TEXT: Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & 
  DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of 
  Wizards of the Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please visit 
  www.wizards.com/d20. 
   
  This is an official RPGA
  ® play document. To find out more about the RPGA and to learn more on how you can sanction and run 
  DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, Player’s Handbook, Dungeon 
  Master’s Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other countries. This material is 
  protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork 
  contained herein is prohibited without the express written permission of Wizards of the Coast, Inc. This product is a work of fiction. 
  Any similarity to actual people, organizations, places, or events is purely coincidental. © 2005 Wizards of the Coast, Inc and the 
  adventure author or authors. 
   
  Visit the LIVING GREYHAWK website at www.rpga.com. 
  For questions specific to this document and your region please e-mail your triad point of contact (POC) at smh.lvg@gmail.com.  For 
  LIVING GREYHAWK campaign questions email rpgahq@wizards.com. 
  GEO6-02 
   
   
   
   
  Dead Silence 
  A One-Round D&D® LIVING GREYHAWKTM  
  Geoff Regional Adventure 
  Version 1.0 
   
  by Chad Clary and Alisa Clary 
  Reviewer: Geoff Triad 
   
  Circle Reviewer: Steven Conforti 
  Playtesters: Andrew Curtain, Joe Flanagan, Bill Kronick, Chrism Kronick, Shawn Lassetar, Brian 
  Mahoney, Alex Miles-Lassetar, Byron Roberts, Angus Smith, Leigh Smith, Joe Tom 
   
   
   
  The harsh winters are gone and a warm spring breeze blows through Geoff.  The rebuilding begins again 
  and celebrations can truly commence.  A Festival in New Midwood brings hope for the new year.  But 
  trouble may be afoot in the nearby Dim Forest.  With new human cities being rebuilt in the Dim Forest, the 
  fate of the Order of Shining Beacons is more important than ever.  A Geoff regional adventure for APLs 2-
  6, and Part 2 of the Cycle of Darkened Mirrors series. 
   
  Note: This adventure will be of particular interest to members of the Warband of Seven Tribes and the 
  Order of Shining Beacons. 
   
  
  GEO6-02 Dead Silence 
   
  Page 1 
  RPGA SANCTIONED PLAY 
  Most likely you ordered this adventure as part of 
  an RPGA even from the RPGA website, or you 
  received it from your senior gamemaster. To play 
  this adventure as part of the LIVING GREYHAWK 
  campaign—a worldwide, ongoing D&D campaign 
  set in the GREYHAWK setting—you must sanction it 
  as part of an RPGA event. This event could be as 
  elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at 
  least a HERALD-LEVEL gamemaster. The person 
  who sanctions the event is called the senior 
  gamemaster, and is in charge of making sure the 
  event is sanctioned before play, runs smoothly on 
  the date sanctioned, and then reported back to the 
  RPGA in a timely manner. The person who runs 
  the game is called the table Dungeon Master (or 
  usually just DM). Sometimes (and almost all the 
  time in the cases of home events) the senior 
  gamemaster is also the table DM. You don’t have 
  to be a HERALD-LEVEL GM to run this adventure if 
  you are not the senior GM.  
   
  By sanctioning and reporting this adventure 
  you accomplish a couple of things. First it is an 
  official game, and you can use the AR to advance 
  your LIVING GREYHAWK character. Second player 
  and DMs gain rewards for sanctioned RPGA play 
  if they are members of the DUNGEONS & DRAGONS 
  REWARDS program. Playing this adventure is worth 
  two (2) points.  
   
  This adventure retires from RPGA-sanctioned 
  play on December 31, 2007.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, 
  visit the RPGA website at www.rpga.com. 
  PLAYERS READ NO 
  FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther 
  than this section, you’ll know too much about its 
  challenges, which kills the fun. Also, if you’re 
  playing this adventure as part of an RPGA-
  sanctioned event, reading beyond this point 
  makes you ineligible to do so. 
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need 
  copies of the following D&D books: Player’s 
  Handbook, Dungeon Master’s Guide, and the 
  Monster Manual.  
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase 
  or read aloud when appropriate. Sidebars contain 
  important information for you, including special 
  instruction on running the adventure. Information 
  on nonplayer characters (NPCs) and monsters 
  appear in abbreviated form in the adventure text. 
  Full information on NPCs and monsters are given 
  in the Appendices.  
  Along with this adventure you’ll find a RPGA Table 
  Tracking sheet. If you’re playing this adventure as 
  part of an RPGA-sanctioned event, complete and 
  turn in this sheet to your senior GM directly after 
  play. 
  You’ll 
  also 
  find 
  a 
  LIVING 
  GREYHAWK 
  Adventure Record (AR).  
  LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to 
  LIVING 
  GREYHAWK 
  games, 
  this 
  adventure’s 
  challenges are proportionate to the modified 
  average character level of the PCs participating in 
  the adventure. To determine this modified Average 
  Party Level (APL) follow the steps below: 
  1. Determine the character level for each of the 
  PCs participating in the adventure. 
  2. If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), 
  other than those brought by virtue of a class 
  ability (such as animal companions, familiars 
  paladin’s mounts) or the warhorse of a 
  character with the Mounted Combat feat, use 
  the sidebar chart to determine the number of 
  levels you add to the sum of step one. Add 
  each character’s animals separately. A single 
  PC may only bring four or fewer animals of 
  this type, and animals with different CRs are 
  added separately.  
  3. Sum the results of step 1 and 2, and divide by 
  the number of characters playing in the 
  adventure. Round to the nearest whole 
  number. 
  4. If you are running a table of six PCs, add one 
  to that average. 
  
  GEO6-02 Dead Silence 
   
  Page 2 
  Throughout this adventure, APLs categorize the 
  level of challenge the PCs face. APLS are given in 
  even-numbered increments. If the APL of your 
  group falls on an odd number, ask them before the 
  adventure begins whether they would like to play a 
  harder or easier adventure. Based on their choice, 
  use either the higher or the lower adjacent APL. 
   
  APL also affects the amount of experience 
  and gold a PC can gain at the end of the 
  adventure. If a player character is three character 
  levels or more either higher or lower than the APL 
  at which this adventure is being played, that 
  character receives only one-half of the experience 
  points and gold for the adventure. This simulates 
  the fact that either the PC was not challenged as 
  much as normal or relied on help by higher-level 
  characters to reach the objectives.  
   
  Furthermore, a PC who is four or more levels 
  higher than the highest APL supported by the 
  adventure may not play the adventure. 
   
   
  LIVING GREYHAWK adventures are designed for 
  APL 2 and higher. Four or five 1st-level characters 
  may find the challenge of an APL 2 adventure 
  difficult. Suggest the following to these groups to 
  help increase their chances of success:  
  1. Enlist a sixth player. 
  2. Advise characters to buy riding dogs to help 
  protect them, and fight for them. 
  TIME UNITS AND UPKEEP 
  This is a standard one-round Regional adventure, 
  set in Geoff.  Characters native to Geoff pay one 
  Time Unit per round, all others pay two Time Units 
  per round. 
   
  Adventurer’s Standard Upkeep costs 12 gp 
  per Time Unit.  Rich Upkeep costs 50 gp per Time 
  Unit.  Luxury Upkeep costs 100 gp per Time Unit. 
  Characters that fail to pay at least Standard 
  Upkeep will retain temporary ability damage until 
  the 
  next 
  adventure, 
  must 
  buy 
  new 
  spell 
  component pouches and healer’s kits, and may 
  suffer other in-game penalties (or possibly gain in-
  game benefits) as may be detailed in this 
  adventure. 
   
  A character who does not pay for at least 
  Standard Upkeep may also avoid the above-
  described penalties by living off the wild.  If the 
  character possesses four or more ranks in the 
  Survival skill and succeeds at a Survival check 
  (DC 20), the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, 
  may refill spell component pouches and healer’s 
  kits, and may restock up to 20 arrows or bolts if 
  the character has at least four ranks in Craft 
  (bowmaking).  The player is allowed to Take 10 on 
  this roll. 
   
  More information about Lifestyle and Upkeep 
  can be found in the “Lifestyle and Upkeep” section 
  of Chapter 3 of the LIVING GREYHAWK Campaign 
  Sourcebook. 
  ADVENTURE BACKGROUND 
  The Dim Forest has been plagued for years by a 
  rift between the Shadow Plane and Prime Material 
  Plane.  An ancient Shadow Dragon is stuck in the 
  rift, preventing it from being closed while also 
  providing a continual opening for creatures from 
  the Shadow Plane.  Fades and Shadows have 
  continually made small attacks on the remaining 
  enclaves within the Dim Forest.   
  Adventurers, called by Ehlonna, traveled to other 
  places and brought back magical creatures, 
  illusern, that cast a soft light and seem to have 
  held off some attacks by the Shadow Creatures.  
  Two adventurers were chosen by the illusern to 
  guide and protect them.  These two left their 
  mortal lives behind and swore to serve as 
  Shepherds on the Prime Material Plane.  The 
  Radiant Shepherd and Bountiful Shepherd have 
  done their best to assist the Wood Elves and 
  Order of Shining Beacons in holding back the 
  Shadows. 
  To strengthen their position, the Order of Shining 
  Beacons upgraded their headquarters.  Thanks to 
  # of Animals 
  Mundane 
  Animals Effect 
  on APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
   
   
  
  GEO6-02 Dead Silence 
   
  Page 3 
  the donations of their members, they were able to 
  build a fortress of ironwood.  The construction of 
  the headquarters provides the organization with 
  training grounds and provides those nearby a safe 
  haven in difficult times.  Because of the fortification 
  and nature of the Order, the compound has been 
  named the Citadel of Light. 
  Usually, they are quite active and keep up 
  communications with Darlon Lea and the Wood 
  Elves.  Over the last month though, there has 
  been no communication between the groups.  No 
  one has seen any of the members of the Order of 
  Shining Beacons lately nor have they contacted 
  anyone. 
  Those in New Midwood have been busy rebuilding 
  their recently moved town.  Because the Knights 
  of the Watch would have taken over leadership of 
  Midwood, the residents of the town decided to 
  move their entire town to the other side of the 
  river.  This was their way of opposing the Knights 
  of the Watch’s rule over the area known as The 
  Cup. 
  Hocholve has also gotten a facelift recently.  At the 
  end of the War with the Giants and upon Duke 
  Owen the Brenin’s return, Teral Makin was named 
  Arglwyth of Dwyr.  The capital city of Hocholve 
  was nothing more than an empty husk of a village 
  prior to his arrival.  Even through the winter, the 
  wood elven Llwyr and his wife have managed to 
  entice some humans into the town and breathe 
  new life into it.  Although still small, Dwyr provides 
  a strong link between the wood elves and the 
  humans. 
  ADVENTURE SUMMARY 
  Introduction – The PCs are invited to a festival at 
  New Midwood to celebrate the completion of the 
  construction of the town. 
  Encounter 1 -   The PCs attend the Festival and 
  find out some interesting information about the 
  Order of Shining Beacons and Endéryn. 
  Encounter 2 – The PCs travel north from New 
  Midwood to Endéryn along the river. 
  Encounter 3 – The sight of the Headquarters of 
  the Order of Shining Beacons is quite disturbing.  
  It is under siege by a huge army of fades and 
  shadows. 
  Encounter 4 – The PCs either decide to breach 
  one of the walls to help inside the compound or go 
  to get more help. 
  Encounter 5 – Interactions with those of the Dim 
  Forest prove quite interesting for the PCs.  For 
  those that made it inside the compound, they meet 
  with some of the members of the Order of Shining 
  Beacons.  For those who went to get help, they 
  discover patrols of wood elves. 
  Encounter 6 – Getting out to do anything proves to 
  be quite difficult.  The shadow armies attack the 
  PCs. 
  Encounter 7 – After finally escaping the dangers of 
  the forest, PCs are able to get to civilization to 
  pass on information about the siege. 
  PREPARATION FOR PLAY 
  Prior to play, collect the following information from 
  the players: 
  • 
  Initiative modifier 
  • 
  Race (and subrace if elven) 
  • 
  Membership in:  
  o 
  Order of Shining Beacons 
  o 
  Warband of Seven Tribes 
  o 
  Servants of the Sylvan Throne 
   
