Castle Shadowcrag (d20)

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Castle Shadowcrag

A Gothic Adventure for 10th or 11th Level Characters


written as a private commission for the sole use of its patrons

By Wolfgang Baur

Requires the use of the Dungeons & Dragons Player’s Handbook, published by Wizards of the Coast, Inc.
This product utilizes updated material from the v.3.5 revision.
Credits
Designer: Wolfgang Baur
Editor: Bill Collins
Cover Artist: Cris Griffin
Interior Artists: Kraig Horigan, Jeffrey K. Richard
Cartographer: Andreas Reimer
Typesetter and Layout: Stephen David Wark
Calligrapher: Shelly Baur
Pregenerated Player Characters: Andrew Nuxoll
Death Angel Update to v3.5: Wolfgang Baur
Monster Wrangler: Mark Gedak
Manuscript Review: Stephen David Wark, Benjamin Hayworth
Castle Shadowcrag is © 2007 Wolfgang Baur. All rights reserved.

Reference to other copyrighted material in no way constitutes a challenge to the respective copyright holders of that material. Castle Shadowcrag, Arcane
Collegium, Open Design, the Free City of Zobeck, the Holly King, Black Prince, scathsidhe, and all proper names and their associated logos are
trademarks of Wolfgang Baur.

Cover art © 2007 Cris Griffin. Used with permission.


Interior art © 2007 Kraig Horigan or Jeffrey. K. Richard. Used with permission.
Cartography © 2007 Andreas Reimer. Used with permission. All rights reserved.
Calligraphy © 2007 Shelly Baur. Used with permission.
DUNGEONS & DRAGONS® and Wizards of the Coast® are registered trademarks of Wizards of the Coast, Inc., and are used with permission.

ASPCM Notice: No monsters were harmed in the design and construction of this adventure module. What happens when your player characters get hold
of them is another matter.

‘d20 System’ and the ‘d20 System’ logo are trademarks of Wizards of the Coast, Inc. and are used according to the terms of the d20 System License
version 5.0. A copy of this License can be found at www.wizards.com/d20.

The following text is Open Gaming Content: All stat blocks for creatures and Appendices A, B, C, and D are Open Content.

All other text is Product Identity.

Email: customadventure@comcast.net

Open Design Web site: http://customadventure.livejournal.com

Note for Pirates: Errata, Updates and Warez


If you signed up for the project, I will send you email errata and updates automatically. If a friend gave you a copy of this adventure, if you found it on the
Internet (hey, it happens), or if you bought a pirate edition, please send $10 to customadventure@comcast.net using PayPal to register your copy. I'll
send you all errata and updates, and your Internet karma will thank you.

For more information about the next Open Design release or to influence the design of the next project, please email Wolfgang Baur at
customadventure@comcast.net or visit the Open Design site.

3 Castle Shadowcrag
Dedication
This adventure is dedicated to all those who supported and encouraged the author, and respectfully submitted to the
patrons and their players by a humble scribe. May it bring you many hours of terror and delight.

Patrons of the Arts

Patrons
James Abels, Wesley Allison, Kristina Amaloo, Owen Anderson, Alain Bourgeois, Raymond Brooks, Daniel Brumme, Andrew Clark, Bill Collins,
Mark Corsi, George Costigan, Jayme Cox, Jim Cox, Brian Cross, Pedro Cruz, Randy Dorman, Jay Elmore, Rom Elwell, Robert Emerson, Kyle Fuchko,
Scott Gable, Bradley Gardner, Thomas Greenwood, Jeff Grubb, Brian Gute, Patrick Halverson, Ron Hawkins, EP Healy, Bryan Hilburn, Eric Hortop,
Ken Jelinek, David Jenks, Jay Joyner, Alex Kanous, Alan Kohler, Jon Kinarthy, James Landry, Andre Le Deist, Troy Luginbill, Jason Lund,
Emiliano Marchetti, B.T. McTeer, Sam Miller, Robert Moore, Jeffrey Moran, Christopher Mortika, Bob Mungovan, Cormac Ó Foghlú, Prashant Panavalli,
Daniel Perez, Charles Powell, John Rateliff, Bryan Rennekamp, Paul Richmond, Andrew Shiel, Richard Sims, Richard Spainhour, James Stevens,
Anthony Stiller, Ryan Stoughton, Brian Summers, Soren Keis Thustrup, Sigfried Trent, Keith Unger, Oliver von Spreckelsen, Matthew Walsh,
Stephen David Wark, Brian Weibeler, Michael Welham, Steve Weston, Daniel White, Adam Windsor, Jason Wutzke.

Castle Shadowcrag 4
One Year of Open Design
I confess: when I launched this project in March 2006, I thought "Open Design" was just a half-passé, half-buzzy
term for this project. I was highjacking a bit of the online-anarchist vibe of flash mobs, wikis, and social software. I
was looking to catch some extra fire.
Secretly, though, I figured that since I was doing all the writing I would have all the control. It wouldn't matter how
many senior patrons there were. Work would follow the standard design process, with a little extra input from
outsiders.
Boy, was I wrong.
Some patrons have been quiet ones, but just as many have been loud and insistent, or just damn smart, and the
patrons have made a difference. People shout when they dislike a direction or an NPC. The polls have been a great
way to sort the favorites when it's a question of X vs. Y.
I thought maybe it would calm down after the first project, but things picked up with an even chattier group on
Shadowcrag. Daniel Perez named the Scáthsidhe, Daniel Brumme argued for new names, Randy Dorman suggested
the caller in darkness as the perfect monster for a flashback --- I could go on for pages. It may not be a huge effort by
any one patron, though the folks who volunteered with art, editing, and layout deserve everyone's thanks. Rather, the
difference is numbers. The sheer volume of suggestions means many are good foundations to push the design
forward.
I push forward my own ideas, of course, and think hard about connections between the parts, or the consequences of
a suggestion. While not all of my or your ideas are sheer genius, the process sorts out dull and recycled. I noticed this
most in the wild card monster polls. I didn't necessarily agree with all the results at first, they worked. What we're left
with is the best adventure possible, and I'm grateful to everyone who commented on the posts, answered the polls,
and sent suggestions by email. You seized the opportunity to shape the design, and you made it stronger. You
provided the alloy that turns iron into steel.
At first I didn't realize what it meant to be so close to the audience (and quite so outnumbered!). Castle Shadowcrag
has over 90 patrons, which is wonderful. Nothing's more likely to keep a designer's tools sharp than an engaged
audience. Thank you all for your gentle critiques, wild speculations, and yes, even the occasional needed jabs or wake-
up posts.
The process also has one trap I didn't expect. In particular, the "Watch this!" impulse makes it harder for me to stop,
to deliver just the agreed wordcount. It's exciting to hear people riffing on the possibilities, expanding the options. I
have to fight the urge to pile on detail, complication, or layers of meaning. This drive to cover everything is the design
style's only weakness, and so far, no one has complained about the excess word count. It's a real joy to know I can
keep writing "until it's done." There's no word count limit except the minimum.
Open Design has surpassed my hopes, and I've enjoyed watching the community grow. I hope you are as happy with
the results as I am, and that you enjoyed the conversation along the way. Thanks to all of you for making the first year
of Open Design such a success.
Wolfgang Baur
February 25, 2007

5 Castle Shadowcrag
Table of Contents
1. Introduction................................................................. 7 Appendix D Pregenerated Characters ....................... 87
1.1 History ..................................................................7 Unther Sunspear..................................................... 87
1.2 Adventure Hooks ..............................................10 Svendbjorn, Hammer of the Holy ........................ 87
1.3 The Curse of the Shadow Fey ..........................10 Thurnstall Lightfoot............................................... 88
1.4 First Scene with Evander .................................11 Tremaire the Exile .................................................. 88
2. Flashbacks ................................................................. 13 Peach Northhallow................................................. 89
2.1 The Courtyard Murder .....................................14 Grisella the Wise ..................................................... 89
2.2 The Fall of House Stross ...................................17 Appendix E D20 License ............................................... 90
2.3 The Bridge At Oros ...........................................19
2.4 Enslavement of the Kobolds ............................22
2.5 The Sacrifice on the Hill..................................24 List of Tables
3. The Castle ................................................................... 27 Flashbacks Summary ............................................. 13
3.1 The Surroundings..............................................28 The Winter Garden ................................................ 13
3.2 Approaching the Castle ....................................28 Zobeck City Gossip About Strossheim ................ 27
3.3 The Werewolf Lord ...........................................29 Kobold Mine Gossip ............................................... 27
3.4 Shadows of the Dead.........................................31 Bardic Knowledge ................................................. 27
3.5 Shadow Events...................................................32 Speak with Dead Results ....................................... 52
3.6 The Grimbold Dwarves.....................................33 Shadow Fey Lore .................................................... 68
3.7 The Family Stross ..............................................33 Stained Glass Golem Lore ..................................... 69
3.8 Ground Level......................................................36 Mutilation Location ............................................... 77
3.9 Crypts and Cellars .............................................49 Random Mutilations .............................................. 78
3.10 Silver Mines and Deep Caverns.....................57 The Shadowsworn ................................................. 85
4. Finale........................................................................... 63 Shadowsworn Spells Known ................................ 86
4.1 The Black Oak.....................................................63
4.2 Conclusion ..........................................................64
4.3 Further Adventures ..........................................66 List of Figures
Appendix A New Monsters ......................................... 67
Shadow Fey (Scáthsidhe) .......................................67 Map of Castle Shadowcrag & Environs ................. 8
Stained Glass Golem ...............................................69 Shadow Fey ............................................................. 12
Appendix B Updated and d20 Monsters ................... 70 Tactical Map: Courtyard Murder ......................... 14
Adamantine Wasp Swarm......................................70 Tactical Map: Fall of House Stross ....................... 17
Angel of Death .........................................................70 Shadow Fey & Mastiff............................................ 20
Black Skeleton..........................................................71 Tactical Map: Enslavement of the Kobolds .......... 2
Dark Creeper ............................................................72 Map of Castle Shadowcrag ................................... 35
Dark Stalker..............................................................73 Moira, Priestess of the Sun God ........................... 41
Redeemed .................................................................74 Tactical Map: Ivy Tower ....................................... 42
Shadowborne ...........................................................75 Map of Brandor’s Keep.......................................... 44
Sinobian ...................................................................76 Map of Crypts & Cellars of Shadowcrag ............. 51
Appendix C Shadowsworn Spells and Class ............. 79 Mandergrim, a Grimbold Dwarf .......................... 56
The School of Shadow Magic.................................79 Map of Silver Mines (side view) ........................... 58
Shadowsworn Class.................................................84 Map of the Silver Mines ........................................ 59
Tactical Map: Dark Stalker ................................... 60
Angel of Death........................................................ 62
Tactical Map: The Black Oak ................................ 64

6 Castle Shadowcrag
1. Introduction
But evil things, in robes of sorrow, The hard-pressed guards fought to return to the prison. Hussar
Assailed the monarch's high estate. reinforcements arrived and rode the mob down, leaving half a
(Ah, let us mourn! - for never morrow dozen people trampled in the street. The mob reformed and
Shall dawn upon him desolate!) stormed the barracks, led by a silversmith named Abelard and a
And round about his home the glory
journeyman wizard named Marcenzo. Within hours, they seized the
That blushed and bloomed,
city barracks, but soldiers from Castle Stross continued to march in,
Is but a dim-remembered story
Of the old time entombed. as did the troops from the gatehouses at the river, at the great
Southern Road, and at the Griffon Gate. The battle was far from
And travelers, now, within that valley, over when the sun set on the first day of the Zobeck Revolt.
Through the red-litten windows see Looting of the Stross barracks and armory continued through the
Vast forms, that move fantastically night, weapons passed out to a thousand willing hands.
To a discordant melody,
While, like a ghastly rapid river,
Through the pale door
The Revolt
A hideous throng rush out forever By mid-morning the next day, Abelard and the wizard Marcenzo
And laugh - but smile no more. did the impossible: they chased all the guards and soldiers out of the
—Edgar Allen Poe, “The Haunted Palace” city, where they regrouped near the Oros Bridge. The citizens and a
few adventurers gathered in Crown Square to make a plan and

C
astle Shadowcrag combines castle exploration with
prepare for the soldier’s counterattack. The city folk swore that the
flashbacks into the castle's past; these flashback scenes
revolt must not falter. They would cast off the rulers of the family
allow the players to view its most important moments and
Stross completely.
change the castle's history, though only in particular times and ways.
This mix of past and present happens because of the castle's
All day the rebellious citizens gathered forces. A huge mob
entanglement with the Plane of Shadow; if the castle's curse is lifted,
threatened the commandery of the Order of Undying Light,
the flashbacks stop. The adventure is intended for four 11th level
staunch supporters of the Stross family, where the Order was said
characters or five 10th level ones. The heroes will mostly likely gain
to have a king’s ransom in gold . But the threats were a ruse. The
1 level during the adventure.
knights were kept in their fortified manor, unable to support the
city guards who remained loyal. In the meantime, Abelard and
1.1 History Marcenzo struck a bargain with the majority of the town guard:
their captain would have a lifetime seat on the city council, in
exchange for supporting the rebellion. No sooner was the bargain

T
he family Stross ruled in the city and province of Zobeck was struck, than the word was given to sack Stross warehouses,
for nearly 600 years, marrying well, fighting off invasion counting houses, their city palace on Crown Square, even ships and
from the magocracy to the west and holding its own barges.
against the advances of Morgau & Doresh to the east. They did it
the old-fashioned way, with fistfuls of silver and a ruthless cruelty Sacking Stross holdings in the city was just the beginning. Prisoners
that scattered their enemies. were released, nobles and tax collectors were imprisoned, and mobs
ruled the city while the town watch stood aside. All the forces of the
The source of the Stross family wealth was river trade and a set of aristocracy fled to plot their revenge. How dare the peasants and
deep silver mines. The peasants worked hard, kobold miners pulled merchants upset the natural order of things? The battle for the city
ore from the earth both day and night, and the Morgau undead to was over, but the war was far from lost. The knights of the Undying
the east were always kept at bay. But over time the cost of defense Light gave their word not to return to the city, and went free. They
and of keeping the clan Stross in luxury grew very steep. The marched out to the sound of hisses and cries of “Traitors to the
peasants paid more and more to the knights and landowners. One people!”.
day, the merchants, the artisans, and the peasants had enough. It
took only a spark: A boy was dragged off the street for denouncing
the Stross as “leeches”. He screamed that he did not want to die
digging in the mines. People on the street blocked the Stross guards
from him. A mob grew. The citizens first threw insults, then
cobblestones, at the guards holding the boy.

Castle Shadowcrag 7
Introduction History

Map of Castle Shadowcrag & Environs

8 Castle Shadowcrag
Introduction History
One month later, the aristocrats returned with their the noble cavalry to struggle alone. The peasants
army in tow: the nobles and peers astride their heavy and kobolds took hundreds of noble prisoners, and Optional Hook:
warhorses, as well as their footmen and followers, finally ended the reign of the Stross family in two The Heir to the Castle
the knights of the Undying Light, mercenary days of bloody ruin. Prevented from retreating to
One of the characters in
crossbowmen, and even a group of mercenaries the Stross castle by kobold archers, owl-flying
your group could be a
called the Four Deaths. They seized the bridge of raiders, and other deadly night fighters, the Stross human with some not-
Oros, dividing the castle from the city and cutting army retreated east, seeing shelter at the village of terribly-well-detailed noble
off a main trade route. They stopped barge traffic on Briarwood. background, or who once
the River Argent. And they slowly pushed back the served a noble house. You
could decide that this
patrols of the Free City, as the people of Zobeck The Castle Falls character is the rightful
now called themselves. heir to the Stross holdings;
That night, the mob stormed Strossheim, forced the this means that Evander
gate, and pillaged and burnt out the castle. Prisoners
The Battle of Oros Bridge were freed from the dungeons, tapestries torn down,
welcomes him as the heir
of the house (and Evander
Almost 7,000 rebels met the 1,400 Stross retainers food and gold carted off. By dawn, more than 40 will rant to the heir about
the Free City and “its
and their 2,200 allies at the Battle of Oros Bridge in bodies hung from the battlements, arranged from
treacherous mayors and
late spring, on a rainy, damp day when the river was the youngest to the eldest. their greedy land grab”).
rising and the ground churned to mud. The
Bardic lore DC 25 reveals
revolutionaries’ numbers and their bravery overcame The Stross supporters fled to neighboring states, that a family named Stross
their shortage of training and their lack of proper sought refuge downriver at the castle of the elves in did once rule here, and
arms and armor. Peasant archers, kobold miners, Margreve Forest, or simply changed sides, they called the castle
stout mercenary pikemen hired by merchant supporting the new City Praetors and their Strossheim. A few
interests, and the wizardry of Marcenzo formed the followers. After the looting burnt itself out, the questions to the inheritor’s
relatives who remember
back of the City Army. A few dwarves had worked castle briefly served as the headquarters of the Free Zobeck 75 years ago
tirelessly to make spears, shields, and armor for City Army. One child survived, though no one might establish that there
hundreds of the most experienced warriors, but realized it. It was a quiet child that had always played was an Evander Stross,
more than half the Zobeck army was little more than with shadows in the great castle courtyard, and its but he’s long been
a militia. The remainder was the city watch, now name was Evander Stross. assumed dead. See
page 27 for more details
firmly committed to the revolt, and supported by on bard information.
the priests of the Harvest Goddess and the Forge The looting of the upper halls and the death of the
Making one character a
God. Their anger gave them courage. inhabitants turned the castle into a place haunted by
focus of the inheritance
new ghosts. Fortunately, the fires started in the has plusses and minuses.
The first day, the Free City attempted to use that Great Hall failed to catch (or were suppressed by That player has a greater
rage and courage to retake the bridge. Despite the water elementals summoned by the Arcane stake in exploring,
Free City’s bravery, the nobles held the bridge Collegium). Many looters sought to find the “hoard clearing, and lifting the
curse. On the other hand,
against repeated attempts to force it by magic and by of silver” that the Stross family vaults contained.
if he dies, the party may
numbers. Confident in their superior skill and Some claimed they’d found it, guarded by demons; not have the same sense
equipment, the Stross counterattacked around noon, others did not return, and some were driven mad by of urgency as before.
pouring over the bridge and overrunning the City the terrors below the hill. The army promptly sealed Likewise, that player will
Army’s reserves supplies. Almost as soon as they up the entrances to the kobold’s silver mines for a get more attention from all
NPCs who know of his
reached the reserves line, though, they fell into a few months, until the kobolds offered to work the
true bloodline – but other
clever trap, a field of holes and mud that trapped the mines in exchange for a fair share of the silver and a players may feel their
horses of the nobles. Kobolds, artisans, and peasants permanent praetor on the city council. The city characters are neglected.
dragged almost 50 knights into the mud and doom. gratefully accepted over the objections of those who It really depends on your
Both sides retreated in good order. still saw kobolds as nothing more than slaves. party and play style; the
adventure assumes that
the party does not contain
The second day, the battle continued into late After the Revolt the heir to the castle, but
afternoon with only skirmishes, feints, and small that Evander is restored to
raids. The day was clear and sunny enough to see the Five years later, the Free City Army abandoned the rule in the finale. The city-
muddy mess of the previous day’s struggle. The castle as a headquarters, when the number of state of Zobeck could, of
wizard Marcenzo had taken his best men across the missing or simply dead sentries became course, give the castle to
a PC heir in the finale,
river to join a large contingent of kobold unacceptable. The rumors of the castle’s haunting
making Evander and his
reinforcements freed from the Stross silver mines. date to that time. The dwarves of Clan Grimbold children their enemy.
Suddenly flanked, the Stross line at the bridge stayed at the castle. Certain wizards and cultists visit
collapsed, and the mercenaries took flight, leaving them from time to time, to purchase things best not
discussed. Likewise, fighters seeking weapons forged

Castle Shadowcrag 9
Introduction Adventure Hooks

of starmetal, or pure shadow, or aligned with the heavens, often


made their way the Grimbold dwarves, paying heavy prices for
1.3 The Curse of the Shadow Fey
weapons not available anywhere else.

T
he curse of Strossheim or the Stross family curse is
The kobold silver miners continue to work the castle’s mines for complicated, and magically superior. No spell short of a
more than 30 years. When the deep mines suffered a series of wish or miracle can remove it. It dates to more than a
devastating collapses and explosions, even the kobolds abandoned thousand years ago, when the fey living on the hill they called
them for 20 years as haunted, or at least unlucky. The mines Rosehaven sacrificed a young fey and planted an ancient oak under
recently reopened with the help of clockwork pumps and new the direction of an evil advisor, a shadow lammasu who served the
techniques for bracing the old tunnels. Goddess of Night and Magic, the Goddess of Shadow. The king of
the fey was certain he was tricking the Goddess and taking much of
her power: instead, his people were taken to the Plane of Shadow.
The Present Day Over centuries, they grew into the Goddess’s willing servants. The
The Zobeck Revolt is 70 years in the past; only a few dwarves shadow fey benefited from this pact, in that they gained much
remember it from experience. The city found its footing as an power, but they were also warped by their time in shadow. They
independent state, mercantile and brash and rich. The citizens could not act directly against the curse: they had sworn to honor it.
honor the Gear Goddess as well as the older Sun God, Harvest
Goddess, Forge God, and others. They no longer follow the In time, their hearts grew bitter against all that they had left behind.
Goddess of Night and Magic, the Stross household goddess. They occasionally returned to the place where they had struck their
Likewise, fewer follow the Sun God than did at the height of the bad bargain. Once on such a trip, they discovered that the kobolds
Stross dynasty. had built a square keep on their beloved hill. In a rage, the
Moonlight King and his followers drove the kobolds off the hill and
The revolutionary praetors became the city consuls and the Lord into the shelter of their mines. The kobolds resisted them and the
Mayor, elected every few years by the human, dwarven, and kobold curse, under the leadership of a kobold wielding the sword used at
citizens of Zobeck. Things at the Castle have not forgotten. The the sacrifice. But the fey worked carefully to bring about the
arrival of an adventurer brings about changes, plots, and schemes destruction of the kobolds who had trespassed on “their” oak.
that may draw the party into exploring the shadowy ruins and Soon their hidden alliance with an ambitious human merchant
uncovering the castle’s bloody past. family, the Stross, brought about the enslavement of the kobolds
and the breaking of their sword of light.

1.2 Adventure Hooks The Goddess of Night, realizing that the black oak now bound the
land as well as the fey, commanded the fey to defend the site. No

T
he characters visit the castle as part of one of several one should have a chance to destroy the black oak. Indeed, the fey
hooks, or they may simply be sent there by the church of were told to bring the site over the planar boundary. They failed to
the Sun God, to deliver a message, or some other excuse do it by sorcery. So they hoped to do it with the unwitting help of
that suits your campaign. Here are three: the Stross, by tempting one of their children to swear allegiance to
them, to grow up and swear fealty to their King, and to grant the
• an offer from Arcander Trillam, a half-elven Star & Shadows castle to them upon his death. With Evander’s temptation into
mage at the Arcane Collegium who offers them cash or magic shadow, they are very close to this goal.
items if they can recover lost relics of great value from the
castle vaults, or This bargain was struck in the Black Oak Bailey, of course. Those
• by an invitation from one of the local gentry, a reclusive forest who live near it are influenced by the presence of the Shadow Plane,
warden named Sir Evander Stross, or and often tempted into darkness. Merely living there is not enough
• they hear about the amazing magical and starmetal weapons to trigger the curse: those who live there must also ask for help
and armor made by the dwarven Grimbold clan. Since these from the Goddess of Night and Magic – and for many long
items are rarely for sale, they are drawn to visit. decades, the Stross were loyal to the Sun God. Over time, the fey
turned them more and more away, convincing each generation to
Regardless, use the “Approaching the Castle” attack by night on go a little further into shadow.
page 29 or the “Approaching by Daylight” descriptions on page 28
as the party arrives. The castle seems normal by daylight. If they Though the Stross did offer some worship to the Goddess, they
split up to explore it, the smaller group meets Evander (see never fully embraced her. Instead, they used her servants, the
“Brandor’s Keep” on page 43). If they stay together, they are likely shadow fey, manipulating them and turning the scathsidhe wish to
to meet Zarek (see “Stables” on page 37) and the dwarves (see corrupt them against the fey themselves. The Stross were canny
“Smithing Grounds” on page 38). bastards, in other words. Each son or daughter was taught the
secrets of power over the shadow fey at the age of 16, to act as an

10 Castle Shadowcrag
Introduction First Scene with Evander
agent of the House Stross. Until the night of the Evander Stross, Age 85 CR 14
Revolt, when the elder generation died, and the Male Human Aristocrat 5/Shadowsworn 10 Inkspot, Evander’s
younger one turned to any source of succor in the NE Medium Humanoid Shadow Familiar
face of certain extinction. Evander is the pawn of Init +4; Senses darkvision 60 ft, Listen +13, Spot +20 CR 5
the shadow fey, somehow understanding that he Languages Common, Draconic, Dwarven,
Shadowcommon Always NE Medium
doesn’t know enough to control the shadow powers Outsider
AC 21, touch 16, flat-footed 17 (+4 Dex, +5 bracers, +2
of the castle or negotiate properly with the fey.
ring of protection) Init +2; Senses darkvision
hp 95 (5d8+10d4+33 HD); Evasion 60 ft.; Listen +11, Spot +11
Then the PCs show up, and the magic of the castle Fort +6 Ref +10 Will +7
draws them, as powerful heroes, quickly into its AC 18, touch 13, flat-
Speed 30 ft. (6 squares) footed 16 (+5 natural, +2
embrace. If there’s anything the Goddess loves, it’s Melee +17/+12 scimitar (1d6+3/15-20+blind) or Dex, +1 deflection)
the corruption of the powerful. If the party makes +17/+12 touch (blind)
hp 47 (15 HD); Dodge,
the wrong decisions, the curse will quickly end with Ranged +14 ranged touch (blind) or Improved Evasion
Evander’s death, and the castle will slip into the +14 short bow (1d6+blind)
Goddess’s realm. Base Atk +10; Grp +10 Fort +4, Ref +8, Will +8
Special Atk +4d6 sneak attack (+1d6 for rogue’s stab*) Speed fly 40 ft. (good;10
Combat Gear +3 keen scimitar, potion of displacement squares)
1.4 First Scene with Abilities Str 11, Dex 18(14), Con 14(10), Int 16, Wis 10,
Cha 20
Melee +12 incorporeal

Evander Feats Alertness [B], Ambush, Combat Casting, Combat


touch (1d6 Str)
Base Atk +10; Grp —
Expertise, Combat Reflexes, Scribe Scroll [B], Stealthy,

W
Toughness, Weapon Finesse Special Actions share
hen the party asks to see the “forest Skills Bluff +15, Concentration +15, Diplomacy +15, spells, deliver touch
warden” or the “owner of the castle,” a Forgery +9, Hide +27, Intimidate +13, Jump +4, spells, speak with
number of NPCs point them to Knowledge (arcana) +11, Knowledge (Nobility and shadows
Evander. He lives in the Vespertine Hall or with the Royalty) +7, Listen +13, Move Silently +19, Ride +5,
Abilities Str —, Dex 14,
Search +3, Sense Motive +9, Sleight of Hand +10,
Grimbold clan (if the first flashback was not Con —, Int 10, Wis 12,
Spot +20, Use Magic Device +13.
successful). He will meet them in the Lower Bailey Cha 13
Possessions amulet of health +4, bracers of armor +5,
during daylight hours. gloves of dexterity +4, +2 ring of protection, +3 scimitar, Feats Alertness, Dodge
cloak of darkness (+5 to Hide and Move Silently), wand of Skills Hide +19, Listen
The keeper of the castle introduces himself as starbolts (10 charges). +11, Search +4, Spot +21
Evander Stross. He looks about 45 years old or Spells (6/4+2/3+1/0+1): Caster level 10th, spells known Special Abilities:
so, dark black hair and beard both peppered with (9/5/4/2): Shadow familiars are
gray. He wears a fine cloak and boots, carries both 3rd—leeching lanthorn*, orb of light* incorporeal and grant
a sword and a wand, and seems very alert and 2nd—mirror image, shadow jump*, slither*, touch of idiocy Alertness to their master
energetic: You can see why the castle’s inhabitants 1st—compelling question*, rogue’s stab*, shadow hands*,
when within arm’s reach
defer to him: he’s got an aura of confidence. silent sound*, sleep
0—detect magic, douse*, flare, ghost sound, lengthen New Feat
“What can I do for you out here in the forest? shadows*, read magic, shadow bite*, shadow blindness*,
Surely you didn’t come all the way out here just to silhouette*
Ambush (General)
*Indicates new spells. Please see Appendix C.
visit a silver mine.” He smiles, just barely, and Your sneak attacks are
leans against a wall. Blind: Evander can steal a victim’s sight, including deadlier than usual.
darkvision and all forms of magical vision, as a free Prerequisite: Sneak
During their discussion, Evander confirms that the action. This requires a successful ranged touch attack or attack ability
castle is haunted, and that the PCs should go to the melee touch attack, or it can be combined with a normal
melee or ranged attack (including sneak attacks). Benefit: You deal an
kobold mines for shelter (see page 57). If the party additional 1d6 points of
insists on staying in the castle, he tells Zarek (see The victim is entitled to a DC 20 Will saving throw to damage on a sneak attack
“Stables” on page 37) to find them some guest resist the blindness. If the save succeeds, the when using any melee
shadowsworn cannot blind that target with any future
rooms (see “Guest Rooms” on page 48). The party attempts. If the save fails, the victim is blinded for 1d4+5
light weapon.
members get caught in scenes of ancient castle rounds. Special: This feat can be
history when they first visit. Those scenes are the taken only once.
A shadowsworn may return a creature’s sight as a free
shadow flashbacks that may change that history. action. (This feat originally
appeared in the Book of
Evasion: Evander can avoid even magical and unusual Roguish Luck, from
attacks with great agility. If he makes a successful Reflex Malhavoc Press.)
saving throw against an attack that normally deals half
damage on a successful save, he instead takes no
damage.

Castle Shadowcrag 11
Introduction First Scene with Evander

Shadow Fey

12 Castle Shadowcrag
2. Flashbacks Flashback
Sequencing

F
amily history isn’t backstory the PCs never Each flashback begins with a black wind; the party
You can present the
learn; on the contrary, it will be all too real will figure out the time shifts soon enough.
flashbacks in any order –
to them as they are hurled into flashback random, chronological –
scenes by various triggers. These triggers include: The encounters below work backwards in time to but I recommend starting
the origin of the curse, and that sequence works well with the most recent
• Burning down the Ivy Tower (see page 42), in unraveling the mystery slowly. It might be fun to events and moving back.
End with the deepest part
• Killing the dark stalker (see “Gas-filled Halls” try alternate flashback sequences, as long as the
of the past and the
on page 59), party succeeds with at least four of them to stop the shadow fey pact with the
• Casting a shadow spell curse. Shadow Goddess of Night
• Defeating one of the castle’s shadow ghosts, and Magic. The middle
• Capturing one of the shadow fey (see below). The Winter Garden
three can go in any order
without too much difficulty.

The party must overcome the flashbacks to change The Winter Garden (page 41), is attuned to the The advantage of this
events when they return to the present day and time. castle’s movement into the Plane of Shadows. sequence is that it
Successes or failures in the flashbacks reflect in the explains the ancient
(Usually, returning to the castle at dawn the next day, history that hints at the
no matter what time the flashback happened). If the colors of the roses in the garden, but don’t make a source of the curse. While
party successfully changed the past, this affects the big point of that. Mention the roses when the party you could present the
castle in quirky ways, so the party slowly creates asks or if they make a Wisdom check (DC 20) when events in a random order,
conditions that improve the castle, and even gain upon first sight. Don’t explain the color code; it’s this fragments the castle
better if they figure it out. The roses start as mixed history further, and forces
access to rooms or items not available before the the players to think a bit
flashback. If most of the flashbacks are defeated, the black and white. more about what they
PCs have a chance to lift the Stross family curse. have seen. Depending on
Table 2-2: The Winter Garden how much historical or
If they don’t defeat the flashback challenges, investigative challenge
Net Garden your players are used to,
Evander sinks deeper into darkness, trapped among Status?
Successes Appearance you might want to mix
the ghosts and shadows of the castle. If enough things up deliberately.
challenges fail, the party may go with him (see -2 successes Roses are all dead Castle transfers
into shadow
“Castle Falls Into Shadow”, page 65).
-1 success Roses are all black Gloomy, twilight at
best
Table 2-1: Flashbacks Summary
0 success, Roses mix of white Dim, shady, never
Name Trigger Obstacle Success 0 failure and black daylight
Courtyard Visit Shadow Stross curse +1 success All roses are white Full daylight at
Murder courtyard at Evander explained noon
night +2 success Roses mix of white Full daylight for
Fall of Tower burns Caller in City troops and yellow four hours/day
House Darkness return to castle
+3 success Roses all yellow Normal all day
Stross
Evander +4 success Roses mix of red Curse may be
vanishes. and yellow lifted, beams of
Bridge at Meet shadow Four Deaths Evander is sun.
Oros fey Neutral. +5 success Roses all red, curse Curse lifted if
lifted Black Oak slain
Sun God shrine
opens.
Kobolds Dark stalkers Sword of Open tomb of
Enslaved Light broken kobold king
Fey Shadow Archers and Black oak
Sacrifice magic. lammasu awakes,
Use sword Scáthsidhe
against freed
shadow

Castle Shadowcrag 13
Flashbacks The Courtyard Murder

The Black Wind nourished among the villagers, the kobolds, and travelers visiting
the castle.
When the party triggers one of the flashback scenes by exploring
and adventuring, you should definitely change the mood of the Evander met the wizard in the Black Oak Bailey. Evander lured the
game a little. I recommend all the usual suspects: music, lighting, wizard with promises of selling an old volume of arcane lore he
and your own tone of voice. found in the castle ruins.

If you do use music in your games, I’d say go a little cheesy. That
could be music from the Phantom of the Opera (available at any
local library!), organ music from Bach, or Rob Zombie if that’s what
works for your group. (A CD player with a remote control is ideal.)

Creepy Music
Never underestimate the power of music to set an emotional tone.
If you have an unsettling and dissonant piece of music, now’s the
time. Here are some suggestions from project patrons:

• Bram Stoker's Dracula film score/soundtrack


• Holst’s “Planets” symphony, especially “Mars” and “Uranus”
• Evil Theme from The Nightmare Before Christmas soundtrack
• Old Boy - The Count of Monte Cristo
• Wes Craven's New Nightmare
• The 9th Gate film score
• The Red Violin score (John Corigliano)
• The Insider score (Lisa Gerrard and Peter Bourke)

For lighting, use a dimmer, turn off the main light and turn on
some floor-level or table lamps, or (if you really go for it), light a
candelabra. But for lots of shadows, run the whole game with just
one small halogen lamp at the center of the gaming area, and
darkness in all the corners of the room (no overhead lights or bare
Tactical Map: Courtyard Murder

[I=Inkspot; E=Evander; M=Marcenzo]


bulbs anywhere). If it’s set up right, everyone around the table will
throw shadows behind them whenever they move in their seats. Trigger
The party or PC triggers the first flashback easily. Any party that
For tone of voice, speak more slowly and a little deeper than has met Zarek or Evander and that visits the bailey after dark
normal. You want to avoid sounding like some Dracula knockoff, triggers the shadowplay of the past. The black wind brings the PCs
but sounding grim or extra-serious is good. to the moment just before Evander and Marcenzo meet. Evander is
hidden in the shadows when the PCs arrive. Rumbold and some
dwarves hide inside the Smithing Grounds.
2.1 The Courtyard Murder
Read the following when the party enters the courtyard:

I
n the present, bloody history, Evander Stross grew to
manhood in the shadow of the castle’s ruin, adopted by the A black wind rushes around you, dousing lights, darkening the
Grimbold dwarves who set up their smithy here. The dwarves skies, and chilling you under your armor. The air seems suddenly
took him under their tutelage. After this murder they helped him damp, and you can’t see as well as a moment ago: all the color seems
chase off the garrison entirely. Evander learned shadow magic and drained out of the castle around you — and the castle itself looks
expanded his power with the dwarves, and he adopted their stoic, very different than it did. For one thing, many windows in the hall
bitter cynicism as well. are lit, and for another, you hear a group of men singing near the
castle gate. The time is night, and the singers are off-key and
By 55 years ago, Evander was 30 years old and a master of shadow probably drunk.
magic. He and the Grimbold dwarves were convinced they could
soon hold the castle as their own. And they did, until one day, when
the Free City sent the wizard Marcenzo to visit the castle. He
planned to dispel the rumors of its haunting – rumors Evander had

14 Castle Shadowcrag
Flashbacks The Courtyard Murder
Give the party time to ready themselves in any way In game terms, Evander uses a sneak attack with
they see fit. They have two rounds. Then read: rogue’s stab* for a total of 3d6+2 points of damage, Shadows In The Past
going to 4d6+2 for a confirmed critical in the
A man in the elaborate robes of a wizard steps While in a flashback, the
surprise round. Marcenzo (an 8th level wizard) takes PCs are incorporeal and
into the light of an open door across the courtyard. 18 points from that, then 1d6 plus ability loss from invisible to the inhabitants
He sneers a few words to the doorman, who bows the touch of idiocy from Inkspot the familiar. With just of the past. They can use
and leaves quickly, like a kicked dog. The wizard 22 hp, the wizard gets off maybe one spell, but never force spells, ghost touch
seems to be examining some papers using magical really recovers. The sequence is: weapons, healing spells,
light, and frowning. The singing suddenly stops. and light-based spells to
affect the material world.
Surprise Round Their speech can be
The party may want to speak with the wizard, but he heard distantly. A listening
ignores them completely. Attempts to touch him fail Marcenzo takes 18 points from sneak NPC must make a
unless the character succeeds with a DC 15 attack. Down to 4 hp. Takes 3 points and - successful DC 25 Listen
Concentrate check. (See Sidebar: Shadows In The 4 Int, Wis, Cha from spell. check to hear the party’s
words, and even then they
Past.) are indistinct.
Round 1
A successful DC 25
If a PC makes a successful Spot against Evander’s Evander rolls a 15 initiative; Marcenzo Knowledge (Arcane)
+17 Hide or a successful DC 26 Listen to hear his rolls a lucky 19 and casts a magic missile, check reveals that if the
whispered spellcasting, read: doing 15 hp to Evander. Unless the party PCs are shadows, their
interferes, Evander strikes for minimum 3 voices and touch may not
If Spot: points of damage. Marcenzo falls. be that effective.
Successful melee attacks
Round 2 by the party do no
You notice a young man come into the bailey, physical damage, but
though the wizard doesn’t seem to have seen him. Coup de grace. Inkspot watches for instead cause increasing
He approaches the wizard slowly and carefully, interference, but ignores the PC party of Strength loss with each
carrying something like a wand or scroll. shadows. successful touch.
Attempting to touch
If Listen: Spells cast by the party such as daylight or blindness
someone material acts
like a shadow’s touch. The
work normally, allowing Marcenzo to escape. character must make a
You hear a young man speaks a few words of Though he is grievously wounded, he gathers his DC 15 Concentration
incantation. His accent is strange, upper class and drunken men from the garrison and gets out. check and a touch attack.
a little formal. The wizard in his red and black Evander tries to destroy the party with starbolts Yes, wizards and clerics
robes notices nothing, and the loud singing starts (3d6+3+Fort DC 16 or dazed).
are likely to get the hang
up again. of Strength-draining faster
than the fighters. The first
You see the young shadow-cloaked man step into time a character hits as a
The party can attempt to interfere, but they are darkness. He vanishes completely – then a line of shadow he drains 1 point
shadows here. See Sidebar: Shadows In The Past. silver comets comes flying out of the shadows at you. of Strength. That is
followed by 1d2 the
All around the courtyard lights come on. You hear second hit, 1d3 the third,
The Murder the distinctive “thunk” of heavy crossbows laid and finally 1d4 (the
onto windowsills. “Damn you all for interfering!” maximum for a PC
The fight between Evander and Marcenzo starts
says a voice with a strong dwarvish accent. “Ghosts shadow).
with Evander granting his shadow familiar a touch of
and haunts begone!”
idiocy spell. Evander then approaches through the
shadows (+17 Hide) and sneak attacks. Read the
The Grimbold dwarves go shadow hunting,
following if the party makes no move to stop his
annoyed at the interference with their plot. The
ambush:
dwarf Rumbold uses his shadow-catching net (treat
as a ghost touch net attack; shadows caught in it
The young man in his black cloak slithers right up
become corporeal). He is a snow-bearded dwarf
to the red-cloaked wizard and stabs him with a
who dies a few years after this scene, giving
curved sword. The wizard never saw it coming.
leadership to Mandergrim. His followers use ghost
Now blood bubbles on his lips. As he turns to
touch crossbow bolts that do 2d8 points of damage
defend himself, a clawed chunk of darkness reaches
to the PCs in their shadow state.
up from the ground and tears at his robe; the
wizard seems stunned and slack-jawed. The young
man pulls out a dagger to finish him off.

Castle Shadowcrag 15
Flashbacks The Courtyard Murder

Evander Stross, Age 30 CR 9 SQ: darkvision 60 ft., incorporeal, +2 turn resistance,


Inkspot, Evander’s Male Human Aristocrat 5/Shadowsworn 5 undead traits
Shadow Familiar NE Medium Humanoid Abilities: Str —, Dex 15, Con —, Int 6, Wis 12, Cha 14
CR 4 Init +2; Senses darkvision 30 ft, Listen +10, Spot +10 Skills: Hide +14*, Listen +9, Search +6, Spot +9
Languages Common, Dwarven, Shadowcommon Feats: Alertness, Dodge, Mobility, Spring Attack
Always NE Medium AC 19, touch 17, flat-footed 17 (+2 Dex, +5 bracers, +2
Outsider ring of protection) Strength Damage (Su): The touch deals 1d8 points of
Init +2; Senses darkvision hp 51 (5d8+5d4+3 HD); Evasion Strength damage to a living foe. A creature reduced to
60 ft.; Listen +11, Spot +11 Fort +3 Ref +5 Will +6 Strength 0 by a greater shadow dies. This is a negative
energy effect.
AC 16, touch 13, flat- Speed 30 ft. (6 squares)
footed 14 (+3 natural, +2 Melee +7 scimitar (1d6+2/15-20)
Create Spawn (Su): Any humanoid reduced to Strength
Dex, +1 deflection) Ranged +8 short bow (1d6) 0 by a greater shadow becomes a shadow under the
hp 25 (10 HD); Dodge Base Atk +6; Grp +6 control of its killer within 1d4 rounds.
Improved Evasion Special Atk +1d6 sneak attack (+1d6 for rogue’s stab*)
Combat Gear +2 keen scimitar Skills: Shadows have a +2 racial bonus on Listen and
Fort +3, Ref +5, Will +7 Spot checks and a +4 racial bonus on Search checks. *A
Abilities Str 11, Dex 14, Con 10, Int 16, Wis 10, Cha 19
Speed fly 40 ft. (good, 8 shadow gains a +4 racial bonus on Hide checks in areas
Feats Alertness [B], Combat Casting, Combat Expertise,
squares) Combat Reflexes, Scribe Scroll [B], Stealthy, Toughness of shadowy illumination. In brightly lit areas, it takes a -4
penalty on Hide checks.
Melee +8 incorporeal Skills Bluff +9, Concentration +8, Diplomacy +14,
touch (1d6) Forgery +7, Hide +17, Intimidate +11, Jump +4,

Base Atk +6; Grp —


Knowledge (arcana) +11, Listen +10, Move Silently +17, Success
Ride +3, Search +3, Sense Motive +8, Sleight of Hand
Special Actions share +8, Spot +10, Use Magic Device +12. If the party warns Marcenzo (or at least stops
spells, deliver touch spells Possessions bracers of armor +5, +2 ring of protection, Evander from murdering him), the wizard returns to
Abilities Str —, Dex 14, +1 scimitar, cloak of darkness (+5 to Hide and Move the city with stories that the castle is indeed haunted
Con —, Int 8, Wis 12, Cha Silently), wand of starbolts (19 charges), 14 gp, 4 sp, 7 and best left alone. He sends an exorcist to the
cp.
13 castle, the garrison stays a little longer, and Evander
Spells (4/3+1/1+1): Caster level 5th, spells known (6/4/2):
Feats Alertness, Dodge does not have blood on his hands.
2nd—slither*, touch of idiocy
Skills Hide +17, Listen
+11, Search +4, Spot +11 1st—compelling question*, rogue’s stab*, silent sound*, Better still, he questions whether the dwarves truly
sleep have his best interests at heart. His alignment does
Special Abilities: 0—douse*, flare, lengthen shadows*, shadow bite*
Shadow familiars are not shift to Neutral Evil over time.
shadow blindness*, silhouette*
incorporeal and grant
Alertness to their master
Evasion: Evander can avoid even magical and unusual You feel the black wind rise up all around you even
when within arm’s reach. as you see the mortar of the castle start to turn oily
attacks with great agility. If he makes a successful Reflex
saving throw against an attack that normally deals half and black, the space between the stones releasing
damage on a successful save, he instead takes no shadows that reach toward you for a moment…
damage.

