near you. 
   
  Prerequisites: Ability to rebuke undead ability. 
   
  Benefit: You can spend one of your rebuke undead attempts  as a standard action to place an aura 
  of negative energy upon each creature within a 60-ft. burst.  Any inflict spell cast on one of these 
  creatures before the end of your next turn is automatically maximized, with no adjustment to the spell’s 
  level or casting time. 
  
   
  BIS4-06 Shadows Unearthed 
   
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  Appendix Four: The Shadar-Kai and their Equipment 
   
  SHADAR-KAI (Shadow Fey) 
  As presented in Fiend Folio, pages 150-151, including official updates for the 3.5 rules 
  Medium-Size Fey (Extraplanar) 
  Hit Dice: 3d6 (10 hp) 
  Initiative: +3 
  Speed: 30 ft 
  AC: 16 (+3 Dex, +3 studded leather); touch 13, flat-footed 13 
  Base Attack / Grapple: +1 / +1 
  Attack: Spiked chain +4 melee, or shortbow +4 ranged 
  Full Attack: Spiked chain +4 melee, or shortbow +4 ranged 
  Damage: Spiked chain 2d4, shortbow 1d6 (x3 crit) 
  Space / Reach: 5 ft / 5 ft (reach 10 ft with spiked chain) 
  Special Attacks: Sneak attack +1d6 
  Special Qualities: Hide in plain sight, shadow curse, superior low-light vision 
  Saves: Fort +2, Ref +7, Will +4 
  Abilities: Str 10, Dex 16, Con 12 (11), Int 11, Wis 10, Cha 9 
  Skills: Hide +8 (+18), Listen +8, Move Silently +8, Search +6, Spot +8, Survival +6 (+8 following tracks) 
  Feats: Alertness, Exotic Weapon Proficiency (spiked chain) (B), Weapon Finesse 
  Languages: Common, Elven, Sylvan 
  Climate / Terrain: Any forest and underground (Plane of Shadow) 
  Organization: Solitary, patrol (3-6), or raid (7-12) 
  Challenge Rating: 1 
  Treasure: +1 gal-ralan plus standard (the listed Constitution score of 11 includes the gal-ralan damage) 
  Alignment: Usually neutral evil 
  Advancement: By character class 
   
  The shadar-kai, or shadow fey, are a race of bitter, determined creatures whose souls are poisoned by 
  shadow. Gray-skinned and dark-eyed, the slender shadar-kai stand slightly taller than average humans, 
  and their soft movements exude grace and uncanny stealth. Shadow follows the shadar-kai wherever 
  they go. Shadows cast by the folds of their clothing seem deeper than those on humanoids, and a 
  shadar-kai can seemingly fade out of sight by simply stepping into any common shadow. The shadar-kai 
  prefer light weapons suited for grace and agility, especially spiked chains. Many shadar-kai favor a 
  variety of piercings and tattoos. 
  Long ago, the shadar-kai thought to “preserve” the world from the rising humanoid races. Skilled in 
  shadow magic, the shadar-kai made a pact with a dark power of the Plane of Shadow to cast the world 
  into an endless twilight in which the shadow fey would rule supreme. But the experiment went awry, and 
  the shadar-kai were left bound in the Plane of Shadow, cursed to lose their souls in its dark depths. This 
  shadow curse affects shadar-kai to this day, and every member of the race is engaged in a lifelong 
  struggle to stave off inevitable doom. 
  The continuous pull of the Plane of Shadow has left the shadar-kai grim and embattled. Few races 
  understand the plight of the shadow fey. Even the temporary solutions the shadar-kai have found leave 
  them struggling with constant pain, making them vicious. Their willingness to commit acts of cruelty and 
  violence has increased with each generation. 
  COMBAT 
  Blessed and cursed with a great affinity for the Plane of Shadow, the shadar-kai are subtle and deceptive. 
  They steal without being detected when they can, striking from ambush when necessary. Spellcasters 
  among the shadar-kai favor shadow and illusion magic, and few groups of the shadow fey are without a 
  powerful spell-casting leader. Skilled at stealth and gifted with visual acuity greater than that of most other 
  creatures, the shadar-kai have little trouble making sure that combat occurs on their terms. 
  