  Dim Forest Environment 
  • 
  Because the heavy forest canopy blocks 
  out nearly all sunlight, the Dim Forest in 
  the daytime is considered an area of 
  'shadowy illumination'.  A character can 
  see dimly, and creatures within his area 
  have 
  concealment 
  relative 
  to 
  that 
  character 
  (20% 
  miss 
  chance).  
  Characters with darkvision do not suffer 
  this concealment miss chance.  A creature 
  in an area of shadowy illumination can 
  make a Hide check to conceal itself (see 
  Player’s Handbook page 76).   At night, 
  the forest is completely and utterly dark. 
  • 
  The rift to the Plane of Shadow has 
  corrupted the Heart of the Dim, and turned 
  it into a Dark Heart.  This change has 
  affected the way some magic works under 
  the boughs of the Dim Forest:  Light 
  spells cast within the Dim Forest in areas 
  influenced by the Plane of Shadow 
  (currently the area west of Taura Ridge 
  and north of the Olvewater) are diminished 
  such that the radius/distance of their 
  illumination is halved (i.e. 20 feet becomes 
  
  GEO6-02 Dead Silence 
   
  Page 4 
  10 feet).  The radius/distance of darkness 
  spells within this same area is doubled 
  (i.e. 20 feet becomes 40 feet). 
  • 
  Teleportation spells cast in, or ending in, 
  an area influenced by the Plane of 
  Shadow (via the Dark Heart of the Dim) 
  automatically 
  fall 
  into 
  the 
  ‘false 
  destination’ category (see the teleport 
  spell description).  The forest has been 
  altered such that places once familiar are 
  no longer as they used to be.  Any 
  ‘mishap’ result means the characters have 
  teleported to a corresponding location on 
  the Plane of Shadow.   If this happens, 
  contact 
  the 
  Geoff 
  Triad 
  at 
  ma_triad@yahoo.com. 
  • 
  The Dim Forest is considered a dense 
  forest, and its trees and undulating 
  landscape block vision to an extent in all 
  directions.  The maximum distance at 
  which a Spot check for detecting others in 
  the Dim Forest can succeed is 100 ft. 
  • 
  The ever-present Fuinoira trees of the Dim 
  Forest are massive and most take up four 
  squares (10 ft. diameter). They have AC 2, 
  Hardness of 5, and 2400 hp.  It takes a 
  DC 15 Climb check to climb a tree.  The 
  lowest branches of the trees begin at 40 
  ft., and creatures up on platforms or 
  branches are considered to have cover 
  and concealment when fighting creatures 
  on the ground. 
  • 
  Because the trees block out sunlight, 
  there 
  is very little in 
  the way of 
  undergrowth.  No concealment is granted 
  from undergrowth, nor does it incur any 
  extra movement cost.  However, the 
  terrain is ever undulating and the gnarly 
  surface 
  roots 
  of 
  the 
  trees 
  hinder 
  movement 
  such 
  that 
  running 
  and 
  charging is impossible. 
  • 
  Away from settlements, the Dim Forest 
  quickly grows eerily quiet.  All Listen 
  checks are made at a +2 bonus because 
  of the utter lack of background noise. 
  INTRODUCTION 
  It is the month of Readying in Geoff and spring 
  is here.  The first lambs of the season have 
  been born and the flowers are in bloom.  After 
  the icey winds of winter, the warm Spring 
  breeze is a welcome change to mark the 
  season.   Although there have been Spring 
  rains, today is a sunny, somewhat warm day 
  that bodes well for travel or other outdoor 
  endeavors. 
  As you are finishing your breakfast, a young 
  lad runs up and hands you a sealed envelope.  
  He runs off without a word or even waiting for 
  a tip of some sort.  
  Regardless of where the PCs are in Geoff, they 
  receive an invitation to the Festival of Renewal in 
  New Midwood.  It promises to be a joyous 
  occasion of merriment and good company.  The 
  Festival also coincides with the Old Faith holiday 
  Llevrith (tr.  “New Milk”) which may provide 
  another reason for the PCs to go to New Midwood 
  for the celebration. 
  Give out Player’s Handout #1:  Invitation to the 
  Festival.  There are no traps, poisons or spells on 
  the invitation. 
  If the PCs ask about the holiday of Llevrith, with a 
  successful Knowledge (Religion) check (DC APL 
  +3 for Old Faith Followers, DC APL + 6 for non- 
  Old Faith Followers), the PCs find out that it is a 
  celebration for Spring that centers mainly around 
  Ehlonna.  It is a time of thanksgiving for the safe 
  birth of the lambs.  Additionally, it is the time when 
  the plows are “blooded” and dedicated to Beory. 
  The PCs receive the invitation on the 11th of 
  Readying, which gives them one week to get to 
  New Midwood for the start of the Festival. 
  Judge’s Note:  The PCs may take this time to 
  make any purchases they would like.  Because 
  New Midwood is not one of the larger towns in 
  Geoff, supplies are probably rather limited there.  
  Purchases should be made before the PCs travel 
  to the Festival. 
  Once the PCs are ready to leave for the Festival, 
  proceed to Encounter 1: Let’s Party!  If the PCs 
  decide not to attend, proceed to Conclusion A. 
  ENCOUNTER 1: LET’S 
  PARTY! 
  Some of the PCs may be traveling together or they 
  may all be traveling separately.  In either case, 
  they all travel from the various places in Geoff to 
  New Midwood. 
  The wide dirt roads that wind through the Gyri 
  countryside were slightly muddy, but certainly 
  passable.  Finally after the long trip, an open 
  
  GEO6-02 Dead Silence 
   
  Page 5 
  stone gate greets you.  The town is awash in 
  celebration.   
  With so many people coming in for the 
  celebration, the gates are very crowded.  
  Despite your best efforts, you get jostled and 
  bumped into those around you. 
  At 
  this 
  point, 
  the 
  PCs 
  should 
  introduce 
  themselves.  They’ll have an easier time getting 
  into the gates if they go in as a group.  The gate 
  guards are letting groups in first rather than 
  individuals.  If the PCs are reluctant to form a 
  group at the gates, find another place in the town 
  where they would bump into each other.  It might 
  be the Smiling Salmon, a merchant booth or the 
  temple of Allitur. 
  Once inside the gates, read the following: 
  Flower and evergreen garlands hang from 
  balconies, brightly colored tents stand over 
  merchants’ booths, and colorful flags wave in 
  the warm spring breeze.  This town isn’t a 
  large city, but all the construction is new.  
  People are walking through the streets singing 
  and dancing.  A few hawkers call out their 
  wares. 
  Even the paved streets have been swept clean. 
   The doors to the temple dedicated to Allitur 
  stand open.  Long tables and benches have 
  been moved into the town center and the smell 
  of grilled fish wafts through the town. 
  As the PCs wander through the town, they get the 
  sense that this is a very happy, occasion.  There’s 
  a lot for them to do here.   
  THE SMILING SALMON 
  The only inn in town is the Smiling Salmon.  The 
  PCs can find a room and stables for their horses 
  here. 
  The sign over the door is that of a curved 
  salmon with a big smile on its face.  The door 
  is open, allowing the spring breezes to blow 
  through the building. 
  Inside, the common room is empty.  All the 
  tables and benches are gone.  The only thing 
  that remains in the common room is the bar 
  and a sullen teenage girl. 
  Fianna is the Innkeeper’s daughter.  She only has 
  two rooms still available, so the PCs will have to 
  share the space.  Their horses can be stabled 
  around back, but they’ll have to put up their own 
  animals.  All the stable boys are on holiday for the 
  festival.   
  Fianna is rather bitter that she has to stay and 
  watch the inn by herself while everyone else is out 
  enjoying the festival.  If asked, she has the same 
  information that her father, Rodric, has in the town 
  center. 
  If any of the PCs offer to watch the inn for her, 
  she’s more than willing to take them up on the 
  offer.  She’s eager to practice for the Maiden’s 
  Dance with her girl friends. 
  THE TOWN CENTER 
  The staff of the Smiling Salmon is grilling fish and 
  serving it at the tables outside the temple of Allitur. 
   Siedre and mead are served with the meals. 
  Rodric is the innkeeper.  He’s very happy to talk 
  with all his customers. 
  Q:  How did you do so well through the Giant 
  Wars? 
  A: “A Fog giant named Ghanadar protected us.  
  He ruled the town and kept us safe from the 
  Sakhut and other dangers.  He was fair and kept 
  us moving and doing well.” 
  Q:  “Where is Ghanadar now?”  
  A:  “He and his wife went to live in the mountains. 
   When the peace treaties were signed, he left in 
  safety and hasn’t been seen since.” 
  Q: ”The town looks very new.  Every building 
  looks brand new.  Why is that if Ghanadar 
  protected you?” 
  A:  “The Knights of the Watch would have taken 
  over leadership of Midwood, had we not moved it. 
   In a forced arrangement, Sierra Blackblade gave 
  the whole area to the Knights of the Watch.  
  Moving our town seemed like a better option than 
  having Argylwyth Talvan lose his rightful position.” 
  Q: “Who is Argylwyth Talvan?” 
  A:  “He’s the noble of this cantrev – a good man, 
  too.  He stayed in Midwood with us during the 
  Giant wars.  If it weren’t for his dealing with 
  Ghandar and making those arrangements with 
  him, we would have all been slaughtered.  He’s a 
  cleric of Allitur, you know.” 
  Q:  “What else is there to do at this festival?” 
  A:   “There’s the log rolling competition, lots of 
  merchants are in town, the blooding of the plow 
  ceremony at dawn tomorrow.  There’s probably 
  
  GEO6-02 Dead Silence 
   
  Page 6 
  more around here if you look.  OH!  And there’s 
  the dog tricks competition, too.  I always look 
  forward to that one.” 
  MERCHANT BOOTHS 
  If the PCs want to browse the merchant booths, 
  they’re able to find anything they want to buy out 
  of the PHB at the prices listed in the PHB or 
  potions up to a cost of 150 gp. 
  If the PCs want to find out information from the 
  merchants, they find out the same information that 
  Rodric gave had.   
  With a successful Gather Information Check (DC 
  APL + 5), they find out from the leather merchant 
  that the Order of Shining Beacons haven’t been 
  around in the last few months for their normal 
  supplies.  The Order is usually very regular about 
  getting supplies so he’s a bit worried.  But he 
  figures they must have found a closer supplier. 
  THE BAKERY 
  With a successful Gather Information Check (DC 
  APL + 10), the PCs meet Brenwain, a young 
  pregnant woman.   
  The smells coming out of the open doors of 
  the bakery are too tempting to pass up.  Inside, 
  the huge brick ovens are filled to the brim with 
  baked goods of all sorts.  Baskets on tables 
  are overflowing with breads, rolls, sweet rolls, 
  cakes, and other delicious goods.   
  Working the ovens is a woman who looks like 
  she’s going to go into labor any day now.  Her 
  dark hair is pulled back in a braid, but she 
  constantly has to push wisps of hair out of her 
  eyes.  As she handles the large wooden paddle 
  to move things in and out of the oven, she 
  pauses often to try to rub the soreness from 
  her back. 
  “Bore Da.  I’m Brenwain.  What can I get you 
  today?  Sweet rolls?  Some bread to go with 
  the siedre at the Smiling Salmon?  They have 
  good fish stew there.”  She turns around and 
  sees that you are not just any visitors.  She 
  raises an eyebrow and nods to herself. 
  With a Sense Motive (DC APL +10), the PCs 
  realize that she was not expecting to see 
  adventurers in her shop and is sizing them. 
  Let the PCs talk with her some and introduce 
  themselves.  If they try to leave without talking, 
  she becomes even more desperate.   
  “Wait!  Please.  I need your help.  My husband 
  is missing and, as you can see, the baby is due 
  any day.  I really need to know what happened 
  to him.  He left for Endéryn to find some work 
  and hasn’t been back in months.  I haven’t 
  even gotten any letters.  Please, I would be 
  grateful for anything you can do to help.  I’ll… 
  I’ll even pay you.” 
  The PCs may want to find out more information.  
  There is something very endearing about this 
  woman.  She’s very kind and friendly, although 
  she is desperate to find her husband. 
  Q: “How much will you pay us?  When will you 
  pay us?” 
  A:  “I’ll give you… “  She pauses to think before 
  continuing.  “500 gold lions for the group of you 
  when you get back.” 
  Q:  “Why did your husband go to Endéryn for 
  work if you own this bakery?” 
  A:  “It was temporary.  The Order of Shining 
  Beacons was finishing their headquarters and he’s 
  pretty handy with a hammer and nail, so he 
  thought maybe he could get some work to save 
  money for the baby.” 
  Q:  “What’s his name?” 
  A:  “His name is Bevyn.  Bevyn the Red.  He has 
  red hair.”  She smiles softly.  “It’s sort of unusual 
  around here to have red hair.” 
  Q:  “Why hasn’t anyone else gone to look for 
  him?” 
  A: “Most people have been too busy.  And the few 
  who have gone to Endéryn lately haven’t come 
  back.” 
  Q:  “Where’s Endéryn?” 
  A:  “Oh about 3 days or so upstream, on the river. 
   Faster by the forest, but I wouldn’t recommend 
  going through the forest till you have to.  It’s just 
  east of the Javan, where it meets with the Olve.” 
  Q:  “Any sort of dangers we should know 
  about?” 
  A: “Well, there are always the fades and shadows 
  -  And the normal woodland dangers.”  She rubs 
  her hand across her swollen belly.  “I’d go myself, 
  but… “ 
  Q:  “What are shadows/fades?” 
  A:  “They’re very nasty creatures.  I hear they’re 
  hard to kill – like trying to slice fog with a knife.  
  