Then you are in an empty courtyard, and the sky is


Evander’s Allies grayish pink in the east. There’s no sign of a dwarf,
These greater shadows are included here for a party or shadows, or seeping mortar. The castle rooster
spoiling for a big fight (and trying to kill Evander) or crows, and the sun breaks over the horizon.
for parties larger than four PCs, who will find the
standard encounter too easy. Please add greater When the party returns to the castle, Evander is no
shadows or double the number of creatures in other longer a follower of the Grimbold dwarves. Instead,
encounters when the party size is greater than 4. the dwarven leader Mandergrim calls him “the little
lord” and grumbles about paying him a rent for the
Greater Shadow CR 8 use of the castle grounds, the forest charcoal, and
CE Medium Undead (Incorporeal)
the smithy. Mandergrim claims that he taught the
Init +2; Senses darkvision 60 ft.; Listen, Spot man everything he knows. In return Evander forged
AC 14, touch 14, flat-footed 12 (+2 Dex, +2 deflection)
a deed to the castle, cheating him. He warns the
hp 58 (9d12 HD) party against Evander, rather than speaking of him
Fort +3, Ref +5, Will +7Speed fly 40 ft. (good) as a favored child or student.
(8 squares)
Melee +6 incorporeal touch (1d8 Str) After this flashback, Evander does not remember
Base Atk +4; Grapple — serving as a shadow apprentice to the dwarves,
Special Atk: Create spawn, strength damage because he never did. Instead of brooding on the

16 Castle Shadowcrag
Flashbacks The Fall of House Stross

murder and pledging himself to deeper shadow, he tried to fight the You smell smoke and hear the noise of hundreds of people in the
oath to the Goddess of Night and Magic, refusing to help the Lower Bailey. Then you hear a scream: “Peasants! Get away!”
Grimbold dwarves drag away his inheritance. After all, he says to Looking about, you see a young woman dressed in fine clothes and
himself, he offered his soul, but not his fiefdom. He manipulates jeweled rings, with two young boys holding her skirts and crying their
the dwarves as much as they manipulate him, and he doesn’t turn to eyes out.
outright evil.
A wizard in a black and red robe climbs onto a horse to address the
Failure woman over the crowd. “You and Lord Stross have stolen from us for
long enough, sending us to die in the mines and taxing us to death!
If this flashback ends with Marcenzo dead, he continues to haunt She’s a leech! Hang them all!” The mob surges forward.
the castle (see “Marcenzo the Wizard” on page 31) and the garrison
abandons the place completely, as in the default history. The Mob
Moving through the crowd on foot uses 2 squares of movement for
The wizard in his red robe and black cloak falls to the ground, and
each square entered. Make a successful DC 24 Escape Artist or
his last breath rattles from his throat. You hear a deep dwarven voice
Tumble check to pass through at normal speed. All PCs within the
say, “Well done lad, you’ve avenged your family. Blood for blood is
crowd are flanked and may not make 5-foot steps in combat.
the best way. You can take your castle away from them as well. I’ll
Members of the mob do not attack the PCs unless they appear to be
tell you how.”
nobles: high Charisma, fancy armor, rich clothes and the like draw a
Hostile reaction. If the party does fight the mob, treat it as a swarm
Evander lifts his head and gives you a grim smile before he turns to
(see the MM) of 100 commoners, doing 1d6+1 points damage to
face the dwarf. “Tell me everything,” he says. Then the shadows
anyone in its area. It is AC 12. If the party inflicts 150 hit points
flicker around you and the wind howls through the towers and the
damage, the mob breaks up and flees — but the party will have
tree branches. You close your eyes against the dust and leave. When
killed 30 citizens, including women and adolescents. There may be
you open them again, you are in the courtyard. The wizard’s body is
alignment repercussions for LG characters using lethal force.
gone, and so are the young man and the snow-bearded dwarf.

Characters that saw Evander may make a successful Wisdom check


(DC 20) to recognize the young version immediately. They can also
find Marcenzo’s bones restlessly hidden in the family crypt (see
“Family Crypts” on page 50), jaw broken to prevent speak with dead
from working properly. His ghost is a haunt of the castle (see
“Shadows of the Dead” on page 31). The PCs can question
Marcenzo’s ghost in the present day.

2.2 The Fall of House Stross

A
bout 70 years ago, the mob overran the castle once and
for all, after defeating the Stross armies and allies on the
field of battle. The PCs arrive on that night incorporeal,
but if they defeat the Caller in Darkness, they grow stronger in the
shadow world. Strong enough that they can choose to save one or
more of the mob’s targets. They must choose carefully.

Trigger Tactical Map: Fall of House Stross

[CiD=Caller in Darkness; M=Mikad; B=Bellanca; D=Dragos;


SGT=Shield Guardian, KT=Kranos Stross]
The flashback begins when the party sets fire to the Ivy Tower
(while fighting the aranea Darius Grindstone), builds a fire for Depending on where the party is, the distance to the lynching may
warmth overnight, or otherwise lights a large fire (such as with a be short, but the party is constrained as it was last time: melee saps
fireball cast in the castle). Strength from those touched (ineffective against large numbers of
angry citizens), force spells act as ghostly damage (that the mob
A black wind rushes around you, dousing lights, darkening the barely notices), and no one hears them. However, they are visible to
skies, chilling you under your armor. The air seems suddenly damp. those in the material world.
You can’t see as well as a moment ago: all the color seems drained out
of the castle around you — and the castle itself is very different.

Castle Shadowcrag 17
Flashbacks The Fall of House Stross

At the same time, the death of so many soldiers and Caller in Darkness CR 9
Designer’s Note aristocrats creates a caller in darkness in the Griffon CE Large Undead (Incorporeal, Psionic)
Tower, which feeds off the vengeance and death. It Init +7, Senses darkvision 60 ft, Listen +16, Spot +16
The ideal result for this
notices the incorporeal PCs long before they notice AC 14, touch 14, flat-footed 11(-1 size, +3 Dex, +2
encounter is to forcibly
split the party by a failed it. It uses its death urge ability against one of them deflection)
each round for three rounds. If they fail the DC 17 hp 71 (11d12 HD)
Will save or two. The
Fort +3, Ref +6, Will +9
caller in darkness appears Will save, characters try to leap off the castle walls
just as the woman’s (7d6 falling damage), jump into the well (4d6 falling, Speed 30 ft. (6 squares), fly 60 ft. (good; 12 squares)
screams convince the Melee +7 incorporeal touch (2d6) or
then normal drowning), leap from a tower, critically
party to rescue her. +7/+7/+7/+7 x4 incorporeal touches (2d6)
hit themselves with their own weapons, or run into
If possible, there should Base Atk +5; Grp —
the burning Ivy Tower (2d6 area fire damage per Space 10 ft; Reach 10 ft.
be a painful choice
between rescuing her and
round). Atk Options Death urge, psi-like abilities, steal essence
rescuing a comrade. The SQ Incorporeal traits, undead traits, unnatural aura,
caller in darkness can fly If a PC does obey the death urge and is reduced to 0 vulnerability to sunlight
up to a tower, for instance, or less hit points, the caller in darkness swoops Abilities: Str —, Dex 16, Con —, Int 14, Wis 14, Cha 15
and then hide among the down from the Griffon Tower to steal the PC’s Skills Hide +9, Intimidate +12, Knowledge (arcana) +12,
mob again if the party
goes up to the tower
essence with its special ability. The mob doesn’t Listen +16, Spellcraft +12, Search +12, Sense Motive
notice it, but the PCs will. Even if the PCs are not +12, Spot +16
windows.
Feats Alertness, Blind-Fight, Combat Reflexes, Improved
affected, the players will figure out something’s up.
Initiative
Determining what should be very difficult. A PC Spell-Like Abilities (CL 7th) Save DC 12 plus spell
who makes a successful DC 17 Will save against the level. At will — clairvoyance/clairaudience, daze monster,
death urge is entitled to a DC 28 Listen check to detect thoughts, scare, touch of idiocy; 3/day — slay
find its source. Distinguishing the suggestion voices of living, suggestion; 1/day — feeblemind. The save DCs
the caller in darkness from the noise of the mob are Charisma-based.
looting the castle is very difficult.
Death Urge (Su) Three times per day the caller in
darkness can plant a hidden death-urge impulse in a
After three rounds, read the following: target creature within 200 feet. A DC 17 Will save
negates this impulse, which is a mind-affecting ability.
The mob in the courtyard tears someone’s clothes The save DC is Charisma-based.
apart and hacks them to pieces. You hear a scream
If the target fails its saving throw, on its next turn, it looks
cut off, and then a roar of bloodlust. You see a for the quickest method to end its life and attempts to do
screaming mass of connected heads carried along by so. The target takes no other action on its turn except
the crowd, a creature out of nightmares. Its dozen attempting to harm itself.
heads are all wide-mouthed, eyes bulging. They are
headed straight toward the fallen body of your If armed, the target attacks itself as a full-round action.
The attack automatically succeeds and deals damage as
companion. a critical hit. If unarmed, the target moves adjacent to the
nearest enemy and provokes an attack of opportunity,
Once the PCs find the caller, it should be an easy offering its opponent an opening.
kill, as it has a terrible AC, no incorporeal bonus
against the incorporeal PCs, and poor saves. Make If the target is unarmed and no enemy is nearby, the
target does nothing. A target close to an immediate and
the hide-and-seek from tower to tower with the lethal hazard such as a cliff or a fire might hurl itself off
flying monstrosity the challenge; once melee the cliff or into the fire instead of striking itself with a
happens, it’ll be over quickly as the party has normal weapon.
combat abilities against an incorporeal foe. Due to
their shadowy state, the PCs are immune to its slay Steal Essence (Su): Any living, intelligent creature slain
by a caller in darkness’s touch attack is mentally
living ability. absorbed into the monster’s consciousness. (The
physical body of the victim remains intact). Stealing a
victim’s essence is a free action; it grants the caller 12
temporary hit points, and a permanent new screaming
face appears within its cloud.

A caller in darkness can also steal the essence of living,


intelligent creatures within 30 feet that are paralyzed or
sleeping, or that are helpless due to having a mental
ability score reduced to 0 (often by the caller’s feeblemind
or touch of idiocy attacks). Doing so is a standard action

18 Castle Shadowcrag
Flashbacks The Bridge At Oros
that provokes attacks of opportunity. The victim dies, and
the caller gains 12 temporary hit points.
Failure
The Psionic Caller in
If the party succeeded in the first flashback but fails Darkness
Incorporeal Traits: A caller in darkness is harmed only in this one, the castle teeters on the brink of sliding
by other incorporeal creatures, magic weapons, spells,
spell-like abilities, and supernatural abilities. It has a 50%
into the Plane of Shadows. Increase the number of If you use psionics in your
chance to ignore any damage from a corporeal source, shadow events (see “Shadow Events” on campaign, you may want
to use the original psionic
except for force effects or attacks made with ghost touch page 32).Make it clear that the werewolf lord and
version of this creature.
weapons. It can pass through solid objects, but not force many shadow fey are waiting outside the castle, as if The following abilities are
effects, at will. Its attacks ignore natural armor, armor, and drawn to it. The party should feel more threatened the standard caller in
shields, but deflection bonuses and force effects work
normally against them. The creature always moves
than ever. The castle feels even darker and more darkness:
silently and cannot be heard with Listen checks if it forbidding. Psi-Like Abilities
doesn’t wish to be.
At will—clairvoyant sense,
If this is the second failure in a row, the castle and concussion blast (two
Unnatural Aura (Su): Animals can sense the unnatural nearby forest move into the Plane of Shadows! The targets, 3d6*), detect
presence of a caller in darkness. Any animal within 30
feet must make a DC 17 Will save or become panicked
sun never rises, and the party must succeed in the psionics, ego whip (2d4,
until it is no longer within 30 feet of the caller in darkness. three remaining flashbacks to restore the castle to DC 16*), mind thrust
(7d10, DC 16*); 3/day—
A panicked creature that is cornered begins cowering. the Material Plane. If you want to give the party a
death urge (DC 16),
The save DC is Charisma-based. deadline, have a herald of the Moonlight King arrive, psychic crush (DC 13**),
to prepare his “new fiefdom” for an inspection psionic suggestion (three
Vulnerability to Sunlight (Ex): Callers in darkness are
utterly powerless in natural sunlight (not merely a daylight
within three days (see “The Castle Falls into targets, DC 14*); 1/ day—
spell) and flee from it. A caller caught in sunlight cannot Shadow” on page 65.). co-opt concentration (DC
18). Manifester level 7th.
attack and can take only a single move action or standard
The save DCs are
action each turn, but not both (nor can it take full-round If the party does not restore the castle quickly, it Charisma-based.
actions). remains here forever. They must find a way back
*Includes augmentation
through planar travel. for the caller’s manifester
Success level.
If the party kills the caller in darkness, they take
physical form in the flashback and can use all their
2.3 The Bridge At Oros **Includes the inherent +4
save adjustment
described in the power.
class abilities and powers. (They no longer deal

A
damage as a shadow.) As soon as the caller is dead, bout 70 years ago, the bridge below the
make it clear that they are no longer shadows castle was a battlefield between the family
because members of the mob bump into them Stross and the city folk of Zobeck.
(Wisdom check DC 12 if the players don’t get it). Magical mayhem on all sides, one of the keys to the
They can wander the halls and witness the looting, Stross plan. The shadow fey mercenaries called the
or they can rescue various servants, one of the Four Deaths were among the Stross retainers.
young princes, or even Tansa Vanderroh, Lord
Stross’s mistress. The elderly wizard, Lord Kranos Trigger
Stross, is already dead and dismembered.
This flashback begins after the party sees one of the
If they rescue someone (just by getting them out of shadow fey (such as in the “The Blue Room” on
the castle and into the woods), they succeed page 43) or if they capture one during shadow
completely. Evander is no longer an impoverished events caused by the fey (see “Shadow Events” on
former nobleman getting by on rents from his page 32).
forests, charcoal money, and silver mines. Instead, he
and the other survivor of that night flee the castle A black wind tugs at your hair. You feel a chill as
successfully and grow up in a neighboring kingdom. color fades from your sight. You are outdoors near
a river; all around you are men in heavy armor,
The flashback ends at dawn. The PCs wake up in many gathered under a raven-wing banner.
their beds when the rooster crows. Evander is not at Roughly a bowshot away is a much larger group of
the castle. Questions about him get blank stares men carrying pikes and axes and makeshift
from the dwarves, who claim they bought the castle armor. They seem to be the opposing army, but
40 years ago. The kobolds know that “the young they can barely get a shield wall together. Their
Lord Evander he lives off in another city. East or movements seem hesitant. You notice the opposing
west, I think.” army has pikes, but no cavalry.

Castle Shadowcrag 19
Flashbacks The Bridge At Oros

The well-organized army around you begins to move. You hear the The spellcasters are the Four Deaths, the mercenary shadow fey
unmistakable hoofbeats of heavy horse. Voices bark orders, and serving the Stross. Their banners are all black, with different
others incant spells near you. “Death to those who oppose Lord devices: one white rose, a sun, a skull, and a flame.
Stross! No survivors!”
Their own troops name them the Glory, Bright, Boney, and Fire
Let the party make its own decisions. Attempts to question people Deaths (also known as Banner, Eclipse, Fingerbone and Torch),
near them are ignored (though the party is solid and able to use all and think of them as very lucky for their side. Just seeing them
class abilities if they successfully completed the Caller in Darkness among all the troops and chaotic movement requires a DC 25 Spot;
flashback). They may learn more by careful observation. understanding their spellcasting requires Spellcraft DC 20 (revealing
that they are working on shadow magic and necromancy).
If the party makes a Spot DC 35, read the following:
With a successful Listen DC 30, they hear voices from the opposing
You notice that not all the followers of the raven-wing banner are army.
human: a handful of fey creatures ride on shadow mastiffs and carry
black banners, marked with white roses and suns. These fey riders One man seems to be rallying the opposing army, yelling at the top of
seem to be the leading edges of the raven army’s attack on the his lungs. “Freedom, boys! Hired swords will not conquer us!
peasants. They shimmer and shift in the gray light – you only catch Remember the street massacre!” He’s wearing red robes and his
glimpses. One speaks a word and unleashes a fragment of pure light features seem familiar.
into the opposing lines.
This is Marcenzo, the wizard leader of the Free City Army (and
murder victim in the Courtyard flashback). Once the party notices
him, they see that the spells he casts against the Four Deaths are all
unraveled by the scáthsidhe’s innate ability (See Appendix A). He
can’t help his army much. Anyone who makes a successful DC 16
Intelligence check remembers him as the red-robed wizard of the
first flashback.

Kranos, Lord Stross


The gray-haired wizard and fighter Kranos Stross is here, leading
his troops and gesturing with a white staff of rowan wood. He is
almost totally inaccessible in combat: protected by a sphere that
negates teleportation and dimension doors, he also commands three
shield guardians devoted to his well being. If the party really wants
to fight him, they can, of course, but he is an Aristocrat 4, Wizard
15. The shield guardians (hp 99, 90, 85, MM, page 223) are more
than happy to fight the party for a round until the Four Deaths
arrive. If the party explored the castle gate during the “Caller in
Darkness flashback, they remember seeing his corpse, his white
wizard’s staff broken in two.

The Four Deaths


The PCs can see the Four Deaths in action – and may defeat one or
more of them before the party encounters them in other flashbacks
or the castle itself (see “The Blue Room” on page 43, “The Black
Oak” on page 63, and a much younger Istrella at “The Sacrifice on
the Hill” on page 24). Their tactics rely on fighting as pairs, usually
one sorcerer and one fighter together. For story reasons, the party
should fight Banner and Eclipse here, with their heraldic signs of a
white rose and eclipsed sun.

The Four Deaths typically shadow jump across the battlefield to


engage and destroy opposing clerics and arcane casters. They
especially hate clerics of the Sun God or dwarves of any kind. They
Shadow Fey & Mastiff
can see the PCs and fight them normally, as they are shadow fey and

20 Castle Shadowcrag
Flashbacks The Bridge At Oros

see shadow creatures all the time. If the party failed at the Caller in Uncanny Dodge (Ex) A shadow fey retains her Dexterity bonus to AC (if
Darkness flashback, they can still engage in normal combat here any) regardless of being caught flat-footed or struck by an invisible
attacker. (She still loses any Dexterity bonus to AC if immobilized.)
(and become solid for all future flashbacks, if they succeed.
Skills (Ex) All shadow fey gain a +8 racial bonus to Hide and Move
Fire Death and Glory Death Silently skills. Shadow fey can move at full speed or even run while hiding.
They suffer no penalties on Hide checks due to movement.
Torch (Istrella) and Banner (Tilliganna) CR 9 Light Weakness: A shadow fey suffers a -2 circumstance penalty to all
Female Shadow Fey Fighter 6 attack, skill checks, and saving throws when in full sunlight (including that
LE Small Outsider (Augmented Humanoid) created by a daylight spell). Worse, she loses her flicker deflection bonus
Init +9 (+5 Dex); Senses darkvision 240 ft.; Listen +10, Spot +10 to armor class.
Languages Common, Elven, Sylvan, Shadowcommon
AC 28, touch 20, flat-footed 20 (+1 size, +5 Dex, +4 deflection, +5 chain The Bright Death and the Boney Death
shirt, +3 buckler)
Hp 80, 75 (7d6+6d10+13 HD); dodge, improved evasion, uncanny dodge
These two fey are powerful sorcerers. They use orb of light, acid arrow,
Fort +9 Ref +12 Will +8 and ray of enfeeblement, to keep their foes off-balance. They use sleep
Speed 40 ft. (8 squares)
on opposing soldiers, not officers or adventurers. For asterisked
Melee +16 rapier (1d6+4/15-20) or spells, see Appendix C.
+16/+11 rapier (1d6+4/15-20)
Ranged +19 elven long bow (1d6+4+shadow poison/19-20) Eclipse (Hirsek) and Fingerbone (Handervok) CR 9
(After using +4 arrows, +15 ranged.) N Male Small Fey Sorcerer 6
Combat Gear +1 keen rapier, +1 chain shirt, +2 buckler, three +4 arrows Init +9; Senses 240' darkvision, Listen +14, Spot +14
Weakness light (see below) Languages Common, Elvish, Goblin, Giant, Shadowcommon, Sylvan
Base Atk +9; Grp +6 AC 20, touch 20, flat-footed 15 (+1 size, +5 Dex, +4 deflection)
Spell-Like Abilities: Caster level 7. DC 14 plus spell level. At will douse*, hp 82, 75 (7d6+6d4+26 HD), dodge, evasion, uncanny dodge
shadow bite*, silhouette*, 3/day haste, shadow walk, 1/day orb of light*, Fort +7 Ref +12 Will +11
suggestion. Spells marked with an asterisk are described in Appendix C.
Speed 40 ft. (8 squares)
Special Atk Combat Expertise, Combat Reflexes, Improved Disarm,
Melee +8 quarterstaff (1d6+2) or
Power Attack, spell-like abilities
+8 rapier (1d6+1/18-20)
Abilities Str 12, Dex 20, Con 12, Int 16, Wis 12, Cha 18
Ranged +11 short bow (1d6/19-20)
SQ darkvision 240 ft., flicker, shadow jump, improved evasion, uncanny Combat Gear MW rapier, +1 quarterstaff, wand of major image (23
dodge
charges), potion of barkskin +2
Feats Combat Expertise, Combat Reflexes, Dodge, Improved Disarm, Base Atk +6; Grp +2
Mobility, Power Attack, Skill Focus (Bluff), Weapon Finesse, Weapon
Sorcerer Spells learned (CL 6, +11 melee touch, +12 ranged touch)
Focus (rapier), Weapon Specialization (rapier)
Skills Balance +9, Bluff +11, Concentration +9, Diplomacy +8, Escape 3rd (4/day)—orb of light
Artist +9, Handle Animal +8, Hide +27, Knowledge (the planes) +7, 2nd (6/day)—acid arrow, touch of idiocy
Listen +10, Move Silently +23, Open Lock +7, Perform (dance) +9, 1st (7/day)—chill touch (DC 14), obscuring mist, ray of enfeeblement,
Profession (duelist) +5, Sleight of Hand +10, Spot +10, Tumble +9 sleep (DC 14/W)
Possessions combat gear, potion of cure serious wounds, and 23 gp, 23 0 (6/day)—acid splash, flare (DC 13/F), ghost sound, mending, read
sp, 23 cp. magic, shadow blindness*, touch of fatigue (DC 13/F)
Spell-Like Abilities: Caster level 13. DC 14 plus spell level. At will
Flicker (Ex): All shadow fey seem to fade in and out of vision, and they douse*, shadow bite*, silhouette*, 3/day haste, shadow walk, 1/day orb of
are very hard to focus on unless they wish to be seen. This allows them to light*, suggestion.
hide in plain sight, and it grants them a deflection bonus to armor class Special Atk unravel +13, spell-like abilities
equal to their Charisma ability modifier.
Abilities Str 12, Dex 20, Con 15, Int 16, Wis 13, Cha 18
SQ familiar, flicker, improved evasion, shadowjump, uncanny dodge
Spell-Like Abilities: Caster level 7. DC 14 plus spell level. At will douse*,
shadow bite*, silhouette*, 3/day haste, shadow walk, 1/day orb of light*, Feats Combat Casting, Combat Reflexes, Dodge, Mobility, Skill Focus
suggestion. (Bluff), Spell Penetration, Still Spell
Skills Balance +9, Bluff +15, Concentration +12, Diplomacy +8, Escape
Shadow Jump (Su): A shadow fey can travel between shadows as if Artist +9, Forgery +5, Handle Animal +8, Hide +27, Knowledge (arcane)
using a dimension door spell. The magical transport must begin and end +12, Knowledge (the planes) +7, Knowledge (local) +4, Listen +14, Move
in an area with at least some shadow. Torch and Banner can jump up to a Silently +23, Open Lock +7, Perform (dance) +9, Profession (scribe) +5,
total of 160 feet each day. This can be split among many jumps, but each Search +6, Sleight of Hand +10, Spellcraft +14, Spot +14 , Tumble +9.
one, no matter how small, counts as a 10-foot increment. Weakness light (see Shadow Fey Traits)
Possessions 12 pp, 18 gp, 11 sp, 18 cp.
Improved Evasion (Ex) A shadow fey takes no damage at all on Bat familiars: hp 16, AC 22, Improved Evasion, SR 18
successful saving throws against attacks that allow a Reflex saving throw
for half damage. What’s more, she takes only half damage even if she fails
Shadow Fey Traits: The sorcerers have Improved Evasion, Uncanny
her saving throw.
Dodge, Skills, and Light Weakness as described for Torch and Banner.

Castle Shadowcrag 21
Flashbacks Enslavement of the Kobolds
Alternate Form (Su): All shadow fey sorcerers can assume an alternate
form as a swift action, typically as a raven, dove, cat, wolf, or fox, and this
Trigger
animal form is always white, black, or silver gray. The shadow fey sorcerer The party must visit the kobold mines and defeating the dark stalker
does not regain hit points for changing form and must choose from the and dark creepers there (see “Gas-filled Halls” on page 59). The
forms mentioned above. In its alternate form, it loses spellcasting ability
but gains the natural weapons and extraordinary special attacks of its new
party is not incorporeal and shadowy in this flashback. Read the
form. It can remain in that form until it takes another or until struck by following:
sunlight.
As the white light explosion fades, a black wind rushes around you,
Unravel (Su): As a swift action, shadow fey sorcerers can unravel the dousing lights, darkening the skies, chilling you under your armor.
spells of their foes. This acts as a dispel magic cast at their overall class
level. (+13 for Eclipse and Fingerbone.)
The air seems suddenly damp, and you can’t see as well as a moment
ago: all the color seems drained out of the mines around you — and
you find yourself standing on the surface, at the mine entrance.
Success
If the party defeats one of the Four Deaths in a magical duel or The mine itself seems quiet. You see many, many kobolds on the
melee, Evander’s sons and daughter live better lives. The Stross surface, all surrounding a small, empty throne made of silver and set
family mother, Bellanca, flees the castle with her youngest son with agates and other precious stones. Among the hundreds of
before the mob reaches it instead of being advised to stay by the kobolds, a few carry well-made weapons: crossbows, longspears, short
scáthsidhe. Later, the widow Stross is given a Free City pension to swords. Most carry their mining picks and hammers. Quite a few
keep her quiet, and she raises her child as noble of good character, seem to be wounded.
preventing his fall into shadow entirely. After this successful
flashback, she is buried in the Winter Garden, where Evander often Give the party time to prep and explore a little, ask a few questions
visits her. – and notice that the kobolds can see them, bump into them, and
perhaps insult them under their breath.
While Evander returned to the castle and grew up there, an honest
servant of the Free City in his own family’s house, his daughter The kobolds have a Hostile initial attitude to any non-kobold PC,
Moira benefited much more. Without the constant badgering of the though they do not attack as long as the party is peaceful. The
Deaths, she was not driven mad. She turned to the worship of the kobolds might trust a half-orc or halfling (Neutral) and certainly
god of Sun and Light with joy rather than desperation, married a trust fellow kobolds (Friendly).
good man, and her mother built the Sun God’s temple (which is
now restored from shadow). This means the party can question her
(see page 40), and visit her in the ‘new’ shrine.

Failure
If the party defeats none of the Four Deaths, they fail at this
flashback. Nothing changes when they return to the castle, and
there is no hope of change. The Winter Garden grows blacker. The
mother’s grave does not appear. The Sun God’s shrine is lost, and
Moira stays trapped in madness.

2.4 Enslavement of the Kobolds

M
ore than 800 years ago, the kobolds that once ruled the
castle and first dug its mines surrendered to House
Stross. The PCs witness the scene as the kobolds
expect to ransom their king and to leave in shame and defeat.
Instead, all are enslaved.
Tactical Map: Enslavement of the Kobolds

[LS=Lord Adrastos Stross; R=Rumbold; B=Brandorek]


If the PCs save the kobold king from slavery, his tomb appears in
the deep mines (see “The Kobold King’s Tomb” on page 61). With a successful DC 25 Gather Information check, the party
learns that the kobolds have lost a large battle against the forces of
“the Lord Stross of the Black Sun”.(Evander’s great-grandfather, a
follower of both the Death God and the Sun God). They expect to

22 Castle Shadowcrag
Flashbacks Enslavement of the Kobolds

lay down their weapons here, swear fealty, and then return to the You hear a murmur in the crowd; the human lord hands the sword to
mines to gather tribute to pay to the House Stross. a runner who is taking it to the dwarves. With quick sweep, the
dwarves remove the offerings from their altar. A snow-bearded dwarf
To get close to the king and the empty throne, the PCs can elbow is hefting an enormous sledgehammer. The kobolds are screaming,
their way through the crowd easily. The kobolds aren’t in a fighting and their king hesitates.
mood. To get beyond the guards near the empty throne, they must
use stealth against an effective +25 Spot (lots of eyes are watching). The kobolds are saying “The sword of light! They’ll break it!”. One
of the kobolds begs you to stop the dwarves from shattering their
With a successful DC 20 Knowledge (Nobility and Royalty) check king’s blade.
the party learns that the Stross lord who broke the kobold’s grip on
the mines here was Lord Adrastus Stross. According to history, he If the party stops the runner with a ranged attack, another takes his
enslaved the kobolds and broke the power of their kings forever. place the following round. To succeed, the PCs must get the sword
into the hands of the kobolds, who will hide it away. Defeating 50
You hear trumpets sound and see four black horses, one gray dwarves(level 4 fighters; see below), Lord Stross, the mastiffs, and
warhorse, and a mass of 20 shadow mastiffs coming toward the 200 human soldiers (level 2 fighters; see the DMG) is extremely
kobold camp. Tramping behind them are a group of twenty or more unlikely. But taking the sword is possible, with clever use of flying,
grim dwarves carrying war axes, hammers, and a small, lavishly dimension door, invisibility, or other options. Human and dwarven
decorated … Well, it looks like an altar at first, with offerings of characters can move among the Stross forces freely — until they
grain, hop vines, charcoals, silver thread, bright red woolen cloak. attack or grab the sword. Gnomes, elves, and others will be
But as it comes closer you see it is an anvil. After the dwarves comes challenged.
a column of human soldiers, at least 200 men at arms carrying
spears, axes, and longbows. The party has 4 rounds to reach the sword and take it from the
dwarves before it is shattered on the anvil. The snow-bearded dwarf
The horses all have riders: the man on the gray is in his 40s, is a younger version of Rumbold (use the stats as Mandergrim,
bearded-bearded and wearing dented but polished banded armor. The page 56), and his acolytes are 4th level dwarf fighters (AC 21, hp 34,
others wear soot-blackened chain, and carry four holy symbols and attack +8, damage 1d10+3). Adrastus Stross retreats immediately
banners of the gods of sun, night, death, and harvest. They ride to the when things go wrong.
little silver throne. The man on the bearded horse dismounts next to
it and shouts, “Where is the son of Brandorek? Where is the king of
the mines?” Success
If the party keeps the sword whole, the kobolds are still enslaved,
A kobold rises up above the crowd on the surface of a metal shield but they live in hope instead of in despair. Someday, they believe,
held by strong bodyguards. He says, “I am here! With my sword, I the sword of the true king will break the curse. Bard’s “remember”
offer my surrender.” The shield he stands on passes through the this piece of bardic knowledge as soon as the flashback ends.
crowd. “My people will pay you tribute each year, as a fiefdom from Others must make a DC 20 Knowledge (History) check.
the Stross.”
The sword of bright shadows becomes available for the party to find in
“Come to me and swear your fealty.” The shieldcarriers move closer, the Kobold King’s Tomb (see page 61). See page 61 for the sword’s
and the kobold king turns the hilt of the sword toward the human powers and details.
lord.

Let the party cast spells and position themselves as they like, but
Failure
events unfold quickly. With a DC 35 Spot, the party may also notice If the party does not side with the kobolds, or fails to get the sword
that shadow fey are riding and directing the shadow mastiffs. away in time, the kobold resistance crumbles completely. They are
enslaved, a broken people serving the Stross. The sword remains
The human lord accepts the sword, which shines with magical light. broken in the present time, and a valuable tool is not available for
The kobold steps off his shields and kneels, beginning to swear his the final encounter.
oath of fealty.

With a successful DC 20 Sense Motive, the party can tell that


something is wrong the moment the sword is turned over (and that
character gains an extra round to act). With a Spot DC 25, they see
the following:

Castle Shadowcrag 23
Flashbacks The Sacrifice on the Hill

Goddess of Night and


2.5 The Sacrifice on the This flashback dates to the earliest connection to the
plane of Shadow, when the castle was a fey hilltop
Magic Hill fortress of wood and magic. Here the ancestral fey
made sacrifices to the Goddess of Night and Magic,
This dark goddess is

S
before they retreated to the shadow plane entirely
based on Hekate (with a ave this flashback for last. It reveals the
and became the scáthsidhe. This was more than
shadow fey twist). origin of the scáthsidhe, and makes it
Humans, kobolds and 1400 years ago. The PCs are witnesses to the
possible to end the curse. It can be followed
elves in the Free City of creation of the deepest wards and magics of the
Zobeck worship her. She up almost immediately with the adventure’s big final
place. The flashback shows them the secret of the
could just as easily be the combat sequence.
Unseelie Queen Mab, Nyx
old alliance between the fey and shadow. Their curse
the Greek goddess of the draws the castle’s inhabitants into destruction and
Night, or any similar Trigger despair and links the hilltop oak and castle itself
figure.
Ideally someone triggers the flashback by casting forever with the Goddess and the plane of Shadow.
shadow magic within the castle, or someone uses the
Designer’s Note
sword of bright shadows against a shadow creature, such Winning Over the Ancient Fey
as the shadow fey, mastiffs, Grimbold dwarves, or
Evander. Read the following:
The sword can set up a
contradiction: the party
may already have A black wind rushes around you, dousing lights, One of the fey notices you, but says nothing. She
recovered the same sword darkening the skies, chilling you under your armor. slowly slides your way. Eventually she speaks to
in a much later version
The air seems suddenly damp, and you can’t see as you in Elvish, saying, “You might do well to leave.
from the kobold king’s
well as a moment ago. All the color seems drained If you must stay, you should challenge one of the
tomb. Rather than having young nobles to archery or magic, to win them
two present, I think it out of the castle around you. Again. You look to
might mess with players see what changed with the castle. Well, actually, over.” She turns to look back toward the crowd. “I
more if their version of the there is no castle around you. think perhaps you’ve picked a very dangerous day
sword of bright shadows to visit.” She walks off and disappears into the
disappears during the
You stand on the same hilltop in the same forest. trees.
flashback – which they
might not notice if they The castle is gone. Instead you see a handful of
don’t attempt to draw the towering trees on the hilltop, each lit with magical If they take her advice, the party may wins the
blade. If they do, they see lights: green, orange, and pink. Among those lights quickling elves’ respect either through casting magic
it turn to dust and
a dance goes on. At first you take the dancers for that cannot be unraveled, or by winning an archery
shadows in their hands
elves: they have that easy movement that elves all contest. If they lurk around or refuse to participate,
(only to return to the they fail the quickling’s test. The elves ignore them
scabbard when the have, and their ears are pointed. Then you notice
flashback ends) the differences: their mouths are wider and their until the ceremony is about to begin.
teeth more pointed. If these are elves, they are
surely touched by some dark power. Archery Contest
The contest takes three shots. The highest
Give the party time to adapt, and take whatever
roll at a range of 110 feet wins. The elven
stealth precautions or cast whatever spells they like. archer is their friend Torch. She has a +19
Then spring the meat of the encounter. attack roll with her elven longbow and
magic arrows.
The dancers laugh and sing and circle around a
carved wooden tree, its branches still green but its Magic Contest
bark stripped away to reveal white wood and
glowing runes. To win with magic, they must impress a 13th
level scáthsidhe shadow sorcerer who
attempts to unravel each of their spells (+13
Something steps out of the carved tree, a creature to dispel magic). Best two out of three wins.
even darker and more hunched over than the
dancers, surrounded by shadows, and holding out a
black sword to a fey wearing a leafy crown. It If the party fails, they are told this is elven land, and
resembles a shadowy lion or sphinx. When the no humans may linger here past sundown. If they
crowned elf takes the sword, the blade turns from stay, they will be shot.
dark to bright, and the light fills all the space around
the fey. The sword even casts shadows all around
you, some distance away.

24 Castle Shadowcrag
Flashbacks The Sacrifice on the Hill

If the party succeeds with magic or archery, the PCs are accepted by The lion creature flaps its wings just as the song ends. Something
the tribe and can stay. They are invited to witness a planting oath, falls: rose petals? Feathers? The bits of white all fall into the trench
meaning a magical pact related to the cycle of death and rebirth. to cover the young woman. The elf in the holly crown draws the bright
sword and lifts it.
The Heartwood Pact
If the party does nothing, the young archer is slain and the elves are
This ceremony centers on planting the Black Oak (see “The Black all sworn to darkness. To stop it, they must disarm the Holly King
Oak Bailey” on page 38). Under the watchful eye of Chorvodni, a (+12 attack roll; see below) or save the victim. However, if the PCs
sphinxlike creature of the Plane of Shadow, the elves sacrifice one interfere in the ritual murder or the planting that seals the pact, the
of their own for power. flashback doesn’t conveniently end.

As dawn approaches, the young fey woman who spoke to you earlier Instead, read the following:
screams your names. Six guards hold her tight in front of the fey king
with the sword. He speaks to her for a moment. Then she bows her You have barged through the elven gathering, but the black wind
head and goes, meekly, to a clearing near the top of the hill, in sight doesn’t come. All around you, you hear hundreds of elven bowstrings
of the stars. being strung, quivers rattling.

All around you, elves stir, moving uphill, and speaking of “the lion’s Let the PCs bolt if they wish, or prepare for melee, or try to talk
oath.” A few are singing something that’s not quite Elvish. Then you their way out. It won’t help, as the elves are now Hostile (Diplomacy
see him: a huge lion, white furred with a shining black mane and DC 40 to improve their attitude).
wings flecked like a falcon’s.
The lion creature speaks with a rumbling voice: “You have marred
If the party follows, the elves ignore them. Many of the elves carry the pact between their souls and my goddess. You will never see the
both longbows and longswords. If the party did not win over the dawn!” It roars. It seems to true: dawn seems long overdue. You see
elves through archery or magic, they are told – politely but very one moon setting, and another brighter one rising in the east. “That
firmly – to leave or be shot. This is a private matter that does not is all you’ll see of the sun!” says the lion. “Kill them! Kill them all!”
concern them. If they choose to fight, see Fighting below.
The PCs must escape the fury of the scáthsidhe and the shadow
If the party witnesses the sacrifice, read the following: lammasu in a chase or they must kill Chorvodni, the servant of the
Goddess of Night and Magic. They are in a massive zone of
The young fey woman drinks from a chalice, then lies down in a lengthened shadows, where no light reaches – and thus, their
shallow trench. Above her, the elves sing words that seem strangely flashback continues until they either dispel that magic (against a 7th
changed, key words shifting their meaning, slippery hints at power level caster) or leave the area. If the party makes a difficult Spot
stolen from the darkness, power stolen from the sun. (DC 33), they see a faint ring of light in the distance, the edge of the
clearing.
The elf crowned in holly leaves steps forward with a sapling that he
places in the trench beside the young archer He sings the final notes
after all the elves have fallen silent. “Darkness, silence, guide us by
moon and starlight. Give us power over our enemies, and hide us Running
from their sight.”
The party must get 1,000 feet away from the clearing, out of
the range of the darkness around the hill. This brings them
The PCs cannot speak among themselves without drawing angry into the direct dawn’s light, and ends the flashback. They find
hisses from the elves. Any character that makes a successful DC 25 themselves back at the castle about an hour after dawn.
Spellcraft check knows that the young archer was charmed or
dominated somehow. Anyone who makes a DC 21 Knowledge Fighting
(Nature) check recognizes the lion as a type of lammasu. A DC 12
The party must cope with constant archery, plus fight the fey
Knowledge (Nature) check shows that the sapling being planted is a they “saved” and her king and the lammasu. The 200 elves
black oak. here attack by archery (1st level fighters per DMG, page 117;
they have +4 melee and +3 ranged with bows). Treat the
Any character that knows Elvish and makes a Knowledge (Religion) archery as 200 attacks at +3 base attack for 1d8 damage each.
DC 15 realizes that the pact is with the Goddess of Night and
Magic. The souls of these elves are being pledged to her in (cont’d)
exchange for power.

Castle Shadowcrag 25
Flashbacks The Sacrifice on the Hill
Rake (Ex) Attack bonus +18 melee, damage 1d6+5.
Fighting (cont’d)
Skills Lammasus have a +2 racial bonus on Spot checks.
For example, if a character is subject to 40 attacks, he is hit
twice if he has an AC of 23. For each point of AC less than Spells A lammasu casts spells as a 7th-level cleric, and can choose spells
23, he takes two additional hits. Thus, a character with AC 18 from the cleric spell list, plus the Knowledge and Law domains.
takes 12 hits at 1d8 each. Cover, mirror images, and so on are
recommended. Characters with AC of 24 or higher are always Shadow Strike (Su): For seven rounds per day, a shadowborne creature
hit once per 40 attacks. treats its natural attacks as partially incorporeal. It makes touch attacks to
strike foes during this time and uses its Dexterity modifier instead of
In addition, the lammasu Chorvodni, the Holly King (11th Strength on attack rolls. It also deals damage without the benefit of its
Strength modifier. The rounds in which this ability can be used need not be
level druid; DMG p. 116), and his six guards lead the melee
consecutive.
chase (use 3rd-level fighters from page 117, DMG).
Light Sensitivity (Ex): Shadowborne detest bright light and take a –2
Teleport and the Like morale penalty on all attack and damage rolls, skill checks, and saves
while exposed to natural or magical sources of bright, pure light (such as a
If the party uses magical movement spells or powerful stealth daylight spell).
to get away, they must first survive one round of archery (a
total of 200 attacks at +3 base attack for 1d8 damage) and Shadow Blend (Su): In any condition of illumination other than full
one round of combat with a powerful shadow fey fighter daylight or a daylight spell, a shadowborne can disappear into the
named Torch (Istella, see page 21 for details). If they use shadows, giving it total concealment. Artificial illumination, even light or
dimension door, the lammasu follows them using the same spell. continual flame, does not negate this ability.

Shadow Shift (Su): Shadowborne may enter and leave the Plane of
Chorvodni, Advanced Shadow as a move action in any shadowy or dark area. Light equivalent to
Shadowborne Lammasu CR 11 a daylight spell blocks this ability. In shadow, the creature moves up to
Always LN Large Outsider seven miles every 10 minutes, moving normally on the borders of the
Init +1; Senses darkvision 120 ft., low-light vision; Listen +13, Spot +15 Plane of Shadow but much more rapidly relative to the Material Plane.
Languages Common, Draconic, Celestial, Shadowcommon Thus, the creature can travel rapidly by stepping onto the Plane of
Shadow, moving the desired distance, and then stepping back onto the
AC 20, touch 10, flat-footed 19 (1 size, +1 Dex,
Material Plane. The creature knows where it will come out on the Material
+10 natural)
Plane.
hp 99 (10d8+50 HD)
Fort +12, Ref +8, Will +10 Skills: Shadowborne have a +10 racial bonus on Hide checks in dark or
Speed 30 ft. (6 squares), fly 60 ft. (average; 12 squares) shadowy areas and a +4 racial bonus on Move Silently checks.
Space 10 ft.; Reach 5 ft.Melee +18/+18 claws (1d6+8)
Base Atk +10; Grp +22
Atk Options Blind-Fight, shadow strike, pounce, rake for 1d6+3
Success
Spell-like Abilities (CL 7): 2/day—greater invisibility (self only); 1/day— The scáthsidhe are freed from the full force of the pact with the
dimension door. The save DCs are Charisma-based. Goddess of Night and Magic, though they may still live in shadow
Cleric Spells Prepared (CL 7), domain spells [d], cast spells marked with they are now free to pursue their own ends. However, the fey do
strikethrough (and included in stats above):
not show themselves, because the Black Oak awakens, and the
0—detect magic, guidance (x2), light, read magic, resistance
castle will either topple into shadow or be freed forever, as will its
1st—bless, detect evil, divine favor, entropic shield, protection from chaos
[d], sanctuary
inhabitants. When the party returns to the castle, it is noon. After
sunset, the Black Oak awakes and attacks (see “The Black Oak” on
2nd—bear’s endurance, bull’s strength, detect thoughts [d], lesser
restoration, resist energy page 63).
3rd—daylight, dispel magic, magic circle against chaos [d], greater
lengthen shadow* Failure
4th—holy smite, order’s wrath [d]
The scáthsidhe are not freed, and the Four Deaths defend the Black
Abilities Str 27, Dex 12, Con 21, Int 16, Wis 17, Cha 14
Oak.
SQ magic circle against evil, darkvision 120 ft, light sensitivity, shadow
blend, shadow shift
Feats Blind-Fight, Iron Will, Lightning Reflexes
Skills Concentration +15, Diplomacy +4, Hide +10, Knowledge (arcana)
+13, Listen +13, Move Silently +4, Sense Motive +13, Spot +15
Magic Circle against Evil (Su) A lammasu radiates a continuous magic
circle against evil that affects a 20-foot radius.