   
  BIS4-06 Shadows Unearthed 
   
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  The shadar-kai described in the statistics block wears a +1 gal-ralan (see Shadar-Kai Items, below). 
  Sneak Attack (Ex): Anytime a shadar-kai’s target is denied a Dexterity bonus, or when the target is 
  flanked by the shadar-kai, the shadar-kai deals an additional 1d6 points of damage on a successful 
  melee attack. This damage stacks with sneak attack damage from other sources, such as rogue levels. 
  Hide in Plain Sight (Su): Shadar-kai can use the Hide skill even while being observed. As long as they 
  are not illuminated by natural daylight, the daylight spell, or a similar magical light, shadar-kai can hide 
  themselves from view in the open without having anything to actually hide behind. 
  Shadow Curse (Su): The Plane of Shadow exerts a tremendous pull on a shadar-kai’s soul, which is 
  only tenuously connected to its mortal body. Any time a shadar-kai is stunned, dazed, staggered, or 
  unconscious (other than from natural sleep), the shadow fey must make a Will save (DC 15) or lose a 
  portion of her soul to the Plane of Shadow. The shadar-kai must also attempt a save any time she 
  removes a gal-ralan, if she has one (see Shadar-Kai Items, below). 
  A shadar-kai with a damaged soul gains one negative level that cannot be removed until she restores her 
  soul completely. If exposed to another event that requires a save against the shadow curse, a shadar-kai 
  may gain additional negative levels. A shadar-kai on the Plane of Shadow can transfix her soul to her 
  body again with a greater restoration spell. A shadar-kai on the Material Plane (or elsewhere) must use a 
  wish or miracle spell to restore her soul. 
  A shadar-kai afflicted with the shadow curse cannot be raised from the dead or resurrected, and cannot 
  gain experience. The touch of the shadow curse galls a shadar-kai, filling her heart with an icy emptiness 
  that eventually drives all but the most determined individuals to capitulate and leave the Material Plane 
  altogether. 
  A shadar-kai who goes to the Plane of Shadow and remains there ameliorates the effects of the shadow 
  curse and suffers no ill effects. However, if she leaves the Plane of Shadow without restoring her soul, 
  she suffers the effects of the shadow curse again until she returns to the Plane of Shadow or restores her 
  soul as described above. 
  Important Note: For the purpose of this regional adventure, the liquid night that has been dispersed 
  throughout the Dim Forest and the presence of an active portal to the Plane of Shadow have served to 
  draw the forest close enough to the border between the Material Plane and the Shadow Plane that the 
  shadar-kai do not need to make Will saves against the shadow curse as long as they are within the Dim 
  Forest. In essence, treat the shadar-kai in this adventure as if they were already on the Plane of Shadow 
  for purposes of the shadow curse. Information about the shadow curse is provided for reference 
  purposes, however. 
  Superior Low-Light Vision (Ex): Shadar-kai have extraordinary vision in low-light circumstances. They 
  can see four times as far as a human in low-light conditions. 
  Skills: Shadar-kai have a +10 racial bonus on Hide checks made in dark or shadowy conditions 
  (anything other than daylight or the area of a daylight spell). 
  Fey Traits: Remember that the shadar-kai are of the Fey creature type, not Humanoid, so they are 
  immune to spells that only affect Humanoids, including charm person, dominate person, and hold person 
  (but not hold monster). Although many Fey have Damage Reduction that is only negated by cold iron, the 
  shadar-kai do not share this trait, perhaps because most of them spend their lives with their bodies 
  permanently pierced by enchanted cold iron in the form of their gal-ralan and thus lose any natural 
  resistance to being damaged. 
  Dismissal and Banishment: Although the shadar-kai are not Outsiders (they are Fey), they are 
  considered Extraplanar creatures (they are partially native to the Plane of Shadow). While inside the area 
  of the Dim Forest, however, the shadar-kai are considered to be partially on their home plane, because of 
  all of the shadow magics that have taken root in the forest. Thus, the shadar-kai encountered in this 
  adventure are unaffected by spells that would forcibly remove them from the Material Plane or that 
  otherwise specifically target Extraplanar creatures. 
   
  
   
  BIS4-06 Shadows Unearthed 
   
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  SHADAR-KAI ITEMS 
  The shadow curse haunts every aspect of shadar-kai culture, and remaining on the Material Plane is a 
  constant struggle for these creatures. Most shadar-kai use a gal-ralan (described below) to fix their souls 
  to their bodies and stave off the shadow curse. 
  Gal-Ralan: When this cold-forged iron armband is donned (taking up the spot where a bracer would be 
  worn), it pierces the wearer’s forearm with long needles of the same metal. The device fixes its wearer’s 
  soul to her body but also causes never-ending pain. As long as a character wears a gal-ralan, she takes 
  1 point of Constitution damage that cannot be healed by any means until after the gal-ralan is removed. 
  A gal-ralan provides its wearer with a +1 to +5 resistance bonus on her saving throws. This bonus 
  increases by an additional +2 against death effects, energy drains, and effects that affect the wearer’s 
  soul (such as the shadow curse). For example, a +2 gal-ralan provides a +4 resistance bonus against 
  these effects, a +3 gal-ralan provides a +5 resistance bonus against these events, and so on. 
  Caster Level: 5th; Prerequisites: Craft Wondrous Item, resistance, caster level must be three times that of 
  the gal-ralan’s bonus; Market Price: 625 gp (+1), 2,500 gp (+2), 5,600 gp (+3), 10,000 gp (+4), or 15,600 
  gp (+5). Weight: negligible. 
  Blackstone Rune: Shadar-kai overcome by the shadow curse often make use of a blackstone rune. The 
  rune is a complex sigil drawn on a small, glossy stone. On command, a blackstone rune allows its bearer 
  to plane shift between the Plane of Shadow and the Material Plane (in either direction), along with up to 
  50 pounds of objects. A blackstone rune can be used three times before its magic fades.  
  A lesser version of the blackstone rune also exists: this variety allows travel in only one direction, from the 
  Plane of Shadow back to the Material Plane, and it has but one charge. 
  Caster Level: 9th; Prerequisites: Craft Wondrous Item, plane shift; Market Price: 3,300 gp (blackstone 
  rune) or 550 gp (lesser blackstone rune); Weight: negligible. 
  Night Extract: When thrown or dropped, one vial of this magic liquid reduces the ambient light level to 
  that of starlight in a 20-foot radius. Magical light still functions in the area (and counters the effect), but 
  torches, lanterns, sunrods, and other mundane light sources are suppressed until removed from the area. 
  The DC of Spot checks made against targets within the night extract’s area increases by +10, although 
  creatures with darkvision or superior low-light vision ignore this increase, and creatures with low-light 
  vision gain a +5 bonus on Spot checks made in starlight. The night extract provides concealment (20% 
  miss chance) against creatures with low-light vision, and no concealment against creatures with 
  darkvision or superior low-light vision. The effect lasts for 10 minutes. 
  Caster Level: 1st; Prerequisites: Craft Wondrous Item, light; Market Price: 50 gp; Weight: negligible. 
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Bissel/594/Normal Scenarios/BIS4-06 - Shadows Unearthed (APL 6-12)/BIS4-06 - Shadows Unearthed.pdf