  GEO6-02 Dead Silence 
   
  Page 7 
  And some… “  Brenwain shudders, “ … some… 
  turn you into one of them.” 
  With a successful Knowledge (Planes) (DC 15), a 
  PC is able to remember that the shadows and 
  fades generally come from the Plane of Shadow 
  and have a variety of traits.  In general, they are 
  difficult to see within a shadow, but can be brought 
  out of hiding with a daylight spell. 
  With a Knowledge (Local - Sheldomar Valley) (DC 
  5) check, the PCs learn that the Dim Forest in 
  Geoff is particularly well known for the dangers of 
  the Shadows and Fades.  Deep in the Dim Forest, 
  there’s a rift from the Prime Material Plane to the 
  Plane of Shadow. 
  The PCs may try to use slight of hand to slip her 
  some extra cash.  Others may buy out her goods 
  to give her extra cash.  She’s very thankful if the 
  PCs offer her cash so she can rest and not have 
  to be in the bakery on her feet all day.  However, 
  this is not something she asks for. 
  LOG ROLLING CONTEST 
  The contest is held down at the docks on the 
  Javan river.  While standing on the piers of the 
  new dock area, the PCs can see the old Midwood 
  city across the river.  Not much is left except the 
  foundations of buildings.  The townspeople used 
  as much of the materials as they could to rebuild 
  the city. 
  Huge logs have been floated out onto the water.  
  The players will have to get from the deck to the 
  logs. 
  See DM Aid: Contest Rules for the rules to the 
  log rolling contest. 
  The winner of the competition gains the following 
  favor: 
  Won a Contest – You have won a contest at the 
  Festival. 
   
  Impressed 
  by 
  your 
  prowess 
  in 
  competition, a villager in New Midwood pays for 
  your stay in town.  This character receives free 
  standard lifestyle for this adventure. 
  If the PCs ask around about a raft or barge to take 
  them upriver, a Successful Gather Information 
  Check (DC APL + 10) leads them to Calvyn.  With 
  a diplomacy check (DC APL + 5) and a few coins 
  to persuade him, he’s willing to take them up river, 
  but he won’t wait for them to return from Endéryn. 
   His barge is large enough to hold 6 mounts – 
  horses or smaller. 
  DOG TRICK CONTEST 
  The dog trick contest is held near the stables 
  outside the actual Smiling Salmon.  A temporary 
  pen has been erected to hold the dogs. 
  See DM Aid: Contest Rules for the rules to the 
  dog trick contest. 
  Won a Contest – You have won a contest at the 
  Festival. 
   
  Impressed 
  by 
  your 
  prowess 
  in 
  competition, a villager in New Midwood pays for 
  your stay in town.  This character receives free 
  standard lifestyle for this adventure. 
  Once the PCs have participated in the contest, the 
  man running the competition offers to sell the PCs 
  one of his special Warbred Riding Dogs.  See DM 
  Aid: Warbred Riding Dog for the full abilities of 
  the dogs. 
  THE TEMPLE OF ALLITUR 
  The doors to the temple are wide open.  Inside, 
  the modest, but nice temple is mostly empty.  
  One man is kneeling at the wooden altar.  He 
  finishes his short prayer and turns.  “Bore da.  
  What can I do for you today?”  The symbol of 
  Allitur hangs prominently from a leather cord 
  around his neck. 
  This man is Argylwyth Talvan of Allitur.  He is 
  friendly to all, but does not want to talk about 
  Ghanadar or the Giant War.  If asked, he will sell 
  the PCs a couple of potions.  He has a total of 6 
  potions of cure light wounds available for a 
  donation to the temple.  He will accept no less 
  than 50 gp per potion as there are others who may 
  need them more. 
  Additionally, if they ask about a map to Endéryn, 
  Argylwyth Talvan can draw one for them.  Use 
  Player’s Handout #2: Map to Endéryn. 
  BLOODING OF THE PLOW 
  At dawn on the second day of the festival, the 
  entire town has gathered just outside the 
  gates.  A horse stands quietly hooked to a 
  plow.  The people have gathered in a 
  horseshoe around the horse and plow. 
  A short, dark-haired man steps forward.  “We 
  are gathered here on the 18th of Readying to 
  begin the celebration of Llevrith.  We honor the 
  Oerth Mother Beory with the blooding of the 
  plow.”  He draws a dagger from his waist and 
  slices the palm of his hand with it.  He 
  squeezes his hand into a fist and lets the 
  
  GEO6-02 Dead Silence 
   
  Page 8 
  drops fall onto the plow.  “As the Mother’s 
  flesh is cut by the blades of the plow, so is 
  ours now cut with this dagger.  We give thanks 
  for the sacrifice She makes and ask Her 
  blessing for a fruitful harvest.” 
  A few people bow their heads for a short 
  prayer and then the gathering breaks up.  
  Brenwain approaches you.  “You haven’t 
  changed your mind about finding my husband, 
  have you?” 
  Proceed to Encounter 2. 
  ENCOUNTER 2: CHANGES IN 
  THE SCENERY 
  Allow the PCs to make any final purchases before 
  they go.  Also, if they ask around for help with a 
  map to Endéryn, Argylwyth Talvan can draw one 
  for them.   
  Alternatively, with a Knowledge (Geography) (DC 
  20) check, the PCs know generally where they’re 
  going.  Elves of the Dim Forest, members of the 
  Servants of the Sylvan Throne, Warband of Seven 
  Tribes or Order of the Shining Beacons know 
  exactly where Endéryn is. 
  See Player’s Handout #2: Map to Endéryn. 
  If the PCs ask around about a raft or barge to take 
  them upriver, a Successful Gather Information 
  Check (DC APL + 10) leads them to Calvyn.  With 
  a diplomacy check (DC APL + 5) and a few coins 
  to persuade him, he’s willing to take them up river, 
  but he won’t wait for them to return from Endéryn. 
   He’s headed to Hocholve with supplies and needs 
  to get there on time.  His barge is large enough to 
  hold 6 mounts – horses or smaller. 
  It’s mid-morning by the time the barge is 
  loaded and ready to go.  The sun is shining 
  and it promises to be a good day for travel.  
  The Javan River is calm today and even those 
  who are prone to sea sickness might find this 
  trip enjoyable. 
  The small crew works on ropes, the small 
  sails, and making sure everything is set for the 
  trip.  Finally, the crew casts the barge off from 
  the docks and you’re on your way upriver. 
  The crew isn’t too keen on talking.  They know 
  what sort of trouble they’ll get into if they let their 
  duties slip.  Calvyn isn’t much of a talker either.  If 
  the PCs ask how much time the trip will take, he 
  says it’s about 2 days to the fork in the river and 
  maybe another day to Endéryn from there.   
  For the most part, the crew and Calvyn leave the 
  PCs alone as they move up the river.  They pull 
  the barge to the riverbed to camp for the night. 
  The first day of travel in the forest known only 
  as the Dim has passed quickly.   Each decision 
  made has been correct; every gust of wind has 
  been at your back.  As time for the night's rest 
  approaches, your campsite is on the east bank 
  of the Javan.  Without moonlight, the water 
  appears to have an inky quality, passing your 
  camp slowly and without sound. 
  Have the PCs lay out their camp site and set 
  watches.  During the night, the PCs on watch 
  should make spot and listen checks.   
  Spot checks – (DC APL + 10):  The PC see 
  something moving off in the forest, but can’t quite 
  make it out.  When they try look more closely, 
  there’s nothing there – no tracks, no sign that 
  anything was there. 
  Listen checks – Regardless of what DC the PC 
  get, there is no noise except the moving water of 
  the river and their mounts or animals.  They hear 
  nothing, not even the normal nighttime animal 
  sounds.  Even the sound of the river seems more 
  quiet than it should be. 
  Mounts/Animals – The mounts and animals are 
  restless most of the night.  Occassionally, an 
  animal with scent (wolf, dog, etc) will lift its head in 
  a direction and growl, but will not go in that 
  direction without specific and strong urging from 
  the PC. 
  When the PCs are ready for the second day of 
  travel, read the following: 
  Dawn finds the barge master ready to get 
  underway and after a few moments, the day's 
  travel begins.  Hours pass as the barge moves 
  upriver.  Shortly after lunch, a fog rolls in.  The 
  fog seems to bring with it a change in 
  temperature.  Calvyn looks around with every 
  passing moment.   
  Although the Calvyn and his crew are seasoned 
  sailors on the Javan, they see something they’ve 
  never seen before.  With a successful Spot check 
  (DC 15), the PCs see it too. 
  As the barge rounds a bend, the crew falls 
  silent.  They stare straight upriver.  In the 
  middle of water is a huge swirling darkness.  It 
  looks like someone poured the dark fog into a 
  concentrated area and whipped it up into a 
  frothy darkness.  
  
  GEO6-02 Dead Silence 
   
  Page 9 
  “We can’t go into that.  I’m not ready to see the 
  King of Winter just yet.”  Calvyn calls to his 
  crew to bring the barge closer to the starboard 
  shore.  Try as they might, the whirlpool starts 
  to suck the barge closer to it. 
  “We’ll need your help or we’re all going down.” 
  The PCs need to help pull, push or otherwise 
  move the barge to one bank or the other.  There’s 
  just enough space between the bank and the 
  whirlpool for the barge to squeeze through. 
  Let the players be creative in how they solve this 
  problem.  However, they have no more than 2 
  minutes to come up with a plan and begin to 
  execute it.   
  There is plenty of rope on the barge for the PCs to 
  use if they want.  The crew will do what they can 
  to help the PCs if needs be.  There are trees 15’ 
  from the water’s edge if the PCs want to use them. 
    
  Some ideas for solving this are: 
  • 
  Use ropes around tree trunks on shore to 
  pull the barge to one side 
  • 
  PCs and animals get into the water and 
  push and/or pull the barge away from the 
  whirlpool 
  • 
  Take the barge to shore and use logs as 
  rollers under the barge to go along the 
  shore past the whirlpool 
  • 
  Summon a creature to help propel the 
  barge away from the whirlpool 
  Again, these are just suggestions.  Let the players 
  be creative to come up with a way to save the 
  barge and themselves. 
  Judge’s Note: If the PCs don’t do anything, the 
  barge is pulled into the whirlpool.  If it seems that 
  they will do nothing, use the captain to remind 
  them over and over that he needs their help to get 
  the boat away from the whirlpool of darkness. If 
  they still do nothing, all PCs and the crew are all 
  sent to the Plane of Shadow.  Contact the Geoff 
  Triad if this happens. 
  Swimming – Any swim checks made are based on 
  APL.   
  • 
  APL 2 – calm water (DC 10) 
  • 
  APL 4 – rough water (DC 15) 
  • 
  APL 6 – stormy water (DC 20) 
  A successful swim check gives ½ movement as a 
  full action and ¼ movement to perform only a 
  move action. 
  If a PC fails the swim check by 4 or less, there is 
  no movement, but s/he also does not go 
  underwater.  If a PC fails by 5 or more, they go 
  underwater and must hold his/her breath.  A PC 
  can hold his breath for a number of rounds equal 
  to his Con score.  After that, a PC needs to make 
  con checks every round that start at DC 10 and 
  increase by 1 for every following round they are 
  underwater  DC +1 
  Rope Use – To tie a knot one-handed is a DC 15 
  rope use check.  To throw the rope with a 
  grappling hook and secure it around a tree trunk is 
  a DC 16 Rope Use.  The crew has hemp rope on 
  board, but if the PC uses silk rope they get a +2 
  bonus to their check. 
  APL 2 (EL 2) 
  Minor Maelstrom of Darkness: CR 2; natural 
  occurrence; proximity trigger; Continuous effects; 
  (3d6 for 1d4 rounds); Survival (DC 20) to see; 
  Swim (DC 25) or Profession (Sailor) (DC 25) to 
  escape if trapped (see DM Aid: Map #2 and DM 
  Aid: New Items). 
  APL 4 (EL 4) 
  Minor Maelstrom of Darkness: CR 4; natural 
  occurrence; proximity trigger; Continuous effects; 
  (3d6 for 1d4 rounds); Survival (DC 20) to see; 
  Swim (DC 25) or Profession (Sailor) (DC 25) to 
  escape if trapped (see DM Aid: Map #2 and DM 
  Aid: New Items).  
  APL 6 (EL 6) 
  Major Maelstrom of Darkness: CR 4; natural 
  occurrence; proximity trigger; Continuous effects; 
  (6d6 for 1d8 rounds); Survival (DC 20) to see; 
  Swim (DC 30) or Profession (Sailor) (DC 30) to 
  escape if trapped (see DM Aid: Map #2 and DM 
  Aid: New Items).  
   