Pounce (Ex) If a lammasu charges a foe, it can make a full attack,


including two rake attacks.

26 Castle Shadowcrag
3. The Castle

O
ver time the PCs may learn about the castle’s reputation. Table 3-2: Kobold Mine Gossip
Any priests or paladins hear rumors of the dark
diabolism and undeath cults that once held sway in the Gather Result
castle; rogues are more likely to hear about the “lost hoard” of silver Information DC (Explanation)
that the mobs never recovered. They may also learn that about the No information beyond the usual politics and
Grimbold dwarves or the garrison that once served there. <15 weather
Bats. The castle has thousands of bats. Also,
If the party uses Gather Information or Bardic Knowledge, consult 15 howling black dogs. Avoid them. (True but not very
the following tables. helpful.)
The shadows move in the castle. Staying at night is
Table 3-1: Zobeck City Gossip About Strossheim foolish; even the stupid dwarves shut their gates at
night and let nothing disturb them. Why don’t you
Gather Result 20 help us chase the reeking assassins who catch and
Information DC (Explanation) kill miners? (The party might learn about the dark
<16 No information. stalkers if they follow up.)
The castle is cursed by shadow creatures, by the
Sure, that castle is one of the city’s watchposts.
hauntings and ghosts. Miners who visit don’t
16 There’s a garrison and everything. (Wishful
always come back, though some say they see
thinking. There was a garrison, but it’s long gone.)
25 visions of the kobold king ruling there. (Kobolds
The haunted castle has been mostly abandoned have had flashbacks of kobold history, but it’s mostly
for at least 45 years. A few bandits and caretakers secondhand; the ones who had visions have either vanished or
probably live there, or some dwarves. There’s a been captured by the dark stalkers).
20 kobold silver mine nearby; now that’s a place to
Our sorcerer says that the castle is vanishing, and
make some money. (More accurate. No bandits,
people who visit it will vanish too. Drawn into
though.) 29 darkness he says. We have plenty of darkness in the
Something’s wrong with the Stross castle: it’s a mine. (True.)
dark and grim place. There were massacres there
If only the sword of the kobold king is recovered,
in the old days. The family bathed in blood and
the curse on the castle will be broken. The sword
24 the taxes that people paid weren’t just gold. The 33 was a gift to the earliest rulers of the castle, and it
family died out from the wrath of the gods, a
has power over shadow. (Mostly true, and helpful).
curse on them and all their kind! (A bit overheated,
but the hint of a curse is true).
The party can gather gossip all they like, but the best source of
The castle belonged to a family named Stross.
historical information is to ask the party bard.
They were all killed during the revolt that freed
the city and granted the merchants their liberties.
28 No one ever did recover their lost hoard of gold; Table 3-3: Bardic Knowledge
some say demons or magic, or both guarded it.
(True, though one Stross survived.) Check DC Result
<10 No information
The party can gather gossip about the castle from people in the
The Castle Shadowcrag was owned by the family
nearby city, but the information tends to be inaccurate. The miners
Stross before the Zobeck Revolt that ended their
have reliable information about what goes on near their silver mine. dynasty. Ever since then, the castle has been
10 nominally held by the city. In practice, it’s mostly
abandoned, except for the kobold miners who live
nearby.
The revolt was nasty; a battle fought at the Oros
Bridge had many casualties. Mercenaries and
sorcerers called the Four Deaths fought for the
15 Stross legions. So did the paladins of the Undying
Light. It didn’t matter; the people won the day,
stormed the castle, and hung every noble from the
walls, even the youngest.

Castle Shadowcrag 27
The Castle The Surroundings

Table 3-3: Bardic Knowledge 3.2 Approaching the Castle


Check DC Result

T
The Stross family isn’t the first to have ruled Castle he castle is much safer by day than at night. At sunset, an
Shadowcrag, of course. The kobold King Bartoken enormous flock of normal bats flies out of the Griffon
held it for his people, more than 800 years ago. Tower (harmless). The shadow mastiffs and shadow fey
20 There’s a famous song about his surrendering to patrol the nearby area at night, keeping the kobolds and other
the Stross, and the false promises they made him. visitors away.
He died a slave in the mines, his famous sword lost
and broken. If the party asks the kobolds (see page 57), the miners insist that
After the revolt, a garrison of Free City Army held staying or approaching after dark is suicide. They claim that black
the castle for a while, and even used the old Stross dogs, unseen archers, and worse things all haunt the castle and its
family dungeons to hold prisoners. But ghosts surrounding woods. They know, because they go to sell their iron
25 eventually chased the soldiers out of the castle. The and silver there from time to time.
place is cursed, and haunted, though a group of
dwarves still live there.
The kobold king wasn’t the first to have held the
Daylight Approach
castle, either. Ancient elvish tales tell of the Read the following the first time the party sees the place.
scáthsidhe, a race of shadow fey who built the very
first hall on the Black Oak Hill, a settlement they Rising out of the forest on a small hill you see Strossheim, a mix of
30 called Rosehaven. They were a very sinister group,
walls and towers that seems to grow directly from the cliffs. The walls
selling their souls to the Goddess of Night and
and windows look dark, but smoke puffs from two of the many
Magic. Some say the kobold king took over the
castle after the scáthsidhe retreated into the hill, or chimneys. The castle gate stands open at the top of a long series of
into the night sky. switchbacks and shallow stairs.

You count three main towers and two large sections of living quarters.
3.1 The Surroundings The walls are topped with wooden hoardings and battlement. The
towers have pointed rooftops of slate or lead. A few abandoned huts,
just foundations and chimney stones, are scattered at the foot of the

A
pproaching the castle is not difficult, especially during hill. The light on the hill seems gray and dim.
daylight hours. The castle is two days’ ride east of the
City-State of Zobeck. In any campaign, it should be just You think you hear hammering from within the castle, metal on
far enough away from cities and villages to feel a little isolated. It is metal.
surrounded by a protected forest (kept for hunting and guarded by
druids and rangers) and the main visitors are human woodsmen, The party can enter the castle unchallenged in daylight.
kobold miners, and dwarven charcoal burners.
First Impressions
The Vessgau Mines The party will most likely meet one of the younger Grimbold
The famous kobold silver mines of Vessgau are located in the valley dwarves when they arrive at the castle gate. A black-bearded fellow
below the castle, and the wheelwork is visible from the castle named Severti, he offers to take their horses and tells them that they
battlements. can bargain with the smiths “before sundown”. If the party includes
elves, no dwarf arrives to welcome them.
The Margreve Forest The dwarven clan Grimbold has remained at the castle, even
This hilly forest has both heavy undergrowth and extremely limited though the Stross were defeated. Creatures from the Shadow plane
visibility, requiring two squares of movement for every square or the mines visit from time to time, so the dwarves are cautious
entered, limiting line of sight to 30 to 60 feet (1d4+2 x 10). The and not especially friendly in their welcome.
primary canopy is oak, chestnut, beech, and ash, though rowan,
walnut, and some fir stands are also present.

The Margreve is home to owlbears, a few hobgoblin bandits, and at


least one breeding pair of griffons. Characters wandering around
will bring random encounters on themselves, but they won’t find
anything related to the castle other than the werewolf lord Lóránt
and his dire wolves (see page 30).

28 Castle Shadowcrag
The Castle The Werewolf Lord

Nighttime Approach mounts, or the werewolf lord and his pack might try to attack the
party’s mounts or companion animals.
The gates are always closed at night. The party will see lights on the
distant hilltop.
Nighttime at the Gate
The castle looms on a hill ahead, but only a few windows show any If the party chases off the ambush and continues up the path, they
light. The path up to the castle is steep and has several switchbacks. must make a DC 15 Handle Animals check to get their mounts (if
You aren’t sure, but you think the gate is closed. A large square keep any) up the slope. The gate itself is closed. Continue with Zarek,
at the very top looms over two smaller courtyards. You see something who might open the gate, or might not (see page 36).
flying near one of the higher towers, perhaps a very large bat or a
small gargoyle. Flying Approach
Attempting to fly into the castle draws a lot of attention: from the
You hear howls in the woods. Several more voices join in, baying at
swarm of bats in the Griffon Tower (see page 39), from the
the moon.
advanced gargoyles (see “Gargoyle Tower” on page 41), from
Silverwing in the courtyard (see “The Black Oak Bailey” on
To start the adventure with action, a pack of shadow mastiffs and a
page 38), or from griffons nesting in the Margreve forest around
shadow fey rider ambush the party in the woods. The rider casts
the castle. The clear landing spots are the Overlook Bailey and
spells from deep in the shadows on alternate rounds (and uses
Lower Bailey; the Black Oak Bailey is blocked by the branches of
shadow jump in between to make it seems as if at least two arcane
the Mossberg Oak.
casters are working in the undergrowth). Use the shadow fey stats
on page 67.
You see the castle from a mile away, on a hilltop standing high over
the forest. A flock of black sheep nibbles the grass around the hill
Shadow Mastiffs (5) CR 5
itself, keeping a clear field of fire from the castle. A mile or more
Always NE Medium Outsider (Extraplanar)
Init +5; Senses darkvision 60 ft., scent; Listen +8, Spot +8
from the castle is a cluster of tents and houses, but you see little
activity at the castle.
AC 14, touch 11, flat-footed 13 (+1 Dex, +3 natural); Dodge
hp 31, 30, 29, 27, 26 (4d8+12 HD)
Fort +7, Ref +5, Will +5 The castle on the hill has three large towers and three courtyards,
Speed 50 ft. (10 squares)
none of which are all that friendly for a landing: the towers are
Melee +7 bite (1d6+4) roofed over, the largest courtyard is filled with a large oak tree, and
Base Atk +4; Grp +7 the highest courtyard is much too small.
Atk Options trip
Special Atk bay, shadow blend Landing a flying mount in the Lower Bailey might be tricky. It will
Abilities Str 17, Dex 13, Con 17, Int 4, Wis 12, Cha 13 surely draw the attention of the dwarves doing their metalwork
Feats Dodge, Improved Initiative, Track there during the day (see “Smithing Grounds” on page 38).
Skills Hide +8, Listen +8, Move Silently +8, Spot +8, Survival +8*
Bay (Su) When a shadow mastiff howls or barks, all creatures except evil
outsiders within a 300-foot spread must succeed on a DC 13 Will save or 3.3 The Werewolf Lord
become panicked for 2d4 rounds. This is a sonic mind-affecting fear

S
effect. Whether or not the save is successful, an affected creature is
immune to the same mastiff's bay for 24 hours. The save DC is Charisma- tanding quite tall at 6 feet, 1 inch and weighing 200 pounds,
based. the red-haired, gray-eyed Lóránt looks about 31 years old.
Lóránt is a ranger by day and a werewolf lord by night; he is
Shadow Blend (Su) In anything other than full daylight, a shadow mastiff
can disappear into the shadows, giving it total concealment. Artificial
the grandson of the Captain of Hounds who served Kranos Stross,
illumination, even a light or continual flame spell, does not negate this Evander’s father. He keeps the shadow mastiffs around to ‘chase off
ability. A daylight spell, however, will. wolves’; only his skill in handling them has kept them from
attacking him.
Trip (Ex) A shadow mastiff that hits with its bite attack can attempt to trip
the opponent as a free action (+3 check modifier) without making a touch If the party meets him in daylight, read the following:
attack or provoking an attack of opportunity. If the attempt fails, the foe
cannot react to trip the mastiff. You see a man approaching, dressed in leather armor and carrying a
longbow over his back. A pack of eight black dogs follows at his
Skills *Gains a +4 racial bonus on Survival checks when tracking by
scent.
heels, clearly devoted to their master. The man is quite tall, with red
hair and sharp gray eyes. He says, “My name is Lóránt; I am the
If the party approaches again by night (or decides to camp in the keeper of the forests here. Please, be very careful outside the castle
forest), a group of three large owlbears might go after the party’s walls at night.”

The dogs sniff at you, but they seem friendly.

Castle Shadowcrag 29
The Castle The Werewolf Lord

If the party wants to talk, Lóránt is friendly and happy to describe Wild Empathy (Ex): Lóránt can use improve the attitude of an animal.
the dangers of the Margreve Forest: owlbears, shadow fey, griffons, This ability functions just like a Diplomacy check, but his modifier to the
die roll is +1. To use wild empathy, Lóránt must study the animal and it
deadly gargoyles and a powerful pack of wolves and werewolves. him, so they must be within 30 feet. Generally an attempt takes 1 minute.
The party would be wise, in his opinion, to hire a woodsman to Lóránt can also influence a magical beast with an Intelligence score of 1
protect them the next time they travel through the forest… or 2, but he takes a -4 penalty on the check.

He offers his services for a mere 25 gp per day. If the party refuses Woodland Stride (Ex): Lóránt may move through any sort of undergrowth
(such as natural thorns, briars, overgrown areas, and similar terrain) at his
him, he leaves cursing their cheapness. If they accept him into their normal speed and without taking damage or suffering any other
service, he’s happy to serve them until the full moon approaches – impairment. However, thorns, briars, and overgrown areas that are
at which time he attacks them with the aid of dire wolf allies in the enchanted to impede motion still affect him.
deep forest.
Alternate Form (Su): Lóránt can assume animal form, though his gear is
not affected, he does not regain hit points for changing form, and only the
Lóránt Sarkazy, Master of Hounds CR 9 wolf form can be assumed. His ability scores do not change, but he adds
Male Human Lycanthrope (Werewolf) Ranger 7 the animal's physical ability score modifiers to his own ability scores.
NE Medium Humanoid (Shapechanger, Afflicted) Lóránt also can assume a bipedal hybrid form with prehensile hands and
Init +9 (+5 Dex, +4 Improved Initiative); Senses low-light vision; Listen animalistic features. Changing form is a standard action. If slain, Lóránt
+10, Spot +13 reverts to his humanoid form, although he remains dead.
Languages Common, Sylvan
AC 20, touch 15, flat-footed 15 (+5 Dex, +3 leather, +2 shield) Lycanthropic Empathy (Su): In any form, Lóránt can communicate and
empathize with normal or dire wolves. He receives a +4 racial bonus on
hp 56 (9d8+16 HD); DR 5/silver
checks when influencing the animal's attitude and can share simple
Fort +9 Ref +7 Will +6
concepts and (if the animal is friendly) commands.
Speed 30 ft. (6 squares)
Melee +14 longsword (1d8+2) or Scent (Ex): While in wolf or hybrid form, Lóránt can smell opponents
+14/+9 longsword (1d8+2) and +9 hand ax (1d6+2) within 30 feet. If the opponent is upwind, the range is 60 feet. Downwind,
Ranged +13 longbow (1d8+1) or the range is 15 feet. He can follow tracks by scent using the Track feat.
+11/+11 rapid shot longbow (1d8+1)
+7/+7/+7 manyshot longbow (1d8+1) Hybrid Form (Su): The following changes are in effect:
Base Atk +7; Grp +9
Medium Humanoid (Shapechanger, Afflicted)
Special Atk trip
AC 21, touch 16, flat 15
Ranger spells prepared (CL 3)
hp 81 (9+32 HD)
1st—delay poison (DC 13/F), hide from animals (DC 13/W) Fort +11 Will +6
Combat Gear +2 longsword, +1 longbow, 30 arrows
Speed 30 ft. (6 squares)
Abilities Str 14, Dex 20, Con 14, Int 13, Wis 15, Cha 10 Melee 2 claws +10 (1d4+3) and bite +6 (1d6+1)
SQ low-light vision, damage reduction 5/silver, lycanthropic empathy, Base Atk +7 Grp +10
scent, favored enemy (outsiders) +4, humanoids (reptilians) +2), wild
empathy, woodland stride, alternate form, hybrid form and animal form Abilities Str 16, Dex 24, Con 18
Feats Blind-Fight, Endurance, Improved Initiative, Iron Will, Manyshot, Skills Handle Animal +3, Listen +10, Ride +18, Search +7), Spot +13,
Precise Shot, Rapid Shot, Track [B], Weapon Finesse Survival +12.
Skills Handle Animal +3, Listen +10, Ride +13, Search +9, Spot +13, Spells: Lóránt cannot cast any spell that requires a verbal component
Survival +10. while in hybrid form.
Possessions +1 leather, iron shield, oil of magic vestment +3, potion of
greater magic fang +1, 9 pp, 13 gp, 10 sp, 16 cp, 590 gp in other assets. Animal Form (Su): The following changes are in effect:
Medium Humanoid (Shapechanger, Afflicted)
Trip (Ex): In wolf form, any successful bite attack allows Lóránt to attempt AC 19, touch 17, flat 12
to trip the opponent (+15 check modifier) as a free action without making a hp 81 (9+32 HD)
touch attack or provoking an attack of opportunity. If the attempt fails, the Fort +11 Will +6
opponent cannot react to trip Lóránt. Speed 50 ft. (10 squares)
Melee +11 bite (1d6+1)
Damage Reduction (Su): Lóránt gains Damage Reduction 5/silver while
Base Atk +7 Grp +10
in animal or hybrid forms.
Abilities Str 16, Dex 24, Con 18
Favored Enemy (Ex): Lóránt chose Outsiders (native) and Humanoids Skills Handle Animal +3, Listen +10, Ride +18, Search +7, Spot +13,
(reptilians) as favored enemies. He gains a +4 bonus on Bluff, Listen, Survival +12.
Sense Motive, Spot, and Survival checks when using these skills against Spells: Lóránt cannot cast any spell that requires verbal, somatic, or
Outsiders (native). Likewise, he gets a +4 bonus on weapon damage rolls material components while in animal form.
against them. He gains a +2 bonus on Bluff, Listen, Sense Motive, Spot,
and Survival checks against Humanoids (reptilians). Likewise, he gets a Dire Wolves (6): Large, hp 51, 50, 48, 45, 43, 42, AC 14, +11 bite
+2 bonus on weapon damage rolls against them. (1d8+10) (MM, p. 65)

30 Castle Shadowcrag
The Castle Shadows of the Dead

3.4 Shadows of the Dead SQ low-light vision, scent and darkvision 60 ft., undead traits and turn
resistance +4
Feats Endurance, Improved Initiative

T
he castle is a place in disrepair, cool even in summer, and Skills Hide +7, Listen +13, Search +4, Spot +16.
(despite its hilltop perch over the Margreve Forest), always
Manifest (Su): Lionheart dwells on the Ethereal Plane and, as an ethereal
full of jet-black shadows that shift and turn at the edge of creature, it cannot affect or be affected by anything in the material world.
vision. Except for the smithy and a few chambers lit by soft When Lionheart manifests, it partly enters the Material Plane and
lamplight, at night it is entirely dark and sound seems muffled there. becomes visible but incorporeal on the Material Plane. While manifested,
Its dwarves, a few ghosts, and Lóránt’s pack of shadow mastiffs Lionheart can be harmed only by other incorporeal creatures, magic
protect the place. The woods outside are home to a pack of black weapons, or spells, with a 50% chance to ignore any damage from a
corporeal source. Lionheart can pass through solid objects at will, and its
and silver wolves and their werewolf lord. own attacks pass through armor. Lionheart always moves silently.
Lionheart can strike with its touch attack or with a ghost touch weapon.
The Shadows of the Dead are the castle’s ghosts. They can be both Lionheart remains partially on the Ethereal Plane, where is it not
foes and allies. They appear in two forms and they represent both incorporeal. Lionheart can be attacked by opponents on either the
the castle and its history in the adventure as active NPCs. Material Plane or the Ethereal Plane. Lionheart's incorporeality helps
protect it from foes on the Material Plane, but not from foes on the
Ethereal Plane.
The ghosts can appear in both the present and the flashbacks. Here
are a few named ghosts, though there are many others: Lionheart has two home planes, the Material Plane and the Ethereal
Plane. It is not considered extraplanar when on either of these planes. The
following stats are for the Ethereal plane:
Marcenzo the Wizard
They may meet Marcenzo’s ghost before they see his murder AC 16, touch 12, flat 13 (-1 size, Dex +3, deflection +4)
(“Avenge me!” is his cry, and then he’s gone if party succeeds with Hp 26 (4d12 HD)
flashback). His body was buried in the Winter Garden (see Fort +4 Will +6
page 41). Melee Hoof +2 (1d6+7) or 2 hooves +2 (1d6+7) and Bite -3 (1d4+3)
Base Atk +3 Grp +7
Abilities Str 0
Kranos Stross the Elder Skills Hide +7, Listen +13, Search +4, Spot +16.
Evander’s father walks the halls with a ballista spear through his
chest and a bloodied face, as he was cut down at the main gate Draining Touch (Su): If Lionheart hits a living target with its incorporeal
during the revolt. touch attack, it drains 1d4 points from any one ability score it selects. On
each such successful attack, Lionheart heals 5 points of damage to itself.
Against ethereal opponents, it adds its Strength modifier to attack rolls
Crispin Frost only. Against nonethereal opponents, it adds its Dexterity modifier to
The elven ghost of one of the Stross family’s many victims in the attack rolls only.
dungeons. This particular elf knows a little about the shadow fey,
muttering about the “Moonlight King” and the “Winter Garden”, The Young Princes
but isn’t especially helpful. Ghosts of Evander’s brothers Drago and Mikad, the young princes,
haunt the keep.
Lionheart the Necrocampus
The ghost of a paladin’s warhorse, burnt to death when it was You see two young boys walk into the hallway ahead of you. Both are
abandoned in its stables during the revolt. small but hollow-eyed. They have nooses around their necks, and
their heads are unnaturally tilted. They look toward you and howl in
Lionheart CR 4 pain, then sink through the floor.
Heavy Warhorse Ghost
NE Large Undead (Augmented Animal, Incorporeal) Their howl has no magical effect, but it does alert all the creatures
Init 7 (+3 Dex, +4 Improved Initiative); Senses low-light vision, scent and in the Keep and the Stross family that someone is here. One of the
darkvision 60 ft.; Listen +13, Spot +16 family may visit: Evander may send his greater shadows (see
AC 16, touch 12, flat-footed 13 (-1 size, Dex +3, deflection +4) page 16) or may investigate himself; Vasilios may decide to make
Hp 26 (4d12 HD) one of his rare trips upstairs; and even Zarek may come to see who
Fort +4 Ref +7 Will +4 trespasses. If they don’t appear (because they’ve been previously
Speed 50 ft. (10 squares) defeated or encountered), the shadow fey do.
Melee hoof +9 (1d6+7) or 2 hooves +9 (1d6+7) and bite +4 (1d4+3)
Space 10 ft.; Reach 5 ft.
Base Atk +3; Grp +14
Special Atk manifest and draining touch
Abilities Str 25, Dex 16, Con -, Int 2, Wis 16, Cha 10

Castle Shadowcrag 31
The Castle Shadow Events

Black Tapestry, an
3.5 Shadow Events Brief Candles
All light sources burn out much faster than normal:
Animated Object

T
torches in a few minutes, lanterns not much longer,
(Advanced) he castle is suffused by shadow creatures
all magical light spells flickering and fading within 1
CR 9 and tainted by its slow movement into the
hour at most. Tricky when the party goes
Plane of Shadow, so things often go
Neutral Huge Construct underground…
Init -1 (-1 Dex); Senses weirdly wrong. The following list of minor
low-light vision, darkvision encounters is meant to creep out the players a bit;
60 ft.; Spot +0 only a few are combat events. Try out one or two of Shadow Thief
Languages Common these on the party before the first flashback if you A shadow takes material form to steal a minor
AC 14, touch 7, flat-footed
can, to set the idea in their minds that the castle is an magical item such as a potion, scroll, or the like. Use
15 (-2 size, -1 Dex, +7
actively haunted and “living” place. an opposed Sleight of Hand check with a shadow
natural)
hp 89 (8d10+40 HD) fey’s +10 skill (see Appendix A).
hardness 5 Note that several of the events resemble cantrips
Fort +2 Ref +1 Will -3 that shadow fey can cast at will. If you like, the party Shadow Bite
Speed 60 ft. (10 squares)
can catch one of the shadow fey haunting them (and A character is “bitten” by a shadow during a cure or
Melee +9 slam (2d12+7/
17-20) may then dismiss the idea that the castle was really other downtime spellcasting, possibly ruining the
Space 15 ft.; Reach 15 ft. haunted). Then, of course, you can follow up with spell, per the shadow bite spell (see Appendix C).
Base Atk +6; Grp +19 the most dangerous events, some of which are
Special Atk Smother certainly not the responsibility of the scáthsidhe. Animals Panic
Abilities Str 20, Dex 8,
Con —, Int —, Wis 1, A long drawn-out howl panics the party’s mounts,
The events are listed in rough order from least to
Cha 1 familiars, or animal companions. If the castle gate is
SQ Construct traits, most threatening.
open, they may flee and stumble and become lame
darkvision 60 ft., low-light
or suffer falling damage on the slippery slope below
vision Playful Shadows the castle walls. (Will Save DC 19 for familiars,
Feats Improved Critical
[B] One of the PC’s shadows begins acting strangely, animal companions and paladin’s mounts negates
Skills — pointing at things that the PC isn’t pointing at, this effect for that animal.)
Smother (Ex): Any wandering away from its owner, making rude
creature grappled by the
gestures. It can’t be turned or dispelled. Terror
Black Tapestry cannot
cast spells with verbal A terrifying premonition causes one hero to make a
components, move, or Douse Will save (DC 17) or become panicked. Even if the
attack. It suffers 2d8+7
All the lights in one section of the castle go out at save succeeds, the character is shaken for 1 round,
constriction damage each
round. A smothering once, as per the douse spell (see Appendix C). with strange memories of being enslaved, chained,
creature can free itself and worked until death in a black, airless mine.
with a successful grapple Silhouettes
or Escape Artist check
against the tapestry’s +19 A shadow play on a wall seems to tell a story, Elfshot
grapple. showing a castle being built, small creatures A barrage of 20 black arrows with white goose
(kobolds? Dwarves? It’s unclear) digging in the feather fletching (attack +12, does not include any
earth, people coming to the castle and storming the range increment, damage 1d8+1 each) flies from
gates, and ending with a shadow-person twitching at one of the towers at the party. If the characters seek
the end of a noose. the archers responsible, no one is there. Tracking
requires a DC 40 check to reveal the tracks of
Leaf Storm shadow fey.
A whirlwind of leaves and raindrops catches one of
the characters while crossing the Black Oak Bailey. Black Tapestry
The leaves plaster every inch of the character, A tapestry in one of the great halls animates and
making seeing and breathing difficult for a moment. attempts to smothers a victim when they go to the
The leaf storm causes no real damage. outhouse. Treat this as a huge animated object (see
sidebar). Hearing the victim scream for help requires
Listen DC 30 or better (40 if sleeping). If others
arrive to help, the tapestry immediately stops
moving; it seems as if the victim may have been
exaggerating.

32 Castle Shadowcrag
The Castle The Grimbold Dwarves

Shadow Swarm The dwarves are a grim, dour bunch who have
Eight greater shadows (MM, page 221) attack a entirely gray, blond, or white hair and dark eyes. Designer’s Note
sentry or watchman at midnight and create a silence They are perfectly mercenary, working for gold and
silver while they secretly hope to seize the castle and At DM’s option, ghost PCs
effect around his feet. No matter how loudly he can come back to the
shouts, he cannot wake other PCs with his voice its mines for themselves when it slides over the present if the party finds
alone. Moving through the attackers to shake a PC planar boundary. There are currently ten dwarves: them in the next game
awake works, and draws attacks of opportunity). Chieftain Mandergrim, his cleric followers session’s flashback, or
Ulfbaerht, Ulric, and Ulfgar, and a rotating cast of strikes a bargain with
apprentices, younger sons, and underlings such as Fingerbone or another
Shadowborne Template shadow fey to “lead your
Severti, Rolf, Lambart, Gunnar, Wolfram, and the friend out of the shadows.”
If the party spends too much time at the castle, they youngest, Edelred (all F1/Expert1). There are no It’s not meant to cripple a
themselves will be suffused with shadow. They may dwarven women; they remain on the plane of PC or party completely —
gain the shadowborne template and suffer alignment Shadow. just provide a creepy
shifts. Dwarves who gain the shadowsworn template excuse to drop someone
become Lawful Evil and join the Grimbold clan. While they live two day’s ride into the forested hills,
out of play for a while.
Humans who gain the template become Neutral they have commerce with Zobeck. The clan sells a
Evil and join Vasilios Stross in the dungeons (see few trinkets to the people of Zobeck and its The Glimmerspike
“Crypts and Cellars” on page 49). Elves who gain mercenaries: these are invariably enchanted not to
the template become CE and join the shadow fey. harm any Grimbold dwarf or their creations. The dwarves are
All others begin to resemble gargoyles and spend a suspicious of anyone not
lot of time around the Gargoyle Tower (see bound to the Shadow
page 41). 3.7 The Family Stross Princes or the Four
Deaths. They may decide
to give one of the PCs an
Black Well

S
"ancestral weapon"
o how did the child Evander Stross become named Glimmerspike, a
A black well spell appears in the middle of the party’s the shadowsworn Stross, who fights the +3 longsword of black
room and begins devouring their life energies. See shadow fey for control of the castle? Evander adamantine with dark gray
the spell description in Appendix C. survived the mob carnage by pledging his soul to the hilt and a yellow diamond
pommel.
forces of shadow. The shadows responded and
The Ghost PC enfolded him in their protection. He learned to This “gift” is really meant
This shadow event one is ideal if one of your players speak to ghosts and shadows. Since the Fall (as he to subvert and corrupt the
bearer. The Glimmerspike
decides not to attend a game session… If the party calls it), he has been a source of many stories of is a Neutral Evil intelligent
loses a member or suffers great wounds, their blood hauntings in the castle. He hates all the councilors shadow weapon with Int
may bind them to the castle. When they wake up, and Mayors of Zobeck, as well as its “uncouth” 10, Wis 15, Cha 15, full
one of them is turned into a shadowy ghost (gaining merchants. He often goes with the Grimbold speech, faerie fire and
a shadowborne and ghost template) trapped in the dwarves to visit the plane of Shadow, sometimes darkness 3/day, and 10
ranks in Sense Motive. It
past. (Or possibly within the shadow plane living there for months at a time. This keeps him also slowly but surely
reflection of the past – it’s one of those complicated relatively youthful-looking. increases its Ego of 9 by
cosmological riddles that only characters with +1 for each day that the
Knowledge (religion) or Knowledge (the planes) can However, Evander does spend time in the castle bearer does not match its
figure out.) The party can only free that PC by lifting proper, aging normally on the Material plane and alignment. When its Ego
grows strong enough to
the curse. speaking with visitors. In particular, he was present overpower the wielder, it
one day when the wizard Marcenzo came to visit. forces him to perform an
Evander and the Grimbold dwarves soon realized evil act, and then uses a
3.6 The Grimbold Dwarves who he was: the mage who brought down the family special form of shadow
walk* to return to its
Stross. Never one to forgive a foe, Evander
makers.

L
ed by their patriarch Rumbold, the murdered him.
(cont’d)
Grimbold dwarves arrived here 200 years
ago to carve out a living. The clan did very The deed changed him for the worse. His pact with
well under the Stross, and held onto their halls shadow became an even deeper stain on his soul.
during the sack of the castle just by waiting out the Evander assumed Marcenzo’s identity for a time and
siege. They negotiated with the Free City army for a visited the Arcane Collegium to learn more magic.
peaceable “surrender”, which quickly turned into In the end, his charade was uncovered, and
working for the new garrison. Rumbold lived until “Marcenzo” vanished from the Collegium. The
about 50 years ago, when Mandergrim took over. wizard’s murder (and his body, buried in the castle

Castle Shadowcrag 33
The Castle The Family Stross

crypts) was never discovered. His ghost still haunts second. She is the only good that came of his oath to
The Glimmerspike the halls and courtyards. serve Shadow.
(cont’d)

Personality: The
Kranos Stross Vasilios Stross
Glimmerspike thinks of The last true Lord Stross died on the field of battle The older of Evander’s two children, Vasilios was a
itself as a smart and the castle gates, defending his family from the mob. strong and handsome boy, proud of his learning and
superior weapon, and that Evander considers his father a giant among men, his strength. He planned to become a mighty
others should obey it
without question.
and a martyr to the greed of the Zobeck merchants. warrior, a mercenary leader of a free company, and
However, it is wise In fact, Kranos was a proud, violent, and power- win back the family’s honor by force of arms. It
enough to keep its hungry man, and almost smart enough to keep the never worked out: the money dribbled away, he
egotism hidden – at least merchants in check. His pride and ambition for a married a lazy minor noblewoman who slipped
until its power grows. greater title was almost certainly the reason for his slowly into muttering uselessness, and together they
It loves fire, magic and the abuse of the city of Zobeck. had only two children, a girl who died in infancy and
subversion of Good- a son, Zarek, who lives.
aligned creatures to its
own purposes. It hates
Bellanca Stross, Née Oineros
elves deeply and speaks Evander remember his mother as a strong and kind Zarek was smart, smiling, and his father’s delight. At
only when it feels combat woman who tried to protect her three sons. The two 13 years old, Zarek was turned into a vampire.
is likely. It hates small talk.
youngest – Drago and Mikad – died with her, aged 6 Vasilios swore his soul away for revenge. Vasilios
and 5. She was only 25 when the mob tore her apart; now lives to inflict pain and to torture himself, a
the boys were hanged. She is buried somewhere in servant of the Lords of Pain, but his revenge is well
The Lords of Pain
an unmarked grave; Evander fled the castle when in hand.
These sadistic godlings the troops occupied it. He had no choice but to
live on a demi-plane of leave behind the bodies of all his family. In later Moira Kinkallen, Née Stross
Suffering. Only evil
outsiders and a few mortal
years, he recovered some of them. Evander’s younger child was named for her
cultists worship them grandmother. Technically, she’s as noble as Vasilios,
today. They exist to create If the party succeeds in the “Four Deaths” but she turned to the light as her brother turned to
pain and claim that they flashback, Bellanca survived the mob’s attack and is darkness. After her nephew Zarek was turned into a
"purify" others through buried in the Winter Garden (see page 41). vampire (and he subsequently widowed her), her
suffering.
devotion to the Sun God became all-consuming.
Skeptics believe that they Evander Stross That year drove her mad. She still dreams of a
are powerful evil souls
Evander was 8 at “the Fall”, 15 when he murdered beautiful shrine to the Sun God somewhere in the
killed by torture or other
painful deaths, who Marcenzo and became a shadowsworn. He is now castle, a shrine that she seeks but can never find.
merely try to cause as 78 years old, though he looks more like 35 or 40
much agony as possible.
because of the time spend on the Plane of Shadow. Zarek Stross
Believers in the Lords of
Pain are sometimes Zarek is Vasilios’s son, and a vampire. He looks
rewarded with the The exact history of who raised him and just how about 13 or 14 years old and speaks and acts like a
acquisition of the sinobian tainted he is with shadow depends on how far the commoner- his own form of rebellion against his
template (see Appendix castle curse has gone, and whether the PCs succeed father and the “hopeless mess” that the family has
B).
with the flashbacks. If none of the flashbacks have made of its inheritance and its past. He killed his
been successfully completed, he was an orphan uncle Panderos and hates the family but he needs
raised by the Grimbold as an adopted member of the castle’s darkness to operate during daylight
the clan. If the Courtyard Murder flashback was hours.
prevented, he was not raised by the Grimbold but
fought against the shadow oath, demanded rents Zarek hates his father enough that he calls himself
from the Grimbold and stood apart from them. If Zarek Rainmark and denies being related. Vasilios,
they rescued a noble from the mob in the Fall of Moira, and Evander all think this is a phase, and
House Stross flashback, Evander is no longer at the refuse to humor him. The dwarves are the only ones
castle, but grew up in noble-but-poor conditions in a who use his new name.
neighboring kingdom.

Evander had a wife, Caily Trimboic, for four years,


among the human shadowborne of the Plane of
Shadows. She gave him two children, Vasilios and
Moira, though Caily died in childbirth with the

34 Castle Shadowcrag
The Castle The Family Stross

Map of Castle Shadowcrag

Castle Shadowcrag 35
The Castle Ground Level

Designer’s Note
3.8 Ground Level The assault on his son drove Vasilios to swear
allegiance to the Princes of Pain. They made him a
sinobian and gave him power over the vampire who

P
I gave Zarek Commoner ilgrims, hunters, merchants, and tinkers turned his son into an undead horror (see “Vasilios
levels rather than
occasionally visit the upper levels of the Stross” on page 34 for the story).
Aristocrat levels because
frankly he doesn’t have castle. Very few permanent inhabitants are
access to the privileges of commonly seen aboveground: Zarek Rainmark (Stross) CR 10
the aristocracy. The family Male Human Vampire Commoner 5/Rogue 4
estate is lost, though the • Evander Stross, the “forest warden” and petty CE Medium Undead (Augmented Humanoid)
title is still technically his. I
noble who rules it, Init +7 (+3 Dex, +4 Improved Initiative); Senses
suppose a character could
have both Common and • Mandergrim and his fellow dwarves, darkvision 60 ft.; Listen +26, Spot +26
• Moira Kinkallen, the cleric of the god of Light, Languages Common, Kobold, Dwarvish,
Aristocrat levels; it seems
Shadowcommon
odd, but the rules allow it. • Silverwing, the white-winged birdman,
AC 22, touch 13, flat-footed 19 (+3 Dex, +4 studded
Anyway, he’s a stableboy. • Zarek Rainmark the porter and vampire
leather, +5 deflection)
stableboy, hp 64 (8d12 HD); DR 10/magic and silver and 10/
Unless the party changes
things enough that Zarek • Lóránt, the ranger and forester who hunts the bludgeoning and magic
is freed of the curse, he’s wolves and griffons of the forest. Fast healing 5
a mean and hungry Resist cold 10 and electricity 10
stableboy. There are a few others (Darius the aranea and Fort +2 Ref +9 Will +7
Vasilios, Evander’s son), but they keep to Speed 30 ft. (6 squares)
themselves. Melee +9 slam (1d4+5) or
Plane of Shadow +1 quarterstaff +10 (1d6+8)
Combat Gear +1 studded leather, +1 quarterstaff
Treat the castle grounds The Lower Court Base Atk +4; Grp +9
as being a Plane of
Shadow location; it stands During the day, this is often the site of metalwork by Special Atk sneak attack +2d6, blood drain, children of
the night, create spawn, dominate and energy drain
on the very edge of that the dwarves. At night, the ghost of the necrocampus
territory. The Plane of Lionheart wanders through the stables. Zarek the Abilities Str 21, Dex 16, Con -, Int 15, Wis 20, Cha 13
SQ darkvision 60 ft., resistance cold 10 and electricity 10,
Shadow is a dimly lit porter and stableboy receives whatever guests come.
dimension that is both damage reduction 10/magic and silver and 10/
coterminous to and bludgeoning and magic, alternate form, fast healing,
coexistent with the Gatehouse gaseous form, spider climb, undead traits, vampire
weaknesses, turn resistance +4, trapfinding, evasion and
Material Plane. It overlaps Read the following:
the Material Plane much trap sense +1
as the Ethereal Plane Feats Alertness [B], Combat Reflexes, Dodge, Improved
does, so a planar traveler The gatehouse at the top of the hill feels Initiative [B], Lightning Reflexes [B], Power Attack, Shield
can use the Plane of abandoned; the portcullis is almost rusted in place, Proficiency
Shadow to cover great and weeds grow between flagstones. But the oak Skills Bluff +20, Diplomacy +6, Hide +22, Jump +10,
distances quickly. gate itself has bright new hinges, and a knocker Knowledge (Local) +11, Listen +26, Move Silently +22,
Search +21, Sense Motive +18, Sleight of Hand +7,
The Plane of Shadow is a made out of smooth gray stone is attached to the
Spot +26.
world of black and white; gate.
color itself has been Possessions combat gear plus ring of jumping, 8 pp, 12
bleached from the gp, 4 sp, 9 cp, 275 gp in gold necklaces.
environment. It is
During the day, the gate stands slightly ajar. At night,
otherwise similar to the Zarek Stross acts as an informal porter while the Sneak Attack (Ex): Any time Zarek's opponent is denied
Material Plane. dwarves are secure in their sealed chambers until his Dexterity bonus to AC, or if a he flanks his opponent,
dawn. He is Neutral to visitors, and must be he deals an extra 2d6 points of damage.
Parts of it continually flow
onto other planes. As a persuaded that they are not bandits, followers of the Blood Drain (Ex): Zarek can suck blood from a living
result, creating a precise Sun God (he hates the Sun God), elves, or other fey victim with his fangs by making a successful grapple
map of the plane is next to creatures. check. If he pins the foe, he drains blood, dealing 1d4
impossible, despite the points of Constitution drain each round the pin is
presence of landmarks. maintained. On each successful attack, he gains 5
The young boy is not quite what he seems: he is temporary hit points.
(cont’d)
Evander’s grandson and Vasilios’s son, Zarek, but 21
years ago a vampire visitor to the castle fed on Zarek Children of the Night (Su): Zarek commands the lesser
and left him for dead. He became a vampire, and creatures of the world and once per day can call forth 1d
6+1 rat swarms, 1d4+1 bat swarms, or a pack of 3d6
works at the stable because the horses sometimes
wolves as a standard action. These creatures arrive in
are his best source of blood. The dwarves hide in 2d6 rounds and serve him for up to 1 hour.
their halls, the kobolds in their mines – humanoid
blood is scarce at night.

36 Castle Shadowcrag
The Castle Ground Level
Create Spawn (Su): Any humanoid or monstrous Treasure: Over the years, Zarek has bled many
humanoid slain by Zarek's energy drain attack rises as a travelers dry and robbed them. He now keeps a
vampire spawn (see MM, page 253) 1d4 days after burial. Plane of Shadow
If he instead drains the victim's Constitution to 0 or lower,
small, unlocked coffer in the stables, under a loose (cont’d)
the victim returns as a spawn if it had 4 or fewer HD and board in one of the occupied stalls (Search DC 23).
as a vampire if it had 5 or more HD. In either case, the It contains 376 pp, a potion of enlarge person, a bone The Plane of Shadow
new vampire or spawn is under the command of Zarek statue (30 gp), a leather mask of an owl’s face (50 (DMG p. 151) has the
and remains enslaved until his destruction. Zarek may following traits:
gp), a sorcerer/wizard scroll (CL 6) that includes
have up to 16 HD of enslaved spawn at a time; any
spawn he creates that exceeds this limit become free-
detect thoughts, gaseous form and protection from energy, a Magically morphic.
bard scroll that includes glibness and modify memory, Certain spells modify the
willed vampires or vampire spawn. base material of the Plane
and a shadowsworn scroll (also usable by sorcerers of Shadow. The utility and
Dominate (Su): Zarek can crush an opponent's will just and wizards) that includes black hands*, flickering fate*, power of these spells
by looking into its eyes. This ability is similar to a gaze silent combat*, and terror*. within the Plane of
attack, except that Zarek must take a standard action, Shadow make them
and those merely looking at him are not affected. Anyone particularly useful for
he targets must succeed on a Will save (DC 15) or fall Barracks explorers and natives
instantly under his influence as a dominate person spell Read the following: alike.
(CL 12th). The ability has a range of 30 feet.
Mildly neutral-aligned.
Energy Drain (Su): Any living creature hit by Zarek's This room contains 30 empty bunks, dirty and
Enhanced magic. Spells
slam attack gains 2 negative levels. For each level dusty. The window shutters are all closed. with the shadow
bestowed, he gains 5 temporary hit points. Zarek can use descriptor are enhanced
his energy drain ability once per round. If the party has successfully completed the “Fall of on the Plane of Shadow.