  As the day approaches evening, the barge 
  master says, "Ye'll need to get off now.  I'll 
  have to go on if I’m going to deliver my 
  shipment on time.."  Looking upriver, you see 
  the enormous joining of the Javan and the 
  Olve.  At least that will be easy to place on a 
  map.  
  This would be a good time for the PCs to camp if 
  they’re going to.  Have them set up their campsite 
  
  GEO6-02 Dead Silence 
   
  Page 10 
  and watches as before.  During the night, the PCs 
  on watch should make spot and listen checks.   
  Spot checks – (DC APL + 10):  The PC see 
  something moving off in the forest, but can’t quite 
  make it out.  When they try look more closely, 
  there’s nothing there – no tracks, no sign that 
  anything was there. 
  Listen checks – (APL +2):  The PCs hear cries for 
  help and something splashing in the water.  It 
  sounds like someone drowning.  However, if they 
  investigate it, there’s nothing there.  No one is in 
  the water. 
  Mounts/Animals – The mounts and animals are 
  restless most of the night.  Occassionally, an 
  animal with scent (wolf, dog, etc) will lift its head in 
  a direction and growl, but will not go in that 
  direction without specific and strong urging from 
  the PC. 
  When the PCs are ready to move deeper into the 
  Dim and toward Endéryn, read the following: 
  The river swiftly leaves your view as the day's 
  travel begins.  Several hours pass uneventfully 
  as you wind your way between the enormous 
  trunks of the Dim.  You abruptly come to the 
  realization that there has been no sign of any 
  life since you left the banks of the Olve.  No 
  birds calling down from the branches high 
  overhead, or rabbits startled by your passage.  
  Murmured travel conversations between party 
  members seems much louder than usual, 
  every 
  word 
  echoing 
  back 
  like 
  mocking 
  laughter.  
  Call for a marching order and give the PCs a 
  moment to react to the text.  
   
   
  The chosen direction of travel to Endéryn 
  leads steadily to the northeast.  As mid-
  afternoon approaches, you come upon a path 
  of hard-packed dirt.  
   
   
  If the PCs attempt to track, ask for a Survival 
  check.  There are indeed humanoid tracks on the 
  path within the past week.   
  DC 5 – There are tracks of some sort on the path, 
  but you can’t make out what kind of track or what 
  direction they were going. 
  DC 10 – There are multiple sets of tracks.  It looks 
  like they go in the direction you’re going, but also 
  the opposite direction. 
  DC 15 – The tracks are made by humanoids. 
  DC 18 – The tracks consist of different kinds of 
  boots and shoes as well as tracks made by bare 
  feet. 
  Following the path for another hour, you see 
  the first sign of life in quite some time.  
  Buildings can be seen in the distance, some 
  constructed around the base of a tree, others 
  among the branches themselves.  Looping 
  stairways wind around trunks to grant access 
  to the buildings set amongst the forest 
  canopy.  
   
  Again, allow the PCs a moment to react to the text 
  if they choose.  
   
  As you pass the edge of the small village, it 
  becomes clear that it is deserted.  A large fire 
  pit stands cold and untended, a large settling 
  of ash filling its base.  Doors stand open to 
  every building in the village center.  The faint 
  sound of running water draws your attention 
  toward a larger building across from you.  
   A small sign gives away this building as the 
  local tavern.  A glance inside reveals half-full 
  wooden mugs and rotting food resting on 
  plates around the room.  Benches and stools 
  are tipped over on their sides, some broken by 
  the force of the fall.  With a look behind the bar 
  you find the source of the sound:  the tap of an 
  enormous cask of seidr has been left open to 
  spill its contents into a puddle on the floor.  
  The forge of the local blacksmith is still faintly 
  warm, although there are no tools to be found.  
  You hear a child's laughter echo faintly on the 
  wind.   
   
  Allow the PCs to chase their own tails around the 
  village for awhile, there is nothing to be found.  
  The villagers left in a rush, taking only those things 
  most important to them, including all animals and 
  portable trade tools. 
  If the PCs attempt to track inside the village, ask 
  for a Survival check.  There are indeed humanoid 
  tracks on the path within the past week.   
  DC 5 – There are tracks of all sorts on the path, 
  but you can’t make out what kind of track or what 
  direction they were going. 
  DC 10 – There are many sets of tracks.  It looks 
  like they go mostly out of town to the northeast. 
  DC 15 – The tracks are made by humanoids, 
  although there are a few horse or mule tracks and 
  even a few small wagon tracks. 
  
  GEO6-02 Dead Silence 
   
  Page 11 
  DC 18 – The tracks consist of different kinds of 
  boots and shoes as well as tracks made by bare 
  feet.  Some of the tracks are smaller than others 
  and may be those of children.  All the tracks are 
  less than a week old and most of them are headed 
  to the northeast. 
  Proceed to Encounter 3. 
  ENCOUNTER 3: A LIGHT IN 
  THE DARKNESS 
  The town of Endéryn and the headquarters of 
  the Order of Shining Beacons should be 
  close.  A warm meal and soft bed would be 
  welcome company, especially after this trip.  In 
  the distance, a glow comes into view.  What is 
  at first quite faint seems to grow in size and 
  brightness with each step.  
   
  When the PCs decide to move closer, read the 
  following:  
  As you get closer, it's not long before shadows 
  seem to flit from tree to tree out of the corner 
  of your eye.  You have had this happen before 
  during your journey to this place.  The forest is 
  as cold and silent as it has been since you left 
  the bank of the river.  The shadows have never 
  been this well formed, shifting to take on 
  familiar shapes.  Shapes of family members 
  and comrades, some living and some dead 
  confront 
  you 
  at 
  the 
  edge 
  of 
  vision.  
   
  Finally, you're close enough.  You nearly have 
  to shield your eyes simply to look upon what 
  has become of the Order of Shining Beacons.  
  The walls of their headquarters rise defiantly 
  against the darkness, a hundred sunrods 
  casting a protective blanket of light in all 
  directions.   Smaller lights seem to be floating 
  along the walls as well, almost like little 
  lamps.  As you watch, the lamps move in 
  unison to cast light in an area where a sunrod 
  has begun to dim.  
  Give the PCs a minute to take it all in and start 
  talking about what they’re going to do.  They can’t 
  see any weak spots in the masses of shadows at 
  the walls.  The only sounds they hear is 
  occasional casting and shouting of orders at the 
  Shining Beacons headquarters.  If they try to go 
  around the headquarters to Endéryn 400 yards 
  away, it is already swarming with shadows.  The 
  city has already been taken. 
  If the PCs try to get closer or are just standing 
  there too long, read the following: 
  From behind you, you hear a distinct whisper.  
  “Psst.  Over here.  Get back before they see 
  you!”  Looking back, you see the face of a 
  wood elf peeking from behind a tree.  He 
  beckons you to him.  “Hurry up.” 
  Those who are members of the Warband of the 
  Seven Tribes know that the wood elves have 
  patrol groups set up all through the Dim Forest 
  where there is still elven and human occupation.  
  They tend to use the animal trails instead of 
  making their own foot trails.  This is probably one 
  of those patrols. 
  You get close to the tree and an arm reaches 
  out to grab each of you.  As if from no where, 
  more elven faces appear.  Their coppery skin 
  and dark hair mark them as the wood elves of 
  the Dim Forest.  They encourage you up the 
  trunk of the tree.  Knotted ropes roll down 
  around the massive trunk of the tree for you to 
  climb up.  With ease, the wood elves shimmy 
  right up. 
  It’s a Climb Check (DC 5) to make it up the 
  knotted rope and into the lowest of the branches, 
  which is 40’ up.   If the PC can’t make it on their 
  own, the wood elves pull them up.  They aren’t 
  going to wait around for people to fall. 
  Any mounts, animal companions or other animals 
  will have to stay on the ground.  They’re very 
  uneasy, but will stay if trained. 
  From this height, you can see more of what is 
  actually happening at the headquarters.  An elf 
  crouched to the right of your group hisses to 
  get your attention and points to a second 
  failing sunrod.  In silent reaction to the lapse of 
  lighting on that section of wall, the darkness 
  comes alive as you watch.  Hundreds of 
  shadows push forward against the ironwood 
  walls, climbing on one another and anything 
  else to gain height. 
    
   
  An armored figure can be seen running across 
  the wall to that spot, weaving among other 
  barely visible defenders.  He shouts a cry to 
  the might of Pelor as he moves.  Somehow, 
  you are able to clearly hear the call to his god 
  from this far away.  He wears a shield 
  emblazoned with the sunburst of Pelor on his 
  left arm, a sunrod in his fist casting light in all 
  directions.  The effect seems heightened by 
  the reflection cast by his full plate.  He kicks 
  the old sunrod down into the shadows and 
  
  GEO6-02 Dead Silence 
   
  Page 12 
  victoriously plants the new sunrod in its place.
   
     
  His defiance is replaced by surprise as his legs 
  are knocked out from under him and he falls 
  from the wall into the darkness.  For a moment 
  you can see him fighting in the light of the 
  failing sunrod on the ground.  With one last 
  battle cry, he falls and the battlefield is silent.   
   
  Your gaze is drawn to the top of the wall once 
  more as a new figure has arrived.  Her shield 
  shines with a light greater than any five 
  sunrods.  In her other hand, a bastard sword 
  flames angrily as she swings it about her.  At 
  her called command, the floating lanterns 
  move to reinforce that section of the wall and 
  the shadows shrink back from the new 
  radiance.  The last shadow to withdraw is a 
  man in full plate carrying a shield bearing the 
  symbol of Pelor.  He bows to his former 
  Commander, drops his shield at the base of 
  the wall, and runs off into the darkness of the 
  forest. 
  Give the PCs a moment to take in what has just 
  happened.  Then continue. 
  As if to answer the unspoken questions, one of 
  the wood elves speaks up.  His common is 
  quite good.  “Endéryn fell first.  The Order was 
  able to get most of the people inside this 
  compound.  But they’ve been under siege for 
  weeks now.  The armies came fast.  We haven’t 
  even been able to get word to the Kánotaurë .   
  If you go in there, it’s suicide.” 
  “Maybe not,” whispers another wood elf.  “If 
  you can get around to the back wall, there’s a 
  gate.  The shadows seem weaker there.  
  They’ve got their main forces over here.” 
  See DM Aid: Map #3 – Getting to the 
  Compound for an overview map of the area. 
  The PCs may have some questions for the wood 
  elves. 
  Q:  Who are you? 
  A:  “I’m Anadrael.  We’re a patrol sent out here by 
  Darlon Lea, the Kánotaurë .” 
  Q:  Are there any other ways in? 
  A:  “The only way we know in is the front gate or 
  possibly the back gate.  But, as you can see, 
  either one will be quite the challenge.” 
  Q:  What are those floating lights? 
  A:  “Those are the illusern.  See that one man on 
  the wall that’s surrounded by them?  That’s the 
  Bountiful Shepherd.  The illusern are creatures 
  from Ehlenestra to help fight the Shadow.  He 
  controls them.” 
  Q: What happened to Endéryn? 
  A:  “It fell first.  We heard the bell from the Shining 
  Beacons and then the people started pouring into 
  the compound.  Not everyone made it.  It was only 
  a few hours before Endéryn fell completely.” 
  The PCs can only have a short conversation with 
  the wood elves before they are alerted to a group 
  of Shadows that are headed their way. 
  “They’re spreading out ...” warns one elf 
  before aiming his bow down at the ground and 
  firing off a couple quick arrows. They all hit 
  their mark and the shadow turns into a puddle 
  of mist.   The elf turns to look at the group.  
  “You can’t stay here.  Either you’d better find a 
  way in or go get help.” 
  The PCs need to decide to either go get help or to 
  go into the compound with the Order of Shining 
  Beacons.  The patrol has seen a wall on the other 
  side that isn’t getting hit as hard as the wall facing 
  the PCs.  The elves think there *might* be a 
  chance of the PCs getting over that far wall, but it’ll 
  be tough. 
  Judge’s Note:  Give the PCs 2 minutes real time 
  to decide whether they’re going for help or going 
  into the compound.  The elves don’t care what the 
  PCs do, but whatever is decided, the elves will 
  help provide some cover so they can either get out 
  of the area or get into the compound.  If the PCs 
  haven’t made a decision at that time, proceed to 
  the combat in Encounter 4 A to force their hand. 
  If the PCs decide to go get help without going into 
  the compound, proceed to Encounter 4 A.  If they 
  decide to go into the compound, go to Encounter 
  4 B. 
  ENCOUNTER 4: IT’S GO 
  TIME! 
  ENCOUNTER 4 A – GETTING HELP 
  If the PCs decide to get help, the wood elves 
  suggest Darlon Lea who is to the east. 
  “Your best chance is to head west to the 
  Kánotaurë’s camp.  Head east to the Taura 
  Ridge.  Once you’re there, head north to the 
  Chill Water.  Go straight north.  You can’t miss 
  
  GEO6-02 Dead Silence 
   
  Page 13 
  the Kánotaurë’s camp.  Look for the wood 
  elves with this fletching on their arrows.”  
  Anadrael gives you an arrow so you’ll 
  recognize the fletching.  “We’ll hold these 
  shadows off here.”  He and the others shimmy 
  down the rope to the ground.  There’s barely a 
  sound as their feet touch down.  With bows 
  drawn, they head toward the approaching 
  shadows. 
  You can see a smirk on the face of one 
  shadow.  Another draws a sword.  One shadow 
  with pointed ears draws his bow and nocks an 
  arrow.  It flies.  There’s no pluck of the string.  
  No footsteps on dry leaves, no battle cries.  
  Nothing.  No sound – until the arrows hits one 
  of the wood elves in the shoulder.  He lets out 
  a cry and lets loose his own flurry of arrows. 
  The two groups finally meet in the middle.  
  With the shadows engaged, this is your best 
  chance to run. 
  The PCs are able to get out of the tree and head 
  west.  They’ll want to move as quickly as possible 
  and not stick around. 
  The PCs make it a few hundred yards through the 
  forest when some shadows catch up with them. 
  Judge’s Note:  Any PC who dies as a result of 
  this combat DOES NOT turn into a shadow.  They 
  can be raised or reincarnated as usual. 
  APL 2 (EL 5) 
  Shadow Forest Troll, Male Giant: hp 47; see 
  Appendix 1. 
  APL 4 (EL 7) 
  Shadow Forest Troll (x2), Male Giant: hp 47; 
  see Appendix 2. 
  APL 6 (EL9) 
  Shadow Forest Troll, Male Giant, Ftr1/Bar1: hp 
  82; see Appendix 3. 
  Shadow Forest Troll, Male Giant; Rog2: hp 63; 
  see Appendix 3. 
  Environment: 
  The PCs are in the middle of the forest.  Random 
  trees should be placed.  Each tree is 4 squares in 
  size.  The lowest branches are about 60’ off the 
  ground. 
  See the notes following Preparation for Play for 
  the full list of Environmental factors in the Dim 
  Forest. 
  Tactics: 
  All APLs – These creatures are intelligent and will 
  use tactics appropriately. 
  APL 2 -   The forest troll begins by drinking the 
  potion of haste while 50’ from the PCs.  Then he 
  attacks whomever is closest, going for the “softest” 
  PCs available.  With his 45’ movement, he can 
  move around quite well as needed. 
  APL 4 - The forest trolls begin by drinking their 
  potions of haste while 50’ from the PCs.  Then he 
  attacks whoever is closest, going for the “softest” 
  PCs available.  With their 45’ movement, they can 
  move around quite well as needed.  They flank as 
  often as possible and with their intelligence, move 
  out of the way when they are flanked. 
  APL 6 – The fighter/barbarian moves in first and 
  attacks whoever is closest, going for the “softest” 
  PCs available.  The rogue drinks his potion of 
  haste 45’ from the PCs.  The second round, the 
  rogue moves into a flank position and attacks that 
  PC. 
  With their 45’ movement, they can move around 
  quite well as needed.  They flank as often as 
  possible and with their intelligence, move out of 
  the 
  way 
  when 
  they 
  are 
  flanked. 
   
  The 
  fighter/barbarian saves his rage for a couple of 
  rounds then lets lose on as many PCs as he can 
  while flanking with the rogue. 
  Proceed to Encounter 5A. 
  ENCOUNTER 4 B – GETTING INSIDE 
  The PCs have decided to try to get into the 
  compound to see what they can do to help. 
  “Your best chance is to go around to the back 
  wall.  It seems to be better protected.  Or at 
  least the shadows aren’t as bad on that side.”  
  He pulls an arrow from his quiver.  “Take this 
  in case you do make it back out of the 
  compound.  You’ll be able to recognize our 
  fletchings from it.” 
   Anadrael and the others shimmy down the 
  rope to the ground.  “We’ll hold these off for 
  you.”  There’s barely a sound as their feet 
  touch down.  With bows drawn, they head 
  toward the approaching shadows. 
  You can see a smirk on the face of one 
  shadow.  Another draws a sword.  One shadow 
  with pointed ears draws his bow and nocks an 
  arrow.  It flies.  There’s no pluck of the string.  
  No footsteps on dry leaves, no battle cries.  
  Nothing.  No sound – until the arrows hits one 
  
  GEO6-02 Dead Silence 
   
  Page 14 
  of the wood elves in the shoulder.  He lets out 
  a cry and lets loose his own flurry of arrows. 
  The two groups finally meet in the middle.  
  With the shadows engaged, this is your best 
  chance to get to that back wall. 
  The PCs will have to cut around and take a long 
  way to the back wall of the compound.  The main 
  masses of shadows seem to be concentrated on 
  the three other sides. 
  The wall is within sight again.  You move 
  closer, dodging the reach of the shadows at 
  the edge of the masses.  In the muted light, 
  you can barely make out the actual gate on 
  this 
  wall. 
   
  The 
  shadows 
  seem 
  to 
  be 
  everywhere.  Are they the normal shadows of a 
  forest or are they something more sinister? 
  See DM Aid: Map #4 – Coming to the Gate. 
  Judge’s Note:  Any PC who dies as a result of 
  this combat DOES NOT turn into a shadow.  They 
  can be raised or reincarnated as usual. 
  APL 2 (EL 5) 
  Shadow Forest Troll, Male Giant: hp 47; see 
  Appendix 1. 
  APL 4 (EL 7) 
  Shadow Forest Troll (x2), Male Giant: hp 47; 
  see Appendix 2. 
  APL 6 (EL9) 
  Shadow Forest Troll, Male Giant, Ftr1/Bar1: hp 
  82; see Appendix 3. 
  Environment: 
  The PCs are in the middle of the forest.  Random 
  trees should be placed.  Each tree is 4 squares in 
  size.  The lowest branches are about 60’ off the 
  ground. 
  See the notes following Preparation for Play for 
  the full list of Environmental factors in the Dim 
  Forest. 
  Tactics: 
  All APLs – These creatures are intelligent and will 
  use tactics appropriately. 
  APL 2 -   The forest troll begins by drinking the 
  potion of haste while 50’ from the PCs.  Then he 
  attacks whomever is closest, going for the “softest” 
  PCs available.  With his 45’ movement, he can 
  move around quite well as needed. 
  APL 4 - The forest trolls begin by drinking their 
  potions of haste while 50’ from the PCs.  Then he 
  attacks whoever is closest, going for the “softest” 
  PCs available.  With their 45’ movement, they can 
  move around quite well as needed.  They flank as 
  often as possible and with their intelligence, move 
  out of the way when they are flanked. 
  APL 6 – The fighter/barbarian moves in first and 
  attacks whoever is closest, going for the “softest” 
  PCs available.  The rogue drinks his potion of 
  haste 45’ from the PCs.  The second round, the 
  rogue moves into a flank position and attacks that 
  PC. 
  With their 45’ movement, they can move around 
  quite well as needed.  They flank as often as 
  possible and with their intelligence, move out of 
  the 
  way 
  when 
  they 
  are 
  flanked. 
   
  The 
  fighter/barbarian saves his rage for a couple of 
  rounds then lets lose on as many PCs as he can 
  while flanking with the rogue. 
  Judge’s Note:  If the PCs make it to the gate door 
  during the combat, the gate is barred and won’t 
  budge.  They are unable to open it. 
  Proceed to Encounter 5B. 
  ENCOUNTER 5: TALKING TO 
  THE LOCALS 
  ENCOUNTER 5A 
  The PCs make it around Enderyn and further east 
  after their combat.  Time is of the essence, so 
  resting isn’t the best option. 
  The wood elves are very careful about marking 
  their work.  PCs who are members of the Warband 
  of Seven Tribes are able to see the mark of the 
  patrol just before the elves step out to challenge 
  the PCs. 
  There’s a slight rustle and a wood elf steps out 
  from behind a tree.  “Who are you and why are 
  you here?” As you look around, you can see a 
  dozen arrows aimed at your group.  Some are 
  from up in the trees, others are aimed from 
  behind trees.  Most likely, there are even more 
  that you can’t see. 
  The wood elves begin as unfriendly.  The PCs 
  need to talk them into helping them or at least 
  letting them go so they can get help.  It takes a 
  successful Diplomacy check (DC 40) to change 
  their stance toward the PCs. 
  
  GEO6-02 Dead Silence 
   
  Page 15 
  As the PCs talk to the wood elves, they can gain 
  bonuses to help convince the wood elves to help 
  them: 
  • 
  One member of Order of Shining Beacons or 
  Warband of Seven Tribes in group of PCs = 
  +10 
  • 
  Second member of Order of Shining Beacons, 
  Warband of Seven Tribes OR each wood elf = 
  +5 
  • 
  Mention the name of the wood elf they met in 
  the previous patrol = +5 
  • 
  Mention the wood elves sent them west to find 
  Darlon Lea = +5 
  • 
  Show the arrow with the special fletching = +5 
  • 
  Speak in elven = +2 
  • 
  Mention that they really need help at least 3 
  times = +5 
  • 
  PCs can aid each other.  Each PC aiding 
  needs to have a Diplomacy check over 10 = 
  +2  
  The elves do not answer questions until the PCs 
  have convinced them to help.   
   “You’ve done well to get this far.  Come.  The 
  camp isn’t far.”  The elves lead you through 
  the woods a few hundred yards to their camp.  
  Rather than just lead you to their camp, they 
  surround you like an escort.  Whether it’s to 
  protect you or to keep a better eye on you is 
  hard to tell. 
   Rope ladders roll down from a couple of the 
  trees.  Looking up, you see hammocks slung 
  between the massive branches.  “Up you go.” 
  The PCs can take 10 to get up the rope ladders to 
  the temporary flets that sit 50’ above the ground.  
  Although this is a temporary camp, it looks like 
  they’ve settled in.  Once all the elves get up the 
  tree, there are a total of 12 elves. 
  Give the PCs a chance to introduce themselves, if 
  they haven’t already.  The wood elves are still 
  somewhat wary of the PCs, but are willing to at 
  least listen to them. 
  This wood elf patrol had no knowledge of the 
  siege at Endéryn or the shadow armies hitting that 
  area so hard.  Although they’re always out looking 
  for shadows to kill and new information to give to 
  Darlon Lea, the Kánotaurë, they hadn’t heard 
  anything from the patrols to the east. 
  Darlon Lea’s main camp changes as he moves 
  from tribe to tribe in an effort to treat them equally. 
   He is currently in a tribe’s camp that is further 
  east and north of here.  If the PCs need to get 
  information, Darlon Lea is probably the best 
  person to talk to.   
  There’s also Argylwyth Talvon in New Midwood 
  and Argylwyth Teral Makin in Hocholve.  The PCs 
  might want to consider them because there is a 
  stronger possibility of getting outside help for 
  those in the Dim Forest.  And with this new tactic 
  by the Shadow Army, it’s hard to tell where they 
  will go next. 
  The elves will allow the PCs to stay with them 
  overnight, if they really need to, but try to dissuade 
  them from doing so because of the urgency of 
  these messages.  Any delay could mean the 
  destruction of the Order of Shining Beacons who 
  have been a strong ally for the wood elves.  
  Strongly urge the PCs to keep moving instead of 
  sleeping. 
  Proceed to Encounter 6A. 
  ENCOUNTER 5 B 
  The PCs make it through the small group of 
  shadows and to the wall.  
  “By the Light of Pelor, what are you doing 
  here?  Get up here.  Come on, move it!”  A 
  man’s face peers down at you from the top of 
  the palisade wall.  He throws a knotted rope 
  down the side of the wall to you.  “Hurry up.  
  They’re coming.” 
  One by one, you scramble up the rope.  Every 
  so often, a foot long flying bug of light comes 
  around you and zaps at shadows that try to 
  claw at you.  The shadows creep back and 
  disappear. 
  The man at the top of the wall is dark-haired 
  with amber eyes.  He’s wearing a dented 
  breastplate and has a mace in his belt.  A 
  prominent holy symbol of Pelor hangs around 
  his neck.  He has on a yellow armband with a 
  white symbol of a unicorn horn over a 
  sunburst. 
  If the PCs have mounts, animal companions or 
  other animals that cannot climb up the knotted 
  rope, the cleric of Pelor assures them they will be 
  brought in for safety. 
  Those who are members of the Order of Shining 
  Beacons know this symbol as a leadership 
  armband of their Order.  This man is Halim, a 
  