Trapfinding: Zarek can use the Search skill to find traps


House Stross” flashback, add the following detail: Such spells are cast as
though they were
with Search DCs higher than 20. prepared with the
The room is inhabited, despite the sense of neglect. Maximize Spell feat,
Evasion (Ex): If exposed to any effect that normally Two of the bunks are covered with sheets and though they don’t require
allows a character to attempt a Reflex saving throw for blankets, and you see the white marks that show the higher spell slots.
half damage, Zarek takes no damage with a successful
saving throw.
the whetstone has recently been used to sharpen…. Specific spells become
Something. more powerful on the
Trap Sense (Ex): Zarek has a +1 bonus on Reflex saves Plane of Shadow. Shadow
to avoid traps and a +1 dodge bonus to AC against There is no significant treasure. If the flashback was conjuration and shadow
attacks by traps. evocation spells are 30%
successful, the six soldiers assigned to guard the
as powerful as the
Alternate Form (Su): Zarek can assume the shape of a
castle and watch over it for the free city think the conjurations and
bat, dire bat, wolf, or dire wolf as a standard action. Zarek place is “haunted and creepy”. They have no evocations they mimic (as
does not regain hit points for changing form and must valuable information. They spend their days at the opposed to 20%). Greater
choose from among the forms mentioned here. While in gate and their nights in deep snoring slumber. Only shadow conjuration and
an alternate form, Zarek loses his natural slam attack and greater shadow evocation
Zarek keeps watch during darkness, because “the
dominate ability, but he gains the natural weapons and are 70% as powerful (not
extraordinary special attacks of his new form. He can
City don’t pay enough for that.” 60%), and a shades spell
remain in that form until he assumes another or until conjures at 90% of the
sunrise. Stables power of the original (not
80%).
Fast Healing 5 (Ex): Zarek heals 5 points of damage
Read the following when the party is through the
outer gate: Impeded magic. Spells
each round so long as he has at least 1 hit point. If that use or generate light
reduced to 0 hit points, Zarek automatically assumes or fire may fizzle when
gaseous form and attempts to escape. He must reach his Beyond the gate you see a small courtyard with cast on the Plane of
coffin home within 2 hours or be utterly destroyed. (He stables and a long barracks building, all shadowed Shadow. A spellcaster
can travel up to 9 miles in 2 hours.) Once at rest in his
coffin, he is helpless. He rises to 1 hit point after 1 hour,
by the high castle walls. The stable roof is sagging, attempting a spell with the
but the doors are open and the stalls are clean. light or fire descriptor must
then is no longer helpless and resumes healing at the succeed on a Spellcraft
rate of 5 hit points per round. check (DC 20 + the level
During daylight hours, add: of the spell). Spells that
Gaseous Form (Su): As a standard action, Zarek can produce light are less
assume gaseous form, as the spell (CL 5th). He can
remain gaseous indefinitely and has a fly speed of 20 feet
A young boy of perhaps 13 or 14 stands just effective in general,
within the stable shadows, carefully picking stones because all light sources
with perfect maneuverability. have their ranges halved
out of a pony’s hoof. on the Plane of Shadow.
Spider Climb (Ex): Zarek can climb sheer surfaces as Spells that produce, use,
though with a spider climb spell. or manipulate darkness
are unaffected.

Castle Shadowcrag 37
The Castle Ground Level

Kennels Twin Shrines


Speaking with
The shadow mastiffs bed down here during the day. The branches of the Mossberg Oak block flying into
Silverwing
The optional necrocampus encounter may occur the courtyard. Attempts to do so on a flying mount
Silverwing is both a here as well. require a DC 35 Ride check or mount and rider
mentor and a bit of a suffer 3d6 damage from branches and the fall).
riddle: as a redeemed Smithing Grounds Flying in with a fly spell or the like requires a DC 15
vrock, he oozes a strange, Balance check or the wind and branches catch the
even chirpy kind of The dwarves work metal near the gate during
friendliness among all the daylight hours. flier for 1d6 points bludgeoning damage.
castle’s shadows and
gloom. With his huge The ring of hammers on anvils is unmistakable: The courtyard is full of fallen leaves, many years of
claws and sharp beak, he
You see two metalworking smiths in a cleared area them heaped in moldering piles. Moss covers the
looks much fiercer than he shaded southern wall, and the windows are too
is. Anyone who makes a along the castle wall, each with two apprentices.
Knowledge (the Planes) One pumps bellows to keep the fire hot, the second dirty to see through. Two of the buildings here are
DC 15 recognizes him as fetches tools, holds the tongs and stokes the fire clearly small shrines, with stained glass windows
an albino vrock, a demon with coals. The smiths are dwarves, and though and carvings of the gods and saints over their doors.
of the Abyss. But his
they work in the shady side of the courtyard, they An enormous oak tree dominates the center of the
alignment detects as courtyard, standing at least 70 feet tall and
moderately good, and he are covered in sweat and ashes, turning their skin
is a servant of the Sun a mottled gray. They seem slightly hazy or shading the entire area. The bark is old and
God, sworn to oppose the translucent. gnarled, the leaves are dark and sickly, and the
shadow fey and their lower branches were hacked off years ago, but the
goddess.
These are Mandergrim and his followers. They are tree seems alive.
Silverwing watches over not interested in idle chatter; if the PCs are not there
the castle to make sure
to give them gold for metalwork, they are Unfriendly Perching high in the tree’s branches is a large white
that the Stross have some
until they finish their work (at sunset, when they birdman. Its head is stuck under its wing, sleeping.
hope of keeping it. He
tried to help Evander, but retreat to their protected halls, see “Dwarven Halls”
has been rebuffed on page 55). The “birdman” is Silverwing, a redeemed vrock and
frequently. The advice he the custodian of the castle’s curse. He will not
offers to the party is awake until the party either experiences the first
The Black Oak Bailey
simple, in very small flashback or physically touches him by flying or
doses. For each The central courtyard would be a grand, inviting climbing 50’ up into the tree (DC 15 Climb check).
successful Diplomacy gathering place if it weren’t so overshadowed by its When that happens, use the “Speaking with
check against his +17
enormous oak, which makes the place gloomy. Silverwing” encounter (see sidebar).
Sense Motive, the party
learns one of the following Evander, Zarek, and Vasilios use it to hold audiences
tiny birdseeds of wisdom with strangers. The shadow fey often hide in the Redeemed Vrock CR 10
(and paladins get one nooks and crannies here. Moira may wander the LG Large Outsider (Lawful, Native, Good)
free). courtyard searching for her “lost shrine”. Read the Init +2; Senses darkvision 60 ft.; Listen +24,
• Shadows shift but following if she appears, otherwise skip ahead to Spot +24
always return. Only Twin Shrines: Languages Abyssal, Celestial, Draconic; telepathy 100
hope is eternal. ft.
• The shining shadow An enormous oak dominates the center of the AC 22, touch 11, flat-footed 20 (1 size, +2 Dex, +11
sword is broken. courtyard. You see a woman picking up oak leaves natural)
hp 115 (10d8+80 HD); DR 10/evil
• The shining shadow and putting them in her hair. Her clothing is
Immune electricity, poison
sword cannot be ragged, but she wears a holy symbol of the Sun
repaired by smith or Resist acid 10, cold 10, fire 10; SR 17
God around her neck. She seems to be muttering Fort +14, Ref +9, Will +11
anvil.
something to herself and kicking at leaves.
Speed 30 ft. (6 squares); fly 50 ft. (average; 10 squares)
• The shining shadow
sword must be repaired. Melee +15/+15 2 claws (2d6+6) and
This is Moira, a Lawful Good priestess of the Sun +13 bite (1d8+3) and
• You must kill the heart of God and Evander’ s daughter. If approached, she +13/+13 two talons (1d6+3)
the curse, or the Black seems fearful of any dwarves or elves in the party. Space 10 ft.; Reach 10 ft.
Prince will come.
Her initial attitude is Unfriendly (due to fear, not Base Atk +10; Grp +20
• No one knows where hostility). If she can be won over, she’s happy to tell Atk Options Cleave, Combat Reflexes, Power Attack
the heart of the curse
the party all about the “black fey” and the “shadow Special Actions spores, stunning screech
beats its black pulse.
stealers” who haunt the castle and have “stolen my Weakness Vulnerability to good
(cont’d) shrine.” She’s nutty but means well. A heal spell is Spell-like Abilities (CL 12): DC 13 plus spell level. At
will—mirror image, telekinesis (DC 18), greater teleport
required to restore her sanity. (self plus 50 pounds of objects only); 3/day: heal, remove

38 Castle Shadowcrag
The Castle Ground Level
disease, true seeing; 1/day—heroism. Caster level 12th. Griffon Tower
The save DCs are Charisma-based. Speaking with
Once the home of hunting griffons for the family,
Abilities Str 23, Dex 15, Con 25, Int 14, Wis 18, Cha 16 Silverwing (cont’d)
Feats Cleave, Combat Reflexes, Multiattack, Power
this tower is now abandoned to a flock of bats.
Attack Zarek’s coffin is buried here under five feet of bat • The shadow-dancing
children are always with
Skills Concentration +20, Diplomacy +5, Hide +11, guano (Search DC 35), and takes 6 hours to dig out.
you.
Intimidate +16, Knowledge (History) +15, Listen +25,
Move Silently +15, Search +15, Sense Motive +17, Digging out the tower is always dangerous, even in • Some shadows dance
Spellcraft +15, Spot +25, Survival +4 (+6 following tracks) alone. Some dance with
the daytime, as the tower is dark enough that no packs of friends.
Spores (Ex) A vrock can release masses of spores from direct sunlight shines on the floor. If Zarek hears
its body once every 3 rounds as a free action. The spores • Wolves, dogs, demons,
automatically deal 1d8 points of damage to all creatures
digging, he’ll try to attack as silently as possible,
and kobolds are not
adjacent to the vrock. They penetrate the skin and grow, picking off the guards with dominate and using the shadows at all. Dwarves
dealing an additional 1d4 points of damage each round flock of bats to keep his identity hidden. Visibility is might be.
for 10 rounds. At the end of this time, the victim is 5 feet inside the swarm. • When the Black Prince
covered with a tangle of viny growths. (The vines are
comes, the castle will
harmless and wither away in 1d4 days.) A delay poison
spell stops the spores' growth for its duration. Bless, The Abundant Chapel of Saint Flora go.
neutralize poison, or remove disease kills the spores, as The harvest goddess and one of her saints are • Who can catch a
does sprinkling the victim with a vial of unholy water. depicted here. shadow? What might
bind it?
Stunning Screech (Su) Once per hour a vrock can emit
a piercing screech. All creatures except for demons The shrine has four representations of the Harvest • Digging at the roots will
Goddess: a young girl sowing the spring crops, and not unplant a seed.
within 30’ must make a DC 22 Fortitude save or be
stunned for 1 round. three as a large-breasted matron holding summer • Shadows change, and
cherries and pears, using a sickle to cut the harvest some people’s hearts
Aura of Hope (Su): Silverwing continually generates an grow ever brighter.
aura of emotion, which he can suppress at will. All auras
wheat, and finally holding up her hands. Her
affect a 20-foot spread centered on the redeemed. hands in this fourth pose are positioned to hold • Push back the night, for
offerings of grain sheaves, but they are empty. The red roses to bloom.
The aura’s save DCs equal 18. The aura lasts while the statues are simple painted wood, well-carved but Avoid giving any clues
victim is inside the aura and for 10 rounds thereafter. probably not valuable. that are too helpful from
Silverwing, or they won’t
Three times per day, Silverwing can generate a special feel any sense of
hope effect by touching a specific opponent, which forces The shrine is not a place of valuables. An Appraise accomplishment from
the opponent to make a DC 18 Will saving throw. The DC 10 confirms the statues are simple peasant work. putting it together
target gains a save against the effect each round, but themselves.
otherwise end in 10 rounds. Anyone who saves against
or recovers from the hope aura cannot be affected for 24
The Hunting Chapel of Saint Hubertus
hours. The aura and the touch are mind-affecting The Forest God or God of Hunters is worshipped
abilities. here, though rarely.
Hope: The redeemed projects its hope for all things good. The chapel is cold and neglected, the altar littered
Anyone within the aura gains a +4 bonus on saves with leaves and bones. Two large stained glass
against fear. Evil creatures take a –1 morale penalty on
all attack rolls, saving throws (net +3 against fear), and
windows are set beside the doors: one shows the
checks. If an evil creature makes a DC 18 Will save Hunter God carrying a boar spear, the other
against the effect, that creature still gains the bonus shows a leaping deer, a boar, and a hidden fox.
against fear, but takes no penalties. The redeemed’s Roses twine along the edge of the glasswork.
touch opens the recipient’s mind to his own crimes and
the possibility of redemption, causing good or neutral A stained glass golem attacks (and likely by surprise)
creatures to become shaken. Evil creatures cower in if the party enters the chapel without showing a
shame for 1 round and then become shaken.
Stross family crest or a holy symbol of the saint.
Vulnerability to Good (Ex): Redeemed are neutral for Read the following when it does:
determining the effects of spells that damage evil
creatures. A spear crashes down among you, hurling one of
you onto the altar. The spear came from the stained
Skills Vrocks have a +8 racial bonus on Listen and Spot glass window, which now glows with reddish light.
checks. The glass animals all seem to move within the
window, and the window’s light is dazzling. When
blood spills onto the chapel’s floor, you hear a howl
from outside, as if a terrible beast is trying to get
into the castle.

Castle Shadowcrag 39
The Castle Ground Level

The only one who worships the wild god of the woods is Lóránt, Sun God's Shrine
the werewolf lord. The god demands flesh and blood as offerings. This small building is only visible once the Oros Bridge flashback
The animals sometimes left here are his prey, taken from the forest. has been defeated.
Anyone examining an offering closely (Survival DC 20) may notice
that the animals have been killed with fangs rather than spears or You step into the shrine courtyard and notice a golden door you never
arrows. saw before — in fact, an entire small building you haven’t seen
before. The door shines with buttery yellow light, and you see a
Stained Glass Golem CR 10 chariot carved over the lintel, one of the signs of the Sun God. It looks
N Large Construct
like a shrine; there is even a round stained glass window over the
Init +8; Senses Listen +2, Spot +2
door. You don’t know how you could have missed it before.
AC 17, touch 17, flat-footed 13 (-1 size, +4 Dex, +4 deflection)
hp 107 (14d10+30 HD), DR 5/magic, improved evasion
Assuming the party investigates, read:
Immune poison, sleep, critical hits, ability damage
Fort +4, Ref +10, Will +4
Inside, the shrine is well lit by magical light, and the stained glass
Speed 30 ft. (6 squares)
Melee +17 longspear (2d6+10/19-20, x3) or
window over the door throws a perfect beam of sunlight onto the white
+17/+12 longspear (2d6+10/19-20, x3) or marble altar. You see a worshipper here, the crazy babbling woman
+16 2 claws (1d12+5/19-20) from the courtyard. She is wearing cleaner clothes, with an over robe
Ranged +13 shards (2d6/19-20) of cloth-of-gold, and her hair is more neatly set. She stands up
Space 10 ft.; Reach 10 ft. straight at the altar, arms lifted, her voice clear and steady.
Base Atk +10; Grp +21
Atk Options spell-like abilities The party has both released the Sun God’s Shrine from the shadows
Special Actions shards, shatter shield of the past (Evander’s mother paid to build it when her daughter
Weakness Shatter, vulnerability to bludgeoning weapons converted) and has pulled the castle back from the Plane of Shadow.
Spell-Like Abilities: Caster level 14. DC 14 plus spell level. At will daze
The shrine courtyard is a little brighter, and the shrine interior is
as a swift action, 3/day blindness, hypnotism.
hallowed ground, safe from any attack by shadow mastiffs,
Abilities Str 24, Dex 18, Con —, Int 8, Wis 10, Cha 14
scáthsidhe, or the castle shadows.
Feats Alertness, Improved Critical (longspear), Improved Initiative,
Lightning Reflexes, Weapon Focus (longspear)
Skills Balance +6, Concentration +6, Jump +14, Listen +2, Spot +2, This hallowed ground even provides some possible shelter from the
Tumble +12 Black Oak (see “Finale” on page 63) by acting as a double strength
Dazzle Armor (Ex): A stained glass golem gains a +4 deflection bonus magic circle against evil (+4 deflection bonus to AC and a +4 resistance
due to the bright light that it always focuses on its opponent’s eyes. bonus on saves) for those within the shrine. The shrine itself has
Creatures with blindsight can ignore this armor bonus. 190 structural hit points, so it would take the Black Oak three
rounds to tear it apart to reach characters hiding within.
Shatter Shield (Ex): All stained glass golems scatters glass fragments
when hit by bludgeoning weapons in melee. The resulting masses of
needlelike slivers inflict 1d12 points of piercing damage to creatures within If the party speaks with Moira, she seems puzzled (and mildly
5 feet of them. offended) to hear that the party thought her mad. The widow of a
minor knight, Sir Darragh Kinkellan, she has lived happily at the
Improved Evasion (Ex) A stained glass golem moves very adroitly and
castle with her father, though her mad brother Vasilios is a constant
takes no damage at all on successful saving throws against attacks that
allow a Reflex saving throw for half damage. It takes only half damage worry.
even if it fails its saving throw.
Moira Kinkellan CR 8
Glass Knives (Ex) A stained glass golem can throw glass shards as a Female Human Cleric of the Sun God 8
standard action with a 60-foot range increment. These magically sharp N Medium Humanoid
slivers have a knack for finding arteries, veins, and chinks in armor.
Init +3 (-1 Dex, +4 Improved Initiative); Senses Listen +3, Spot +6
Languages Common, Shadowcommon
Bludgeon Weakness: A stained glass golem always takes maximum
damage from bludgeoning weapons. AC 17, touch 9, flat-footed 15 (+2 vestments, -1 Dex, +3 leather, +3 shield)
hp 40 (8d8+8 HD)
Treasure: The only treasure here is a collection of 10 sunrods and a Fort +7 Ref +1 Will +8
single everburning torch. Speed 30 ft. (6 squares)
Melee +10/+5 mace (1d6+4)
Combat Gear +3 leather, +1 heavy steel shield, +1 mace, necklace of
fireballs II
Base Atk +6; Grp +9
Special Atk rebuke undead 5/day and death touch 1/day
Cleric spells prepared (CL 8, +9 melee touch, +5 ranged touch) DC 12
plus spell level. [d] = domain spell. Domains: Sun, Death

40 Castle Shadowcrag
The Castle Ground Level

4th—cure critical wounds, death ward [d], dismissal The Overlook Courtyard
3rd—magic circle against chaos, searing light [d], speak with dead, magic
vestments The only clear landing spot is the Overlook Courtyard.
nd
2 —delay poison, heat metal [d], lesser restoration, owl's wisdom,
spiritual weapon This small courtyard contains a well and a small double door in
1st—cause fear, detect good, doom, endure elements [d], protection from
noticeably better condition than most of the doors you’ve seen around
law, shield of faith the castle.
0—detect poison, inflict minor wounds, light, mending, purify food and
drink, read magic The door leads down to the dwarves halls (see “Dwarven Halls” on
Abilities Str 17, Dex 9, Con 13, Int 13, Wis 15, Cha 15 page 55) and the dungeons (see “Crypts and Cellars” on page 49).
SQ greater turning
Feats Combat Casting, Extra Turning, Improved Initiative, Quick Draw The Winter Garden
Skills Concentration +9, Diplomacy +9, Heal +6, Hide +1, Knowledge
(Religion) +3, Listen +3, Search +2, Spellcraft +8, Spot +6. The rose garden here is only accessible through the Black Oak
Possessions combat gear plus oil of darkness, gold and amber holy
Bailey (see page 38). The garden itself is overgrown and illkept.
symbol (200 gp), 3 pp, 151 gp, 211 sp, 12 cp. Moving through the terrain requires two squares of movement for
each square entered.
Rebuke Undead (Su): Moira Kinkellan can rebuke or command undead 5
times per day. The garden grows over weathered headstones; a number of bones
and bodies are buried here (largely servants of the Stross).The roses
Death Touch (Su): Once per day, Moira can use her death touch ability.
She must succeed on a melee touch attack against a living creature.
are mystically connected to the Plane of Shadow. When the castle is
When she touches, roll 8d6. If the total at least equals the creature's tugged deeper into shadow, the roses turn white and then black;
current hit points, it dies (no save). when the curse is lifted somewhat, the roses turn more and more
colorful, as described in Table 2-2 on page 13.
Greater Turning: Once per day, Moira can perform a greater turning
against undead in place of a regular turning. In a greater turning, the
undead creatures that would be turned are destroyed instead. The Wizard’s Well
The 50-foot-deep well has clear, sweet water and a functional rope,
hoist, and bucket that the Grimbold dwarves use every day. There’s
a hidden door at the bottom of the well, just above water level
(Search DC 25).

Gargoyle Tower
The castle’s gargoyles are a quiet bunch that hunt at night, when
they can be sure that no one is coming to their nesting grounds.
During the day, they stay quiet and away from the dwarves. They’ve
clashed before, and the dwarves cut the gargoyle numbers in half.

The gargoyles rob griffon eggs and attack lone travelers in the
Margreve Forest. Their tall, outer tower is in good repair. They are a
dim, simple bunch that love to fight and to inflict pain, to brag of
their triumphs and bemoan their losses. The shadow curse makes
them a bit morose, even by gargoyle standards.

Tactics: If harassed or threatened, the gargoyles use their flyby


attack to strike at foes on the ground without subjecting themselves
to melee counterattacks. If they suffer too much ranged or spell
damage, they retreat to the tower interior (full cover).

Moira, Priestess of the Sun God

Castle Shadowcrag 41
The Castle Ground Level

Advanced Gargoyles (6) CR 5


Fire in the Tower Usually CE Medium Monstrous Humanoid (Earth)
Init +2; Senses darkvision 60 ft.; Listen +5, Spot +5
Any fire started in the Ivy Languages Common, Terran
Tower will inevitably burn
AC 17, touch 12, flat-footed 15 (+2 Dex, +5 natural)
it to the ground; there’s a
hp 60, 57, 51, 48, 46, 44 (6d8+27 HD); DR 10/magic
lot of wood in that ivy, and
the leaves and tendrils Fort +6, Ref +7, Will +5
burn up very quickly. Speed 40 ft.(8 squares), fly 60 ft. (average; 12 squares)
Darius gets out Melee +8/+8 claws (1d4+2) and
immediately; others who +6 bite (1d6+1) and
stay in the smoke and fire +6 gore (1d6+1)
take 1d6 area fire damage Base Atk +6; Grp +8
per round.
Abilities Str 15, Dex 14, Con 18, Int 6, Wis 11, Cha 7
Walking downstairs in a SQ freeze
fire requires three rounds Feats Flyby Attack, Multiattack, Toughness
and a DC 15
Skills Hide +7*, Listen +5, Spot +5
Concentration check or
the victim falls 30 feet and Freeze (Ex) A gargoyle can hold itself so still it appears to
suffers damage normally. be a statue. An observer must succeed on a DC 20 Spot
check to notice the gargoyle is really alive.

Skills Gargoyles have a +2 racial bonus on Hide, Listen,


and Spot checks. *The Hide bonus increases by +8 when
a gargoyle is concealed against a background of stone.

The Ivy Tower


The ivy tower is covered with thick growths of ivy
all year round; even in winter, the dry brown leaves
seem to cling to the vines until displaced by new
shoots in the spring.

Read the following if the party enters:

The tower interior has no separate floors; the


wooden joists and planks burned out, rotted out or
collapsed many years ago. Instead, the interior is a Tactical Map: Ivy Tower

single chamber filled with hundreds or thousands of [D=Darius, SP=Spiders]


pale white roots or tendrils; it seems that the heavy
ivy is holding this tower together. The only place Darius hates visitors. The letters on the door are
without the tendrils is a set of spiral stairs attached explosive runes (Reflex DC 18 or take 6d6 force
to the exterior wall and spiraling up. damage). Once the party enters, he attacks, sending
his two spider minions to hold the line while he casts
The tower is the home of Darius Grindstone, an black tentacles (white ones, in his case) and hideous
honorary member of the Grimbold clan and a laughter. He’ll climb out any window and spiral down
skilled aranea sorcerer. He helps the dwarven smiths the outside wall of the tower to escape if he is
enchant the items they create at the forge, and he heavily wounded.
identifies magical metals or items brought to them.
Advanced Monstrous Spiders, Large (2): Init +3; AC
14, touch 12, flat-footed 11, hp 49, 42 (7d8+7 HD), Attack
While the tower is filled with roots and tendrils of +4 bite (1d8+3 plus poison, Fort DC 15, initial and
ivy, as the stairs wind up and up, webs replace those secondary damage 1d6 Str) (See the MM for further
tendrils. It requires a Spot DC 35 to notice the details.)
transition.

At the very top of the stairs is a door made of


woven roots, a strangely pulsing and unnatural sort
of growth that looks like some kind of tumor. The
roots are inscribed with thin black letters shaped
like crescents.

42 Castle Shadowcrag
The Castle Ground Level

Darius Grindstone CR 9 Brandor’s Keep


Male Aranea Sorcerer 8
NE Medium Magical Beast (Shapechanger) This large keep is the oldest part of the castle, built by the kobold
Init +3 (+3 Dex); Senses darkvision 60 ft. and low-light vision; Listen +12, King Brandorik, and updated since then. Its halls, room, and
Spot +12 ceilings are a little more cramped than those of the rest of the castle,
Languages Common, Sylvan, Gnome, Elven, Shadowcommon though its defenses are excellent.
AC 17, touch 14, flat-footed 14 (+1 natural, +3 Dex, +2 bracers, +1 ring)
Hp 58 (8d4+32 HD) 1. Entry Hall
Fort +10 Ref +7 Will +8
This is a place to hold intruders who have knocked down the outer
Speed 50 ft. (10 squares), Climb 25 ft. (5 squares)
door. It has no furniture or decorations.
Melee +6 bite (1d6 plus poison) or
spear +8/+3 spear (1d8+3/x3)
Ranged +6 web (0 plus web) 2. Great Hall
Combat Gear +2 spear, +2 bracers of armor Read the following:
Base Atk +6; Grp +6
Special Atk poison and webs You enter a large hall, with enormous rafters overhead, two stone
Sorcerer Spells learned
hearths at opposite ends of the room, and many once-glorious
(CL 8, +6 melee touch, +9 ranged touch) DC 15 plus spell level.
tapestries on the walls, now torn and rotted. There are a few benches
4th (4/day)—black tentacles
and a dais, but no sign of the chair at the head of the table.
3rd (6/day)—suggestion, vampiric touch
2nd (7/day)—hideous laughter (DC 17), shatter, web This room was thoroughly looted, and the throne, silver, tableware,
1st (8/day)—hypnotism (DC 16), identify, obscuring mist, protection from and even chairs were all taken long ago. The benches and tables
chaos, sleep were too big to take away, and so were the tapestries. A successful
0 (6/day)—arcane mark, dancing lights, detect magic, ghost sound, light, DC 20 Appraise check shows that one much smaller silk tapestry is
mending, message, touch of fatigue
still intact; with careful cleaning (part of the skill check), it’s clear
Abilities Str 11, Dex 17, Con 19, Int 17, Wis 16, Cha 20
that the tapestry shows a shrine to the Sun God. It appears to be
SQ darkvision 60 ft. and low-light vision and familiar
one that was planned for the middle courtyard, but was never built.
Feats Alertness, Blind-Fight, Craft Wondrous Item, Great Fortitude
Skills Bluff +6, Climb +13, Concentration +13, Escape Artist +9, Jump
The edges of the tapestry show skill weaving of sun symbols using
+14, Listen +12, Move Silently +10, Spellcraft +14, Spot +12. gold and copper threads among the silk, and the whole carpet is
Possessions combat gear plus +1 ring of protection, 8 gp, 7 sp, 12 cp. worth at least 1,400 gp.

Poison (Ex): Injury, Fortitude DC 18, initial damage 1d6 Str, secondary 3. The Blue Room
damage 2d6 Str. The save DC is Constitution-based.
The blue room is the residence of Fingerbone, the shadow fey
Web (Ex): Darius can throw a web six times per day. This is similar to an caretaker of the curse who oversees the slow despair of the Stross,
attack with a net but has a maximum range of 50 feet, with a range encouraging the family’s sense of hopelessness. At the same time,
increment of 10 feet, and is effective against targets of up to Large size. he does not want their complete destruction or the extinction of the
The web anchors the target in place, allowing no movement. bloodline, as then who would be left to taunt and mock?
An entangled creature can escape with a DC 16 Escape Artist check or
burst the web with a DC 20 Strength check. The check DCs are This caretaker is the fourth of the Four Deaths, now retired from
Constitution-based, and the Strength check DC includes a +4 racial mercenary life. In the default history of the castle, Fingerbone
bonus. The web has 6 hit points, hardness 0, and takes double damage survived the battle of the Oros Bridge, the castle siege, and many
from fire. other moments of the Stross decline (see Flashback 3: The Bridge
at Oros for stats). If he was killed at Oros Bridge, use one of the
Darius` cat familiar, Sparks: hp 29
other Deaths.

The room is decorated with deep blues, from leathery wallpaper to a


ceiling painted dark night blue with scatterings of stars and comets.
The single window is set high in the wall. Three magical lights burn
in wall sconces, though their light seems dim and flickering. The
room’s chairs and table seem well used, upholstered in worn gray
leather. A dried rose sits in a small red vase on the table.

You get the uneasy feeling that you are being watched by the paintings
on the wall, each of them showing a man in armor, each with his face
slashed by a knife that ruined the canvas.

Castle Shadowcrag 43
The Castle Ground Level

Map of Brandor’s Keep

44 Castle Shadowcrag
The Castle Ground Level

If the party spots Fingerbone despite his +27 Hide, they notice him Read the following if the party uses normal vision:
briefly (he uses his hide in plain sight ability to disappear again the
following round). Fingerbone uses a major image of a talking white The creature within the summoning circle is a shining angel, with
raven as a façade for communication. feathery golden wings, elven features, and deep purple eyes. It opens
its mouth and says. “I have been trapped here for long years. Please,
You’re not sure when the white raven flew in the window, but it’s kill me, or release me. I am fading into dust!” You notice the angel
sitting on a chair back now, squawking. You find you understand it, carries a gold-scabbarded greatsword with a bone hilt, and a long
barely: “Leave the Rosehaven, leave the castle, or the curse will eat silver trumpet.
your souls, too! Fly! The curse is coming!” The wings flutter, dust
stirs on the tabletop, and you feel a wave of nausea. That description is merely what Mafriel looks like with disguise self in
place. After each brief exchange with the party, it prepares another
Fingerbone delivers a touch of idiocy if the party doesn’t take the hint. clerical spell: divine power, divine favor, bear’s endurance, aid, and prayer, in
His bat familiar Phalanges is always in a separate room; at most, it that order. Spellcraft DC 15+spell level reveals the spell name. With
may follow the party from a great distance after their meeting all these in place, add the following as they are successfully cast:
(requiring DC 35 Spot to notice).
• +6 Strength, +4 attack, +14 hit points
4. Yellow Room • +3 luck bonus on attack and damage,
Read the following: • +20 hit points
• +1 morale to attack and +15 hit points
This room is wallpapered in yellow cloth, old silk perhaps. The • +1 luck bonus to saves and skill checks
windows let in drizzly light, and the floorboards are creaky. There
are four paintings of women here, each of them slashed by a knife. A At the end of all that casting, it is ready to attack. To get out of the
large table sits in the center, but there are no chairs. Then you notice circle, it calls one of the shadow fey to release it, or casts charm
that the table is too large to fit through the doorway. monster to convince a PC to free it from the circle.

This room has been looted. It might be a good place for a ghost to If the party has true seeing or dispels his illusion, read the following:
visit (see “Shadows of the Dead” on page 31).
The creature within the summoning circle doesn’t look quite like
anything you’ve seen: lit by greenish light from within, it is a male
5. Arcane Study
creature. It stands about six feet tall, with blond hair, pointed ears,
A pitiful half-breed ghaele is bound here, the offspring of a ghaele and white, scaly skin, and the dark, long wings of a buzzard or
mother and a demon lord magically disguised as her husband. Once eagle. It’s definitely not a standard resident of the planes. Perhaps it
born, the abomination was cast out of the Court of Stars and the is a half-demon: but then, why are its facial features so human, its
lands of the eladrin. It wandered many years across the planes eyes so much like those of an elf. A green globe of light surrounds it.
before the Stross family summoned and bound it here as a weapon
against their enemies. Characters who make a successful DC 20 Knowledge (the Planes)
check can figure out it is some form of eladrin/demon hybrid, most
When the time came, though, the wizard and lord Kranos Stross, likely a ghaele. With a DC 30 check, it’s clearly a half-ghael, half-
who could have commanded it against the army of the Free City, incubus mix, likely to be extremely nasty if it inherited the light
died at the castle gate. He had been convinced he could talk the powers of its ghael parent and the demon powers of the incubus.
peasants into seeing reason. His death was just the first shock at the Nasty as in “tear a castle apart with its bare hands” nasty.
castle, and was quickly forgotten in the ensuing events.
True seeing reveals both its normal form (demonic as described
Lord Stross' binding included the complusion to stay until released above), and its ghaele light form, a 5-foot-diameter globe of
by a member of the Stross family. Evander and his children are all greenish light. Neither is a preferred form, so both are visible.
much too canny to release a major fiend unless the circumstances
are desperate. The shadow fey and dwarves who know about Tactics: At the end of one minute (time the conversation with
Mafriel are terrified of him. players), it attacks the party particularly any lawful members. It tries
to use wall of force or blade barrier to split the party into two smaller
Without a Stross to unbind it and end its service, Mafriel has been groups it can destroy more easily. It flies up to the ceiling here (just
trapped in a summoning circle for 70 years. (This is a hedged 20 feet up) and uses unholy word, two chain lightnings (one innate, one
version of binding, caster level 15, see the PH, p. 204.) learned), and prismatic spray against the party if it can; if it is forced
into melee the greatsword is its weapon of choice.

Castle Shadowcrag 45
The Castle Ground Level

Mafriel CR 16 0—cure minor wounds, detect magic, guidance, light, resistance, virtue
CE Medium-size Outsider (Chaotic, Extraplanar)
Init +7; Senses detect evil, Spot +16, Listen +16 Gaze (Su): In humanoid form—slay lawful creatures of 5 or less HD,
Aura protective range 60 feet, Will DC 18 negates. Even if the save succeeds, the
creature is affected as though by a fear spell for 2d10 rounds. Nonlawful
Languages Celestial, Infernal, Draconic, tongues as 14th cleric creatures, and lawful creatures with more than 5 HD, must succeed on a
AC 28, touch 13, flat-footed 25 (+3 Dex, +15 natural) (corporeal eladrin) DC 18 Will save or suffer the fear effect. The save DCs are Cha-based.
16, touch 16, flat-footed 13 (+3 Dex, +3 deflection) (incorporeal globe)
hp 85 (10d8+30 HD); DR 10/evil and cold iron Light Ray (Ex): In globe form Mafriel can project light rays with a range of
SR 28 300 feet. This attack overcomes damage reduction of any type.
Immune electricity, petrification, poison
Alternate Form (Su): Mafriel can shift between its humanoid and globe
Resist acid 10, fire 10, cold 10
forms as a standard action. In humanoid form, it cannot fly or use its light
Fort +10 Ref +10 Will +10
rays, but it can use its gaze attack and spell-like abilities, make physical
Speed 50 ft.(10 squares), fly 150 ft (perfect) attacks, and cast spells. In globe form, it can fly, use its light rays, and use
Melee +23 +4 unholy greatsword (2d6+16/19-20) or spell-like abilities, but it cannot cast spells or use its gaze attack. The
+23/+18 +4 unholy greatsword (2d6+16/19-20) or globe form is incorporeal, and the ghaele has no Strength score while in
+23 bite (1d6+11) and +18/+18 claw (1d4+11) that form.
Ranged +13/+13 touch light rays (2d12)
Base Atk +10, Grapple +19 A ghaele remains in one form until it chooses to assume a new one. A
change in form cannot be dispelled, nor does the ghaele revert to any
Special Atks spell-like abilities, spells, gaze
particular form when killed. A true seeing reveals both forms
Combat Gear +4 unholy greatsword
simultaneously.
Abilities Str 29, Dex 16, Con 17, Int 16, Wis 17, Cha 16
Feats Combat Expertise, Imp. Disarm, Imp. Initiative, Imp. Trip Protective Aura (Su): Against attacks made or effects created by lawful
Skills Concentration +16, Diplomacy +5, Escape Artist +16, Handle creatures, this ability provides a +4 deflection bonus to AC and a +4
Animal +16, Hide +16, Knowledge (History) +16, Knowledge (Arcane) resistance bonus on saving throws to anyone within 20 feet. Otherwise, it
+16, Listen +16, Move Silently +16, Ride +16, Sense Motive +16, Spot functions as a magic circle against law effect and a lesser globe of
+16, Use Rope +3 (+5 with bindings) invulnerability, both with a radius of 20 feet (caster level 10th). (The
Special Qualities: Alternate form, damage reduction 10/evil and cold iron, defensive benefits from the circle are not included in a ghaele’s statistics
darkvision 60 ft., immunity to electricity, poison, and petrification, low-light block.)
vision, protective aura, resistance to acid 10, cold 10, electricity 10, and
fire 10, spell resistance 28, tongues Tongues (Su): Mafriel can speak with any creature that has a language,
as though using a tongues spell (caster level 14th). This ability is always
active.
Smite Good (Su): Once per day, Mafriel can make a normal melee attack
to deal 10 extra damage against a good foe.
Mafriel has no treasure other than its combat goods.
Spell-Like Abilities: DC 13 plus spell level. At will—aid, charm monster
(DC 17), color spray (DC 14), comprehend languages, continual flame, 6. The Library
cure light wounds (DC 14), dancing lights, detect evil, detect thoughts (DC
Read the following:
15), disguise self, dispel magic, hold monster (DC 18), greater invisibility
(self only), major image (DC 16), see invisibility, greater teleport (self plus
50 pounds of objects only); 3/day – darkness, poison; 1/day—chain This was once a library, but was long ago looted and burnt. Scraps of
lightning (DC 19), contagion, desecrate, prismatic spray (DC 20), unholy scrolls and books remain, and empty shelves.
blight, wall of force. Caster level 12th. The save DCs are Charisma-based.
A successful DC 25 Search check reveals a book called “The Stross
Spells: In humanoid form, Mafriel casts divine spells as a 14th-level
clerics with access to the Air and Animal domains (marked with an in War and their Dominions”, which describes the history of the
asterisk). The save DCs are Wisdom-based. family from the time of the “kobold insurrection” until the
crowning of Lord Kranos Stross. The most recent date mentioned
Cleric Spells Prepared (6/7/7/6/5/4/4/3; save DC 13 + spell level) is 80 years ago.
7th—animal shapes*, unholy word, summon monster VII (djinni, MM
page 114)
7. Kitchens
6th—banishment, blade barrier, chain lightning*, heal
These rooms are clearly used and functional, though the number of
5th—control winds*, flame strike, raise dead, true seeing
pots and dishes is much smaller than you’d expect in a castle of this
4th—death ward, dismissal, divine power, restoration, summon nature’s size. One of the dwarves may be here cooking early in the morning
ally IV (unicorn, MM page 250)*
or late afternoon, preparing foods for the smiths or the Stross who
3rd—daylight, gaseous form*, prayer, remove curse, searing light, water
still eat.
breathing
2nd—aid, align weapon, bear’s endurance, hold animal*, lesser
restoration, remove paralysis, zone of truth
1st—bless, calm animals*, command, divine favor, obscuring mist,
sanctuary, shield of faith

46 Castle Shadowcrag
The Castle Ground Level

8. Music Chamber The damage of course is entirely from the swarm, but if the party
Read the following: can't get out, they'll be trapped for 15 days.... Lots of time to talk to
ghosts, Evander, who comes to visit, really...
The room is empty except for murals of musical instruments on the
walls and marks of blades and blood on the floor. Adamantine Wasp Swarms (2) CR 10 each
N Fine Construct (Swarm)
Init +6; Senses darkvision 60 ft., lowlight vision, Spot +0, Listen +0
The instruments here were all carried off long ago, but characters
AC 24, touch 24, flat-footed 18 (+8 size, +6 Dex)
who make a DC 30 Listen check will hear “shadow echoes” of the
hp 103, 82 (15d10 HD)
past times. You might use those sounds as the start of the next
SR 18
flashback (which happens only if the party “follows” the sounds Immune all mind-affecting effects, poison, sleep, paralysis, stunning,
into Shadow). disease, death effects and necromancy effects
Fort +5, Ref +11, Will +5
9. Servant’s Rooms Speed 5 ft. (1 square), fly 40 ft. (good; 8 squares
Read the following: Melee swarm (3d6+ poison)
Space 10 ft; Reach 0 ft.
Base Atk +11, Grapple —
You see the remnants of bed niches in the walls of these tiny rooms.
Special Atks distraction, poison
You find human bones in two of the rooms.
Abilities Str 1, Dex 22, Con —, Int —, Wis 11, Cha 2
Skills: — Feats: —
These rooms were fully looted. A speak with dead with the servants
Special Qualities: Construct traits, darkvision 60 ft., immunity to weapon
bones reveals out of date gossip, and the names of Evander’s damage, lowlight vision, SR 18, swarm traits
mother, father, and two younger brothers (Kranos, Bellanca, Mikad,
and Drago). Distraction (Ex): Any living creature that begins its turn with an
adamantine swarm in its space must succeed on a DC 17 Fortitude save
10. Treasury or be nauseated for 1 round. The save DC is Constitution-based.

Read the following: Poison (Ex): An adamantine wasp swarm delivers a debilitating poison.
The save DC is Constitution-based.
An invisible wall prevents access into the room beyond. The chamber
Adamantine Wasp Poison: Injury, Fortitude DC 17; initial and secondary
is stacked with rugs, chests of gold coins (some open), sacks of copper
damage, 1d6 Dexterity. A creature reduced to Dexterity 0 freezes solid
and silver, silver plates, sculptures, and goblets, and many locked (similar to a flesh to stone spell) for 1d4 hours as his body hardens into
coffers. A line of red jewels sits below a gold-and-mahogany-framed ice. If reduced to 0 or less hit points while frozen, the creature shatters into
mirror, blinking in the room’s steady magical light. pieces and dies.

The room is both protected by a wall of force and guarded by 11. Silver Room
adamantine wasp swarms. The wasps appear to be small coins or Read the following:
bits of jewelry to the casual eye, hiding as they do among coins and
other silvery objects. You see one cabinet of broken wood, and room for several more. The
walls are smudged with black soot, and even the window frame is
Members of the Stross family could command the swarms with a burnt away.
single word, but the command word has been lost since the
untimely death of Kranos and Bellanca. Lord Kranos’ ghost might All the family plate and silver has been looted and the remnants
tell the secret; the command word is “Rosehaven”. were burnt. A Search DC 30 check reveals a single baby spoon of
platinum (worth 50 gp). The initials on it are ES.
Treasure: 100 heavy silver ingots (8,000 gp worth, weighing 2,400
pounds), plus 1,900 gp in coin, and 2,100 in gold and silver The door leading into the Treasury is both arcane locked at 15th level
bracelets, necklaces, chalices, circlets, medallions, rings, and and secured with an excellent-though-rusty padlock (Open Lock
ornamental daggers. Ranged Appraise DC 30 to determine a rough DC 25; Break DC 33).
value from outside the wall of force.
12. Tutor’s Room.
Teleport or dimension door spell use to get inside triggers a trap. The
trap must be disarmed outside the room. Read the following:

Dimensional Trap: CR 9; magic device; location trigger; automatic This room contains empty shelves and black marks of soot; a bonfire
reset; spell effect (dimensional lock, 15th-level wizard); 20' radius; was built here years ago.
Search DC 33; Disable Device DC 33.
The tutor’s room was looted and burnt.

Castle Shadowcrag 47
The Castle Ground Level

13. Priest’s Room This pyramid is a cairn containing the bones of the two princes,
Read the following: Evander’s brothers. He recovered their bones from where they had
been scattered below the castle walls – their bodies devoured by
This room is empty except for splinters of wood, and a small niche in animals.
the west wall. You think you see something in the niche, perhaps a
candlestick. Any PC who studies the heraldic chart and makes a DC 22
Knowledge (nobles) check learns the Stross family lineage up to
There’s no candlestick: anyone approaching the niche sees an image Evander and his brothers. Faint markings in charcoal seem to show
of the death of the Sun God priest. the addition of at least one unnamed child from Evander (markings
put there by Vasilios), possibly two.
You see a pair of eyes, gouged out and left in the niche. The eyes blink
and watch you, as a voice cries out: “Revenge for the Stross! Revenge! 16. Guest Rooms
Swear you will avenge me!” Read the following:

Unless the party swears to vengeance, the ghostly voice does not This room contains a freshly made bed, a single half-shuttered
stop speaking until the party leaves the room. There’s no treasure or window looking out over the forest, and a washbasin and oak
clues here. wardrobe. A small brazier of coals in one corner is unlit. The door
has a bolt that so it can be locked from the inside.
14. Lord and Lady’s Rooms
This room is always haunted. These guest rooms were all looted but have been restored. One of
them should always be haunted (see “Shadows of the Dead” on
The room seems empty, but then you notice the bloody sheets on the page 31). In addition, at midnight Zarek enters one through a
bed, and the two ropes running out the window. Both ropes are taut. window using his climbing ability, dominates the occupant if he can,
and tries to drain blood from the weakest party member. If
Anyone looking closely finds the body of Lord Kranos hanging out confronted, he flees.
the rope along with his mistress. If the ropes are disturbed, begin
the “Fall of House Stross” flashback (if it hasn’t happened already). 17. Tencandle Hall
If that flashback is done, the party might encounter two greater This richly-appointed hall is a private chapel for the family priests
shadows in the shape of the hanged nobles (hp 64 and 43, MM, and monks of the Shadow Goddess, Mother of Night and Magic. It
page 221). was not looted, because it is protected by a bound barghest.

If the party is close to ending the curse, Lord Kranos may tell the Read the following:
party about the password for the Treasury (see page 47). If the party
harmed Evander or his children, Lord Kranos has no interest in The room beyond the doorway is shining and beautiful: you see golden
helping the PCs. He’s happy to explain some of the history of the candlesticks on a black stone altar, and other shining offerings. A
curse to anyone who will spend a night in his room to listen (use a four-foot-tall statue stands in front just behind the altar: the Goddess
shadow event from page 32), but doesn’t want a mob of people to of Night holding one hand high and invoking power, the other hand
confide in. on a white winged lion, one of her servants. A crystal chandelier
hangs overhead.
The room holds only shadow treasure, though it includes 4,400 gp
in a chest and ten 1,000 gp emeralds. Making the shadow treasure Behind the altar is an untarnished screen of hammered silver.
permanent requires casting a major creation spell before daylight Underfoot, you see a carpet of well-gnawed bones. And somewhere
touches the items. Characters who succeed in a DC 20 Knowledge behind one of the screens, something is rustling.
(the Planes) check or a DC 25 Knowledge (Arcana) spell know this
property of shadow matter. The greater barghest uses its rage and blink spells if it hears anyone
at the doorway. It then casts crushing despair and attacks.
15. Prince’s Room and Nanny’s Room
Read the following:

This room has been thoroughly looted; only the paintings on the walls
remain, faded drawings of knights at a joust, of a family tree shown
in heraldic devices, and, oddly, a pyramid of neatly stacked square
stones at the center of the room.

48 Castle Shadowcrag
The Castle Crypts and Cellars

Mactigal, Advanced Greater Barghest CR 9 The hammered silver screen is worth 1,200 gp for its workmanship
Always LE Large Outsider (Evil, Extraplanar, Lawful, Shapechanger) and quality, but is very awkward to carry (equivalent in size to 10
Init +7; Senses darkvision 60 ft., scent; Listen +20, Spot +20 large shields).
Languages Goblin, Infernal, Worg
AC 21, touch 12, flat-footed 19 (1 size, +3 Dex, +9 natural) 18. Vespertine Hall
hp 97 (13d8+39 HD); DR 10/magic
Fort +11, Ref +10, Will +12
Read the following:
Speed 40 ft. (8 squares)
Melee +17 bite (1d10+5) and
The hall here is a fine one, with well-carved white oak chairs, a table
+12/+12 claws (1d8+2) of ebony, walnut, or some other dark wood. Half the chairs seem
Space 10 ft.; Reach 5 ft. sized for humans, the others are somewhat smaller. A tapestry of
Base Atk +13; Grp +22 various shades of black and gray hangs along one wall; it is one of the
Atk Options Combat Reflexes ugliest things you’ve ever seen.
Special Actions feed, change shape
Spell-like Abilities (CL 9): At will—blink, invisibility sphere, levitate, While this room was looted, the dwarves restored it with furniture
misdirection (DC 14), rage (DC 15) 1/day—charm monster (DC 16), to fit them. Mandergrim and his followers meet here to discuss
crushing despair (DC 16), dimension door, mass bull's strength, mass
enlarge person. The save DCs are Charisma-based
matters with the Stross – it’s an informal audience chamber.
Mandergrim’s stats are on page 56. It’s also a good place for a
Abilities Str 20, Dex 16, Con 16, Int 18, Wis 18, Cha 18
Feats Combat Casting, Combat Reflexes, Improved Initiative, Improved
shadow event such as the Black Tapestry (see page 32).
Natural Attack, Track
Skills Bluff +20, Climb +21, Concentration +19, Diplomacy +12, Disguise Evander generally lives and sleeps here or with the Grimbold clan;
+8 (+10 acting), Hide +15*, Intimidate +18, Jump +21, Listen +20, Move he can’t abide the former living quarters.
Silently +19, Sense Motive +20, Spot +20, Survival +20 (+22 following
tracks), Tumble +21
Entry to Dungeons
Change Shape (Su) A greater barghest can assume the shape of a goblin
or a wolf as a standard action. In goblin form, a barghest cannot use its Read the following:
natural weapons but can wield weapons and wear armor. In wolf form, a
barghest loses its claw attacks but retains its bite attack. The door ahead of you is made of heavy black wood, probably
walnut, and bound with inscribed metal bands of silver and iron.
Feed (Su) When a barghest slays a humanoid opponent, it can feed on
the corpse, devouring both flesh and life force, as a full-round action.
The steps leading down to it have been stained with blood.
Feeding destroys the victim's body and prevents any form of raising or
resurrection that requires part of the corpse. There is a 50% chance that a The door is usually kept locked with a shadow lock, a particularly
wish, miracle, or true resurrection spell can restore a devoured victim to tricky form of lock whose inner workings and wards are partially
life. If the check fails, the creature cannot be brought back to life by mortal made of shadowstuff (DC 28 Open Locks). Vasilios, Evander, and
magic.
Mandergrim hold the keys, though the latter rarely uses his.
Pass Without Trace (Ex) A greater barghest in wolf form can use pass
without trace (as the spell) as a free action.
3.9 Crypts and Cellars
Skills *A greater barghest in wolf form gains a +4 circumstance bonus on

T
Hide checks.
he dungeons and cellars were partially visited by looters.
If released from the bindings, the barghest quickly becomes an ally The Grimbold dwarves still use a portion of the cellars as
of Lóránt, the werewolf lord, and tries to eat many of the shadow a stronghold against the creatures that haunt the castle at
fey within the castle. It can track them by scent fairly well, and may night, from the werewolf lord to the more aggressive shadows and
later offer the party an alliance against a mutual foe. vampires.

Treasure: The offerings on the altar include a gold and violet 1. Root Storage
garnet bottle stopper (value 600 gp), a gold chalice with jacinth This was a storage cellar. It was entirely looted decades ago, and has
gems (value 600 gp), a mithral comb with moonstone (value 200 been empty ever since.
gp), two gold candlesticks (400 gp each), and a silver comb with set
with a black pearl (value 1,000 gp). A DC 16 Knowledge (Religion)
2. Wine Cellar
check reveals that combs and chalices are favored offerings to the
Goddess of Night and Magic. The two statues are carved wood: Read the following:
ebony for the goddess, and a white witchwood for the lion. They
are worth 1000 gp each to worshippers of the Goddess, but will This is an old cellar, cool but not damp, full of dozens of barrels of
definitely attract attention from the shadow fey if the party removes wine and plenty of dust. The barrels seem to have been undisturbed
them from the shrine. for many years.

Castle Shadowcrag 49
The Castle Crypts and Cellars

These barrels include rich malbec, a cask of oloroso (a sherry aged They do not return to this battle, though they will fight again if the
even longer than amontillado), golden ice wine, brandy, and cheap party returns another time.
casks of bull’s blood and vinegar.
“The Old Lords,” Advanced Black Skeletons (8) CR 7
With a successful Appraise DC 30, a character can tell the good CE Medium Undead
casks from the vinegar. Carrying it all means 2800 pounds of Init +5 (+5 Dex); Senses darkvision 60 ft.; Listen +10, Spot +10
encumbrance, carrying just the oloroso, ice wine, and brandy is just Languages Common, Abyssal
150 pounds — but worth 4,500 gp. Full value 4850 gp, 350 gp over Aura Frightful presence (60 ft.)
the value of the good stuff. The vinegar value is measured in cp. AC 21, touch 15, flat-footed 16 (+5 Dex, +6 natural)
hp 91, 79, 65, 63, 59, 58, 56, 54 (9d12 HD); DR 10/bludgeoning and good
Fort +3 Ref +7 Will +7
3. Escape Tunnel
Speed 40 ft. (8 squares)
Read the following: Melee +12 MW short sword (1d6, 19-20/x2 plus 1d3 Str) or
+ 7 claw (1d4 plus 1d3 Str) or
A narrow, three-foot wide tunnel leads down and into darkness. You +12/+12 MW short swords (1d6, 19-20/x2 plus 1d3 Str) or
see no doors or cross passages. +7/+7 claws (1d4 plus 1d3 Str)
Base Atk +5; Grp +5
The tunnel leads more than 900 feet to the base of the hill. There it Combat Gear masterwork short swords
exits from beneath an overgrown stone that requires a DC 20 Special Atk Frightful presence, strength damage
Strength check to lift from inside (and a DC 35 Search check to find Abilities Str 11, Dex 20, Con —, Int 13, Wis 10, Cha 14
from the outside). SQ Damage reduction 10/bludgeoning and good, darkvision 60 ft., +4 turn
resistance, undead traits
Feats Two-Weapon Fighting, Weapon Finesse, Weapon Focus (short
4. Family Crypts sword)
The black skeletons hidden in these crypts rest motionless while the Skills Climb +4, Diplomacy +4, Escape Artist +11, Hide +17, Jump +10,
party moves through. They only stir once the party reaches the Knowledge (history) +8, Knowledge (nobility) +8, Listen +10, Move
Silently +11, Search +7, Spot +10, Use Rope +5
ancestral hall. Read the following as the PCs pass through the
crypts: Frightful Presence (Ex): The mere presence of a black skeleton is
unsettling to foes, especially when the skeleton shrieks. Creatures within
60 feet and with less than 9 HD must succeed on a DC 17 Will save or be
The walls here are carved and decorated with briar roses, ravens, panicked for 4d6 rounds. Creatures that save are immune to that
owls, even a seagull. In the center of these carved panels are the names skeleton’s frightful presence for one day. The save DC is Cha–based.
of members of the Stross family, men on the right, women on the left.
You think there are at least 50 or more burials here. Strength Damage (Su): Good–aligned creatures hit by a black skeleton
(a weapon or natural attack) must succeed on a DC 17 Fortitude save or
take 1d3 points of Strength damage. The save DC is Charisma–based.
If the party opens one of the crypts, they all open and the black This effect is a function of the black skeleton itself, not its short swords
skeletons attack (see “The Old Lords” below).
Feats: Because of the black skeleton's magical nature, its Two–Weapon
Fighting feat allows it to attack with both weapons at no penalty.
The Old Lords
Once the party approaches the door to the Ancestral Summoning Treasure: The skeleton’s grave goods are excellent quality and well-
Hall (page 52), read the following: preserved. They include 8 golden signet rings (250 gp each), six
silver and gold chains of office (1,000 gp each), a set of boots of
You hear a grind of stone behind you. More than six skeletons have levitation, a staff of frost (6 charges), a wizard scroll (5th level) of
risen from their graves. They completely block the passage behind you. darkness, halt undead, and slither* (see Appendix C), and a +1 heavy steel
Each skeleton has glistening black bones, and pinpoints of red light shield.
burn in their empty eye sockets.

With a sword in each hand, they speak together in a whispering sing-


song “We ruled the castle, we kept the secrets, and ours they shall
stay… You are not our children, there’s a price you must pay.” They
raise their short swords and advance.

Roll for the skeleton’s frightful presence ability for any creatures of
less than 9 HD. Others are unaffected.

Any Turned Stross old lords (note their +4 turn resistance) head
back toward their crypts and close the stone markers behind them.

50 Castle Shadowcrag
The Castle Crypts and Cellars

Map of Crypts & Cellars of Shadowcrag

Castle Shadowcrag 51
The Castle Crypts and Cellars

5. Ancestral Summoning Hall Anyone sitting on it that survives the scythes must
Designer’s Note
Read the following: make a DC 20 Will save. If it fails, spirits possess
them. Treat this as if a 10th-level speak with dead were
Speak with dead is a spell
I personally like a great Skulls sit on shelves next to a small shrine. Small cast. The party can make an immediate, single
deal. It lets me talk in a silver sickles, white candles, and an empty oil lamp Diplomacy check with a -4 circumstance penalty.
spooky raspy voice and it sit on an offering altar. Behind the altar is a The party cannot ask specific questions, only
requires players to think
painted screen showing a boatman, a river, and a channel the spirits. Use Table 3-4 “Speak with Dead
and to ask questions. I
mass of ghosts and zombies in the water – on the Results”.
think that role-playing it
out is better than using a far side of the screen is a golden city glowing on a
table like the one above, mountaintop. If the sitting PC succeeds on the Will save, he is not
but if someone has taken possessed. Quite the opposite; he can command the
ranks in Diplomacy I think
At the far end is a heap of bones arranged as steps black skeletons (the “Old Lords”) to obey as if awed
they should get more out
leading up to a chair made entirely of bones. Over undead for 1d6+2 minutes. During that time, he can
of the spell than the PH
allows. the chair hang a tattered black banner and a ask questions and compel answers, making a
crossed set of two silvery, untarnished scythes. Diplomacy check each minute the undead remain
Thus, bards are better at
asking the questions than,
awed. If the sitter is a cleric or paladin of a death
say, typical clerics. For The family Stross at one time included priests of the god, they gain a +4 circumstance bonus to this
ideal use of the spell, note Death God. These priests asked departed members check. Of course, the bones know the Stross side of
when the player says his of the family about matters of law, parentage, the story, and don’t know anything about Evander’s
character casts the spell fate.
(or sits down), then check
history, or war using speak with dead. A DC 20
a watch. Use the 10- Knowledge (Religion) check makes it obvious that
this chamber was used for summoning ancestors, an Table 3-4: Speak with Dead Results
.

minute duration in real


time; it puts pressure on uncommon but not unheard of ceremony of the
the party to actually get Death God. A DC 25 Knowledge (religion) check Diplomacy
Information Gained
the interrogation done in a
reveals that anyone who sits on the throne may use Check Result
timely way.
some form of speak with dead on those summoned The Stross family has always ruled
ancestors. At DM’s Option, one of the black with fairness and justice. Their word
skeletons or the living Stross can mention this has been a soothing oil on troubled
19 or less waters. Only peasants and foreign
ability.
enemies would dare to suggest
While those days are gone, the “Throne of Past otherwise.
Lords” still sits here, dusty and mildly magical with Yes, the Stross have ruled wisely and
faint conjuration and summoning magic. 20 well. It was a shame that the kobold
revolt had to be put down.
Read the following if the party expresses any interest My child, how is it that you do not
in the throne: know of our ancient alliance with the
30 Scáthsidhe? They have always been
The chair is made of bones and inlaid with black our friends. In times of danger, look
adamantine runes, showing a carved crown and to them.
many names and dates: Kranos Stross, Leander I fear the family’s close ties with the
Stross, Adrastus, Haides, Kleitos, Isidoros, shadows have blinded us to the
Podarge, and a dozen more. The bones themselves 35 dangers of this alliance. They seek to
include small ones that might be kobold bones, take our lands, our lives, and our souls
into their dark kingdom.
larger human bones, and others that can only be
giants, horses or dragons of some kind. I was an alchemist and a scholar, my
name was Haides Stross. Strike the
If anyone actually sits on the Throne of Past Lords, heart of the black oak – it poisons all
well, it’s a trap with benefits. 40 our children and their children. Save
those you can from its corruption!
Save the Stross before you become as
Throne of Past Lords (CR 9); mechanical; touch trigger;
we are! (cue skeletons…).
automatic reset; Atk +17 melee (2d4+8 plus poison,
scythe); poison (deathblade, DC 20 Fortitude save
resists, 1d6 Con/2d6 Con); Search DC 26; Disable
Device DC 30.

52 Castle Shadowcrag
The Castle Crypts and Cellars

6. Gaoler’s Room Abilities Str 24, Dex 19, Con 21, Int 13, Wis 17, Cha 13
SQ Damage reduction 10/magic, darkvision 60 ft.
Vasilios’s main room is a comfortable place without windows or Feats Combat Expertise, Combat Reflexes, Dodge, Endurance, Greater
light: He is usually found here unless “working” on a victim in the Weapon Focus (light crossbow), Improved Critical (light crossbow) [B],
Rack Chamber (see “The Rack Chamber” on page 54). Improved Disarm, Improved Initiative, Iron Will [B], Lightning Reflexes,
Point Blank Shot, Toughness [B], Weapon Focus (light crossbow),
You see a warm, dry room furnished with three chairs, a footstool, Weapon Focus (heavy mace) [B]
Skills Handle Animal +8, Intimidate +17, Jump +10, Knowledge (nobility
small tables, a padlocked chest, and a brazier of hot coals. A man in
and royalty) +4, Listen +9, Ride +12, Sense Motive +15, Spot +7.
a dirty but well-made jacket stands at a lectern reading a book. The Possessions combat gear plus purse with 14 gp, 9 sp, 17 cp.
man’s skin is corpse white, and his eyes are bright sparks sunken
deep in his head. He wears a wig. One of his legs seems injured, as it Cruelty’s Bliss (Su): Sinobians relish the suffering of others. When
is bandaged and he favors the other leg. A loose cravat is tied around Vasilios scores a successful critical hit against an opponent (with a
his neck, but you see something like stitches or scars where the cloth weapon attack or a natural attack), he gains a +2 competence bonus to
has slipped down a bit. attack rolls, checks, and saves against that opponent for the remainder of
the encounter. He can gain this bonus only once per combat against a
particular foe.
The man looks up, and frowns at you. “Who let you in here?”
Delicious Agony (Su): By making a successful grapple check, a sinobian
Vasilios’s mutilations affect his neck, back, upper left arm, and can claw or cut away a small portion of an opponent’s flesh (using claws
upper left leg, so they are mostly invisible to casual inspection. His or a light piercing or slashing weapon) and devour it. This attack deals 1d2
disjointed upper left arm is braced and bolted back into shape. His points of Con drain to the opponent. A sinobian heals 5 points of damage
each time it drains Con points (regardless of the amount drained).
upper leg has been flayed to reveal portions of his muscles, and he
has dozens of hooks and rings embedded in his chest, which seem Exquisite Suffering (Su): By touch, a sinobian forces a creature to share
to pass entirely through his body to bolts and metallic bracing on in its agony, thus overloading the senses of the opponent. The opponent
his back. His neck has extensive stitching, as if his head had been must make a successful Will save (DC 18) or be stunned for 1 round.
sewed on. Creatures with more than 11 HD are immune to this effect, and any target
creature is immune to this attack for one day. This is a mind–affecting
attack.
Vasilios is initially Unfriendly to the party, but not foolish enough to
try to engage superior numbers. He’ll try to talk the PCs out of his Horrifying Appearance (Su): The sight of a sinobian is so disturbing that
room. If only one PC is visible, he tries to capture them for later any intelligent creature seeing it must make a successful DC 16 Will save
torture, first locking the room’s door remotely. Hearing the muffled or be shaken for 1d6 rounds (–2 morale penalty on attack rolls, damage
rolls, and saves). Creatures with 12 or more HD are immune. On a
“click” of the lock requires Listen DC 29, and finding the release successful save, the opponent is immune to this effect for one day.
requires Search DC 22.
Limited Immortality (Ex): When a sinobian is slain its form is taken
He pretends friendliness and shakes hands to use his exquisite before the Twelve, who decide whether the slain creature is condemned to
suffering ability, followed by displaying his sewed-on head to use his an eternity of torture and suffering or whether the creature is reconfigured.
A reconfigured creature remembers nothing of its previous existence and
horrifying appearance ability. Vasilios always keeps rope and iron for all intents and purposes is an entirely new creature. All existing
manacles here, just in case. mutilations are removed and new ones are added.

Vasilios Stross CR 13 Sinobian Traits (Ex): Sinobians are immune to poison and acid;
Male Sinobian Human Fighter 8/Expert 3 resistance to fire 5, resistance to cold 5. All sinobians have various
mutilations unique to their kind.
NE Medium Outsider [Evil, Sinobian]
Init +8 (+4 Dex, +4 Improved Initiative); Senses darkvision 60 ft, Listen
Skills: Sinobians have a +8 racial bonus on Intimidate and Sense Motive
+9, Spot +7
checks.
Languages Common, Dwarven, Shadowcommon
AC 26, touch 14, flat-footed 23 (+4 Dex, +4 natural, +1 banded, +1 Feats: Sinobians gain Improved Critical, Iron Will, Toughness, and
buckler) Weapon Focus as bonus feats.
hp 129 (8d10+3d6+58 HD); DR 10/magic
Immune poison, acid Treasure: Vasilios has a locked (DC 27), copper-plated chest in the
Resist cold 5, fire 5 room that contains his personal funds: 25,456 sp, two 600 gp
Fort +12 Ref +9 Will +8 sapphires, a pink diamond worth 4,000 gp, and an 800 gp black
Speed 20 ft. (4 squares) pearl.
Melee +19/+14 heavy mace (1d8+9) or
+16 slam (1d6+7)
Ranged +17/+12 light crossbow (1d8+3/17-20 + sleep poison DC 20)
Combat Gear +2 heavy mace, +2 light crossbow, 10 +1 bolts, +1 banded
armor, +1 buckler, +1 dagger
Base Atk +9; Grp +16

Castle Shadowcrag 53
The Castle Crypts and Cellars

7. Dungeon Cells Argostad, the Vampire Monk CR 10


Male Human Vampire Monk 8
The prisoners in the dungeon cells were let go when the castle was
CE Medium Undead (Augmented Humanoid)
stormed, but Vasilios keeps his victims there: travelers, tinkers,
Init +7 (+3 Dex, +4 Improved Initiative); Senses darkvision 60 ft.; Listen
woodsmen, unwary visitors to the castle. Several of the manacles +21, Spot +24
show signs of recent use (within the last month). Languages Common, Goblin, Elvish, Shadowcommon
AC 25(+6 nat. armor, +5 Wis, +1 monk, +3 Dex), touch 19, flat-footed 22
8. The Rack Chamber hp 65 (8d12 HD); DR 10/magic and silver and 10/bludgeoning and magic
Read the following: Immune non-magical disease Resist cold 10 and electricity 10
Fort +6 Ref +11 Will +13
This room is not large, but the smell of sweat and fear seems to fill it Speed 50 ft. (10 squares)
completely. You see a large table with a winch at one end: a rack for Melee +11 slam (1d4+5) or
+11 unarmed strike (1d10+5) or
stretching prisoners. You see a metal chair and a cold brazier filled
+11/+6 unarmed strike (1d10+5) or
with pokers and knives. There’s also a large wooden trunk with
+9/+9/+4 unarmed flurry of blows (1d10+5)
strange golden seals and sword hilts sticking out of it. Base Atk +6; Grp +15
Special Atk flurry of blows, blood drain, children of the night, create
This is clearly a torture chamber; signs of old blood on the floor spawn, dominate and energy drain
just confirms that it has been used, and not that long ago. You hear Abilities Str 21, Dex 17, Con —, Int 16, Wis 21, Cha 12
muffled screams from the padlocked wooden trunk. SQ darkvision 60 ft., immunity to non-magical disease, resistance cold 10
and electricity 10, damage reduction 10/magic and silver and 10/
With a successful DC 20 Survival/Track check, the party can bludgeoning and magic, alternate form, fast healing, gaseous form, spider
climb, undead traits, vampire weaknesses, turn resistance +4, armor class
determine it was used about one week ago. Vasilios caught and
bonus +6, evasion, fast movement, still mind, slow fall +40, purity of body,
tortured a shadow fey here, using Rumbold’s old shadow-catching ki strike and wholeness of body
net. Feats Alertness B, Combat Expertise, Combat Reflexes, Deflect Arrows,
Dodge B, Improved Disarm, Improved Grapple, Improved Initiative B,
Vasilios calls the wooden trunk his “Box of Screams”. Read the
Improved Trip, Improved Unarmed Strike, Iron Will, Lightning Reflexes B,
following if the PCs examine it closely: Stunning Fist
Skills Balance +5, Bluff +15, Concentration +4 (+4 ranks), Escape Artist
The chest is made of fine wood, perhaps cherry or apple, and is well- +12, Hide +17, Jump +9, Knowledge (History) +7, Listen +21, Move
sealed against moisture or rattles. There are three slots in the top and Silently +19, Search +13, Sense Motive +23, Spot +24, Tumble +11.
four in the front where sword hilts with golden pommels stick out. Possessions potion of bull's strength, oil of greater magic stone +4, 11
You hear muffled screams from within the trunk, and it quivers pp, 16 gp, 10 sp, 18 cp, four 1,000 gp emeralds.
slightly.
Flurry of Blows (Ex): Argostad can use the full attack action to make one
extra attack per round with an unarmed strike or a special monk weapon
The box contains the vampire who turned Zarek into a vampire. at his highest base attack, but this attack and each other attack made that
Tortured for decades, he long since relinquished his hold over round suffer a -2 penalty apiece. This penalty applies for 1 round, so it
Zarek, in a vain effort to appease his captor. The box contains some affects attacks of opportunity Argostad makes before his next action.
of his grave soil and allows him to recover hit points, but the golden When armed with any monk special weapons, Argostad makes the extra
attack either with that weapon or unarmed. In any case, his damage
seals and enchanted silver weapons cut into his undead flesh , and
bonus for his off hand attack is not reduced.
one of the weapons always releases a daylight spell each day at dawn.
Blood Drain (Ex): Argostad can suck blood from a living victim with his
The lock is easy to open (Open Locks DC 22). Argostad tried to fangs by making a successful grapple check. If he pins the foe, he drains
escape hundreds of times, so he thinks that any PCs are an illusion blood, dealing 1d4 points of Constitution drain each round the pin is
maintained. On each successful attack, he gains 5 temporary hit points.
or a trick. If convinced that they are not, he attacks to taste blood
and gain vitality, or to be forever destroyed. Children of the Night (Su): Argostad commands the lesser creatures of
the world and once per day can call forth 1d 6+1 rat swarms, 1d4+1 bat
swarms, or a pack of 3d6 wolves as a standard action. These creatures
arrive in 2d6 rounds and serve his for up to 1 hour.

Create Spawn (Su): Any humanoid or monstrous humanoid slain by


Argostad's energy drain attack rises as a vampire spawn (see the Vampire
Spawn entry in the Monster Manual) 1d4 days after burial.

Dominate (Su): Argostad can crush an opponent's will just by looking into
its eyes. This resembles a gaze attack, but Argostad must take a standard
action, and those merely looking at his are not affected. Anyone he targets
must succeed on a Will save (DC 15) or fall instantly under his influence

54 Castle Shadowcrag
The Castle Crypts and Cellars
as though by a dominate person spell (caster level 12th). The ability has a Overlook Bailey; because the well shaft walls are damp, a DC 25
range of 30 feet. Climb check is required for every climb move.
Energy Drain (Su): Any living creature hit by Argostad's slam attack gains
2 negative levels. For each level bestowed, he gains 5 temporary hit 10. Dwarven Halls
points. Argostad can use his energy drain ability once per round. Read the following:
Armor Class Bonus (Ex): Argostad receives a bonus to Armor Class
equal to +1 plus his Wisdom bonus if not wearing armor. Beyond the well-made door is a small entryway and then a stony
passageway lit with soft gray magical light. The ceiling is a bit low,
Evasion (Ex): If exposed to any effect that normally allows a character to perhaps just six or seven feet high.
attempt a Reflex saving throw for half damage, Argostad takes no damage
with a successful saving throw.
The dwarves of the Grimbold clan live here. They sell their wares of
Still Mind (Ex): Argostad has a +2 bonus on saving throws against spells shadow-touched armor and weapons, and stake a claim to the castle
and effects from the school of enchantment. when it (as they hope) slips across the planar boundary into the
embrace of the Plane of Shadow. Their leader, clan chieftain
Slow Fall (Ex): Argostad can use a wall within arm's reach to slow his Mandergrim, is a bitter fighter and a hard-working smith.
descent. He takes damage as if the fall were 40 feet shorter than it
actually is.
The other three dwarves — Ulfbaerht, Ulric, and Ulfgar— are all
Purity of Body (Ex): Argostad is immune to all diseases except for smiths, clerics, and fighters. Their weapon’s enchantments come
supernatural and magical diseases. from both divine and arcane sources. In particular, Darius
Grindstone, the aranea in the Ivy Tower (see page 42) has long been
Alternate Form (Su): Argostad can assume the shape of a bat, dire bat,
wolf, or dire wolf as a standard action. He does not regain hit points for
Mandergrim’s friend and ally.
changing form and must choose from among the forms mentioned. While
in an alternate form, Argostad loses his natural slam attack and dominate Mandergrim CR 9
ability, but he gains the natural weapons and extraordinary special attacks Male Shadowborne Dwarf Fighter 7/Dwarven Defender 2
of his new form. He can remain in that form until he assumes another or LE Medium Outsider (Native)
until sunrise. Init +2 (+2 Dex); Senses darkvision 60 ft.; Listen +1, Spot +1
Languages Common, Dwarven, Orc, Shadowcommon
Fast Healing 5 (Ex): Argostad heals 5 points of damage each round so
long as he has at least 1 hit point. If reduced to 0 hit points, Argostad AC 21, touch 14, flat-footed 17 (+2 Dex, +7 armor, +2 shield)
automatically assumes gaseous form and attempts to escape. He must hp 95 (9d10+30 HD)
reach his coffin home within 2 hours or be utterly destroyed. (He can travel Fort +11 Ref +4 Will +6
up to 9 miles in 2 hours.) Once at rest in his coffin, he is helpless. He rises Speed 20 ft. (4 squares)
to 1 hit point after 1 hour, then is no longer helpless and resumes healing Melee +13/+8 dwarven waraxe (1d10+4/x3)
at the rate of 5 hit points per round.
Ranged +12 heavy crossbow 1d10 (19-20)
Base Atk +9; Grp +12
Gaseous Form (Su): As a standard action, Argostad can assume
gaseous form at will, as the spell (caster level 5th), but he can remain Combat Gear +1 dwarven waraxe, +1 light steel shield, +1 banded armor,
+1 heavy crossbow, potion of hide from undead, potion of rage
gaseous indefinitely and has a fly speed of 20 feet with perfect
maneuverability. Special Atk defensive stance 1/day
Abilities Str 17, Dex 14, Con 16, Int 13, Wis 13, Cha 9
Spider Climb (Ex): Argostad can climb sheer surfaces as though with a SQ darkvision 60 ft., dwarven traits, dodge bonus +1, uncanny dodge,
spider climb spell. shadow blend, shadow shift
Weakness Light Sensitivity
Ki Strike (Su): Argostad's unarmed attacks are empowered with ki. His Feats Cleave, Dodge, Endurance, Great Cleave, Improved Sunder,
unarmed attacks are treated as magic for the purpose of overcoming Power Attack, Quick Draw, Toughness
damage reduction.
Skills Appraise +10 (+12 weaponsmithing), Craft (Weaponsmithing) +14,
Handle Animal +2, Knowledge (Architecture and Engineering) +4,
Wholeness of Body (Su): Argostad can heal his own wounds. He can Knowledge (History) +4, Ride +7
heal 16 hp each day, and he can spread this healing out among several
uses. Possessions combat gear plus 15 pp, 7 gp, 16 sp, 10 cp.

Treasure: The six +1 silver short swords and the one +1 silver longsword Defensive Stance (Ex): When he adopts a defensive stance, Mandergrim
gains phenomenal strength and durability, but cannot move from the spot
enchanted with a permanent daylight spell (1/day).
he is defending. The following changes are in effect as long as
Mandergrim remains in a defensive stance:
9. Well Shaft
AC 25, touch 16, flat 25 (+2 Dex, +7 armor, +2 shield, +4 dodge class)
A black tapestry hangs in the eastern side of the dwarven halls to
Hp 113 (9 HD)
separate them from the bottom of the castle well. The dwarves
Fort +15 Reflex +6 Will +8
keep a bucket here and a shorter rope. It's a 40 foot climb to the Melee +14/+9 dwarven waraxe (1d10+5)
Base Atk +9 Grp +13

Castle Shadowcrag 55
The Castle Crypts and Cellars
Abilities Str 19, Con 20 Mandergrim can remain in a defensive stance for Ulfbaerht, Ulric, and Ulfgar CR 6
8 rounds, though he may voluntarily end it prematurely. At the end of the Male Shadowborne Dwarf Fighter 3/Cleric 3
defensive stance, he is winded (-2 Strength) for the duration of that
LE Medium Outsider (Native)
encounter. Mandergrim can enter a defensive stance only once per
Init +6 (+2 Dex, +4 Imp. Initiative); Senses darkvision 120 ft.; Listen +1,
encounter and only 1/day. Entering a defensive stance takes no time by
Spot +1
itself, but Mandergrim can do it only during his action, not in response to
Languages Common, Dwarven, Orc, Shadowcommon
someone else's action.
AC 18, touch 12, flat-footed 16 (+6 chain, +2 Dex)
Dwarven Traits: Dwarves have a +2 racial bonus on Search checks to hp 53, 50, 47 (3d10+3d8+18 HD)
notice unusual stonework. A dwarf within 10 feet of it can make a Search Fort +9 Ref +6 Will +5
check as if actively searching. Dwarves are exceptionally stable and have
Speed 20 ft. (4 squares)
a +4 bonus on ability checks to resist bull rush or trip attempts. They have
Melee +9 dwarven waraxe (1d10+5)
a +1 racial bonus on attacks against orcs and goblinoids. Dwarves have a
+4 racial bonus to Armor Class against giants. Base Atk +5; Grp +8
Combat Gear +1 chain hauberk, +1 dwarven waraxe
Conditional Adjustments: Dwarves have a +2 racial bonus on saving Special Atk rebuke undead 2/day
throws against spells and spell-like effects, +2 racial bonus against Cleric spells prepared (CL 3, +8 melee touch, +7 ranged touch)
poison, +2 racial bonus on all stone or metal-related Appraisal checks. 2nd—spiritual weapon
1st—bless, doom (DC 12/W), magic stone
Dodge Bonus (Ex): Mandergrim receives a dodge bonus to Armor Class
equal to +1. 0—cure minor wounds, inflict minor wounds, mending, read magic
Abilities Str 16, Dex 14, Con 17, Int 14, Wis 12, Cha 9
Uncanny Dodge (Ex): Mandergrim retains his Dexterity bonus to AC (if SQ darkvision 120 ft. and dwarven traits, shadow blend, shadow shift
any) even if he is caught flat-footed or struck by an invisible attacker. Weakness Light sensitivity
However, he still loses his Dexterity bonus to AC if immobilized. Feats Blind-Fight, Combat Expertise, Combat Reflexes, Improved
Initiative, Lightning Reflexes
Tactics: The dwarves let Mandergrim hold the narrow passage Skills Appraise +4 (+6 weaponsmithing), Concentration +12, Craft
while the clerics use bless on their side and doom on their foes, plus (Weaponsmithing) +13, Intimidate +5, Jump +3, Knowledge (Architecture
using their spiritual weapon spells to strike at the party from a and Engineering) +6.
distance. They’ll heal Mandergrim if he is badly hurt, and they’ll all Possessions combat gear and wooden holy symbol, 4 pp, 120 gp,
shadow shift to a safe meeting point deep in the forest if any one of 140 sp.
them is knocked down.
Rebuke Undead (Su): Ulfbaerht can rebuke or command undead 2 times
per day.

Shadow Strike (Su): For 6 rounds per day, Ulfbaerht, Ulric, and Ulfgar
treat their natural attacks as partially incorporeal. They make touch attacks
to strike foes during this time and uses their Dexterity modifier instead of
Strength on attack rolls, dealing damage without a Strength modifier.
These rounds need not be consecutive.

Light Sensitivity (Ex): Shadowborne detest bright light and take a –2


morale penalty on all attack and damage rolls, skill checks, and saves
while exposed to natural or magical sources of bright, pure light (such as a
daylight spell).

Shadow Blend (Su): Except in full daylight or a daylight spell, a


shadowborne can disappear into the shadows, gaining total concealment.
Artificial illumination, even light or continual flame, does not negate this
ability.

Shadow Shift (Su): Shadowborne may enter and leave the Plane of
Shadow as a move action, so long as it is in a shadowy or dark area. A
daylight spell or equivalent light blocks this ability. In shadow, the creature
can move up to seven miles every 10 minutes, moving normally on the
borders of the Plane of Shadow but much more rapidly relative to the
Material Plane. Thus, the dwarves travel rapidly by stepping onto the
Plane of Shadow, moving the desired distance, and then stepping back
onto the Material Plane. They know where they will come out on the
Material Plane.

Mandergrim, a Grimbold Dwarf

56 Castle Shadowcrag
The Castle Silver Mines and Deep Caverns

11. Cistern and Septic Line Commanding the oxen to move without permission of their kobold
The cisterns collect wastewater, sewage, and rainwater, used to handlers requires a DC 20 Animal Handling check. On a failed
water the gardens. With less than a dozen living creatures inhabiting check, the oxen refuse orders from the PC.
the castle quarters, the cistern is only knee-deep.
Smelter
It’s possible to wade through the muck to the septic overflow line, Read the following:
which goes downhill to a matching cistern in the old village ruins
below the castle (the waste was sometimes used as fertilizer). Near the gigantic wooden wheel are mounds of stone and slag, and a
Evander knows this escape route, and so does his grandson Zarek, brick building with a tall chimney. The buildings doors are open
who keeps a backup coffin here, weighted down below water level. arches. Inside you see a powerful fire tended by many small
It requires a DC 30 Search to find. salamanders and one tall one. Stacked all around them are crushed
stone and bars of gray and silvery metal.

3.10 Silver Mines and Deep The noble salamander foreman Vesuvian (hp 119, MM, page 218)
Caverns and his ten flamebrothers (hp 26 each) don’t have time to talk . He’s
extracting silver, zinc, and lead into separate crucibles and pouring
ingots. He’s not interested in anyone who isn’t volunteering to

N
ot far from the castle is the central mineshaft of the improve the ore supply.
kobold’s enormous silver mines. The small mining
encampment is the closest thing to a village within 2 The seven newly-made silver ingots here are worth 190 gp. Most
days walk; the party can rest and recuperate here. However, the are moved quickly to the vault.
amenities are minimal, and the kobolds range in alignment from LN
to N to LE, so the service ethic isn’t what it might be. Silver Vault
Read the following:
You see an active mining operation among the trees ahead: Large
sections of trees chopped away, a large stone building with an There’s exactly one heavily guarded stone building in the mining
enormous chimney, and a huge wheel with oxen inside pulling a load camp. One iron door is the only entrance. The windows are round
up or down into a shaft in the earth. holes too small for a kobold to wriggle through. You notice two black-
scaled guards at the windows nearest the door, plus two on the
The surprise is that it’s not dwarves doing the digging: you see fifty rooftop.
kobolds. You count at least 50 or 75 tents and wooden shacks. An
elderly kobold with an escort of young toughs watch you from a second Six 8th-level kobold warriors guard the vault at all times. They work
stone building built more like a tower. in tandem with the off-duty bulettes to guard the silver from the
smelter; new ingots are brought in twice a day using passwords.
Unknown to anyone but the senior kobolds, their silver mines
connect to the Underearth caverns at the very deepest levels. A Brandorek, Brunderval, Jingver,
group of shadow creatures slowly but surely extends their hold Jorsh, Kenderkek, Mortukek CR 8
here, as the shadow plane’s influences grows and grows. If the party Male Kobold Fighter 8
proves itself competent and trustworthy (such as by killing the LN Small Humanoid (Reptilian)
werewolf lord, or by driving away one of the major haunts at the Init 7 (+3 Dex, +4 Imp. Init.); Senses darkvision 60 ft.; Listen +3, Spot +3
castle), they may be asked to investigate the lower levels of the Languages Common, Draconic, Kobold, Undercommon
mines. AC 21, touch 14, flat-footed 18; Dodge
hp 87, 80, 75, 72, 71, 61 (8d10+32 HD)
Fort +12 Ref +6 Will +4
Kobold Mineshaft and Winding Gear
Speed 20 ft. (4 squares)
Read the following: Melee +13/+8 spear (1d6+3)
Ranged +11 short bow (1d6+injury poison, DC 15, 1d4/1d4 Con)
You see a gigantic wooden wheel. Two oxen walk around it towering Base Atk +8; Grp +6
over everything else in the camp. The wheel connects to an iron chain Abilities Str 14, Dex 17, Con 19, Int 13, Wis 13, Cha 11
that lifts and lowers ore and miners into a mineshaft. SQ darkvision 60 ft. and light sensitivity
Feats Alertness, Dodge, Improved Initiative, Improved Sunder, Iron Will,
The 25 foot tall winding gear moves a wicker and oak basket large Mobility, Power Attack, Weapon Finesse
enough for 8 Small, 2 Medium-size, or 1 Large creature at a time. Skills Craft (trapmaking) +8, Handle Animal +9, Intimidate +9, Jump +9,
Listen +3, Profession (miner) +3, Ride +6, Search +3, Spot +3.
The mineshaft is 200 feet deep.
Possessions +1 hide, +1 buckler, +1 spear, 9 pp, 16 gp, 60 sp.
Light Sensitivity (Ex): Kobolds are dazzled in bright sunlight or within the
radius of daylight spell.

Castle Shadowcrag 57
The Castle Silver Mines and Deep Caverns

Map of Silver Mines (side view)

Tactics: The goal for the guards is to buy time until a mob of The Working Mines
kobolds overwhelms the foe, and the bulette can be summoned (see Read the following:
next encounter, the Working Mines). This group’s leader wears a
robe of bones, which he uses to create additional foes each round, You expected the mineshafts to be small, but they are also almost
stalling even further. The first bulette shows up in round 4, the completely dark. The working sections are tiny tunnels at most 5’
second in round 5, and the last bulette ally defends the vault in high, where miners follow the veins of metal ore. Hundreds of kobold
round 8. If the party attempts to outrun the black-scaled guards, miners work in complete darkness. Overseers use magical light only
they send a pair of scouts to follow. One has the Run feat and a +18 to check the grade of ore and to write tallies on tattered vellum.
Hide, the other rides a worg (MM p.256) and has a +14 Hide.
In a much larger main tunnel, 15 wide and 10 high, you hear
Treasure: It contains 28,900 gp worth of silver ingots, which weigh scratching like dragon claws on stone, and a roar that shakes dust
3,000 pounds and will be defended by the entire camp. If stolen, the and grit from the ceiling.
thieves will have to deal with a kobold lich who uses discern location
to find the ingots again. The miners ignore the noise, hammering at stone without pause.

58 Castle Shadowcrag
The Castle Silver Mines and Deep Caverns
.

Map of the Silver Mines

The noise is Timborlane, one of the kobold’s three tame bulettes, Skills Jump +14, Listen +9, Spot +9
used to follow the most promising veins and to burrow quickly Leap (Ex) A bulette can jump into the air during combat. This allows it to
through unproductive stone. The bulette attacks the party if make four claw attacks instead of two, each with a +19 attack bonus, but it
cannot bite.
provoked in any way. The kobolds use the bulette against any party
daring to threaten, rob, or murder a kobold – especially at the silver
vault on the surface. Collapsed Works
This section of the mines has collapsed; ghost kobolds are its only
Timborlane, Magrolane, and Temmylasha, inhabitants.
tame Advanced Bulettes CR 9
N Huge Magical Beast Gas-filled Halls
Init +2; Senses darkvision 60 ft., low-light vision, scent, tremorsense 60
These halls are filled with low concentrations of explosive gasses.
ft.; Listen +9, Spot +9
The party must make a single DC 15 Wisdom check to notice the
AC 22, touch 10, flat-footed 20 (2 size, +2 Dex, +12 natural)
blue caps on their torches or lanterns when entering this section of
hp 126, 119, 107 (12d10+60 HD)
Fort +13, Ref +10, Will +7
the mines (dwarves and kobolds gain a +4 racial bonus to this
check). If the party notices the danger, they know that they must
Speed 40 ft.(8 squares), burrow 10 ft.
Melee +19 bite (2d8+8) and
extinguish fires such as lanterns and torches or risk an explosion.
+14/+14 claws (2d6+4) Even if they do, the air is bad enough that it may cause fatigue (DC
Space 15 ft.; Reach 15 ft. 17 Fort save each hour or become fatigued, then exhausted).
Base Atk +12; Grp +28
Atk Options leap
Abilities Str 27, Dex 15, Con 20, Int 6, Wis 13, Cha 6
Feats Alertness, Iron Will, Track, Weapon Focus (bite)

Castle Shadowcrag 59
The Castle Silver Mines and Deep Caverns

Read the following if the party fails to make that Wisdom check: The dark stalker knows that the sword of bright shadows is here
somewhere in the tomb of the Kobold King; she can just about
You have walked for hours in the narrow passages below the earth, smell it, and she has tortured a handful of kobolds to find out where
and the air has always been foul. Now, though, you notice that it is it is.
getting worse, as you walk down a sloping passage beside a trickling
stream of water. The air around you suddenly turns to fire, and a Unfortunately for her, her information is incomplete: the tomb is
huge pressure of an explosion surround you. inaccessible from here, only visible as a shadow during the
flashbacks, so she’ll never find it. In the meantime, she’s making life
Let the party make DC 19 Reflex saves to take half damage. Those tough for the kobold miners
who fail take 10d6 damage and are also stunned for a round.
Sabella Inkpot CR 9
.