  GEO6-02 Dead Silence 
   
  Page 16 
  Priest of Pelor and the man responsible for the 
  day to day running of the Order of Shining 
  Beacons.  Those who are not a member of the 
  Order of Shining Beacons know what his armband 
  means with a successful Knowledge (Local – 
  Sheldomar Valley) (DC 20). 
  The wall is 60’ tall and the PCs are standing on a 
  catwalk inside the wall of the compound.  The 
  palisade style walls and even the catwalk are 
  made of Ironwood. 
  A battle rages on the catwalk all around the 
  compound.  Almost every inch of the wall is 
  covered by someone wielding a weapon of 
  some kind.  Sunrods are spaced along the wall 
  every foot.  Amid the sounds of battle inside 
  the wall, there’s a deafening silence from 
  outside it.   
  Above all that, there’s a soft humming coming 
  from the center of the compound.  A man 
  stands in the middle of the compound with his 
  arms outstretched.  Swarms of those lighted 
  bugs surround him, and move in streams to 
  the walls and back to him.  The undulation of 
  the light is almost hypnotic. 
  “ADWEN!  Fresh meat!” yells the man next to 
  you. 
  “Send them down!” comes the response from 
  a woman in half-plate walking through the 
  compound toward a group of buildings. 
  “You heard her.  Down you go.”  He points to a 
  set of stairs not far away. 
  The PCs can easily make their way down the 
  stairs and follow the woman into the building 
  where she was going.  It seems to be a barracks 
  of some sort.  She leads the PCs into an office 
  and removes her helm. 
  The woman in plate armor is Adwen merc Lyneth. 
   She is fairly young (in her late 20s) and carries 
  herself with the confidence of an experienced 
  warrior.  Wisps of dark hair flutter out from under 
  her helm.  She wears a bastard sword strapped 
  across her back.  Though covered in blood, guts 
  and mud, her armor appears well cared for, as 
  does the rest of her equipment.  There is no doubt 
  she knows what she is about when it comes to 
  warfare. 
  There is a symbol of a shield with a bastard sword, 
  sunburst two golden spheres, and two victory 
  runes.  A successful Knowledge (religion) check 
  (DC 15) reveals this to be the symbol of 
  Mayaheine. 
  Adwen wears a slightly different armband than the 
  other members of the Order of Shining Beacons.  
  While the others where a white armband, hers is 
  yellow with the same sigil on it.  This denotes her 
  rank as the Field Commander of the Order.  She 
  has recently risen to the rank and takes the 
  position very seriously.  Adwen is friendly and 
  quite attractive, but very humble.  Despite the 
  efforts of battle, she holds herself well and is 
  confident in her faith and her abilities. 
  Adwen is friendly and charming.  Having been 
  raised a Flannae, she understands the necessity 
  of preserving as much of the traditional lifestyles 
  as possible.  While friendly with people, her 
  concern is the well-being of the Dim Forest.  She 
  has devoted her life to the Order of Shining 
  Beacons 
  and 
  her 
  position 
  as 
  the 
  Field 
  Commander of the Order consumes the strong 
  majority of her time.  While not rude, Adwen is 
  straight forward and honest about matters. 
  She leads you down the hall of the building 
  and into the room at the far end.  The room is 
  simple, but functional.  There is a plain desk 
  and chair, a cot in the corner with a trunk at its 
  foot.  A stand for armor is in the corner.  A 
  faint smell of freshly cut wood permeates the 
  room. 
  She removes her helm and walks to the armor 
  stand.  “I’m Adwen merc Lyneth, Field 
  Commander of the Order of Shining Beacons.  
  What can I do for you?”  She puts her helm on 
  the top of the armor stand and begins to 
  unbuckle her breastplate. 
  Allow the PCs to introduce themselves and tell 
  their tale.  They may have some questions for her. 
  Adwen merc Lyneth, Female Human (Flan), 
  Ftr2/Pal10; hp 112; See Appendix 5. 
  Q: What happened here? 
  A:  “The fades came in fast.  Wave after wave 
  after wave.  One of our patrols caught sight of 
  them and headed back here.  Eight men went out 
  that day.  Only one made it back.  He didn’t even 
  say anything to anyone.  He just ran into the 
  compound and up the bell tower.  The people in 
  Endéryn rushed to get over here, but not everyone 
  made it.”  She rubs her tired eyes.  The dark 
  circles of exhaustion are prominent under her 
  eyes. 
  Q: When did this happen? 
  A: “We’ve been under siege for over a month now. 
   When we built this place, we built it for a siege, 
  
  GEO6-02 Dead Silence 
   
  Page 17 
  but hoped it would never happen.”  She sits down 
  in the chair behind her desk.  “Faith will get us 
  through this.  It just has to.” 
  Q: What can we do to help? 
  A:  “Getting the word out would be the biggest 
  help.  But in the short term, we can always use 
  more on the wall.”  She pauses a moment before 
  continuing.   
  “We have tunnels that lead out of here.  We’ve 
  been too busy fighting for our lives to use them.  
  The people of Endéryn that made it here are in a 
  set of underground rooms.  Maybe you could 
  escort them through the tunnels and deeper south 
  into the woods where they have a chance of 
  getting to New Midwood.  I have no idea what is 
  out there at the end of the tunnels, which is why I 
  haven’t sent the people out there alone.” 
  Q:  Who was that man singing in the middle of 
  the compound? 
  A:  “That was the Bountiful Shepherd.  He protects 
  and guides the illusern - those are the lighted 
  flying bug things.  They’ve been an immeasurable 
  help fighting the Shadows.” 
  Q: How many people need to be escorted out? 
  A:  “How many can you take?  We’ve got most of 
  the town of Endéryn here.  The tunnels probably 
  won’t let you take more than 10 or 15 people at a 
  time, though.” 
  Q: Who should we go tell about the siege? 
  A:  “Take your pick.”  Adwen stands slowly from 
  her desk.  It looks like it takes most of the energy 
  she has left.  She unrolls a map across her 
  desktop.  “We’re here.”  She points to Endéryn.  
  “You’ve got Darlon Lea, the Kánotaurë , out there 
  somewhere.  Find the wood elves;  they’ll know 
  where he is.  Argylwyth Teral of the Scarlet Oak is 
  here, in Hocholve.  And Argylwyth Talvan of Allitur 
  down here in New Midwood.”  She points out both 
  cities. 
  “Darlon has the whole of the wood elven tribes 
  behind him, but he’s sometimes hard to find.  
  Argylwyth Teral is new in his cantrev, but he’s 
  Second Bow of the Longbowmen and was a 
  Braichdyn in the Army of Liberation before it was 
  dismissed.  He and his wife are both war veterans. 
   Argylwyth Talvan is a good man and just.  He’s 
  probably a little closer geographically to other 
  larger cities, but doesn’t have the military 
  connections Argylwyth Teral does.”   
  “Honestly, any word you can get out would help 
  us.  At this point, I don’t really care who comes to 
  help as long as it’s the good guys.” 
  Q: How much longer can you hold out here 
  without additional aid? 
  A:  “A few more months.  Four, maybe five if we 
  really ration things.  Anything past that would be 
  … Faith will bring us through this.  Father Pelor 
  has sent us the gift of light.  Ehlonna brings us her 
  gifts of nature.  And Mayaheine provides us 
  strength for our sword arm.” 
  Q: Is there anything you can give us that would 
  help us? 
  A:  “Not really.  We’re using all the magic items we 
  have.  Our workshop has been going almost 24 
  hours a day to keep up with the sudden demand.” 
  Q: How did Halim know not to attack us? 
  A:  “He’s got a few years of experience under his 
  belt.  You didn’t slink into the shadow and you 
  don’t have that shadow look to you.  You’re solid.” 
  Q: Is there anyone who can heal us?  Can we 
  buy healing potions from you? 
  A:  “I’d help you myself, but I used all my spells on 
  the wall.  If you go to the next building over, in the 
  temple, they can help you.” 
  If the PCs go to the temple, a priestess of Ehlonna 
  will give the PCs potions of cure light wounds, but 
  asks that they make an appropriate donation to 
  either a temple of Ehlonna or Pelor when they get 
  to a city.  The PCs MUST pay for these potions by 
  the end of the module.   
  Q:  Can we spend the night here? 
  A:  “You can, but I’d rather see you get back out of 
  here while it’s daylight and get as far as you can.”  
  She shakes her head slightly. “Nighttime is… 
  dangerous.” 
  Q:  Can anyone here cast reincarnate/raise 
  dead? 
  A:  “Go to the temple.  They probably won’t be 
  able to do anything until morning when they can 
  get new spells, but it might be something.” 
  If the PCs go to the temple, a priestess of Ehlonna 
  can cast raise dead or reincarnation but asks that 
  they make an appropriate donation to either a 
  temple of Ehlonna or Pelor when they get to a city. 
   The PCs MUST pay for these services by the end 
  of the module.   
  