Female Dark Stalker Fighter 5


CN Medium Humanoid
Init +3; Senses darkvision 60 ft.; Listen +7, Spot +7
Languages Common, Dark Stalker, Shadowcommon, Slaad
AC 22, touch 14, flat-footed 19 (+3 Dex, +5 natural, +3 shield, +1 ring)
hp 54 (2d8+5d10+14 HD)
Fort +6 Ref +7 Will +2
Speed 30 ft. (6 squares)
Melee +10 short sword (1d6+3 plus poison, DC 20 Fort, 1d6 Dex, 1d6 Dex)
Ranged +9 short bow (1d6+1 plus poison, DC 20 Fort, 1d6 Dex, 1d6 Dex)
Combat Gear +1 short sword, +2 light steel shield, 3 potions of cure
serious wounds
Base Atk +6; Grp +7
Spell-like Abilities: Caster level 6th, DC 14+level. 3/day – darkness, 2/day
fog cloud.
Special Atk Create darkness, death throes, fog cloud, poison use
Abilities Str 13, Dex 16, Con 14, Int 10, Wis 13, Cha 15
SQ darkvision 60 ft., detect magic, light blindness, natural armor, see in
darkness
Feats Cleave, Power Attack, Weapon Finesse, Weapon Focus (short
sword), Weapon Specialization (short sword)
Skills Climb +3, Handle Animal +4, Hide +9, Intimidate +6, Listen +7, Move
Silently +9, Sleight of Hand +5, Spot +7
Possessions combat gear plus +1 ring of protection, 15 gp, 15 sp, 6 cp.
Tactical Map: Dark Stalker

[St=Dark Stalker; Cr=Dark Creeper]


Spell-like Abilities: Caster level 6. 3/day – darkness, 2/day fog cloud.
Read the following:
Death Throes (Ex): When killed, a dark stalker explodes in a flash of
white-hot flame equal to a fireball spell (CL 3rd); 3d6 points of fire damage,
The afterimages from the fireball have barely ended when crossbow Reflex DC 14 for half. The save DC is Constitution-based and includes a
bolts rip into your rear guard. You hear at least three distinct +1 racial bonus. Dark creepers within 60 feet must succeed on a DC 15
“chunks” as the crossbows fire from somewhere back the way you Will save or flee in terror for 1d6 rounds.
came.
Detect Magic (Su): A dark stalker can continuously detect magic as the
spell (caster level 6th). It can suppress or resume this ability as a free
The party encounters five dark creepers and their dark stalker leader; action.
they use their fog cloud and darkness abilities to keep themselves
hidden. They try to avoid melee, circling around the passageways to Light Blindness (Ex): Abrupt exposure to bright light (such as sunlight or
a daylight spell) blinds dark stalkers for 1 round. On subsequent rounds,
attack the party from all sides. Ask the party for DC 19 Listen
they are dazzled as long as they remain in the affected area.
checks. If successful, they hear movement both ahead and behind
them, retreating. If they actually spot the dark creepers or stalker Natural Armor (Ex): Dark stalkers rarely remove clothing. They add layer
(who stay more than 50 feet away whenever possible, Hide +9), read after layer as the ones underneath molder away. This grants them a +3
the following. natural armor bonus, which stacks with the dark creeper’s existing natural
armor bonus (which is +2).

You finally see one of the lurkers, a man-sized humanoid with pale, Poison Use (Ex): Sabella favors poisoning her weapons. She never
almost translucent skin. It is clothed in filthy and tattered robes of accidentally risks poisoning herself when coating a weapon with poison.
blackish-gray, and it hisses as it brings its crossbow up to fire.

60 Castle Shadowcrag
The Castle Silver Mines and Deep Caverns
See in Darkness (Su): Sabella can see perfectly in Dark Feasting Hall
darkness of any kind, including that created by deeper Sword of
darkness spells. Read the following:
Bright Shadows
Skills: Dark stalkers have a +4 racial bonus on Hide and The walls of this enormous cavern are beautifully This beautiful steel
Move Silently checks and a +2 bonus on Listen and Spot carved with scenes of a kobold king leading his longsword was forged long
checks.
people to victory over elves, dwarves, and humans. ago, supposedly by the
Sabella’s followers are three dark creepers with some He carries a shining sword and shield, and in Holly King, a fey lord of the
Margreve Forest who
fighter skills. many areas is shown with a halo.
founded the
shadowdancers and the
Dark Creepers, 3rd-Level Warriors (5) CR 3 If a character reads Draconic, it’s clear that these are first of the arcane servants
CN Male Small Humanoid (Dark Creeper) not all the same kobold king, but members of a called the shadowsworn.
Init +3 (+3 Dex); Senses darkvision 60 ft.; Listen +3, dynasty that ruled here hundreds of years ago. There The weapon’s appearance
Spot +3 are some references to the “blessings of the herald supports this legend: The
Languages Common, Dark Stalker, Shadowcommon
of light” and “the invincible sword of light”, but blade is made in an archaic
AC 19, touch 14, flat-footed 16 (+1 size, +3 Dex, +3 really not a lot of clues here. elven style, with three-
natural, +2 shield) pronged hilt and heavy use
hp 29, 23, 22, 20, 18 (3d8+6 HD) of mithral in the alloy. The
Fort +3 Ref +6 Will +1 The Kobold King’s Tomb weapon glows in a 40’
This area is part of the Dragon’s Cave area, but is radius when drawn from its
Speed 30 ft. (6 squares)
black wyvern-hide
Melee +7 dagger (1d4+1) only visible after the kobold flashback is completed scabbard (equivalent to a
Ranged +6 light crossbow (1d4+1) successfully (see “Enslavement of the Kobolds” on daylight spell).
Combat Gear +1 dagger, +1 light steel shield, potion of page 22). Once it is, read the following:
cure light wounds The weapon is a +2 brilliant
longsword. In normal
Base Atk +3; Grp -1
The carved dragon’s mouth looks different now: combat, the glowing blade
Special Atk Create darkness, death throes
instead of a closed dragon snout puffing steam and is a +2 sword and its
Abilities Str 13, Dex 17, Con 14, Int 10, Wis 11, Cha 6
fire, the dragon’s mouth is wide open, as if about to enhancement bonus is +4
SQ darkvision 60 ft., detect magic, light blindness, natural against shadow creatures.
armor, see in darkness
swallow a knight whole.
Unlike most brilliant energy
Feats Alertness, Weapon Finesse weapons, it can strike
Skills Climb +1, Hide +13, Listen +3, Move Silently +10, Anyone looking inside the dragon’s mouth sees a corporeal undead. Against
Sleight of Hand +4, Spot +3 narrow entrance. Read the following: Negative Energy Plane
creatures or undead
Possessions combat gear plus one of the following on
creatures, the sword deals
each creeper: silver dagger, sunstone, 50’ spider silk Within the dragon’s mouth is a tiny room, no more
double damage (and ×3 on
rope, wineskin filled with mushroom brandy (200 gp on than six feet square. Hanging from the ceiling are a critical hit instead of the
surface), mirrored helmet (25 gp), and small bag of
the dragon’s teeth – and one fang is a bright, usual ×2). The sword of
holding containing 20’ ladder, six weeks rations, and
barrel of fresh water. shining sword. The thing glows as if it were white bright shadows dazzles a
hot, but you don’t feel any heat. Underneath, in the struck foe on a critical hit.

Dragon’s Cave area where the throat should be, something stirs its The wielder of the sword
black wings. never casts a shadow,
Read the following: though in dark conditions
he casts a reverse shadow
The sword is the Sword of Bright Shadows (see
You enter a natural cavern and see a dragon, its — a dimly glowing patch of
“Sword of Bright Shadows” on page 61). Its ground that shows his form.
nostrils curling smoke and flickering with fire.
appearance changes depending on who wields it, This property gives the
Your heart skips a beat, then you realize the
and it can help lift the curse in the Black Oak Bailey sword its name, but it also
dragon is expertly carved from the stone. The effectively negates
(“The Black Oak Bailey” on page 38). However, an
room’s air is filled with the smell of charred stone invisibility for the sword’s
angel of death, which fights to kill anyone entering
and sulfur. You see stone benches, tables, and bearer in twilight or dark
the tomb, guards it. conditions.
hearths made for small creatures. Bones and
broken utensils litter the floor. The wielder always takes a
-8 circumstance penalty to
Hide checks, and cannot
There’s nothing here beyond what is described, hide in plain sight.
unless the party has completed the Kobold King
Strong transmutation; CL
flashback; then see “The Kobold King’s Tomb”
16th; Craft Magic Arms and
below. Armor, gaseous form,
daylight, continual flame;
Price 72,315 gp.

Castle Shadowcrag 61
The Castle Silver Mines and Deep Caverns

Angel of Death CR 12
LE Large Outsider [Lawful, Evil]
Init +5 (+5 Dex); Senses darkvision 60 ft.; Listen +20, Spot +20
Languages Common, Infernal
AC 24 (+10 natural, +5 Dex, -1 size), touch 14, flat-footed 18
Aura fear (20 ft.)
hp 152 (16d8+80 HD); DR 10/silver
Fort +15, Ref +15, Will +11
SR 22
Speed 50 feet (10 squares), fly 100 feet (Good; 10 squares)
Melee +24 scythe (2d4+8+2d4 cold/19-20, x4) or
+20/+20 claws (1d6+5+2d4 cold each) or
+24/+19/+14/+9 scythe (2d4+8+2d4 cold/19-20, x4)
Space 10 ft. Reach 10 ft.
Base Atk +16; Grp +25
Spell-like Abilities: Caster Level 12th (as specialized in Necromancy).
DC 16 + spell level. At will – animate dead, cause fear, command undead,
detect thoughts, detect undead, greater animate dead, obscuring mist,
whispering wind; 3/day bestow curse, deeper darkness, dream, raise
dead, shadow walk, 1/day: finger of death, nightmare, teleport (self and 50
lbs objects only), waves of fatigue.
Special Atk Icy scythe, aura of fear, marked for death
Abilities: Str 21, Dex 20, Con 20, Int 12, Wis 12, Cha 19
SQ Aura of fear, DR 10/silver, spell resistance 22, outsider traits, spell-like
abilities
Feats: Blind-Fight, Cleave, Power Attack, Silent Spell, Sunder, Weapon
Focus (Scythe)
Skills: Balance +7, Bluff +12, Concentration +16, Diplomacy +8, Disguise
+14 (+16 acting), Intimidate +25, Jump +7, Knowledge (the planes) +10,
Listen +20, Move Silently +24, Search +20, Sense Motive +20, Spot +20,
Tumble +24
Possessions +3 icy scythe

Icy Scythe (Su): A death angel’s scythe is a magical +3 keen, ghost touch
weapon that delivers 2d4 points of cold damage on each successful strike.
The death angel often attacks its opponent’s weapons, seeking either to
shatter them or at least disarm its foe, the better to slay him or her. Angel of Death
Aura of Fear (Ex): An angel of death is terrifying enough that most
creatures run from it in panic. All creatures within 20 feet of the angel of
death at first see their own face in death and must make a Will save (DC
26) or be affected by its fear aura for 1d6 rounds. This effect applies even
to characters normally immune to fear (although such characters do gain
a +4 bonus to their saves).

Marked for Death (Su): A death angel may concentrate on killing a single
target. Once it chooses this target, it acts before the target in the next
combat round, and all its attacks against that target automatically
succeed. It cannot use this power on that same target again until 24 hours
have elapsed, but it can mark another target once the first is slain, and
another after that, and so forth. Clerics of the God of Death are always
immune to this power.

62 Castle Shadowcrag
4. Finale Designer’s Note

O
nce the flashbacks are all done and the After two rounds of combat (and if the party isn’t While CR 13 might seem
low as a challenge against
castle garden blooms with red or yellow flying), read the following: the party (especially if
roses, the curse stirs to life. It assumes the they have leveled up
physical form of the fiendish plant that was planted The black oak’s leaves all shiver in time, with a during the adventure), the
during the scáthsidhe’s blood sacrifice so many years noise unlike any natural tree. The wind from a Black Oak can easily
ago (the very sapling that was shown during the hundred thousand leaves lifts it up, pulling its acquire minions to allow
you to fine-tune the
“Sacrifice on the Hill” flashback, see page 24). shallow roots out of the courtyard dirt. Its long challenge.
Defeating it in this final encounter lifts the curse. branches whip down again to break bones and
One or more of the Four
drain your blood as the wind howls and the dust
Deaths could help defend
swirls beneath it.
4.1 The Black Oak the Oak, as their oath to
the Goddess of Night and
This flight is a move action. It puts the treant 40’ up, Magic demands (though

W
hen the party has recovered from the out of reach of earthbound foes. The black oak uses they might fight
reluctantly). Shadow
last flashback and walks through the its reach to attack targets from 40 to 60 feet up. Only
mastiffs make a smaller
Black Oak Bailey, give them a DC 30 flying foes or ranged attacks can reach it. bump in the encounter
Spot roll. If they make the Spot, read the following: difficulty, but might be
If the party is on the verge of defeat (or massive worthwhile for flavor

You notice that Silverwing the vrock is gone, and a losses), Silverwing may reappear to cast heal on one reasons.

few white feathers are scattered near the tree trunk. or more Lawful or Good party members. He Finally, all the shadows
Also, the courtyard oak’s leaves shake out of time shouldn’t fight the oak directly, though. and darkness within the
castle stones could
with the gusting wind. become a literal black
The Black Oak CR 13 wind of greater shadows.
Male Advanced Fiendish Vampiric Treant
If they fail the Spot roll, the Black Oak attacks by Any or all of those
NE Gargantuan Plant (Extraplanar, Evil) creature helping the Black
surprise. Read the following:
Init +2 (+2 Dex); Senses low-light vision and darkvision Oak can easily bump this
60 ft.; Listen +20, Spot +15 encounter to EL 15 or
The gargantuan black-barked tree opens its eyes, Languages Treant, Common, Infernal, Shadowcommon, more.
stretches its creaking branches, and speaks in a Sylvan
rumbling tone. Its branches whiplash toward you. AC 23, touch 8, flat-footed 21 (+2 Dex, +15 natural,
A sinister cloud of black and silver leaves flies off size -4)
the branches and moves your way. hp 191 (13d8 + 130 HD); DR 10/slashing and 5/magic
Immune charm, compulsion, criticals, poison, paralysis,
polymorph, sleep and stunning
Tactics: The black oak makes a standard power
Resist cold 5 and fire 5
attack against one foe, while at the same time using
SR 17
its +37 grapple to blood drain a second (without Fort +18 Ref +6 Will +9
attacks of opportunity, due to its Improved
Speed 30 ft. (6 squares), fly 60 ft. (perfect; 12 squares)
Unarmed Attack). If it faces fire, the wielders are Melee +21/+16 slam (2d8+14) or
always its first priority. It may use two power attacks +21/+16/+21/+16 slams (2d8+14) or
against a fire-using foe. This means 4d8+40 points +15/+15/+10/+10 power attack slam (2d8+20)
of damage (average 58 damage); it really, really hates Ranged +11 touch blood drain (1d4 Con)
fire. Space 15 ft.; Reach 15 ft. (plus 40 feet ring)
Base Atk +9; Grp +37
If the party retreats to use fire and arrows against it, Special Atk animate trees, blood drain, blood leaves,
the Black Oak uses its leaves’ blood drain ability at a double damage against objects, trample and smite good
distance, or its extended reach. It may also fly early. Abilities Str 43, Dex 14, Con 30, Int 16, Wis 21, Cha 15
SQ low-light vision and darkvision 60 ft., immunity to
sleep and paralysis, resistance cold 5 and fire 5, damage
reduction 10/slashing and 5/magic, spell resistance 17,
plant traits, vulnerability to fire, and skills
Feats Combat Expertise, Improved Unarmed Attack,
Improved Sunder, Multiattack, Power Attack
Skills Diplomacy +9, Hide +9, Intimidate +4, Knowledge
(nature) +13, Listen +20, Sense Motive +20, Spot +15,
Survival +11.

Castle Shadowcrag 63
Finale Conclusion
Animate Trees (Sp): A treant can animate trees within 180 feet at will,
controlling up to two trees at a time. It takes 1 full round for a normal tree
to uproot itself. Thereafter it moves at a speed of 10 feet and fights as a
treant in all respects. Animated trees lose their ability to move if the treant
that animated them is incapacitated or moves out of range. The ability is
otherwise similar to liveoak (caster level 12th). Animated trees have the
same vulnerability to fire that a treant does.

Blood Drain (Ex) The black oak can suck blood from a living victim with
its needlelike leaves by making a successful grapple check. If it pins the
foe, it drains blood, dealing 1d4 points of Constitution drain each round the
pin is maintained. On each such successful attack, the black oak gains 5
temporary hit points. If it suffers more than 30 points of fire damage in a
round, its pin is immediately broken, though the grappled creature suffers
half that fire damage as well.

Blood Leaves (Ex): Once per round as a swift action, the black oak can
send masses of leaves to leech blood from a foe as a ranged touch attack.
The leaves move in clouds. Inflicting at least 30 points of fire damage
(total) to them destroys them– half of this damage is also applied to any
victim of the drain. These hit points are not removed from the black
treant’s total. If it loses more than three sets of leaves it can no longer fly
or drain blood for 24 hours, until it grows new leaves.

Double Damage against Objects (Ex): A treant or animated tree that


makes a full attack against an object or structure deals double damage.

Long Reach (Ex): The black oak can reach 15 feet immediately around
Tactical Map: The Black Oak

its trunk, but can also attack creatures from 40 to 60 feet away, where its
outer branches again reach out toward the ground. These attacks may be
split (one close, one distant) if the treant wishes it. 4.2 Conclusion

I
Trample (Ex): 2d6 + 12 Reflex DC 25 half.
f the party sorts out Evander’s role, succeeds in the flashback
Smite Good (Su): Once per day, the black oak can make a normal melee encounters, clears out the monsters haunting the castle and
attack to deal 7 extra damage against a good foe. dungeons, and lifts the shadowy curse on the family lineage,
they’ll have a good claim on the castle. The shadow powers of the
Plant Traits (Ex): A treant is immune to all mind-affecting effects
castle, its magic, its relatively friendly gargoyles and the shadows
(charms, compulsions, phantasms, patterns, and morale effects) as well
as poison, sleep effects, paralysis, polymorph, and stunning. It is not themselves will obey the wielder of the sword of bright shadows or the
subject to critical hits and does not sleep. slayer of the black oak if Evander is dead.

Skills: Treants have a +16 racial bonus on Hide checks made in forested The City-State of Zobeck grants the claim to the land and castle, if
areas.
the Stross family gives up any claim to rulership over the city and its
holdings. By renouncing that claim forever, the Stross hang onto
If the black oak is defeated, read the following:
their ancestral castle and the silver mine: better than nothing,
especially without the shadow curse.
With a last attack, you split the ancient oak’s trunk in half. Its
leaves curl into shriveled pieces, and a grayish sap spills out onto the
courtyard dirt. The gusts of wind end, and the last shadows and chills The Scáthsidhe March
in the castle seem to disappear.
If the party defeats the Black Oak, the curse is broken. While the
party rests and recovers, the shadow fey march out of Shadow and
You hear the croaking call of that white vulture that roosted in the
into the castle, returning to stake their claim, or so it seems. It rather
tree. “The curse is broken! The goddess no longer rules here!”. It
depends on how well the party did. If the castle is in Shadow, the
launches itself from the tallest tower. Wind lifts it as it flies east, into
march is the evil scáthsidhe’s triumphant victory (see “Castle Falls
the rising sun.
Into Shadow”). If the castle is freed of the curse entirely, then the
scáthsidhe are free as well.
Give the party time to recover before hitting them with the
scáthsidhe response given below.
The light in the castle shifts and changes. A purplish blue twilight
comes and goes very quickly, followed by the bright light of noon. You
hear harness bells jingling, and the distinct liquid cadences of voices
speaking Sylvan and Elvish.

64 Castle Shadowcrag
Finale Conclusion
Looking up you see a shadow fey procession flying If the party asks about the shadow fey that are not
toward you, some on their own wings, others riding grateful, Orik explains that his younger brother, the Designer’s Note
on shadow mastiffs, still others riding white horses. Black Prince, remains in the service of the Goddess.
They are coming straight toward the central His claims upon the castle are broken. Still, he may Yes, I’m shamelessly
setting up a possible
courtyard. Red and gold and green banners float hold a grudge. sequel with Orik’s brother.
beside them, snapping from their rushing speed. However, it need not
The Castle Falls into Shadow mean that the next Open
Give the party time to prepare, heal, or take cover. Design will be the sequel.
Then read: If the party fails at two more flashbacks than it It’s also a nice hook for
succeeds at, you have the option to call it over: the the DM to run with if the
players enjoy this one and
The smallest fey you’ve seen in a long time, delicate roses in the Winter Garden all turn black (see “The want to follow up on some
as a butterfly, lands on the ruins of the black oak. Winter Garden” on page 41), and the castle crosses of the loose threads.
She speaks with such a high voice you have trouble the planar boundary into the Plane of Shadow
I think it’s a mistake to tie
understanding a word. Then she bows in your permanently. It cannot return to the material plane everything up completely
direction and points to a single shadow fey coming without the permission of the Black Prince of the at the end of a big
toward you, shaded by a black, rose-embroidered scáthsidhe (not forthcoming). He arrives the adventure. A few easy
canopy held up by thin, pale figures. following day to stake his claim and take possession. connections can set up
the next part of your
campaign and they offer
A Listen DC 35 reveals that the small fey speaks in The transition from the normal world into shadow players a choice.
Shadowcommon (Decipher Language DC 30), is fairly obvious. Consult the Plane of Shadow
saying “Make ready for the Prince of the Scáthsidhe description on page 36 and read the following:
and his court! He honors you with an audience.”
Night falls, and you wake up much later. It’s still
This figure under the canopy is Orik, the Moonlight night, or a purplish blue twilight at any rate. You
Prince. He is accompanied by 120 of his courtiers, hear harness bells ringing, and distinct liquid
sorcerers, and fighters, including any surviving voices speaking in a strange language, a bit like a
members of the Four Deaths. They are now neutral- warped Elvish.
aligned and no longer servants of the goddess of
Night and Magic. This does not make them friendly, Looking out from the courtyard, you see 30 or 40
exactly. But unlike the Stross, the shadow fey black dogs racing through the air, each wearing a
remember the vow they once sworn and their tiny saddle and bridle and serving as the mount of
enslavement in Shadow (and the PCs work in a fey warrior. Black and gray and silver banners
changing that history). Not all scáthsidhe have float beside them, snapping from their rushing
followed them out of shadow, but they are grateful speed.
for what the party has done.
Behind them, all the stars are falling from the sky,
The shadow fey prince under the canopy wears a like a huge meteor shower. In a minute, the sky is
crown that glows with moonlight. As he steps out entirely black.
from under it, he becomes very difficult to see for a
moment. Give the party time to prepare weapons, heal, and so
forth. Then read:
You notice him again when he speak. “I am Orik,
the Prince of Moonlight and Lord of these A fey lord wearing black chain armor and an
scáthsidhe who have defended my interests here in open-faced helm topped by a glowing white feather
the forest while I was a servant of Shadow. I lands in the black oak courtyard, and speaks to
renounce all my claims to the castle we call the oak in that strange language. He turns and
Rosehaven, and retain my claims to the Rosehill bows in your direction, and speaks in Common,
deep in the Margreve Forest. You have done well saying “This castle is mine now, and all its
for all my people, though I must warn you that not contents. Unless you wish to swear fealty to me, I
all of them have accepted the lifting of the curse suggest you cease trespassing.” Around him you see
with good hearts.” fourteen warriors and two sorcerers. There may be
more you don’t see – his warriors have a way of
He draws a rapier from his scabbard with such slipping out of sight. You definitely hear the creak
speed that you barely have time to react before you of bows being drawn back.
realize he is offering it to you, hilt-first.

Castle Shadowcrag 65
Finale Further Adventures

Magic Powers
This is Hander Svenk, called the Black Prince, who
remains loyal to the Goddess of Night and Magic
4.3 Further Adventures
of the Castle and is delighted to see the castle curse completed.

T
He is accompanied by 30 of his brothers, sorcerers, he party may control a cleansed castle,
The castle is so deeply with a good- or neutral-aligned Stross
infused with magic that it
and fighters, including any surviving members of the
grants shadow abilities to Four Deaths. For stats, use the four deaths from family’s good name restored. The
its owner. As far as the page 21 as Hander and his best fighters, then add 30 remaining dangers might include the Grimbold
castle is concerned, that’s shadow mastiffs (see MM, page 222), 12 greater dwarves, Lóránt the werewolf lord, Vasilios, an
the wielder of the sword of shadows, and 26 regular shadow fey. escaped Argostad, or some unrepentant shadow fey.
bright shadows (or the
slayer of the black oak).
That PC gains the ability If the party attacks, read the following: Evander, Moira, and Vasilios are grateful to the PCs
to command any and all if the shadow fey tell them what really happened –
shadows and greater He draws a rapier from his scabbard with such Zarek is an arrogant young nobleman and refuses to
shadows at the castle speed that you barely have time to react before you believe that he would have been a vampire if not for
(and to summon a new the PC’s intervention. He calls the heroes a bunch of
one 1/month).
realize he is defending himself, cutting your attack
off, and jumping into the shadows to disappear “Cheeky, conniving beggars out to steal the family
In addition, the PC can
entirely. Arrows are unleashed at you, and the treasures.”
cast both mirage arcane
and shadow walk 3/day dogs and their riders snarl and close to melee. Even
while on the castle the shadows under your feet reach up with freezing “Bandits” in the woods attack travelers for some
grounds. tendrils. time to come. These servants of the Black Prince
If the PC speaks with the
can be chased into the woods (the fey are unlikely to
greater shadows that live Tactics: Hander is holding a ready action to shadow stick around for stand-up fights). Ghosts and
there, he gains +4 jump away from the party, behind his soldiers. If shadows do not haunt the castle, but it is still a
effective ranks in attacked, he calls out to his 12 archers to shoot, valuable site near an active mine. A kobold sorcerer
Knowledge (Arcane) and lich may claim the castle for the kobold king, or the
Knowledge (the Planes).
while the mastiffs, shadows, and 12 melee fighters all
attack directly. Fortunately, his archers have Precise city may send a garrison and a captain to lead it.
Of course, the shadows
Shot. His two sorcerers attempt to blind the party or Possession still counts heavily in the PC’s favor, but
also whispers promises of
strike with starbolts and orbs of light. they may need to spend time or money to retain
the power that awaits a
hero on the Plane of their hold on the castle.
Shadows. Eventually, they If the party tries Diplomacy or Bluffing their way
even suggest swearing an out, Hander has little sympathy and a Hostile initial
oath to the Goddess of
attitude. The checks are opposed by his +20 Sense
Night and Magic.
Motive. If they truly want to win him over, they
should go kill his milksop older brother, Orik.

Leaving the Plane of Shadow requires the usual


tricks, such as ethereal travel, a planar gate or portal,
a gate spell, and so forth. If the party doesn’t have
any such available, they may need to serve the Black
Prince or pay their way home at one of the shadow
cities.

66 Castle Shadowcrag
Appendix A New Monsters
Shadow Fey (Scáthsidhe) Shadow Jump (Su): A shadow fey can travel between shadows as if by
means of a dimension door spell. The magical transport must begin and
“Kind words open even iron doors.” end in an area with at least some shadow. A shadow fey can jump up to a
—Twilight, a courtier among the shadow fey total of 20 feet each day in this way; this may be a single jump of 20 feet or
two jumps of 10 feet each. Every two class levels, the distance a shadow
fey can jump each day doubles (40 feet at 2 class levels, 80 feet at 4, 160
With a wide grin full of teeth and sweepingly pointed ears, the
feet at 6, and so on). This amount can be split among many jumps, but
shadow fey seem like a cross between the worst elements of elf and each one, no matter how small, counts as a 10-foot increment.
goblin. Fortunately, perhaps, they are rarely seen, though they speak
and harry and taunt their foes from the shadows often enough. Improved Evasion (Ex) A shadow fey takes no damage at all on
successful saving throws against attacks that allow a Reflex saving throw
for half damage. She takes only half damage even if she fails her saving
Other fey call them the Scáthsidhe (pronounced scAH-shee), or
throw.
shadow faeries. They are counted among the Unseelie, though they
would dispute that characterization. They simply call themselves Uncanny Dodge (Ex) A shadow fey retains her Dexterity bonus to AC (if
part of the Sidhe, and consider themselves an extension of the any) regardless of being caught flat-footed or struck by an invisible
Seelie Court. attacker. (She still loses any Dexterity bonus to AC if immobilized.)

Skills (Ex) All shadow fey gain a +8 racial bonus to Hide and Move
To most, the shadow fey are little more than a dancing darkness Silently skills. Shadow fey can move at full speed or even run while hiding.
among the leaves. To savants, they are the creatures that taught the They suffer no penalties on Hide checks due to movement.
shadowdancers all they know, and kept many secrets to themselves.
Light Weakness: A shadow fey suffers a -2 circumstance penalty to all
attack, skill checks, and saving throws when in full sunlight (including that
Shadow Fey CR 3
created by a daylight spell). Worse, she loses her flicker deflection bonus
Often N Small Fey
to armor class.
Init +9; Senses Listen +5, Spot +10; 240' darkvision
Languages Common, Elvish, Shadow, Sylvan
Strategies and Tactics
AC 20, touch 20, flat-footed 21 (see below) (+1 size, +5 Dex, +4
deflection) A shadow fey rarely wants to be seen by its foes until it is confident
hp 25 (7d6 HD), dodge, evasion, uncanny dodge of victory; it prefers to use weapons, spells, and minions to weaken
Fort +3, Ref +10, Will +6 its enemies. Over time, it will steal away mounts, sabotage
Speed 40 ft. (8 squares) equipment, or simply steal valuables as long as it can. Shadow fey
Melee MW rapier +10 (1d6+1/18-20) or prefer talking and striving to entice others into accepting service to
Falchion +9 (1d8+1/19-20) the Goddess of Night and Magic. Fighting rarely accomplishes this.
Ranged Short bow +9 (1d6/19-20)
Base Atk +3; Grp +0 When confronted or forced into melee, it prefers to use haste and
Abilities Str 12, Dex 20, Con 10, Int 16, Wis 12, Cha 18 shadowjump to attack the weakest party members with poisoned
SA spell-like abilities weapons. It relies on its flicker ability, improved evasion, and speed
SQ flicker, improved evasion, shadowjump, uncanny dodge to keep it safe from harm. Many shadow fey offer to surrender if
Weakness light (see below) only slightly wounded, giving them a reputation for cowardice.
Feats Combat Reflexes, Dodge, Mobility
Skills Balance +9, Bluff +8, Concentration +9, Diplomacy +8, Escape
Artist +9, Handle Animal +8, Hide +27, Knowledge (the planes) +7, Listen Ecology
+10, Move Silently +23, Open Lock +7, Perform (dance) +9, Profession Shadow fey are powerful on their home plane, and widely respected
(any one) +5, Sleight of Hand +10, Spot +10, Tumble +9 for tainting other creatures with darkness or with light, and
Advancement by class level ensnaring them in the service of their Goddess.
Level Adjustment +4
Environment: Shadow fey live in the forests of the plane of
Flicker (Ex): All shadow fey seem to fade in and out of vision. They are
very hard to focus on unless they wish to be seen. This allows them to
shadows, and build cities and villages there. They enjoy homes with
hide in plain sight (as per the shadowdancer ability; DMG p.195), and it sharp shadows or lights that flicker constantly; most other creatures
grants them a deflection bonus to armor class equal to their Charisma find this irksome at best.
ability modifier.
Typical Physical Characteristics: Shadow fey rarely show
Spell-Like Abilities: Caster level 7 (plus sorcerer class levels). DC 14
plus spell level. At will: douse*, shadow bite*, silhouette*, 3/day haste,
themselves, preferring to hold conversations from hiding with foes
shadow walk, 1/day orb of light*, suggestion. The asterisked spells are or strangers. When seen, they are long-armed and wide grinned,
from Appendix 3. with skin tones varying from gray to brown. Some have tiny horns

Castle Shadowcrag 67
New Monsters Shadow Fey (Scáthsidhe)

hidden among their clouds of white or silver hair. Shadow Fey Lore
Shadow Fey Courtly They are usually armed with a rapier or falchion Characters with ranks in Knowledge (Nature) can
Sorcerers made of black silver, a special material found learn more about the shadow fey. When a character
primarily on the shadow plane. Their gray, black, or makes a successful skill check, reveal the following
Many shadow fey nobles
are powerful sorcerers
green eyes are unusually large. Their ears are lore, including the information from lower DCs.
specializing in Shadow pointed, some almost bat like in their ornateness.
magic. Their spells include Table A-1: Shadow Fey Lore
magic typical of Shadow fey are chatty, and speak Common, Sylvan,
shadowsworn. Courtly Elvish, and their own dialect of Shadowcommon. Knowledge
sorcerers gain class
(Nature) Result
benefits as usual, but their
familiars are always Shadow fey are powerful shadowsworn, rogues, and DC
shadow familiars. They sorcerers. Their racial preferred class is sorcerer. A shadow fey is a quick creature that can
gain an alternate form and 12 hide in any scrap of darkness; keeping
an unravel ability, below. Alignment: Shadow fey are often Neutral Evil. your eye on it is almost impossible.
Alternate Form (Su): All They care mostly for themselves and their clan, and A shadow fey attacks with great speed
shadow fey sorcerers can less for other fey, less still for creatures not of the 17 and deadly poisons brewed from
assume an alternate form
Shadow Plane, and not at all for creatures unwilling materials found on the plane of shadows.
as a swift action, typically
as a raven, dove, cat, to take service to the Shadow Goddess. Shadow fey dislike bright light and prefer
wolf, or fox. This animal twilight. Their sorcerers command spells
form is always white, Society 22 of both light and dark, including spells
black, or silver gray. This unknown to most human. They can
ability is similar to a Shadow fey have a complex feudal society, serving
the Moonlight King and the Queen of Shadows and dispel magic with a single word.
polymorph spell cast by a
12th-level character, but their bloodline, the Shadow House. Ultimately, all
the shadow fey sorcerer shadow fey obey them, though their orders are more Typical Treasure
does not regain hit points closely obeyed within their cities and palaces on the Shadow fey love jewelry and gems, and they have
for changing form and
plane of Shadow than elsewhere. They consider double the usual magical items. They never have
must choose from the
forms mentioned above. themselves the equals of the Seelie Court, though armor or shields as treasure, but often carry black
In its alternate form, it the Seelie do not acknowledge them as more than scrolls inscribed with white magical runes, magical
loses spellcasting ability distant relatives. weapons, wands, staves, and rings.
but gains the natural
weapons and
The other noble houses of the shadow fey are
extraordinary special
attacks of its new form. It transient, but currently include the Flicker House,
can remain in that form Dawn House, Lucent House, and Fading House,
until it takes another or and possibly others. The great nobles include the
until struck by sunlight. Black Prince, the Duke of Alabaster, the Twilight
Unravel (Su): As a swift Duchess, and the Glimmering Prince. All of these
action, shadow fey nobles follow the Goddess of Night and Magic to
sorcerers can unravel the some degree, though some just make a show of
spells of their foes. This
acts as a dispel magic
piety.
cast at their overall class
level. Shadow fey strictly avoid the use of personal names,
but choose natural elements and nicknames to avoid
granting others too much leverage over them.
Names such as Noon, Midnight, Shine, Glimmer,
Grey, and Charcoal are very common use-names
among the shadow fey. Others go by Raven, Dove,
or other totem animal names.

They live both in cities and in isolation; it is unclear


why some shadow fey are solitary. They may be
exiles, scouts, or lawbreakers. A few savants claim
that shadow fey harvest shadows from unsuspecting
humanoids, and ransom them back.

68 Castle Shadowcrag
New Monsters Stained Glass Golem

Stained Glass Golem Strategies and Tactics


“Shiny and quick to shatter.” A stained glass golem generally hides in a shrine or temple with
—Lord Buckstein, an early patron of stained glass artisans high glass windows, and fuses itself to those windows as a knight,
saint, or god carrying a lance or spear. If only a single target is
Made of magically-strengthened glass, steel, and lead, a stained glass watching it, it uses its hypnotism ability.
golem’s colorful, sparkling appearance hides a surprisingly deadly
foe. Its jagged glass hands and clever steel reinforcements attack It typically attacks with reach from the window frame, using its long
and defend with much greater speed than most constructs can metal spear and its daze ability to confuse opponents.
muster. Its shimmering light often leaves a foe off guard just long
enough for the golem to stain its glass blood-red.
Ecology
As constructs, golems are not members of any ecology.
Stained Glass Golem CR 9 Typical Physical Characteristics: A stained glass golem stands 10
Always N Large construct feet tall and 4 feet wide but is just 1 inch thick. Their humanoid
Init +8; Senses Listen +2, Spot +2
form is made of colorful magically strengthened glass; metal strips
Languages —
connect their glass panes. They usually hold a long spear or lance in
AC 17, touch 13, flat-footed 13(-1 size, +4 Dex, +4 natural
one hand and a shield in the other, though the shield is only
hp 107 (14d10+30 HD), DR 5/magic, evasion
decorative, displaying the arms of the golem's maker or patron.
Immune poison, sleep, critical hits, ability damage
Fort +4, Ref +10, Will +4 Alignment: These golems are always Neutral.
Speed 30 ft. (6 squares)
Melee +17 longspear (2d6+10/19-20, x3) or Stained Glass Golem Lore
+17/+12 longspear (2d6+10/19-20, x3) or Characters with ranks in Knowledge (Arcane) can learn more about
+16 2 claws (1d12+5/19-20) stained glass golems. With a successful skill check, reveal the
Ranged glass knives +13 (2d6/19-20) following lore, including the information from lower DCs.
Base Atk +10; Grp +21
Abilities Str 24, Dex 18, Con —, Int 8, Wis 10, Cha 14 Table A-2: Stained Glass Golem Lore
SA spell-like abilities
SQ dazzle armor, shattershield, improved evasion Knowledge
Result
Weakness shatter (see below) (Arcana) DC
Feats Alertness, Improved Critical (longspear), Improved Initiative,
A stained glass golem resembles glass and steel,
Lightning Reflexes, Weapon Focus (longspear) 12 and can dazzle the eye.
Skills Balance +6, Concentration +6, Jump +14, Listen +2, Spot +2,
Tumble +12 Stained glass golems often use reach weapons and
17 can hurl deadly glass shards as glittering javelins.
Advancement 15-21 HD (Large), 22-30 HD (Huge)
Level Adjustment — Theses golems are vulnerable to bludgeoning
22 weapons, but when struck in melee they scatter
Dazzle Armor (Ex): As long as the illumination condition is twilight or glass in all directions.
brighter, stained glass golem gains a +4 deflection bonus due to the bright
light that it always focuses on its opponent’s eyes. Creatures with
blindsense can ignore this armor bonus. Typical Treasure
Stained glass golems rarely have treasure of their own, but guard
Shatter Shield (Ex): All stained glass golems chips and throw glass
fragments when hit by bludgeoning weapons in melee, inflicting 1d12 temple books, altar goods, and sometimes miraculous statues. The
points of area damage to creatures within 5 feet of them. shattered remnants of a stained glass golems always include a
transparent gemstone of at least 5,000 gp value.
Spell-Like Abilities: Caster level 14. DC 14 plus spell level. At will daze
as swift action, 3/day blindness, hypnotism. Construction
Their thick chunks or panes of colored glass, gems, and crystal are
Improved Evasion (Ex) A stained glass golem moves very adroitly and
takes no damage at all on successful saving throws against attacks that connected with steel rims and lead strips, all magically animated and
allow a Reflex saving throw for half damage. It takes only half damage painted or tinted. The golem’s manufacture requires 400 pounds of
even if it fails its saving throw. pure crystal, glass, and gemstones at a cost of 10,000 gp. The whole
assembly is housed in a framework of carefully inscribed, inlaid,
Glass Knives (Ex) A stained glass golem can throw glass shards as a
enameled, and enchanted steel and lead pivot points. Assembling
standard action with a 60 foot range increment. These magically-sharp
slivers have a knack for finding arteries, veins, and chinks in armor. the body requires a DC 17 Craft (glasswork) check or a DC 17 Craft
(blacksmith) check.
Bludgeon Weakness: A stained glass golem always takes maximum
damage from bludgeoning weapons. CL 12th; Craft Construct, animate objects, daylight, searing light, geas/
quest; Price 60,000 gp; Cost 30,000 gp + 1,400 XP.

Castle Shadowcrag 69
Appendix B Updated and d20 Monsters
Adamantine Wasp Swarm Distraction (Ex): Any living creature that begins its turn with an
adamantine swarm in its space must succeed on a DC 17 Fortitude
The sound of metallic clicking drones in your ears as thousands of tiny
save or be nauseated for 1 round. The save DC is Constitution-
metal insects descend from the air.
based.
Fine Construct (Swarm)
Hit Dice: 15d10 (82 hp) Poison (Ex): An adamantine wasp swarm delivers a debilitating
Initiative: +6 poison. The save DC is Constitution-based.
Speed: 5 ft. (1 square), fly 40 ft. (good; 8 squares)
Armor Class: 24 (+8 size, +6 Dex), touch 24, flat-footed 18 Adamantine Wasp Poison: Injury, Fortitude DC 17; initial and
Base Attack/Grapple: +11/— secondary damage, 1d6 Dexterity. A creature reduced to Dexterity 0
Speed 5 ft. (1 square), fly 40 ft. (good; 8 squares freezes solid (similar to a flesh to stone spell) for 1d4 hours as his body
Attack: Swarm (3d6 plus poison) hardens into ice. If reduced to 0 or less hit points while frozen, the
Full Attack: Swarm (3d6 plus poison) creature shatters into pieces and dies.
Space/Reach: 10 ft./0 ft.
Special Attacks: Distraction, poison
Special Qualities: Construct traits, darkvision 60 ft., immunity to weapon
Construction
damage, lowlight vision, SR 18, swarm traits Creating an adamantine wasp swarm costs 10,000 gp. Assembling
Saves: Fort +5, Ref +11, Will +5 the “body” requires a successful DC 20 Craft (weaponsmithing)
Abilities: Str 1, Dex 22, Con —, Int —, Wis 11, Cha 2 check or DC 20 Craft (armorsmithing) check. CL 13th; Craft
Skills: — Construct; fly, geas/quest, poison, limited wish; Price 80,000 gp; Cost
Feats: — 45,000 gp + 2,800 XP.
Environment: Any
Organization: Solitary, cloud (2–4 swarms) or plague (5–8 swarms)
Challenge Rating: 10 Angel of Death
Treasure: None With one great sweeping cut, the angel of death takes a hero out of life
Alignment: Always neutral into the afterworld.
Advancement: — Large Outsider [Lawful, Evil]
Level Adjustment: — Hit Dice: 16d8+80 (152 hp)
The adamantine wasp is a flying construct capable of bringing Initiative: +5 (+5 Dex)
down the most powerful of opponents with its deadly sting. Speed: 50 feet(10 squares), fly 100 feet (Good; 10 squares)
Adamantine wasps are constructed by spellcasters and used to Armor Class: 24 (+10 natural, +5 Dex, -1 size)
guard or patrol areas the creator wishes to protect. From a distance, Base Attack/Grapple: +16/+25
they resemble silver wasps, and some spellcasters further enhance Attack: +24 scythe (2d4+8+2d4 cold/19-20, x4) or
this ruse by constructing fake nests nearby to detract would-be +20/+20 2 claws (1d6+5+2d4 cold each)
trespassers. Full Attack: scythe +24/+19/+14/+9 (2d4+8+2d4 cold/19-20, x4) or
2 claws +20/+20 melee (1d6+5+2d4 cold each)
Space/Reach: 10 ft./ 10 ft.
An adamantine wasp is 1-inch long and looks like its namesake only
Special Attacks: Marked for death, icy scythe
made out of metal. Its body is segmented like a normal wasp (head, Special Qualities: Aura of fear, DR 10/silver, spell resistance 22, outsider
thorax, and abdomen) and has carefully and delicately been fitted traits, spell-like abilities
together to form the wasp. A wicked-looking adamantine stinger Saves: Fort +15, Ref +15, Will +11
protrudes from its abdomen. Its wings are formed of paper-thin Abilities: Str 21, Dex 20, Con 20, Int 12, Wis 12, Cha 19
adamantine, specially treated during construction. Skills: Balance +7, Bluff +12, Concentration +16, Diplomacy +8, Disguise
+14 (+16 acting), Intimidate +25, Jump +7, Knowledge (the planes) +10,
Combat Listen +20, Move Silently +24, Search +20, Sense Motive +20, Spot +20,
Tumble +24
Adamantine wasps are non-intelligent and are programmed to carry Feats: Blind-Fight, Cleave, Power Attack, Silent Spell, Sunder, Weapon
out simple tasks such as “guard this room” or “attack any who enter Focus (Scythe)
here.” When following their commands, adamantine wasps fight Environment: Any
until destroyed. A swarm attacks by stinging its foes and injecting a Organization: Solitary, pair, or flock (2d6)
blood freezing poison. Challenge Rating: 12
Treasure: Standard
Alignment: Usually lawful evil
An adamantine wasp swarm deals 3d6 points of damage to any
Advancement: 17 to 25 HD (Large), 26 to 32 HD (Huge)
creature whose space it occupies at the end of its move.

70 Castle Shadowcrag
Updated and d20 Monsters Black Skeleton

The angels of death serve the God of Death, as well as their own succeed. It cannot use this power on that same target again until 24
mysterious ends. When summoned to the material plane, they never hours have elapsed, but it can mark another target once the first is
leave voluntarily without taking a soul back to the afterworld. slain, and another after that, and so forth. Clerics of the God of
Death are always immune to this ability.
An angel of death is a black-winged skeleton of gray bones as hard
as steel. Unlike many other outsiders, they often wear robes of Outsider Traits: Death angels are immune to cold, poison, and
black, or tattered lace and heavy cloaks. They stand eight feet or electricity, and resistant to fire and acid (resistance 20). They call see
more tall, with a wingspan approaching 25 feet. When their wings perfectly in darkness, even that caused by deeper darkness spells, and
are folded, they can be tucked within the creature’s rib cage, hiding they can communicate telepathically with any intelligent creature.
them completely. Its scythe also has a collapsible blade that
disappears into the handle, making it look like a long staff. When in Black Skeleton
a suitable disguise—say a dark veil and heavy clothes—a death
angel can pass unnoticed among humans. Death angels rarely speak, Fueled with burning hatred of the living, their night-black bones can
but usually communicate telepathically. shatter a longsword.

Medium Undead
Death angels are often given a very specific mission: protecting a Hit Dice: 6d12 (39 hp)
shrine to the God of Death from unbelievers, finding and killing Initiative: +4
someone who has offended the God of Death, or punishing those Speed: 40 ft. (8 squares)
who torture or abuse the God of Death’s clergy. Sometimes death Armor Class: 20 (+4 Dex, +6 natural), touch 14, flat-footed 16
angels protect a child who has undergone the dark baptism of the Base Attack/Grapple: +3/+3
Shadowsworn or diabolists, or they bestow gifts and instructions Attack: Short sword +8 melee (1d6, 19-20/x2 plus 1d3 Str) or
upon necromancers who stand high in the God of Death’s favor. claw +7 melee (1d4 plus 1d3 Str)
Full Attack: 2 short swords +8 melee (1d6, 19-20/x2 plus 1d3 Str) or
Combat 2 claws +7 melee (1d4 plus 1d3 Str)
Space/Reach: 5 ft./5 ft.
In combat, death angels prefer to attack by surprise or from the air. Special Attacks: Frightful presence, strength damage
When airborne, they swoop down and strike at speed. This aerial Special Qualities: Damage reduction 10/bludgeoning and good,
charge allows them to dive at twice their normal flying speed and darkvision 60 ft., +4 turn resistance, undead traits
gain a +2 attack bonus against their target. On the ground they Saves: Fort +2, Ref +6, Will +5
wheel and strike in a dance that can overwhelm foes before they Abilities: Str 11, Dex 19, Con —, Int 13, Wis 10, Cha 14
realize just how deadly their opponent is. Skills: Climb +6, Escape Artist +10, Hide +10, Jump +9, Listen +5, Move
Silently +10, Search +7, Spot +6
Icy Scythe (Su): A death angel’s scythe is a +3 keen ghost-touch Feats: Two-Weapon Fighting, Weapon Finesse, Weapon Focus
(short sword)
weapon that delivers 2d4 points of cold damage on each successful
Environment: Underground
strike. The death angel often attacks its opponent’s weapons,
Organization: Any
seeking either to shatter them or at least disarm its foe, the better to Challenge Rating: 5
slay him or her – or at least prolong their suffering. Treasure: Standard
Alignment: Always chaotic evil
Aura of Fear (Ex): An angel of death is terrifying enough that Advancement: 7-9 HD (Medium); 10-18 HD (Large)
most creatures run from it in panic. All creatures within 20 feet of Level Adjustment: —
the angel of death at first see their own face in death and must make Feats: Because of the black skeleton's magical nature, its Two–Weapon
a Will save (DC 26) or be affected by its fear aura for 1d6 rounds. Fighting feat allows it to attack with both weapons at no penalty.
This effect applies even to characters normally immune to fear
(although such characters do gain a +4 bonus to their saves). This creature is a skeleton with glistening black bones, seemingly
made of blackened steel. Small red pinpoints of light burn in its
hollow eye sockets.
Spell-like Abilities (Su): Caster Level 12th (specialized in
Necromancy). DC 16 + spell level. At will – animate dead, cause fear,
Much more powerful than standard skeletons, these minions of evil
command undead, detect thoughts, detect undead, greater animate dead,
often serve as guardians or protectors to keep sealed some ancient
obscuring mist; 3/day bestow curse, deeper darkness, dream, raise dead,
knowledge best left undiscovered. They are intelligent monsters and
shadow walk, 1/day: finger of death, nightmare, teleport (self and 50 lbs
are not subject to commands as most skeletons or zombies are.
objects only), waves of fatigue.
They have a clear mind, and sometimes oppose the wishes of those
they serve, if it benefits them.
Marked for Death (Su): A death angel may concentrate on killing
a single target rather than scattering its blows among many. If it
Living creatures slain on unhallowed ground become black
marks a target for death this way, it acts before the target in the next
skeletons. They are contaminated and polluted by such evil. Within
combat round, and all its attacks against that target automatically

Castle Shadowcrag 71
Updated and d20 Monsters Dark Creeper

days after their death, the slain creatures rise as black skeletons, These small humanoids have a light, thin frame, gray skin, and stark
leaving their former lives and bodies behind. Black skeletons white eyes with gray pupils. They dress in brownish-black filthy
remember their former lives. clothing. The smell of dung and rotted meat hangs in the air.

Black skeletons wear any clothes or armor they had in life. Most Dark creepers make their homes in the twisting passages and
discard their weapons for two short swords. Black skeletons speak caverns of the subterranean world.
Common and Abyssal (leading some to believe that they serve the
demon prince Orcus). When dark creepers’ clothing rots with age, they simply add another
layer, rather than remove the tattered rags. Dark creepers speak
Combat their own babbling language (known as Darkling) understandable
Black skeletons attack with two short swords, seeking to cut their only by other dark creepers and dark stalkers.
foes to pieces. They use good tactics, often drawing a foe's attention
to the front, while the others move into position to flank their A dark creeper stands 4 feet tall and weighs about 100 pounds.
adversaries. Most simply fight to the death, driven by their hatred
for the living. Combat
Dark creepers create darkness to gain the advantage in combat. In
Frightful Presence (Ex): The presence of a black skeleton is darkness, they pilfer valuables from their opponents, favoring magic
unsettling to foes, especially when it shrieks. Creatures within 60 items over normal items. They are particularly fond of daggers,
feet and with less HD than the black skeleton that hear it must rings, and jeweled items. A dark creeper never flees or parleys
succeed on a DC 15 Will save or become panicked for 4d6 rounds. during combat. They fight until they or their opponents are dead.
Creatures that save are immune to that skeleton’s frightful presence
for one day. The save DC is Charisma–based. Create Darkness (Su): Three times per day, a dark creeper can
create darkness identical to the darkness spell (caster level 5th).
Strength Damage (Su): Good–aligned creatures hit by a black
skeleton’s weapon or natural attack must succeed on a DC 15 Death Throes (Ex): When killed, a dark creeper spontaneously
Fortitude save or take 1d3 points of Strength damage. The save DC explodes in a flash of white-hot light. All creatures within a 10-foot
is Charisma–based. radius must succeed on a DC 12 Fortitude save or be blinded (as
the blindness spell) for 1d6 x 10 minutes. The save DC is
Dark Creeper Constitution-based.

Dark Creeper, 1st-Level Warrior Detect Magic (Su): A dark creeper can continuously detect magic as
Small Humanoid (Dark Creeper)
the spell (caster level 5th). It can suppress or resume this ability as a
Hit Dice: 1d8+2 (6 hp)
free action.
Initiative: +3
Speed: 30 ft. (6 squares)
Light Blindness (Ex): Abrupt exposure to bright light (such as
Armor Class: 17 (+1 size, +3 Dex, +3 natural), touch 14, flat-footed 14
Base Attack/Grapple: +1/-3
sunlight or a daylight spell) blinds dark creepers for 1 round. On
Attack: Dagger +3 melee (1d3+1) subsequent rounds, they are dazzled as long as they remain in the
Full Attack: Dagger +3 melee (1d3+1) affected area.
Space/Reach: 5 ft./5 ft.
Special Attacks: Create darkness, death throes Natural Armor (Ex): Dark creepers’ clothing consists of layer
Special Qualities: Darkvision 60 ft., detect magic, light blindness, natural upon layer of rotted cloth. This grants the dark creeper a +3 natural
armor, see in darkness armor bonus.
Saves: Fort +2, Ref +5, Will +0
Abilities: Str 13, Dex 17, Con 14, Int 10, Wis 11, Cha 6 See in Darkness (Su): Dark creepers can see perfectly in darkness
Skills: Climb +1, Hide +11, Listen +3, Move Silently +8, Sleight of Hand of any kind, including that created by deeper darkness spells.
+4, Spot +3
Feats: Alertness
Environment: Underground
Skills: Dark creepers have a +4 racial bonus on Hide and Move
Organization: Gang (2-4) or clan (20-80 plus 1 dark stalker per 20 dark Silently checks.
creepers)
Challenge Rating: 2 Dark Creeper Society
Treasure: Standard coins; standard goods; double items
Subterranean cities of dark creepers exist, but most creatures that
Alignment: Usually chaotic neutral
have seen these cities venture no closer than necessary, for the route
Advancement: By character class
Level Adjustment: +3
to the city is often lined with traps, snares, and other deadly devices
to detour would-be trespassers. Each multilayered city is a large
circular pit with a spiraling staircase leading down. A dark creeper

72 Castle Shadowcrag
Updated and d20 Monsters Dark Stalker

city is constantly shrouded in darkness. The details of dark creeper


society remain a mystery, as those that have visited a dark creeper If the dark creeper is rarely seen, the dark stalker is even rarer. They
city have yet to return and tell of their exploits. Dark stalkers are the are the leaders and commanders of the dark creepers and rule the
leaders of such cities. subterranean cities through might and fear. They wear the same
type of filthy dark robes and clothes as the dark creepers. Dark
Dark Creepers as Characters stalkers speak their own babbling language understandable only to
other dark stalkers and dark creepers. Some of the more intelligent
Dark creeper characters possess the following racial traits.
dark stalkers speak Common.
• +6 Dexterity, +2 Constitution, +2 Wisdom, –2 Charisma.
• Small size: +1 bonus to Armor Class, +1 bonus on attack rolls, Combat
+4 bonus on Hide checks, –4 penalty on grapple checks, lifting When first encountered, dark stalkers open combat with their fog
and carrying limits ¾ those of Medium characters. cloud and darkness abilities to gain the advantage. Dark stalkers
• A dark creeper’s base land speed is 30 feet. generally try to avoid combat, using their powers to cover their
• Darkvision out to 60 feet. escape. If forced into combat, they attack using their short swords.
• +4 racial bonus on Hide and Move Silently checks. If defeat is imminent, a dark stalker seeks the quickest means of
• Special Attacks (see above): Create darkness, death throes. escape possible.
• Special Qualities (see above): Detect magic, light blindness,
natural armor, see in darkness. Create Darkness (Su): Three times per day, a dark stalker can
• Automatic Languages: Darkling. Bonus Languages: Common, create an effect identical to the darkness spell (caster level 6th).
Undercommon, Goblin.
• Favored Class: Rogue. Fog Cloud (Sp): Twice per day, a dark stalker can create a fog cloud
• Level Adjustment +3. (as the spell). Caster level 6th.

The dark creeper warrior presented here had the following ability Death Throes (Ex): When killed, a dark stalker explodes in a flash
scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, of white-hot flame equal to a fireball spell (CL 3rd); 3d6 points of
Wis 9, Cha 8. fire damage, Reflex DC 14 for half. The save DC is Constitution-
based and includes a +1 racial bonus. Dark creepers within 60 feet
Dark Stalker must succeed on a DC 15 Will save or flee in terror for 1d6 rounds.

This creature appears as a man-sized humanoid with pallid skin. It is Detect Magic (Su): A dark stalker can continuously detect magic as
clothed in filthy and tattered robes of blackish-gray. The stench of rotted the spell (caster level 6th). It can suppress or resume this ability as a
meat and dung clings to its robe.
free action.
Medium Humanoid (Dark Stalker)
Hit Dice: 2d8+4 (13 hp) Light Blindness (Ex): Abrupt exposure to bright light (such as
Intiative: +3 sunlight or a daylight spell) blinds dark stalkers for 1 round. On
Speed: 30 ft. (6 squares) subsequent rounds, they are dazzled as long as they remain in the
Armor Class: 18 (+3 Dex, +5 natural), touch 13, flat-footed 15 affected area.
Base Attack/Grapple: +1/+2
Attack: Short sword +4 melee (1d6+1 plus poison) Natural Armor (Ex): Dark stalkers rarely remove clothing. They
Full Attack: Short sword +4 melee (1d6+1 plus poison) add layer after layer as the ones underneath molder away. This
Space/Reach: 5 ft./5 ft. grants a dark stalker a +3 natural armor bonus, which stacks with
Special Attacks: Create darkness, death throes, fog cloud, poison use the dark creeper’s existing natural armor bonus (which is +2).
Special Qualities: Darkvision 60 ft., detect magic, light blindness, natural
armor, see in darkness
Poison Use (Ex): Dark stalkers favor poisoning their weapons.
Saves: Fort +2, Ref +6, Will +1
They never accidentally risk poisoning themselves when coating a
Abilities: Str 13, Dex 16, Con 14, Int 10, Wis 13, Cha 15
weapon with poison.
Skills: Hide +9, Listen +5, Move Silently +9, Sleight of Hand +5, Spot +5
Feats: Weapon Finesse
Environment: Underground See in Darkness (Su): Dark stalkers can see perfectly in darkness
Organization: Solitary, troupe (dark stalker and 2-5 dark creepers), or of any kind, including that created by deeper darkness spells.
clan (20-80 plus 1 dark stalker per 20 dark creepers)
Challenge Rating: 3 Skills: Dark stalkers have a +4 racial bonus on Hide and Move
Treasure: Standard coins; standard goods; double items Silently checks and a +2 bonus on Listen and Spot checks.
Alignment: Usually chaotic neutral
Advancement: By character class
Level Adjustment: +4

Castle Shadowcrag 73
Updated and d20 Monsters Redeemed

Dark Stalker Society Appearance Changes


Wherever a dark creeper city is located, dark stalkers can be found. Unlike the fallen, good redeemed always take on a more pleasant
They are the leaders of the dark creepers and rule with a strong fist. aspect. They may still be monstrous, but some change comes over
They are ruthless masters, dominating those lesser than them. Dark them showing their new link to goodness (if any). Neutral fiends
stalkers hover over their dark creeper forces, directing them with a look much as they did in the abyss that spawned them, with only
bellowing voice and threats of death to those that fail in their tasks. their attitudes to set them apart.
Some dark creepers sacrifice items to a dark stalker as if through
worship. Whether the lesser creepers view the dark stalkers as Creating a Redeemed
deities, however, is unclear. “Redeemed” is a template that can be applied to any evil outsider
(referred to hereafter as the “base creature”). A redeemed differs
Dark Stalkers as Characters from the base creature as follows.
Dark stalker characters possess the following racial traits.
Type: A redeemed is rarely accepted on any good plane, but neither
• +2 Strength, +6 Dexterity, +4 Constitution, +2 Wisdom, +4 is it barred from its home plane. Most redeemed choose the
Charisma. Material Plane as a new home, losing all alignment subtypes and the
• Size Medium. extraplanar subtype. Such a redeemed gains the native subtype.
• A dark stalker’s base land speed is 30 feet.
• Darkvision out to 60 feet. Attack: A redeemed that loses subtypes also loses the ability to
• Racial Hit Dice: A dark stalker begins with two levels of overcome damage reduction related to those subtypes. If the
humanoid, which provide 2d8 Hit Dice, a base attack bonus of redeemed gains new subtypes, it gains abilities to overcome damage
+1, and base saving throw bonuses of Fort +0, Ref +3, and reduction associated with those subtypes.
Will +0.
• Racial Skills: A dark stalker’s humanoid levels give it skill points Special Attacks: Redeemed lose any ability to summon other
equal to 5 x (2 + Int modifier). Its class skills are Hide, Listen, fiends. They gain the following.
Move Silently, Sleight of Hand, and Spot. Dark stalkers have a
+4 racial bonus on Hide and Move Silently checks and a +2 Ability Changes: If the redeemed has turned to good, any ability it
bonus on Listen and Spot checks. had that affected good is reversed (protection from good becomes
• Racial Feats: A dark stalker’s humanoid levels give it one feat. protection from evil). Neutral redeemed turn these abilities against law
• +2 natural armor bonus. or chaos (usually the opposite of the creature’s law or chaos
• Special Attacks (see above): Create darkness, death throes, fog determiner) instead. Any ability that cannot be changed is lost.
cloud, poison use.
• Special Qualities (see above): Detect magic, light blindness, Aura of Emotion (Su): Good redeemed continually generate an aura
natural armor, see in darkness. of emotion, which they can suppress at will. All auras affect a 20-
• Automatic Languages: Darkling. Bonus Languages: Common, foot spread centered on the redeemed.
Undercommon, Goblin, Orc.
• Favored Class: Rogue. The aura’s save DCs equal 10 + one-half of the redeemed’s HD +
• Level adjustment +4. its Charisma modifier. The effect of the aura last while the victim is
inside the aura and for a number of rounds after equal to the
Redeemed redeemed’s Hit Dice.

As a celestial can fall to lust and worse, so too can the base and Once per day, plus once per 5 racial Hit Dice, a redeemed can
depraved beings of the netherworlds rise above their natures and generate a special effect by touching a specific opponent, which
bring light to the universe or at least do less harm than their base forces the opponent to make a similar saving throw. Any of these
kin. This is extremely rare. Worse, their erstwhile relatives often effects allow a save each round (at +1 for each previous round) to
hunt the redeemed—the path of goodness then being doubly dire overcome them, but otherwise end in a number of rounds equal to
to tread. More commonly, fiends turn from a slavish life of evil to the redeemed’s racial Hit Dice.
pursue their own philosophies and desires without the burden of
extremism. These latter monsters are just as frequently slain by their Anyone who saves against or recovers from a redeemed’s aura
kin as some misguided celestial or group of heroes. cannot be affected by that redeemed’s aura for 24 hours. The aura
and the touch are mind-affecting abilities.
Fiends that maintain an evil alignment, yet go against their station,
are not redeemed. They’re only rebellious. Choose one of the aura types that follow.

Friendship: The redeemed’s desire to do good spills into the


atmosphere around it, creating a field of emotional warmth.

74 Castle Shadowcrag
Updated and d20 Monsters Shadowborne

Creatures within the aura must make a Will save or feel friendliness Creating a Shadowborne
wash over them, changing their attitudes to friendly toward the “Shadowborne” is a template that can be added to any creature
redeemed and everyone else nearby. Any attack ends the attacked except an outsider (referred to hereafter as the “base creature”). A
creature’s friendly attitude toward the attacking creature. shadowborne differs from the base creature as follows.

Happiness: The redeemed’s happiness is felt everywhere near it. Type: Change to outsider, unless the creature is a construct or
Good and neutral creatures feel happy and upbeat, gaining a +1 undead. Constructs and undead retain their types. Add appropriate
morale bonus on all attack rolls, saving throws, and checks. Evil outsider subtypes.
creatures that fail a Will save become uneasy, taking a –1 morale
penalty instead. The redeemed’s touch works as a hideous laughter Special Attacks: Shadowborne gain the following.
spell.
Shadow Strike (Su): For one round per Hit Die per day, a
Hope: The redeemed projects its hope for all things good. Anyone shadowborne creature treats its natural attacks as partially
within the aura gains a +4 bonus on saves against fear, but evil incorporeal. It makes touch attacks to strike foes during this time
creatures are also uneasy and take a –1 morale penalty on all attack and uses its Dexterity modifier instead of Strength on attack rolls. It
rolls, saving throws (net +3 against fear), and checks. If an evil also deals damage without the benefit of its Strength modifier. The
creature makes a Will save against the effect, that creature still gains rounds in which this ability can be used need not be consecutive.
the bonus against fear, but takes no penalties. The redeemed’s touch
opens the recipient’s mind to his own crimes and the possibility of Special Qualities: Shadowborne gain the following.
redemption, causing good or neutral creatures to become shaken.
Evil creatures cower in shame for 1 round and then become shaken. Darkvision (Ex): Shadowborne can see in nonmagical darkness up to
a range of 120 feet, or the base creature’s range, whichever is better.
Special Qualities: Redeemed gain the following.
Light Sensitivity (Ex): Shadowborne detest bright light and take a –2
Vulnerability to Good (Ex): Redeemed are treated as if neutral for morale penalty on all attack and damage rolls, skill checks, and saves
determining the effects of spells that damage evil creatures. Some while exposed to natural or magical sources of bright, pure light
redeemed lose this disadvantage after spending many years in (such as a daylight spell).
celestial realms or doing good.
Shadow Blend (Su): In any light other than full daylight or a daylight
Abilities: Modify as follows: Wisdom +2. Redeemed are often spell, a shadowborne can disappear into the shadows, giving it total
unique creatures with the elite ability score array. concealment. Artificial illumination, even light or continual flame, does
Organization: Often solitary, though some redeemed form groups not negate this ability.
with like-minded creatures.
Challenge Rating +1. Loss of significant abilities can lower the Shadow Shift (Su): Shadowborne may enter and leave the Plane of
redeemed’s Challenge Rating. Shadow as a move action, so long as it is in a shadowy or dark area.
Alignment: Sometimes good, often neutral, never evil. Light the equivalent of a daylight spell blocks use of this ability. In
Level Adjustment: +1. the region of shadow, the creature can move up to seven miles every
10 minutes, moving normally on the borders of the Plane of
Shadowborne Shadow but much more rapidly relative to the Material Plane. Thus,
the creature can travel rapidly by stepping onto the Plane of
Shadowborne are either native to the Plane of Shadow or so
Shadow, moving the desired distance, and then stepping back onto
suffused with the essence of shadow that they can function
the Material Plane. The creature knows where it will come out on
perfectly well on that umbral plane. Primarily hunters and assassins,
the Material Plane.
most shadowborne skulk about in the dark recesses of their home
plane, only occasionally journeying to the material world to fulfill
Skills: Shadowborne have a +10 racial bonus on Hide checks in
their curiosity. They are fearsome beings to confront, not because
dark or shadowy areas and a +4 racial bonus on Move Silently
of their raw strength, but because of insidious powers linked to the
checks.
very essence of shadow.
Challenge Rating: +1 plus 10% (maximum +2).
Appearance Changes Level Adjustment: +3.
Shadowborne creatures look like a hazy, translucent version of the
equivalent creature on the Material Plane (or any other plane, for
that matter).

Castle Shadowcrag 75
Updated and d20 Monsters Sinobian

Sinobian Delicious Agony (Su): By making a successful grapple check against an


opponent up to one size larger than itself, a sinobian can claw or cut
Sinobians have an unnatural fondness for pain and suffering (both away a small portion of an opponent’s flesh (using claws or a light
their own and others). They expand this sadistic and masochistic piercing or slashing weapon) and devour it. This attack deals 1d2
streak through magical bonds to a set of demi-gods called the Lords points of Constitution drain to the opponent. A sinobian heals 5
of Pain. These rarely named demi-gods have no temples: their only points of damage each time it drains Constitution points. Creatures
places of worship are the bodies of their followers (altered to suit without flesh (such as an ooze, skeleton, etc.) are immune to this
the divine whims) and the bodies of those who fall into their hands. effect. A sinobian without usable arms or hands does not gain this
ability. A sinobian that has no mouth can still benefit from this
When they are especially pleased with the suffering of a particular ability as their sense of touch is heightened to a level far beyond
follower, the Lords of Pain sometimes grant the prayers of their mortal comprehension.
followers by turning them into sinobians, creatures marked with
outward signs of inward suffering. While some sinobians relish this Exquisite Suffering (Su): By touch, a sinobian can share its agony, thus
new status, others find it a hideous but necessary source of strength overloading an opponent’s senses. The opponent must make a
for vengeance or survival in harsh conditions. successful Will save (DC 10 + 1/2 the sinobian’s HD + the
sinobian’s Con modifier) or be stunned for 1 round. Creatures with
Sinobian appearance varies, as shown in the tables below. more HD than the sinobian are immune to this effect. This is a
mind-affecting attack and whether the save is successful or not, the
Creating a Sinobian creature is immune to the exquisite suffering attack of that sinobian
“Sinobian” is a template that can be applied to any humanoid or for one day.
monstrous humanoid of Small to Large size with at least 6 HD
(hereafter referred to as the “base character”). It uses all the base Horrifying Appearance (Su): The sight of a sinobian is so disturbing
character’s special abilities and statistics, except as noted below. that any intelligent creature seeing it must make a successful Will
save or be shaken for 1d6 rounds (–2 morale penalty on attack rolls,
Size and Type: The base character’s type changes to outsider, and damage rolls, and saves). Creatures with more HD than the
it gains the evil and Sinobian subtypes. It does not gain the sinobian are immune to this effect. On a successful save, the
augmented subtype. Size is not changed. Do not recalculate HD, opponent is immune to the horrifying appearance of that sinobian
base attack bonus, or saves. for one day.

Armor Class: The base character’s natural armor improves by +4. Special Qualities: A sinobian retains all the special qualities of the
This stacks with any existing natural armor bonus the base creature base creature and gains the following. Saves have a DC of 10 + 1/2
has. This natural armor bonus may be increased or decreased by the the sinobian’s HD + the sinobian’s Charisma modifier unless noted
sinobian’s mutilations. otherwise.

Attack: A sinobian character retains all the attacks and damage Damage Reduction (Ex): The base creature gains damage reduction
ratings of the base character, and may also gain slam attacks. 10/magic.

Damage: Sinobians have slam attacks. Small sinobian characters Darkvision (Ex): Sinobian have darkvision to a range of 60 feet.
deal 1d4 points of damage with a slam attack, Medium sinobian
characters deal 1d6 points of damage with a slam attack, and Large Limited Immortality (Ex): When a sinobian is slain its form is taken
sinobians deal 1d8 points of damage with a slam attack. If the base before the Lords of Pain, who decide whether the slain creature is
character already possessed a slam attack, it retains the greater of condemned to an eternity of torture and suffering or whether the
the two. creature is reconfigured. A reconfigured creature remembers
nothing of its previous existence and for all intents and purposes is
Special Attacks: A sinobian retains all the special attacks of the an entirely new creature. All existing mutilations are removed and
base creature and gains the following. Saves have a DC of 10 + 1/2 new ones are added (determined randomly or by DM choice).
the sinobian’s HD + the sinobian’s Charisma modifier unless noted
otherwise. Outsider Traits (Ex): Cannot be raised or resurrected, though a limited
wish, wish, miracle, or true resurrection spell can restore it to life.
Cruelty’s Bliss (Su): Sinobians relish the suffering of others. When a Outsiders with the native subtype can be raised, reincarnated, or
sinobian scores a successful critical hit (with a weapon attack or a resurrected normally.
natural attack), it gains a +2 competence bonus to attack rolls,
checks, and saves against that opponent for the remainder of the Sinobian Traits (Ex): Sinobians are immune to poison and acid;
encounter. This bonus can only be gained once per combat against resistance to fire 5, resistance to cold 5. All sinobians have various
a particular opponent.

76 Castle Shadowcrag
Updated and d20 Monsters Sinobian

mutilations, determined by DM choice or by rolling on the Random Table B-1: Mutilation Location
Mutilation Table.
1d12 Body Part
Abilities: Increase from the base creature as follows: 1 Head

Str +8, Dex +2, Con +4, Wis +4, Cha +2. 2 Face

3 Neck
Skills: A sinobian character gains skill points as an outsider and has
skill points equal to (8 + Int modifier) x (HD + 3). Do not include 4-5 Chest or back
Hit Dice from class levels in this calculation—the sinobian gains 6 Abdomen or back
outsider skill points only for its racial HD, and gains the normal
amount of skill points for its class levels. Treat skills from the base 7 Upper Arm
creature’s list as class skills, and other skills as cross–class. Sinobians 8 Lower Arm
have a +8 racial bonus on Intimidate and Sense Motive checks.
9 Hand
Feats: Sinobians gain Improved Critical (slam attack or another 10 Upper Leg
natural attack, or with a weapon), Iron Will, Toughness, and
Weapon Focus (slam attack or another natural attack, or with a 11 Lower Leg
weapon) assuming the base character meets the prerequisites and 12 Foot
doesn’t already have these feats.
Mutilation Descriptions
Organization: Solitary or sect (2–5).
Challenge Rating: Same as the base creature +3. Roll 1d20 for each mutilation determined above and apply the
Alignment: Always neutral evil. effects as detailed on Table B-2: “Random Mutilations” on page 78.
Advancement: By character class.
Level Adjustment: +4. Sample Sinobian
The following example creatures use a 10th–level fighter as the base
Sinobian Characters character.
Sinobians are always neutral evil, which causes some characters to
Donlaan, Male Sinobian Ftr10: CR 12; SZ M Outsider
lose their class abilities (such as paladins).
[Evil, Sinobian]; HD 10d10+33; hp 88; Init +6; Spd 30 ft.; AC 22 (+2 Dex,
+4 natural, +6 armor), touch 12, flat–footed 20; BAB/Grp +10/+17; Atk +19
Clerics: Clerics lose their ability to turn undead but gain the ability melee (1d8+11, longsword, 17–20/x2) or +20 melee (1d4+9, +2 razor–
to rebuke undead. They also lose access to their current domains hook, 17–20/x3) or +17 melee (1d6+7, slam); Full Atk +19/+14 melee
(unless their domains are one of the following listed here). Sinobian (1d8+11, longsword, 19–20/x2) +20/+15 melee (1d4+9, +2 razor–hook,
17–20/x3) or +17/+12 melee (1d6+7 [x2], slams); SA cruelty’s bliss,
clerics all worship the Lords of Pain and have access to the Death,
delicious agony (grapple +17), exquisite suffering (Will DC 18), horrifying
Destruction, Evil, and Knowledge domains. appearance (Will DC 16); SQ damage reduction (10/magic), darkvision
(60 ft.), Sinobian traits, outsider traits, limited immortality; AL NE; SV Fort
Sorcerers and Wizards: These characters retain their class abilities, +10, Ref +9, Will +11; Abilities: Str 24, Dex 15, Con 17, Int 10, Wis 15, Cha
but if a character has a familiar, the link between them is broken, 12. Skills: Climb +15, Intimidate +9, Jump +15, Listen +4, Ride +9, Sense
Motive +10, Spot +4, Swim +15. Feats: Alertness, Cleave, Great Cleave,
and the familiar shuns its former companion. The character cannot
Greater Weapon Focus (longsword), Greater Weapon Specialization
summon another familiar. (longsword), Improved Critical (longsword, razor–hook), Improved Sunder,
Improved Initiative, Iron Will, Power Attack, Toughness, Weapon Focus
Sinobian Random Mutilations (longsword, razor–hook), Weapon Specialization (longsword).

To randomly determine the mutilations of a particular Sinobian,


Possessions: +3 studded leather armor, +2 razor–hook.
first roll 1d3+3 to see how many mutilations the Sinobian has. Next
roll 1d12 on the Body Part Table to determine the affected body
Sinobian Mutilations: Lower right arm encased in latticework of wires
part for each mutilation. Finally, determine the effects of each
and cables charged with electricity (deals 1d2 points of electricity
mutilation using the Mutilation Table. Some mutilations have side
damage with slam attack or metal weapon), chest is pierced with
effects given with the description of the mutilation.
rows of small upward curving hooks (grappled foe takes 1d2 points
of piercing damage each round), head has been seared (ears are
Affected Body Parts
burned off, but organs still there, so he can hear), thick copper
Roll 1d12 for each mutilation on the table below to determine the wires charged with electricity wrapped around head and hooked
body part affected. For arms, hands, feet, and legs, roll 1d6 with into shoulders, right leg has been fully scarified in intricate designs
odd = left and even = right. and patterns.

Castle Shadowcrag 77
Updated and d20 Monsters Sinobian

Table B-2: Random Mutilations


1d20 Mutilation Description
The body part has gear attached to it via hooks, pins, or barbs. Examples include chains, pouches, jewelry, bones, or other
1 Attachment small objects that can dangle from hooks. There is a 50% chance the attachment is actually a weapon either grafted to or
embedded in the flesh. Weapons are always of the slashing or piercing type such as daggers, knives, scythes, etc.
The body part has been completely skinned, revealing muscle, bone, and sinew. If the degloving is to the torso, the
2 Degloving
sinobian’s natural armor bonus is reduced by –1.
Dislocation/ The body part is horribly dislocated and has been braced and bolted into an unusual configuration. This dislocation results
3 Disjointed in a –2 to Strength and a +2 to Dexterity. These modifiers can only be gained once.
The body part is encased in a latticework of metal bars and wires that constantly crackle with electricity, causing the entire
4 Electrification body to twitch. The electrical charge deals an extra 1d2 points of electricity damage with slam attacks and attacks with
metal melee weapons.
The body part has been fully disarticulated and artificially extended with metal plates and rods. The extension is not
5 Extension
enough to increase the Sinobian’s reach, but it provides a +1 bonus to melee attacks from that limb (where applicable).
The body part has been flayed open down to the bone, and the incision is held open with hooks, metal staples, or brackets.
If the affected body part is the head, roll 1d6; on a roll of 1, the top of the head has been removed and the brain is fully
6 Flaying, Major exposed. The exposure results in a –1 penalty to natural armor bonus. An exposed brain also results in a –2 penalty to
Intelligence. The save DC to resist the Sinobian’s horrifying appearance is increased by +2 (maximum of +4 from this
ability).
The body part has had several small square sections of flesh cut away or flayed open. A minor flaying to the head is a
7 Flaying, Minor trepanation, which exposes a small portion of the brain. Trepanation provides a +2 bonus to Intelligence or Wisdom (DM
choice).
A metal plate has been crudely bolted, stapled, or in some way attached to the body part. The plates provide a +1 natural
8 Metal Plate
armor bonus.
The body part has a single metal spike, hook, ring, screw, or other object fully embedded in it or driven through it. A
Piercing,
9–10 Single
piercing to an arm, hand, foot, or leg provides a +1 bonus to damage using natural attacks with that limb (where
applicable).
The body part is lined and pierced with several small metal spikes, hooks, rings, screws, or other objects. Hooks, spikes,
Piercing,
11–12 Multiple
nails, and other such devices can be used to deal 1d2 points of piercing or slashing damage.

The body part has a prosthetic or mechanical replacement. On a roll of 1–4 on 1d6, a prosthetic hand or arm is a bladed
weapon that deals 1d6 damage (for just a hand) or 1d8 damage (for an entire arm). If the body part is a leg or foot, a
13 Prosthetic
metallic device that roughly duplicates the function of that limb has replaced it. A prosthetic on the chest, abdomen, head,
or neck is a strange device of unknown function.
The entire body part is covered in metal or cloth stitches. On the face, roll 1d6; on a roll of 1 the eyes are sewn shut, and
on a roll of 2 the mouth has been sewn shut. Otherwise, the stitching is in a random pattern across the face. If the eyes
14–15 Stitching have been sewn shut, the creature is effectively blind, but gains the Blindsight special ability to a range of 60 feet. If the
mouth is sewn shut, the sinobian is effectively mute and cannot speak. If the stitching is to the torso, the sinobian’s natural
armor bonus is increased by +1.
The body part has 1d3 tubes embedded in it, each leading to another body part (determine randomly on the Body Part
16 Tubes Table). Flowing through each tube is a sickeningly colored liquid of unknown origin. These feeding tubes provide a +2
inherent bonus to Constitution. The bonus to Constitution can only be gained once.
The body part has been totally mutilated beyond recognition. It has been subjected to nearly every mutilation on this
Utter
17 Mutilation
table, and some that aren’t. The save DC for the sinobian’s horrifying appearance is increased by +2. If the mutilation is to
the torso, the sinobian’s natural armor bonus is increased by +1 as well.
18 Wire Wrapping The body part is wrapped tightly in a fine wire or wire mesh that digs into the flesh.
The body part is completely burned beyond recognition. If the searing is to the torso, increase the Sinobian’s natural
19 Searing armor bonus by +1. The Sinobian also increases its fire resistance by +5. The fire resistance bonus can only be gained
once from this mutilation.
Carving/ The body part has a unique pattern of strange and elaborate symbols cut, branded, or burned into the flesh. The base
20 Scarification/ character’s natural armor bonus increases by +2 if this mutilation is to the torso.
Branding

78 Castle Shadowcrag
Appendix C Shadowsworn Spells and Class
The following spells include both new spells for this adventure and When the spell takes effect, creatures within 90 feet of the black
spells taken from the standard shadowsworn class list. The well are pulled toward it a total number of squares equal to your
complete shadowsworn list is described in the Book of Roguish Luck. level. Creatures pulled into the black well’s square suffer 1d8 points
of negative energy damage per caster level. Creatures within 10 feet
The School of Shadow Magic of it may make a Fortitude save (DC 10 + spell level + caster ability
bonus) to take either half or no damage from their proximity to the
The school of shadow magic is closely related to the school of spell. Only one creature may be pulled into the well each round.
illusion and tangentially related to creation and necromancy, but it Other creatures pulled toward it are simply held next to it, and
stands alone from all of them. It uses the power of the planes of excess “pull” is deducted from their movement on their turn. The
Negative Energy and Positive Energy to generate spell effects, in caster is never drawn toward the black well, and may stand near it
the same manner that elementalists use the various elemental planes and use it as a form of defensive terrain.
to generate their magic.
For example, a 12th level scáthsidhe sorcerer casts a black well. It
All spells cast by shadowsworn are of this school, rather than the appears among a party of adventurers: it is 40 feet from the dwarf
traditional schools they are also associated with. All shadowsworn who is furthest away, 30 feet from two humans, and adjacent to a
spells have the [Shadow] descriptor. Spells in this volume are half-elf. The caster has 12 squares to spend moving foes and moves
marked with an asterisk (*). the half-elf into the sun immediately to take damage as described.
The two humans are both moved 6 squares adjacent to the sun and
Black Hand must make Fortitude saves. The dwarf is unaffected.
Necromancy [Shadow]
Level: Shadowsworn 4, Sor/Wiz 4 Creatures killed by a black well may be raised normally, but gain the
Components: V, S shadowborn template and shift alignment one step toward
neutrality unless they first receive a major restoration spell.
Casting Time: 1 Standard action
Range: Personal
Target: You
Compelling Question
Duration: Until discharged Enchantment (Compulsion) [Language-Dependent, Mind-
Affecting, Shadow]
Level: Shadowsworn 1
You gather the powers of darkness into your fist, and strike with a
paralyzing and shadowy chill. When you summon a black hand Components: V
effect, your hand is encased in black and purple flames. With a Casting Time: 1 Standard action
successful touch attack, you deal 1d3 points of Strength, Dexterity, Range: Close (25 feet + 5 feet/two levels)
and Constitution drain to an enemy; these ability score points are Target: One creature
added to your own totals as an enhancement bonus for 1 round per Duration: Instantaneous
your caster level If the victim makes a Fortitude save (DC 14), he Saving Throw: Will negates
loses (and you gain) just 1 point of Constitution. Spell Resistance: Yes

Black Well You ask another creature one simple question that it can answer
Conjuration (Creation) [Shadow] with a single word. On the subject’s next turn, as a free action, it
Level: Sor/wiz 6, Shadowsworn 4 answers you as truthfully as possible. The DM is free to assign
Components: V, S modifiers to the saving throw based on how important the target
Casting Time: 1 full action considers the information to be. Asking someone whether she is
Range: Long (100 ft. +10 ft/level) the king’s murderer, for example, involves a closely guarded secret
and may earn a trained assassin a +4 competence bonus on the
Effect: One black orb 5’ diameter; see below
save.
Duration: 1 round/level
Saving Throw: None; see text
Spell Resistance: No

You summon a black mass of seething energies that attracts


creatures nearby and devours the life force of those it touches.

Castle Shadowcrag 79
Shadowsworn Spells and Class The School of Shadow Magic

Douse You light the lantern and suddenly all shadows freeze and turn to
Transmutation [Shadow] face you. The room’s reflections all seem hardened into place, and
the space around you hums with power.
Level: Drd 1, Shadowsworn 0, Sor/Wiz 1
Components: V, S
By lighting a ritually-prepared lantern you generate an area where
Casting Time: 1 Standard action one ability is drawn out of all others creatures around you and
Range: Close (25 feet + 5 feet/two levels) channeled through the lantern into you. At the time of the spell’s
Area: One light/level in a 40-foot radius casting, you choose Strength, Dexterity, or Constitution: that choice
Duration: Instantaneous cannot be altered for the spell’s duration. All creatures within the
Saving Throw: Reflex negates (object) lantern’s light must make a Fortitude save when the spell is cast and
Spell Resistance: Yes (object) each round thereafter that they remain in the area. If the save
succeeds, they are unaffected that round; if the save fails, they lose
You douse one small source of natural light, such as a candle, (and you gain) 1d4 points of the relevant ability. You retain these
lantern, or torch. A caster of 2nd level or higher can extinguish points for the duration of the spell and 10 rounds thereafter.
multiple fires at the same time, as long as they are all within the
spell’s area. Hearth fires, campfires, bonfires, and magical fires are If the lantern is destroyed, the spell ends immediately and you lose
unaffected. all leeched ability points. Creatures whose abilities were leeched do
not regain those points except through the passage of time or the
Flickering Fate use of restoration spells.
Divination [Shadow]
Arcane Focus: An inscribed and carefully prepared silver lantern
Level: Shadowsworn 4, Sor/Wiz 4 fueled with pure oil and shadowstuff (400 gp). Such a lantern always
Components: V, S has hardness 4 and 30 hp.
Casting Time: 1 Standard action
Range: Personal or close (25 feet + 5 feet/two levels) Lengthen Shadows
Target: You or one creature
Transmutation [Darkness, Shadow]
Duration: 1 round
Level: Shadowsworn 0, Sor/Wiz 1
Saving Throw: Will negates
Components: V, S
Spell Resistance: No
Casting Time: 1 Standard action
Range: Close (25 feet + 5 feet/two levels)
You or the creature you choose see the flickering shadows of the
Area: 40-foot-radius emanation
future during combat, or you see a few seconds into the future in a
Duration: 1 round/level (D)
noncombat situation. When the spell is cast, all creatures within
Saving Throw: None
range must declare their actions for the next round before the
subject of the spell has to decide on his course of action. All Spell Resistance: No
creatures in range are entitled to a Will saving throw; those who
succeed need not follow the course of action they declared. Those You channel darkness and shadows into your surroundings; the area
who fail must take their action exactly as declared. affected becomes gloomier, murkier, and more difficult to see in,
without actually becoming too dark to impede movement or
The subject of this spell gains +4 to attack rolls, Armor Class, and combat. Low-light vision or darkvision is required to see clearly, and
saving throws against any creature that failed its saving throw even with such vision, all Spot and Search checks within the area
against flickering fate. suffer a –2 penalty for the duration of the spell.