  GEO6-02 Dead Silence 
   
  Page 18 
  See DM Aid: Divine Spellcasting in Geoff for 
  spell casting costs. 
  THE TEMPLE 
  Although a modest temple compared to some 
  in Geoff, this place has a holy serenity that 
  cannot be mistaken.  The double wooden 
  doors open into a large room with high 
  ceilings.  Wooden pews line the main portion 
  of the room and an aisle goes up the middle.  
  The gentle scent of incense floats through the 
  air. 
  Directly opposite the doors is an ornately 
  carved wooden altar on a raised platform.  Two 
  holy symbols sit on the altar.  One is a rampant 
  unicorn and the other a sunburst.  Both 
  symbols have a position of prominence in this 
  place.  The temple is lit by sunrods, but also 
  two 
  crystals 
  on 
  the 
  alter 
  glow 
  softly.  
  Additionally, two large candles sit on the altar 
  unlit. 
  A woman is at the alter kneeling in prayer.  Her 
  head is bowed slightly and her hands are 
  folded in front of her.  After a moment, she 
  stands and turns to you. 
  “I am Deardria, Priestess of Ehlonna.  How 
  may I help you?”  Her voice is soothing and 
  calm despite the battle raging outside.  The 
  yellow armband somehow appears out of place 
  against the pale green dress.  She wears no 
  armor and carries no weapon.  
  The PCs may suspect that she is not a leader of 
  the Order of Shining Beacons because of the 
  description of the armband.  A Sense Motive (DC 
  APL +10) tells them that she is a leader of the 
  Order, but is not the militant type that they have 
  met in the other two leaders. 
  Deardria is a middle-aged human woman.  She 
  wears a pale green dress and a holy symbol of 
  Ehlonna.  Her dark hair is braided in the back and 
  reaches nearly to her waist.  She is a calm woman 
  and has a nurturing personality.   
  Looking at her more closely a Spot check (DC 
  APL +10) lets the PCs spot the necklace Deirdria 
  wears.  It is a thin chain with three pearls on it. 
  If anyone casts detect magic, the following items 
  detect as magical: 
  • 
  two candles on the altar are magical 
  (candles of invocation),  
  • 
  the incense burning on the alter (incense 
  of meditation) 
  • 
  all the pearls on the necklace Deirdria is 
  wearing (Periapt of Wisdom +2, Pearl of 
  Power 2nd level, and Pearl of Power 3rd 
  level)  
  Deardria, Female Human (Flan), Clr10; hp 76; 
  See Appendix 5. 
  If the PCs do not specifically ask for healing or 
  potions, Deardria does not offer them. 
  Q:  Do have any potions we can buy? 
  A:  “We have a few.  I will give you each one, but 
  you must promise to make an appropriate 
  donation to a church of Ehlonna or Pelor the next 
  time you are in one.” 
  Q:  Can you cast a reincarnate/raise dead for 
  our fallen comrade? 
  A:  “I have no doubt that Ehlonna will bless me 
  with that ability in the morning after my prayers.  
  Again I will ask that you make the appropriate 
  donation to a large temple of Ehlonna or Pelor 
  when you are next there.” 
  Judge’s Note:  In this case, if any of the PCs are 
  members of Order of Shining Beacons, they are 
  considered to be members of this church for spell-
  casting cost purposes.   She can only cast a Raise 
  Dead spell. 
  Q: Can you heal us? 
  A:  “I can.  I will ask that you make the appropriate 
  donation to a large temple of Ehlonna or Pelor 
  when you are next there.” 
  See Appendix 4 for the list of spells she has 
  memorized. 
  Judge’s Note:  In this case, if any of the PCs are 
  members of Order of Shining Beacons, they are 
  considered to be members of this church for spell-
  casting cost purposes.  
  Q:  Why are there two holy symbols here? 
  A:  “The Order is supported by both churches and 
  our oath requires that we honor the teachings of 
  both Pelor and Ehlonna.  Many of our members 
  worship one or the other, though it is not a 
  requirement of the Order that they do so.” 
  Q: We were told you could help us escort out 
  some of the townspeople from Endéryn. 
  A:  “There are many who came to us for refuge 
  from the shadow armies.  The town of Endéryn is 
  
  GEO6-02 Dead Silence 
   
  Page 19 
  completely taken over by the shadows and fades.  
  Come, I’ll show you where they are.” 
  If the PCs are concerned about mounts or animal 
  companions, Deardria assures them that they can 
  get the animals into the tunnels.  
  The PCs have to make a decision about what 
  they’re going to do.  They can: 
  • 
  Stay in the compound to fight at the walls 
  for awhile. 
  OR 
  • 
  Help escort townspeople from Endéryn 
  out 
  of 
  the 
  compound 
  through 
  underground tunnels.  
  OR 
  • 
  They can stay in the compound and stick 
  it out with the Order of Shining Beacons.  
  If they chose this option, they should be 
  reminded that they probably won’t be 
  getting out.  Their character is no longer 
  playable.  If the PC still chooses this 
  option, 
  their 
  character 
  sheet 
  and 
  information should be given to the Geoff 
  Triad. 
  As the PCs are preparing to leave, the mounts 
  and/or animal companions are led into the temple. 
  If the PCs want to stay in the compound for a little 
  bit and fight on the walls, go to Encounter 6B. 
  If the PCs want to help escort the townspeople of 
  Endéryn 
  out 
  through 
  the 
  tunnels, 
  go 
  to 
  Encounter 6C. 
  ENCOUNTER 6: A TOUGH 
  TIME GETTING AROUND 
  ENCOUNTER 6A 
  The PCs have decided it’s time to leave.  Three of 
  the wood elves offer to go with them so they can 
  find the paths and not have more trouble with the 
  next patrol. 
  If the PCs leave immediately, read the following: 
  “The others will continue their patrols.  Three 
  of us will go with you.   You will need help in 
  the heavy night fogs.” 
  The voice is that of a young elven woman in 
  leathers.  “I am Lyimaria.  That is Filar…” she 
  points to a male in highly polished leathers.  
  “… and that is Nimvia.  We will escort you.” 
  If the PCs have spent the night, read the following: 
  Dawn is barely distinguishable from dusk.  A 
  heavy fog has rolled in overnight.  You wake 
  and notice that most of the flet is empty.  “The 
  others have gone on.  We will go with you.” 
  The voice is that of a young elven woman in 
  leathers.  “I am Lyimaria.  That is Filar…” she 
  points to a male in highly polished leathers.  
  “… and that is Nimvia.  We will go with you.” 
  Lyimaria (pr. lie-e-mar-ee-a, trans. Honor of the 
  wolves) seems to be the leader of this small band. 
   Filar (pr.  fee-lar, trans.  sparkling rain) and 
  Nimvia (pr.  nim-vee-a, trans.  true luck) pack up 
  the rest of the things for the elves while the PCs 
  get ready to leave. 
  With the help of the rope ladders, the PCs have 
  little trouble getting down out of the tree.  Any 
  mounts or animals they left at the base of the tree 
  have been fed appropriately and tethered (if a 
  mount).  The elven escort prefers to walk rather 
  than ride.  The fastest movement is 30’. 
  The only sound in this forest is that of your 
  own movement through it.  The light plays 
  tricks on your eyes, making it hard to tell what 
  might be a shadow creature and what is a 
  normal shadow.   Lyimaria, Filar, and Nimvia 
  spread away from the group with their 
  weapons at the ready.  Their eyes dart back 
  and forth among the trees. 
  You walk for what seems like hours.  The travel 
  through the fog and dangerous forest is 
  wearing on everyone.  Suddenly, Filar calls 
  out, “They’re coming!  There’s a group back 
  there!”  
  “Filar, stay with them.  Nimvia and I will flank 
  them and try to at least slow them some.  
  Hurry!  You must go!” Lyimaria takes off 
  running into the trees.  Nimvia runs off the 
  other way. 
  Although Filar seems to be running blindly 
  through the woods now, he keeps moving. 
  “This way!”   His keen eyes see right through 
  the fog and low lighting. 
  If you haven’t already, go ahead and put the PCs 
  into a marching order, adding Filar to the front of 
  the group.  There is no sight of the other two elves 
  that broke off from the PCs. 
  Let the PCs run for another minute or two, making 
  spot and listen checks as they go.  With a 
  successful listen check (DC 15), (don’t forget the 
  
  GEO6-02 Dead Silence 
   
  Page 20 
  +2 listen bonus in the Dim Forest), the PCs hear a 
  woman scream behind them. 
  A few rounds after the scream, the PCs are 
  engaged by the shadows. 
  You follow Filar around trees and down paths 
  that you can’t see.  The feeling of being 
  followed drives you forward.  Or perhaps 
  you’re running in a circle.  The shadows of the 
  trees almost seem alive as if they have a life of 
  their own.  You can’t shake the feeling that 
  you’re being hunted. 
  An arrow flies out of nowhere, barely missing 
  the group.  Looking back over his shoulder, 
  Filar stops suddenly.  “Lyimaria?”  Staring 
  back at you are shadowy figures.  Or maybe 
  it’s only the light playing tricks again. 
  “That’s her fletching.  Why would she… 
  unless… “ Filar readies himself.  “The 
  shadows are here.” 
  Judge’s Note:  The EL on this combat has been 
  lowered by 1 because the PCs are getting help 
  from Filar. 
  Judge’s Note:  Any PC who dies as a result of 
  this combat DOES NOT turn into a shadow.  They 
  can be raised or reincarnated as usual. 
  APL 2 (EL 5) 
  Sorcerer, male human. Src2; hp 21; See 
  Appendix 1 
  Nimvia, Male wood elf, Ftr1/Sct1; hp 15; see 
  Appendix 1. 
  Lyimaria, Female wood elf, Rgr2; hp 12; See 
  Appendix 1 
  APL 4 (EL7) 
  Sorcerer, male human, Src4; hp 21; See 
  Appendix 2 
  Nimvia, Male wood elf, Ftr2/Sct2; hp 24; see 
  Appendix 2. 
  Lyimaria, Female wood elf, Ftr2/Rgr2; hp 26; 
  See Appendix 2 
  APL 6 (EL9) 
  Sorcerer, 
  male 
  human, 
  Src6; 
  hp29; 
  See 
  Appendix 3 
  Nimvia, Male wood elf, Ftr2/Sct4; hp 32; see 
  Appendix 3 
  Lyimaria, Female wood elf, Ftr2/Rgr4; hp 38; 
  See Appendix 3 
  All APLs 
  Assisting the PCs – Filar, see Appendix 4 
  Environment: 
  The PCs are in the middle of the forest.  Random 
  trees should be placed.  Each tree is 4 squares in 
  size.  The lowest branches are about 60’ off the 
  ground. 
  See the notes following Preparation for Play for 
  the full list of Environmental factors in the Dim 
  Forest. 
  Tactics: 
  APL 2 – The spring attacker and archer begin by 
  hiding 30’ behind the PCs.  The spring attacker 
  runs out and attacks the closest PC with his 
  longspear.  Because he has skirmish, he gets an 
  additional 1d6 damage anytime he hits.  The 
  archer tries to stand still as much as possible and 
  uses rapid shot repeatedly.  The sorcerer uses 
  sleep as soon as possible to get as many PCs as 
  he can.  Once there is someone within melee 
  range of him, he uses the Powder of Black Veil to 
  blind them, then moves. 
  APL 4 - The spring attacker and archer begin by 
  hiding 30’ behind the PCs.  The spring attacker 
  runs out and attacks the closest PC with his 
  longspear.  Because he has skirmish, he gets an 
  additional 1d6 damage anytime he hits.  The 
  archer tries to stand still as much as possible and 
  uses rapid shot repeatedly. 
  The sorcerer begins with fireballs from his 
  necklace to damage as many PCs as he can as 
  fast as possible.  Then, he uses sleep and Tasha’s 
  Hideous Laughter to incapacitate as many PCs as 
  he possible. 
  APL 6 - The spring attacker and archer begin by 
  hiding 30’ behind the PCs.  The spring attacker 
  runs out and attacks the closest PC with his 
  longspear.  Because he has skirmish, he gets an 
  additional 1d6 damage anytime he hits.  The 
  archer tries to stand still as much as possible and 
  uses rapid shot repeatedly. 
  The sorcerer begins using the elemental gem, 
  which summons a large earth elemental.  Then, he 
  uses sleep and Tasha’s Hideous Laughter to 
  incapacitate as many PCs as he possible.  When 
  the PCs line up, he uses lightning bolt on them. 
  Proceed to Encounter 7. 
  
  GEO6-02 Dead Silence 
   
  Page 21 
  ENCOUNTER 6B 
  The PCs have decided to stay to help fight on the 
  walls. 
  After a few moments of conversation between 
  Adwen and one of her officers, you are led to a 
  ladder up to the northern wall.  Walking 
  alongside you, Adwen manages a smile, "You 
  are sure that you wish to pursue this course?  
  While I can certainly use the time that you will 
  be there, I must admit that more have fallen on 
  that wall than all of the others combined."  
   
   
  Q: Why have so many fallen?  
   
  A: "The shadows came from the north and we 
  believe they may be drawing power from there.  
  When we have seen new ones," she pauses for a 
  long moment and sighs, "Those that are not our 
  own men and women, they have come from that 
  direction."  
   
  Q: What will we be doing on the wall?  
   
  A: "I plan to gather members of the defense team 
  from each wall and meet with them individually.  
  When Pelor tests us like this, it is easy for His 
  children to lose heart.  It is only through the 
  strength of heart of the defenders that any of these 
  innocents will live. "  
   
   
  Q:  What happens if we are overwhelmed? 
   
   
  A: "I will be within hearing range of the alert horn 
  on the wall.  If all goes poorly, sound that horn and 
  all who are available will come to your support.  
  But please, only use the horn as a last resort."  
   