Leeching Lanthorn Light Blindness


Enchantment/Charm [ Shadow] Transmutation [Shadow]
Level: Sor/Wiz 4, Shadowsworn 3 Level: Shadowsworn 1, Sor/Wiz 1
Components: V, S, F Components: V, S
Casting Time: 1 standard action Casting Time: 1 Standard action
Effect: One 30 radius circle Range: Touch
Duration: 1 round/level or until lantern destroyed Target: Creature touched
Saving Throw: Fort negates Duration: 1 round/level (D)
Spell Resistance: No Saving Throw: Will negates
Spell Resistance: Yes

80 Castle Shadowcrag
Shadowsworn Spells and Class The School of Shadow Magic

You blind a creature that can see in daylight; the subject can see If you strike a creature struck with the orb, it takes damage and is
only in shadows or in darkness for the duration. If a creature with blinded for 1 round. A successful Fortitude save prevents the
darkvision is targeted, it can see only in shadowy illumination or in blinding effect but not the damage.
bright illumination—it can no longer see in full darkness.
NOTE: Shadow fey are able to cast this as a third-level spell.
Light Warding
Abjuration [Shadow] Orb of Light, Lesser
Level: Sor/Wis 2, Shadowsworn 1 Conjuration (Creation) [ Shadow]
Components: V, S, M Level: Sor/Wiz 1, Shadowsworn 1
Casting Time: 1 standard action Effect: One orb of light
Effect: One 5 ft square per level
Duration: 1 day/level or until discharged Your hand glows from within and you see your bones outlined against your flesh
Saving Throw: Reflex negates as you complete the spell. From your glowing fingers a fragment of the sun flies
Spell Resistance: No across the room.

A smallish orb of light leaves your fingertips and shoots to a target.


You draw an invisible line as a barrier and warding against one or
If you succeed on a ranged touch attack, the orb causes 1d8 points
more types of creatures; when these creatures cross that line, the
of positive energy damage.
warding releases a powerful flare of light, visible for miles.
For every two caster levels you have beyond 1st, you inflict 1d8
The types of creatures affected must be set when the spell is cast:
more points of damage. That is, your lesser orb causes 2d8 points at
you can choose any of the standard monster types (aberration,
3rd level, 3d8 at 5th, and so on, to the maximum of 5d8 at 9th level
humanoid, dragon, etc) or subtypes (Fire, Law, Incorporeal), plus
or higher.
one additional type or subtype per 4 caster levels. Only creatures of
the chosen type trigger the spell. Creatures with the Shadow or
Dark subtype must make a Will save to cross through the warded Rogue’s Stab
square, even after the spell has been triggered. Transmutation [Shadow]
Level: Asn 1, Brd 2, Rgr 1, Shadowsworn 1, Sor/Wiz 2
When the appropriate creature type enters a square where the spell Components: V, S
is present, the light warding releases a burst of pure light. Creatures in Casting Time: 1 Standard action
any of the spell squares must make an immediate Reflex saving Range: Touch
throw or be blinded for 1d4 hours. The DC of this save increases by Target: Creature touched
2 for every 60 feet of darkvision that the target has, and by 1 for
Duration: 1 round/level
creatures with low-light vision.
Saving Throw: None
Spell Resistance: Yes
Arcane material component: A quartz lens ground to a fine sheen and
backed with silver (50 gp).
The target gains the ability to make sneak attacks as a rogue against
Orb of Light opponents that are denied their Dexterity bonus to Armor Class or
those that are flanked. The target deals +1d6 points of damage
Conjuration (Creation) [Shadow] when making such an attack. If the target can already make sneak
Level: Sor/Wiz 4, Shadowsworn 3 attacks, the damage he deals with his sneak attacks increases by 1d6.
Components: V, S
Casting Time: 1 standard action Shadow Bite
Range: Close (25 ft. +5 ft/2 levels)
Illusion [Shadow]
Effect: One orb of light
Level: Shadowsworn 0, Sor/Wiz 0
Duration: Instantaneous
Components: V, S
Saving Throw: Fortitude partial; see text
Casting Time: 1 Standard action
Spell Resistance: No
Range: Close (25 feet + 5 feet/two levels)
Target: One humanoid creature
An orb of pure light the size of your hand shoots from your
Duration: Instantaneous
fingertips at a target. If you succeed with a ranged touch attack, the
Saving Throw: Fortitude negates
orb causes 1d6 points of positive energy damage per caster level
(maximum 15d6). Undead suffer 1d8 points of damage per caster Spell Resistance: Yes
level (maximum 15d8).

Castle Shadowcrag 81
Shadowsworn Spells and Class The School of Shadow Magic

You create a momentary needle of cold, sharp pain in a target After making a shadow jump, you can’t take any other actions until
creature. This causes no damage, but may break concentration (DC your next turn. You can bring along any object you are able to
13). On the subject’s next action, he suddenly stands up or doubles carry. You cannot bring other creatures along with you.
over (whichever the DM seems most appropriate), using a move
action. There is a 50% chance the subject will drop a held item. Silent Combat
Transmutation [Sonic, Shadow]
Shadow Blindness Level: Shadowsworn 2, Sor/Wiz 2
Transmutation [Shadow] Components: V, S
Level: Shadowsworn 0, Sor/Wiz 0 Casting Time: 1 Standard action
Components: V, S Range: Close (25 feet + 5 feet/two levels)
Casting Time: 1 Standard action Target: One creature
Range: Touch Duration: 1 round/level (D)
Target: Creature touched Saving Throw: Will negates (harmless)
Duration: 1 round Spell Resistance: Yes (harmless)
Saving Throw: Will negates
Spell Resistance: Yes Any attack made by the subject of the spell is rendered utterly silent:
The spell covers the noise of shouts and screams, rattling armor,
You stop one creature’s darkvision from working; instead, the clashing blades, or the heavy fall of a body. It does not prevent
victim has normal human sight and cannot see in complete spellcasters from casting spells with verbal components, and it does
darkness for the duration of the spell. not prevent whispers or normal speech—only abrupt or loud
noises that carry for a distance.
Shadow Hands
Evocation [Cold, Shadow] Silent Sound
Level: Asn 1, Shadowsworn 1 (Midnight Muffle)
Components: V, S Evocation [Sonic, Shadow]
Casting Time: 1 Standard action Level: Brd 1, Shadowsworn 1, Sor/Wiz 1
Range: 10 feet Components: S
Area: Semicircular wave of cold shadow 10 Casting Time: Standard action
feet in radius, centered on your hands Range: Close (25 feet + 5 feet/two levels)
Duration: Instantaneous Target: One creature or object
Saving Throw: Reflex half Duration: Instantaneous
Spell Resistance: Yes Saving Throw: None
Spell Resistance: Yes
A freezing blast of shadow leaps from your hands in a fan pattern.
Any creature caught in the shadows takes 1d6 points of cold You fire from your fingertips a focused beam (i.e. a ray) of sonic
damage per your caster level (maximum 5d6). energy too shrill to hear. To do so, make a ranged touch attack roll.
On a hit, you inflict 1d6 points of sonic damage per level (5d6
Shadow Jump maximum).
Conjuration (Teleportation, Shadow)
Level: Shadowsworn 2, Sor/Wiz 2 Silhouette
Components: V Illusion [Shadow]
Casting Time: 1 Standard action Level: Shadowsworn 0, Sor/Wiz 0
Range: Personal Components: V, S
Target: You Casting Time: 1 Standard action
Duration: Instantaneous Range: Touch
Area: Wall up to 100 square feet
You may move from one shadow directly to another within medium Duration: 1 round/level
range (100 feet + 10 feet/level) and within line of sight, without Saving Throw: Will negates
passing through the intervening space. Spell Resistance: Yes

You make a shadow play against a screen or wall. The screen or wall
can encompass up to 100 square feet, and any number of people or

82 Castle Shadowcrag
Shadowsworn Spells and Class The School of Shadow Magic

animals can be shown, up to the limit of your Intelligence score. Level: Shadowsworn 3, Sor/Wiz 3
The shadow figures do not make any sound, but they can dance, Components: V, S,M
run, move, cast spells, kiss, fight, and so forth. Most of the figures Casting Time: 1 Standard action
are general types such as a rabbit or a dwarf, but a number of forms Range: Medium (100 feet + 10 feet/level)
equal to the caster’s Intelligence modifier can be recognized as Target: One living creature
particular individuals, such as “Prince Banda” or “Silverlock the Duration: 1 round/level
Elf.”
Saving Throw: Will partial (see text)
Spell Resistance: Yes
Slither
Transmutation [Shadow] An invisible ray of terror (requiring a ranged touch attack) causes
Level: Shadowsworn 2, Sor/Wiz 2 one living creature to become panicked. Even if the save succeeds,
Components: V, M the creature is shaken for 1 round.
Casting Time: 1 Standard action
Range: Personal Material Component: An eagle’s claw.
Target: You
Duration: 1 round

You momentarily become a shadow, able to slide under a door,


through a keyhole, or any other tiny opening. All of your equipment
is transformed with you, and you can move up to your full running
speed during the spell’s duration.

If you return to your normal size while in a space too small for you
(such as a mouse hole, sewer pipe, or the like), you suffer 3d6 points
of damage while creating a space just big enough to fit into. You can
cast spells without somatic components, speak, and breathe while in
such a space.

Arcane Component: Ashes from a wooden statue of you, made into


ink and used to draw your portrait (50 gp).

Starbolt
Evocation [Shadow]
Level: Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. +5 ft/2 levels)
Effect: Scattered force bolts in 20 ft cube
Duration: Instantaneous
Saving Throw: Fortitude partial; see text
Spell Resistance: No

You unleash a 30 cube of bright force bolts that fall from the
heavens and illuminate their targets as they tear into foes, punching
through both flesh and armor.

The bolts generate 1d6+1 points of damage, and can be targeted


separately at any number of creatures in the area. In addition, a
creature hit by a starbolt must make a Fortitude save or be dazed for
the remainder of the round.

Terror
Necromancy [Fear, Mind-Affecting, Shadow]

Castle Shadowcrag 83
Shadowsworn Spells and Class Shadowsworn Class

Shadowsworn Class Ranged attacks can count as sneak attacks only if the target is within
30 feet.
Alignment: Any nongood.
Hit Die: d4 With a sap (blackjack) or an unarmed strike, a shadowsworn can
Class Skills: The shadowsworn’s class skills (and the key ability for make a sneak attack that deals nonlethal damage instead of lethal
each skill) are Bluff (Cha), Climb (Str), Concentration (Con), damage. He cannot use a weapon that deals lethal damage to deal
Diplomacy (Cha), Disable Device (Int), Forgery (Int), Hide (Dex), nonlethal damage in a sneak attack, not even with the usual –4
Jump (Str), Knowledge (arcana) (Int), Listen (Wis), Move Silently penalty.
(Dex), Open Locks (Dex), Profession (Wis), Sleight of Hand (Dex),
Search (Int), Spellcraft (Int), Spot (Wis), and Use Magic Device A shadowsworn can sneak attack only living creatures with
(Cha). discernible anatomies—undead, constructs, oozes, plants, and
Skill Points at 1st Level: (4 + Intelligence bonus) x 4 incorporeal creatures lack vital areas to attack. Any creature that is
Skill Points at Each Additional Level: 4 + Intelligence bonus immune to critical hits is not vulnerable to sneak attacks. The
shadowsworn must be able to see the target well enough to pick out
Class Features a vital spot and must be able to reach such a spot. A shadowsworn
All of the following are class features of the shadowsworn. cannot sneak attack while striking a creature with concealment or
striking the limbs of a creature whose vitals are beyond reach.
Weapon and Armor Proficiency: Shadowsworn are proficient
with all simple and martial weapons and with all light armor. Shadow Familiar: At 4th level or higher, a shadowsworn may
Shadowsworn do not use shields, because they hamper spellcasting. conduct an all-day ceremony that releases his own shadow to serve
as a familiar for him. This shadow has the usual statistics and
Spells: A shadowsworn is an arcane caster, able to cast a small abilities of a sorcerer or wizard familiar, but is incorporeal and is
number of arcane spells. To cast a spell, a shadowsworn must have a not undead. It cannot be turned, rebuked, or commanded by a third
Charisma of 10 + the spell’s level, so a shadowsworn with a party. It can be cured with normal curative spells. It resembles a flat,
Charisma of 9 or lower cannot even cast cantrips. These spells are flickering shadow and is invisible in full or partial darkness. The
cast as if the shadowsworn were a specialist in the school of shadow shadow familiar can move under doors and through other tiny
magic. openings, and can hide itself perfectly well by posing as its master’s
normal shadow.
A shadowsworn does not require a spellbook.
The shadowsworn may communicate with his familiar normally
Scribe Scroll: A shadowsworn can read arcane scrolls and gains starting at 4th level, rather than at 5th level as most wizards and
Scribe Scroll as a bonus feat. sorcerers do. All other abilities are as shown on the familiars table in
the PHB for a caster of the shadowsworn’s level.
Darkvision: Beginning at 2nd level, a shadowsworn gains steadily
increasing darkvision. If he has no darkvision, he gains it out to 30 If his shadow familiar is killed, a shadowsworn no longer casts a
feet. If he already has darkvision, he gains an additional 30 feet to shadow normally during daylight. He may only summon another
his existing range. shadow familiar after somehow regaining his normal shadow. A
restoration spell can accomplish this, as can the use of the summon
This increases by another 30 feet at 7th, 14th, and 19th levels. Thus, shadow ability that the shadowsworn gains at 8th level (see below).
a human shadowsworn at 19th level has darkvision out to 120 feet,
and a dwarf out to 180 feet. Summon Shadow (Sp): At 8th level or higher, a shadowsworn can
turn natural shadows into the undead creatures known as shadows
Sneak Attack: If a shadowsworn of 3rd level or higher can catch (MM page 221). He can perform this summoning as a standard
an opponent when she is unable to defend herself effectively from action up to three times per day, summoning 1d3 shadows plus an
his attack, he can strike a vital spot for extra damage. additional one for every two shadowsworn levels above 8th. For
example, a 14th-level shadowsworn summons 1d3+3 shadows.
The shadowsworn’s attack deals extra damage any time his target Once the shadows are summoned, they obey his mental commands
would be denied a Dexterity bonus to AC (whether the target at any range, though they can only communicate with their
actually has a Dexterity bonus or not), or when the shadowsworn summoner when they are within 10 feet per shadowsworn level.
flanks his target. This extra damage is 1d6 at 3rd level, and it
increases by 1d6 every three shadowsworn levels thereafter. If a
shadowsworn scores a critical hit with a sneak attack, this extra
damage is not multiplied.

84 Castle Shadowcrag
Shadowsworn Spells and Class Shadowsworn Class

Table C-1: The Shadowsworn


Spells Per Day
Base Attack Fortitude Reflex Will
Level Special 0 1st 2nd 3rd 4th
Bonus Save Save Save
1 +0 +0 +2 +0 Scribe scrolls 2 — — — —
2 +1 +1 +2 +1 Darkvision +30 ft. 2 0* — — —
3 +2 +1 +3 +1 Sneak attack +1d6 3 1 — — —
4 +3 +1 +4 +1 Shadow familiar 3 2 — — —
5 +3 +2 +4 +2 — 4 3 0* — —
6 +4 +2 +5 +2 Sneak attack +2d6 4 3 1 — —
7 +5 +2 +5 +2 Darkvision +60 ft. 5 4 1 — —
8 +6/+1 +3 +6 +3 Summon shadow 5 4 2 — —
9 +6/+1 +3 +6 +3 Sneak attack +3d6 6 5 2 — —
10 +7/+2 +3 +7 +3 Blind 6 5 3 0* —
11 +8/+3 +4 +7 +4 — 6 6 3 1 —
12 +9/+3 +4 +8 +4 Sneak attack +4d6 6 6 4 1 —
13 +9/+4 +4 +8 +4 Darkvision +90 ft. 6 6 4 2 —
14 +10/+5 +5 +9 +5 Shadow guide 6 6 5 2 —
15 +11/+6/+1 +5 +9 +5 Sneak attack +5d6 6 6 5 3 0*
16 +12/+7/+2 +5 +10 +5 Shadow strike 6 6 6 3 1
17 +12/+7/+2 +6 +11 +6 — 6 6 6 4 2
18 +13/+8/+3 +6 +12 +6 Sneak attack +5d6 6 6 6 4 3
19 +14/+9/+4 +6 +13 +6 Darkvision, +120 ft., 6 6 6 5 4
20 +15/+10/+5 +7 +14 +7 Shadeform, 6 6 6 5 5
sneak attack +6d6
*Charisma bonus spells only. If no bonus, no spells gained at this level. A 12 Charisma is required for a bonus 1st-level spell, 14 Charisma
for a 2nd-level spell, and so on.

After a shadowsworn reaches 12th level, he can substitute one Shadow Self (Su): Once he reaches 14th level, a shadowsworn can
greater shadow for every three shadows he would normally call up and control a single copy of himself made from shadow.
summon. Any other creatures summoned at the same time appear This shadow self, unlike normal shadows, is corporeal and is subject
as normal shadows. For instance, when a 12th-level shadowsworn to critical hits. It appears as a duplicate of the shadowsworn, even
summons five shadows, he can summon one greater shadow and wearing and carrying duplicates of the controller’s gear (except that
two normal shadows. the shadow self ’s gear is always nonmagical). A shadowsworn can
direct this body to go places that he could not safely go himself, and
This ability is treated like a summon spell cast by a sorcerer of can see and hear everything that the shadow self sees and hears. A
equivalent level. The shadows last for 1 round per shadowsworn shadow self can easily be mistaken for its master; its gait, features,
level. and mannerisms all resemble the shadowsworn’s unless they are
deliberately distorted by use of the Disguise skill or magic. The
Blind (Su): At 10th level or higher, a shadowsworn can literally shadow self can be given and can use additional gear of any kind up
steal a victim’s sight, including darkvision and magical vision, as a to 40 pounds in weight, including magic items.
free action. This requires a successful ranged touch attack or melee
attack and can be combined with a sneak attack, a ranged touch The shadow self possesses all the shadowsworn’s characteristics,
attack, or a melee attack. The victim is entitled to a Will saving except for having half his hit points, a Dexterity score 4 points
throw (DC 10 + half the shadowsworn’s level + Charisma modifier) higher than the shadowsworn’s, a Strength score 4 points lower, and
to resist the theft. If the save succeeds, the shadowsworn cannot a +2 natural armor bonus. Also, the shadow self ’s base attack bonus
blind that target with any future attempts. If the save fails, the is equal to half its controller’s base attack bonus, plus its own
victim is blinded for a number of rounds equal to 1d4 + the Strength or Dexterity modifier. (Attack figures and AC may need to
shadowsworn’s Charisma bonus. A shadowsworn may return a be further adjusted if any of the shadowsworn’s gear is magical.)
creature’s stolen sight as a free action.
A shadow self disperses instantly by exposure to full sunlight, to a
daylight spell or the equivalent (any effect that produces bright

Castle Shadowcrag 85
Shadowsworn Spells and Class Shadowsworn Class

illumination out to 60 feet or more), or by a dispel magic spell; it is Undead are healed by this negative energy effect, and it can only be
unaffected by attempts to turn undead. used under conditions of shadowy illumination. Creatures standing
in total darkness or full sunlight (or within the radius of a daylight
The shadow self can move any distance away from the spell) are immune to this effect. Creatures within the radius of a
shadowsworn, but it has a limited life span, slowly unraveling continual flame or deeper darkness spell gain a +4 bonus on the
whenever it is in partial illumination or full darkness. In an area of save.
twilight or shadow illumination, it lasts for one week. In daylight
under cloudy conditions or in place of total darkness, such as an Shadow Walk (Sp): At 19th level, a shadowsworn gains the ability
unlit cavern, it fades away within 24 hours. to shadow walk, as the spell, three times per day.

A shadowsworn who has already created one shadow self in a week Shadeform (Su): Upon reaching 20th level, a shadowsworn can
may attempt to create additional duplicates, but each attempt transform himself into a shadow at will, as if using the spell
requires a successful fortitude save (DC 20, +5 for each additional shapechange. Changing form (into a shadow or back again) is a move
shadow self beyond the second). If any such save fails, the action.
shadowsworn immediately gains a negative level and cannot create
more than one shadow self until the negative level is removed. Shadowsworn Spells
Shadowsworn follow a focused path in the arcane arts, using their
Shadow Familiar affinity for shadow magic to cast spells in the same natural, attuned
Hit Dice: For the purpose of effects related to number of Hit Dice, way that sorcerers do. Many shadowsworn say that using magic isn’t
use the master’s character level or 2d12 HD, whichever is higher. so much a practiced skill for them as an extension of themselves
deeper into darkness.
Hit Points: A shadow familiar has one-half its master’s total hit
points (not including temporary hit points), rounded down, The shadowsworn’s full spell list appears in The Book of Roguish Luck
regardless of its actual Hit Dice. from Malhavoc Press. Shadowsworn have access to cantrips and
spells of up to 4th level.
Armor Class: 13 (+2 Dex, +1 deflection). Attacks: Use the
master’s base attack bonus, as calculated from all his classes. The Table C-2: Shadowsworn Spells Known
familiar deals 1d6 points of damage on a successful melee attack.
Level 0 1st 2nd 3rd 4th
1 4 — — — —
Saving Throws: For each saving throw, use either the familiar’s
base save bonus (Fortitude +2, Reflex +2, Will +0) or the master’s 2 5 2* — — —
(as calculated from all his classes), whichever is better. The familiar 3 5 3 — — —
uses its own ability modifiers on saves, and it doesn’t share any of 4 6 3 — — —
the other bonuses that its master might have on saves. 5 6 4 2 — —
6 7 4 2 — —
Skills: Hide +8, Listen +7, Search +4, Spot +7. 7 7 5 3 — —
8 8 5 3 — —
For each of these skills in which the master also has ranks, use 9 8 5 4 — —
either the familiar’s skill modifier or the master’s, whichever is 10 9 5 4 2* —
better.
11 9 5 5 2 —
12 9 5 5 3 —
Ability Scores: Str —, Dex 14, Con —, Int 6, Wis 12, Cha 13.
13 9 5 5 3 —
Special Abilities: Shadow familiars are incorporeal, and impart 14 9 5 5 4 —
special abilities to their masters depending on the master’s 15 9 5 5 4 2*
combined level in classes that grant familiars, as shown on the 16 9 5 5 5 2
familiars table in the Player’s Handbook. 17 9 5 5 5 3
18 9 5 5 5 3
Shadow Strike (Sp): At 16th level or higher, a shadowsworn 19 9 5 5 5 4
attacking from the shadows can call on the power of darkness to 20 9 5 5 5 4
strike down a foe once per day. This black, silent mass of negative *If the shadowsworn has a high enough Charisma score to gain a bonus
energy rolls over a 20-foot-radius area, dealing 1d8 points of spell of this level.
damage per two caster levels to any creature that fails a Reflex save
(DC 10 + one-half shadowsworn’s caster level + Charisma
modifier) and half damage to those that do save.

86 Castle Shadowcrag
Appendix D Pregenerated Characters
Unther Sunspear Svendbjorn, Hammer of the Holy
Male human cleric 10 Male dwarf paladin 10
NG Medium humanoid (human) LG Medium humanoid (dwarf)
Init +0; Senses Spot +3, Listen +3 Init +0; Senses darkvision 60 ft., Spot +1, Listen +1
Languages Common Aura of Good, Aura of Courage
AC 25, touch 12, flat-footed 25 Languages Common, Dwarven
(+10 armor, +3 shield, +2 deflection) AC 20, touch 10, flat-footed 20; +4 vs. giants
hp 73 (10 HD) (+10 armor)
Fort +9, Ref +5, Will +10 hp 94 (10 HD)
Speed 30 ft. in full plate mail +2 (6 squares), base movement 30 ft. Fort +12, Ref +5, Will +6 (+2 against poison, +2 against spells and
Melee +1 silver heavy mace +8/+3 (1d8) spell-like effects)
Melee unarmed strike +7/+2 (1d3) Speed 20 ft. (4 squares)
Base Atk +7; Grp +7 Melee holy warhammer +1 +17/+12 (1d8+8/x3 plus 2d6 against evil)
Special Actions spontaneous casting, turn undead 9/day (+4, 2d6+14, Melee unarmed strike +15/+10 (1d3+5)
cleric level 10) Ranged heavy crossbow +10/+5 (1d10)
Combat Gear cape of the mountebank, wand of cure light wounds Base Atk +10; Grp +15
(DC 11) Atk Options Smite Evil 3/day (+2 attack, +10 damage), Cleave, Improved
Cleric Spells Prepared (CL=10th): Sunder, Power Attack, +1 against orcs and goblinoids
5th—mass cure light woundsD, flame strike (DC 18), true seeing Special Actions turn undead 5/day (+2, 2d6+7, cleric level 5)
4th—cure critical woundsD, death ward, freedom of movement, tongues Abilities Str 20, Dex 10, Con 16, Int 10, Wis 13, Cha 14
SQ detect evil, divine grace, lay on hands, divine health, remove disease,
3rd—cure serious woundsD, daylight, dispel magic, magic vestment,
stonecunning
searing light
Feats Power Attack, Cleave, Improved Sunder, Weapon Focus
2nd—bull's strength, cure moderate woundsD, find traps, silence (Warhammer)
1st—bless, cure light woundsD, detect evil, protection from evil, remove Skills Appraise +0, Balance -5, Bluff +2, Climb +0, Concentration +3,
fear, sanctuary (DC 14) Craft +0, Diplomacy +2, Disguise +2, Escape Artist -5, Forgery +0, Gather
0—create water, mending Information +2, Heal +1, Hide -5, Intimidate +2, Jump -6, Knowledge
D: Domain spell. Deity: Pelor. Domains: Healing, Sun (Nobility and Royalty) +2, Knowledge (Religion) +2, Listen +1, Move
Abilities Str 11, Dex 10, Con 14, Int 8, Wis 16, Cha 14 Silently -5, Perform +2, Ride +0, Search +0, Sense Motive +5, Spot +1,
Survival +1, Swim -5, Use Rope +0
SQ pelor
Feats Combat Casting, Extra Turning, Improved Turning, Lightning Possessions holy warhammer +1, amulet of health +2, backpack,
Reflexes, Scribe Scroll crossbow bolts (x10), crowbar, masterwork manacles, miner's pick, silk
Skills Concentration +15, Heal +10, Knowledge (Religion) +5 rope, shovel, belt of giant strength +4, cloak of charisma +2, heavy
crossbow, full plate mail +2, 60 gp, silver holy symbol, phylactery of
Possessions backpack, 50 gp, healer's kit, small steel mirror, boots of faithfulness, saddlebags, waterskin, ale, bedroll, trail rations (x5)
striding and springing, full plate mail +2, phylactery of undead turning,
silver holy symbol, mithral heavy shield +1, ring of protection +2, heavy
horse with saddle and saddle bags, bedroll, cheese, parchment and
sealing wax ink pen, trail rations (x5), soap, waterskin, fine wine, +1 silver
heavy mace, scroll tube, 1st level scrolls (comprehend languages, detect
evil, endure elements, obscuring mist, protection from evil), 2nd level
scrolls (align weapon, augury, delay poison, make whole, remove
paralysis, resist energy, lesser restoration x2, undetectable alignment),
3rd level scrolls (invisibility purge, locate object, stone shape, wind wall)

Castle Shadowcrag 87
Pregenerated Characters Thurnstall Lightfoot

Thurnstall Lightfoot Tremaire the Exile


Uvikian (“Veek”),
Pseudodragon Male gnome sorcerer 10 Male half-elf bard 10
Familiar CG Small humanoid (gnome) NG Medium humanoid (half-elf)
Init +1; Senses low-light vision, Spot -1, Listen +1 Init +2; Senses low-light vision, Spot +1, Listen +1
Tiny Dragon Languages Common, Gnome Languages Common, Elven, Sylvan
AC 15, touch 13, flat-footed 14; +4 vs. giants AC 20, touch 12, flat-footed 18; Combat Expertise
Init +2; Senses
(+1 size, +1 Dex, +2 shield, +1 deflection) (+2 Dex, +6 armor, +2 shield)
blindsense, darkvision,
low-light vision, Listen +7, hp 61 (10 HD) hp 52 (10 HD)
Spot +7 Fort +6, Ref +4, Will +6 (+2 against Illusions) Fort +4, Ref +9, Will +7

hp 30 Speed 20 ft. (4 squares) Speed 30 ft. (6 squares)


Melee masterwork dagger +6 (1d3-1) Melee +2 whip +9/+4 (1d3+2)
Immune sleep, paralysis Melee unarmed strike +5 (1d2-1) Base Atk +7; Grp +7
Fort +4, Ref +5, Will +8 Ranged +1 sling +8 (1d3) Atk Options Combat Expertise, Improved Disarm
Ranged masterwork dagger +6 (1d3-1) Combat Gear potion of glibness (DC 17), feather token
Speed 15 ft.(3 squares),
Ranged tanglefoot bag +7 (Entangle) (bird), feather token (whip)
fly 60 ft. (Good; 12
squares) Ranged alchemist's fire +7 (1d6) Bard Spells Known (CL=10th):
Base Atk +5; Grp +0 4th (1/day)—dimension door, hold monster (DC 20)
Melee sting +4 melee 3rd (3/day)—deep slumber (DC 19), haste, invisibility
Atk Options Empower Spell
(1d3-2 plus poison) and sphere, sculpt sound
Combat Gear figurine of wondrous power (golden lions),
bite -1 melee (1)
lesser silent rod of metamagic 2nd (4/day)—alter self, cure moderate wounds, daze
Space 2-1/2 ft.; Reach 0 Sorcerer Spells Known (CL=10th): monster (DC 18), suggestion (DC 18)
ft. (5 ft. with tail) 5th (4/day)—shadow evocation (DC 24) 1st (5/day)—charm person (DC 17), detect secret doors,
4th (6/day)—resilient sphere (DC 20), shadow disguise self, feather fall
Base Atk +5; Grp -5
conjuration (DC 23) 0 (3/day)—detect magic, know direction, light, lullaby (DC
Abilities Str 6, Dex 15, 16), prestidigitation (DC 15), summon Instrument
3rd (7/day)—dispel magic, major image (DC 22), slow
Con 13, Int 11, Wis 12,
(DC 19) Abilities Str 10, Dex 14, Con 12, Int 13, Wis 10, Cha 20
Cha 10
2nd (8/day)—false life, mirror image, rope trick, see SQ bardic music, bardic knowledge, inspire courage,
SQ poison, invisibility inspire competence, bardic suggestion, inspire greatness
Feats Weapon Finesse 1st (8/day)—color spray (DC 20), expeditious retreat, Feats Skill Focus (Perform (Singing)), Combat Expertise,
mage armor, magic missile, unseen servant Improved Disarm, Spell Focus (Enchantment)
Skills Diplomacy +2; Hide 0 (6/day)—acid splash, arcane mark, dancing lights, Skills Appraise +1, Balance +2, Bluff +17, Climb +0,
+20 (+24 in forests or detect magic, ghost sound (DC 19), light, prestidigitation Concentration +1, Craft +1, Diplomacy +27, Disguise +8,
overgrown areas); Listen (DC 16), ray of frost, read magic Escape Artist +2, Forgery +1, Gather Information +18,
+7; Search +6; Sense Heal +0, Hide +2, Intimidate +10, Jump +0, Knowledge
Abilities Str 9, Dex 12, Con 16, Int 10, Wis 8, Cha 22
Motive +7; Spot +7; (History) +14, Knowledge (Nobility and Royalty) +11,
Survival +1 (+3 following Feats Spell Focus (Illusion), Greater Spell Focus
(Illusion), Improved Familiar, Empower Spell Knowledge (The Planes) +11, Knowledge (Arcana) +8,
tracks) Listen +1, Move Silently +2, Perform +8, Perform
Skills Appraise +0, Balance +1, Bluff +6, Climb -1,
(Singing) +24, Perform (String Instruments) +16, Ride +2,
Concentration +16, Craft +0, Diplomacy +6, Disguise +6,
Search +2, Sense Motive +0, Spot +1, Survival +0, Swim
Escape Artist +1, Forgery +0, Gather Information +6,
+0, Use Rope +2
Heal -1, Hide +5, Intimidate +6, Jump -7, Listen +1, Move
Silently +1, Perform +6, Ride +1, Search +0, Sense Possessions +2 whip, backpack, candle (x3), healer's
Motive -1, Spellcraft +13, Spot -1, Survival -1, Swim -1, kit, sealing wax, parchment (10 sheets), ink, ink pen,
Use Rope +1 buckler +1, circlet of persuasion, cloak of charisma +4,
glamered mithral chain shirt +2, bit and bridle, light riding
Possessions +1 sling, cloak of charisma +4, masterwork
horse, saddle, masterwork lute, belt pouch, 25 gp,
dagger, belt pouch, 30 gp, tanglefoot bag (x2), belt
smokestick (x2), ring of the ram, saddlebags, bedroll,
pouch, alchemist's fire (x4), sling bullets (x10), chalk,
chest, disguise kit, courtier's outfit, entertainer's outfit,
sewing needle, ring of force shield, ring of protection +1,
noble's outfit, traveler's outfit, trail rations (x5), soap, fine
riding dog, bit and bridle, riding saddle, saddlebags,
wine (x2), signet ring, spell component pouch
bedroll, winter blanket, trail rations (x5), waterskin, spell
component pouch

88 Castle Shadowcrag
Pregenerated Characters Peach Northhallow

Peach Northhallow Grisella the Wise


Female halfling (deep) rogue 7/ranger 3 Female half-orc fighter 4/monk 6
N Small humanoid (halfling (deep)) LN Medium humanoid (half-orc)
Init +8; Senses darkvision 60 ft., Spot +13, Listen +9 Init +2; Senses darkvision 60 ft., Spot +6, Listen +6
Languages Common, Halfling, Dwarven Languages Common, Orc
AC 20, touch 15, flat-footed 20 AC 16, touch 16, flat-footed 14
(+1 size, +4 Dex, +5 armor) (+2 Dex, +3 class, +1 deflection)
hp 65 (10 HD) hp 84 (10 HD)
Fort +9, Ref +14, Will +5 (+2 morale bonus on saving throws against fear) Fort +13, Ref +10, Will +10
Speed 30 ft. (6 squares) Speed 50 ft. (10 squares)
Melee thundering +1 kukri (adamantine) +14/+9 (1d4+2/15-20 plus 1d8 Melee unarmed strike +12/+7 (1d10+6)
sonic on critical) Ranged composite (+3 str bonus) wounding longbow +1 +11/+6 (1d8+4/
Melee +1 kukri +14/+9 (1d3+2/15-20) x3 plus 1 CON drain)
Melee thundering +1 kukri (adamantine) +12/+7 (1d4+2/15-20 plus 1d8 or composite (+3 str bonus) wounding longbow +1 +9/+9/+4
sonic on critical) and cold iron +1 kukri +12 (1d3+1/15-20) with Two- (1d8+4/x3 plus 1 CON drain) with Rapid Shot
Weapon Combat Base Atk +8; Grp +15
Ranged composite (+1 str bonus) +1 longbow +14/+9 (1d6+2/x3) Atk Options Flurry of Blows; Combat Reflexes, Improved Trip, Point
Base Atk +8; Grp +5 Blank Shot, Power Attack, Precise Shot, Stunning Fist 7/day (DC 17)
Atk Options Blind-Fight, Sneak Attack (+4d6) Abilities Str 16, Dex 14, Con 14, Int 8, Wis 14, Cha 7
Combat Gear necklace of fireballs type IV SQ evasion, still mind, ki strike, slow fall, purity of body
Abilities Str 12, Dex 19, Con 14, Int 10, Wis 11, Cha 8 Feats Combat Reflexes, Improved Grapple, Improved Trip, Improved
SQ stonecunning, wild empathy, favored enemy: aberrations, two-weapon Unarmed Strike, Point Blank Shot, Power Attack, Precise Shot, Rapid
combat, evasion, trap sense, uncanny dodge, trapfinding Shot, Stunning Fist, Weapon Focus (Unarmed), Weapon Specialization
Feats Endurance, Track, Weapon Finesse, Improved Initiative, Improved (Unarmed)
Critical (Kukri), Blind-Fight Skills Appraise -1, Balance +4, Bluff -2, Climb +3, Concentration +2, Craft
Skills Appraise +0, Balance +6, Bluff -1, Climb +1, Concentration +2, -1, Diplomacy -2, Disguise -2, Escape Artist +2, Forgery -1, Gather
Craft +0, Diplomacy -1, Disable Device +13, Disguise -1, Escape Artist +4, Information -2, Heal +2, Hide +2, Intimidate -2, Jump +25, Listen +6, Move
Forgery +0, Gather Information -1, Heal +0, Hide +26, Intimidate -1, Jump Silently +2, Perform -2, Ride +2, Search -1, Sense Motive +2, Spot +6,
+8, Knowledge (Dungeoneering) +3, Listen +9, Move Silently +17, Open Survival +2, Swim +3, Tumble +14, Use Rope +2
Lock +17, Perform -1, Ride +4, Search +13, Sense Motive +0, Spot +13, Possessions amulet of mighty fists +1, backpack, bedroll, chain,
Survival +0, Swim +1, Tumble +14, Use Rope +4 climber's kit, 60 gp, trail rations (x5), silk rope, monk's belt, cloak of
Possessions thundering +1 kukri (adamantine), backpack, grappling resistance +2, efficient quiver, arrow compartment, arrows (x40), silvered
hook, silk rope, boots of striding and springing, cloak of resistance +1, cold arrow (x10), cold iron arrows (x10), javelin compartment, bow
iron +1 kukri, goggles of minute seeing, +1 kukri, composite (+1 str bonus) compartment, hat of disguise, ring of jumping, ring of protection +1,
+1 longbow, mithral shadow chain shirt +1, belt pouch, bell, caltrops (x2), waterskin, composite (+3 str bonus) wounding longbow +1
chalk, 25 gp, small steel mirror, masterwork thieves' tools, quiver, arrows
(x20), riding dog, bit and bridle, riding saddle, saddlebags, arrows (x20),
bedroll, trail rations (x5), waterskin, whetstone

Castle Shadowcrag 89
Appendix E D20 License
OPEN GAME LICENSE Version 1.0a 6. Notice of License Copyright: You must update the COPYRIGHT
NOTICE portion of this License to include the exact text of the
The following text is the property of Wizards of the Coast, Inc. and is COPYRIGHT NOTICE of any Open Game Content You are copying,
Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights modifying or distributing, and You must add the title, the copyright date,
Reserved. and the copyright holder’s name to the COPYRIGHT NOTICE of any
original Open Game Content you Distribute.
1. Definitions: (a) “Contributors” means the copyright and/or trademark
owners who have contributed Open Game Content; (b)”Derivative 7. Use of Product Identity: You agree not to Use any Product Identity,
Material” means copyrighted material including derivative works and including as an indication as to compatibility, except as expressly licensed
translations (including into other computer languages), potation, in another, independent Agreement with the owner of each element of that
modification, correction, addition, extension, upgrade, improvement, Product Identity. You agree not to indicate compatibility or co-adaptability
compilation, abridgment or other form in which an existing work may be with any Trademark or Registered Trademark in conjunction with a work
recast, transformed or adapted; (c) “Distribute” means to reproduce, containing Open Game Content except as expressly licensed in another,
license, rent, lease, sell, broadcast, publicly display, transmit or otherwise independent Agreement with the owner of such Trademark or Registered
distribute; (d) “Open Game Content” means the game mechanic and Trademark. The use of any Product Identity in Open Game Content does
includes the methods, procedures, processes and routines to the extent not constitute a challenge to the ownership of that Product Identity. The
such content does not embody the Product Identity and is an owner of any Product Identity used in Open Game Content shall retain all
enhancement over the prior art and any additional content clearly rights, title and interest in and to that Product Identity.
identified as Open Game Content by the Contributor, and means any work
covered by this License, including translations and derivative works under 8. Identification: If you distribute Open Game Content You must clearly
copyright law, but specifically excludes Product Identity. (e) “Product indicate which portions of the work that you are distributing are Open
Identity” means product and product line names, logos and identifying Game Content.
marks including trade dress; artifacts; creatures characters; stories,
storylines, plots, thematic elements, dialogue, incidents, language, 9. Updating the License: Wizards or its designated Agents may publish
artwork, symbols, designs, depictions, likenesses, formats, poses, updated versions of this License. You may use any authorized version of
concepts, themes and graphic, photographic and other visual or audio this License to copy, modify and distribute any Open Game Content
representations; names and descriptions of characters, spells, originally distributed under any version of this License.
enchantments, personalities, teams, personas, likenesses and special
abilities; places, locations, environments, creatures, equipment, magical 10. Copy of this License: You MUST include a copy of this License with
or supernatural abilities or effects, logos, symbols, or graphic designs; and every copy of the Open Game Content You Distribute.
any other trademark or registered trademark clearly identified as Product
identity by the owner of the Product Identity, and which specifically 11. Use of Contributor Credits: You may not market or advertise the Open
excludes the Open Game Content; (f) “Trademark” means the logos, Game Content using the name of any Contributor unless You have written
names, mark, sign, motto, designs that are used by a Contributor to permission from the Contributor to do so.
identify itself or its products or the associated products contributed to the
Open Game License by the Contributor (g) “Use”, “Used” or “Using” 12. Inability to Comply: If it is impossible for You to comply with any of the
means to use, Distribute, copy, edit, format, modify, translate and terms of this License with respect to some or all of the Open Game
otherwise create Derivative Material of Open Game Content. (h) “You” or Content due to statute, judicial order, or governmental regulation then You
“Your” means the licensee in terms of this agreement. may not Use any Open Game Material so affected.

2. The License: This License applies to any Open Game Content that 13. Termination: This License will terminate automatically if You fail to
contains a notice indicating that the Open Game Content may only be comply with all terms herein and fail to cure such breach within 30 days of
Used under and in terms of this License. You must affix such a notice to becoming aware of the breach. All sublicenses shall survive the
any Open Game Content that you Use. No terms may be added to or termination of this License.
subtracted from this License except as described by the License itself. No
other terms or conditions may be applied to any Open Game Content 14. Reformation: If any provision of this License is held to be
distributed using this License. unenforceable, such provision shall be reformed only to the extent
necessary to make it enforceable.
3. Offer and Acceptance: By Using the Open Game Content You indicate
Your acceptance of the terms of this License.

4. Grant and Consideration: In consideration for agreeing to use this


License, the Contributors grant You a perpetual, worldwide, royalty free,
non-exclusive license with the exact terms of this License to Use, the
Open Game Content.

5. Representation of Authority to Contribute: If You are contributing


original material as Open Game Content, You represent that Your
Contributions are Your original creation and/or You have sufficient rights to
grant the rights conveyed by this License.

90 Castle Shadowcrag
15. COPYRIGHT NOTICE
Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
System Reference Document Copyright 2000-2003, Wizards of the Coast,
Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker,
Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, based on
original material by E. Gary Gygax and Dave Arneson.
Advanced Bestiary, Copyright 2004, Green Ronin Publishing, LLC; Author
Matthew Sernett.
The Book of Roguish Luck, Copyright 2005, Wolfgang Baur; All rights
reserved.
The Complete Book of Eldritch Might Copyright 2004 Monte J. Cook. All
rights reserved.
Monte Cook’s Arcana Evolved Copyright 2005 Monte J. Cook. All rights
reserved.
The Assassin’s Handbook Copyright 2002 Green Ronin Publishing. All
rights reserved.
Secret College of Necromancy, Copyright 2002, Green Ronin Publishing;
Authors David “Zeb” Cook and Wolfgang Baur.
Cry Havoc, Copyright 2003 Skip Williams. All Rights Reserved.
The Psychic’s Handbook, Copyright 2004, Green Ronin Publishing;
Author Steve Kenson
Unearthed Arcana, Copyright 2004, Wizards of the Coast, Inc.; Andy
Collins, Jesse Decker, David Noonan, Rich Redman
Advanced Player’s Manual, Copyright 2005, Green Ronin Publishing;
Author Skip Williams
Dark Creeper from the Tome of Horrors, Copyright 2002, Necromancer
Games, Inc.; Author Scott Greene, based on original material by Simon
Muth.
Dark Stalker from the Tome of Horrors, Copyright 2002, Necromancer
Games, Inc.; Author Scott Greene, based on original material by Rik
Shepard.
Sinobian from Tome of Horrors II Copyright 2004, Necromancer Games,
Inc.; Author Scott Greene; Additional Authors: Erica Balsley, Kevin Baase,
Casey Christofferson, Jim Collura, Meghan Greene, Lance Hawvermale,
Travis Hawvermale, Bill Kenower, Patrick Lawinger, Nathan Paul, Clark
Peterson, Bill Webb and Monte Cook.
Adamantine Wasp Swarm from Tome of Horrors III Copyright 2005
Necromancer Games, Inc.; Author: Scott Greene, with Casey
Christofferson, Erica Balsley, Kevin Baase, Lance Hawvermale, Travis
Hawvermale, Ian S. Johnston, Patrick Lawringer, Nathan Paul, Clark
Peterson, Greg Ragland, Robert Schwalb and Bill Webb.
Book of Templates: Deluxe Edition, © 2005, Silverthorne Games.
Original Spell Name Compendium Copyright 2002 Clark Peterson; based
on NPC-named spells from the Player’s Handbook that were renamed in
the System Reference Document. The Compendium can be found on the
legal page of www.necromancergames.com.
Castle Shadowcrag, Copyright 2007 Wolfgang Baur,
www.wolfgangbaur.com. All rights reserved.

Castle Shadowcrag 91
D20 License 15. COPYRIGHT NOTICE

92 Castle Shadowcrag

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