  When the conversation is over she asks if any of 
  the PCs would like the blessing of Mayaheine 
  upon their task, performs a blessing upon any who 
  desire it, and leaves them at the base of the 
  ladder. 
  While fighting on the wall, the PCs see Bevyn.  He 
  is close to them and will assist in the following 
  combat. 
  See DM Aid: Map #5 – Fighting on the Wall. 
  Judge’s Note:  Any PC who dies as a result of 
  this combat DOES NOT turn into a shadow.  They 
  can be raised or reincarnated as usual. 
  APL 2 (EL 5) 
  Sorcerer, male human. Src2; hp 21; See 
  Appendix 1 
  Nimvia, Male wood elf, Ftr1/Sct1; hp 15; see 
  Appendix 1. 
  Lyimaria, Female wood elf, Rgr2; hp 12; See 
  Appendix 1 
  APL 4 (EL7) 
  Sorcerer, male human, Src4; hp 21; See 
  Appendix 2 
  Nimvia, Male wood elf, Ftr2/Sct2; hp 24; see 
  Appendix 2. 
  Lyimaria, Female wood elf, Ftr2/Rgr2; hp 26; 
  See Appendix 2 
  APL 6 (EL9) 
  Sorcerer, 
  male 
  human, 
  Src6; 
  hp29; 
  See 
  Appendix 3 
  Nimvia, Male wood elf, Ftr2/Sct4; hp 32; see 
  Appendix 3 
  Lyimaria, Female wood elf, Ftr2/Rgr4; hp 38; 
  See Appendix 3 
  All APLs 
  Assisting the PCs – Bevyn, see Appendix 5 
   
  Tactics: 
  All APLs – If the horn is sounded, the shadows 
  withdraw.  They know that many of the Shining 
  Beacons will be there momentarily.  If the PCs rely 
  on the Order of Shining Beacons to help them, 
  they only gain ½ xp for this encounter. 
  APL 2 – The spring attacker and archer begin by 
  hiding 30’ behind the PCs.  The spring attacker 
  runs out and attacks the closest PC with his 
  longspear.  Because he has skirmish, he gets an 
  additional 1d6 damage anytime he hits.  The 
  archer tries to stand still as much as possible and 
  uses rapid shot repeatedly.  The sorcerer uses 
  sleep as soon as possible to get as many PCs as 
  he can.  Once there is someone within melee 
  range of him, he uses the Powder of Black Veil to 
  blind them then moves. 
  APL 4 - The spring attacker and archer begin by 
  hiding 30’ behind the PCs.  The spring attacker 
  runs out and attacks the closest PC with his 
  longspear.  Because he has skirmish, he gets an 
  additional 1d6 damage anytime he hits.  The 
  archer tries to stand still as much as possible and 
  uses rapid shot repeatedly. 
  The sorcerer begins with fireballs from his 
  necklace to damage as many PCs as he can as 
  
  GEO6-02 Dead Silence 
   
  Page 22 
  fast as possible.  Then, he uses sleep and Tasha’s 
  Hideous Laughter to incapacitate as many PCs as 
  he possible. 
  APL 6 - The spring attacker and archer begin by 
  hiding 30’ behind the PCs.  The spring attacker 
  runs out and attacks the closest PC with his 
  longspear.  Because he has skirmish, he gets an 
  additional 1d6 damage anytime he hits.  The 
  archer tries to stand still as much as possible and 
  uses rapid shot repeatedly. 
  The sorcerer begins using the elemental gem, 
  which summons a large earth elemental.  Then, he 
  uses sleep and Tasha’s Hideous Laughter to 
  incapacitate as many PCs as he possible.  When 
  the PCs line up, he uses lightning bolt on them. 
  ENCOUNTER 6C 
  The PCs have decided to help lead townspeople 
  from Endéryn through the tunnels to escape. 
  If the PCs are concerned about mounts or animal 
  companions, Deardria assures them that they can 
  get the animals into the tunnels.  She asks the 
  PCs to bring those animals into the temple. 
  When the PCs are ready to go into the tunnels, 
  read the following: 
  Deardria closes the shutters on the few 
  windows in the temple.  “Come this way.”  She 
  leads you behind the altar to a small open 
  space.  Pulling up a couple of lose floor 
  boards, she finds what she’s looking for – a 
  handle in the floor.  With a bit of your help, 
  she’s able to open the massive trapdoor. 
  The Priestess takes a lantern and whispers a 
  few words. The wick flickers to life and the 
  large downward ramp is revealed.  “Down 
  here.  We’ve got a set of tunnels and rooms  
  underground.” 
  The trapdoor is large enough for mounts and 
  animal companions to go through.  Because of the 
  ramp, they can get down the 20’ to the bottom.  
  Although it is a slightly steeper ramp than most 
  animals will naturally go down, with some prodding 
  they’ll go down. 
  A tunnel leads off from the bottom of the ramp. 
   It’s lit by torches along the length of it.  The 
  earthen tunnels twist and turn and Deardria 
  continues forward.  Eventually, you hear 
  sounds of large groups of people.  The tunnel 
  finally 
  opens 
  into 
  several 
  huge 
  rooms 
  supported by large wooden beams. 
  Spread throughout the rooms are hundreds of 
   women, children and elderly.  A few are curled 
  up on blankets or shawls, and some wooden 
  bowls are scattered around.  It’s clear that 
  these people ran for their lives and left 
  everything behind. 
  “The way out is this way,” whispers Deardria.  
  Carefully stepping around the tangles of 
  people, she leads you down another long 
  hallway, then stops.  “Straight out that way.  
  It’s narrow, so you probably can’t take more 
  than a dozen or so at a time.  This lets out a 
  couple miles south of us.” 
  Go ahead and get the PCs into a marching order 
  with 12 civilians.  Most of the townspeople are a 
  mix of women, children and elderly and are not in 
  condition or trained for combat.  Bevyn, the 
  baker’s husband, is here.  He’s among those 
  willing to be the first group out of the tunnel. 
  The PCs lead the first group through the tunnel 
  and out into the forest.  From there, the civilians 
  can go straight south to New Midwood. 
  Judge’s Note:  The EL on this combat has been 
  lowered by 1 because the PCs are getting help 
  from Bevyn. 
  Judge’s Note:  Any PC who dies as a result of 
  this combat DOES NOT turn into a shadow.  They 
  can be raised or reincarnated as usual. 
  APL 2 (EL 5) 
  Sorcerer, male human. Src2; hp 21; See 
  Appendix 1 
  Nimvia, Male wood elf, Ftr1/Sct1; hp 15; see 
  Appendix 1. 
  Lyimaria, Female wood elf, Rgr2; hp 12; See 
  Appendix 1 
  APL 4 (EL7) 
  Sorcerer, male human, Src4; hp 21; See 
  Appendix 2 
  Nimvia, Male wood elf, Ftr2/Sct2; hp 24; see 
  Appendix 2. 
  Lyimaria, Female wood elf, Ftr2/Rgr2; hp 26; 
  See Appendix 2 
  APL 6 (EL9) 
  Sorcerer, 
  male 
  human, 
  Src6; 
  hp29; 
  See 
  Appendix 3 
  Nimvia, Male wood elf, Ftr2/Sct4; hp 32; see 
  Appendix 3 
  
  GEO6-02 Dead Silence 
   
  Page 23 
  Lyimaria, Female wood elf, Ftr2/Rgr4; hp 38; 
  See Appendix 3 
  All APLs 
  Assisting the PCs – Bevyn, see Appendix 5 
   
  Environment: 
  The PCs are several hundred yards from the 
  opening of the tunnel and in the middle of the 
  forest.  Random trees should be placed.  Each 
  tree is 4 squares in size.  The lowest branches are 
  about 60’ off the ground. 
  See the notes following Preparation for Play for 
  the full list of Environmental factors in the Dim 
  Forest. 
  Tactics: 
  APL 2 – The spring attacker and archer begin by 
  hiding 30’ behind the PCs.  The spring attacker 
  runs out and attacks the closest PC with his 
  longspear.  Because he has skirmish, he gets an 
  additional 1d6 damage anytime he hits.  The 
  archer tries to stand still as much as possible and 
  uses rapid shot repeatedly.  The sorcerer uses 
  sleep as soon as possible to get as many PCs as 
  he can.  Once there is someone within melee 
  range of him, he uses the Powder of Black Veil to 
  blind them, then moves. 
  APL 4 - The spring attacker and archer begin by 
  hiding 30’ behind the PCs.  The spring attacker 
  runs out and attacks the closest PC with his 
  longspear.  Because he has skirmish, he gets an 
  additional 1d6 damage anytime he hits.  The 
  archer tries to stand still as much as possible and 
  uses rapid shot repeatedly. 
  The sorcerer begins with fireballs from his 
  necklace to damage as many PCs as he can as 
  fast as possible.  Then, he uses sleep and Tasha’s 
  Hideous Laughter to incapacitate as many PCs as 
  he possible. 
  APL 6 - The spring attacker and archer begin by 
  hiding 30’ behind the PCs.  The spring attacker 
  runs out and attacks the closest PC with his 
  longspear.  Because he has skirmish, he gets an 
  additional 1d6 damage anytime he hits.  The 
  archer tries to stand still as much as possible and 
  uses rapid shot repeatedly. 
  The sorcerer begins using the elemental gem, 
  which summons a large earth elemental.  Then, he 
  uses sleep and Tasha’s Hideous Laughter to 
  incapacitate as many PCs as he possible.  When 
  the PCs line up, he uses lightning bolt on them. 
  Developments:  The PCs finish the combat and 
  as they look, a second group of shadows is 
  coming toward them. 
  Just as the last shadow falls to nothingness, a 
  movement catches your eye.  The shadows 
  move closer, sometimes appearing as the 
  shadow of a tree, sometimes as a figure of a 
  humanoid.  You prepare yourself to go at it 
  again, with these things. 
  “GO!  I’ll hold them.”  A volley of arrows flies 
  from behind you toward the shadows. “Get 
  these people out of here.”  There is a familiar 
  accent to his deep voice.  Turning, you see a 
  wood elf in leathers and furs let lose another 
  volley of arrows. 
  Those PCs who played GEO5-IS3 An Echo in the 
  Darkness recognize this wood elf from the fallen 
  town.  This is Vel'thanas, the lead hunter from the 
  village of Kael'thalas. 
  True to his word, this man of the woods drops 
  his bow and draws two elven thinblades.  
  Racing forward toward the shadows, the roots 
  don’t trip him or get his way at all.  His blades 
  are barely more than a flash in the shadows as 
  creature after creature falls.  He whistles then 
  you hear soft loping footsteps from behind 
  you. 
  A huge wolf with teeth bared is headed straight 
  for you.  Just as it looks like it might reach one 
  of the children, it leaps over the group and 
  continues on toward the swirling elf in the 
  midst of shadows.  Together the two hold off 
  the shadows so you and the people can 
  escape. 
  Proceed to Encounter 7. 
  ENCOUNTER 7: TELLING 
  THE WORLD 
  Judge’s Note:  If time is running short, this 
  encounter can be summarized for the players. 
  Regardless of where the PCs come from or the 
  manner by which they have gone to get word out 
  about the siege, they have to travel from Endéryn 
  to another place. 
  It has been a long trip to get even this far.  The 
  press of the shadows and fades has been 
  relentless. 
   
  You’ve 
  seen 
  firsthand 
  how 
  dangerous they are, especially in large groups. 
   There are still several days of travel to get out 
  
  GEO6-02 Dead Silence 
   
  Page 24 
  the word about the Order of Shining Beacons’ 
  situation. 
  The shadows constantly move and shift 
  around you as you travel.  The persistent 
  feeling of being hunted or watched doesn’t 
  waiver. 
  Stopping to rest is a risk, but it must be taken. 
   As before, each movement in the shadows 
  produces no results.  Strange sounds and 
  flitting spots of darkness haunt you when you 
  try to rest. 
  If the PCs are headed to tell Darlon Lea, go to 
  Encounter 7A. 
  If the PCs are headed to tell Talvan of Allitur in 
  New Midwood about the siege, go to Encounter 
  7B. 
  If the PCs are headed to tell Teral Makin in 
  Hocolve about the siege, go to Encounter 7C. 
  ENCOUNTER 7A – THE PCS TELL 
  DARLON LEA ABOUT THE SEIGE 
  Continuing northeast and into the Taura Ridge 
  brings you to a slightly less tense area of the 
  forest.  The hills added to the high roots of the 
  majestic trees make traveling even more 
  wearisome.  The intensity of the trip has worn 
  on everyone. 
  As you move through the woods and prepare 
  to approach the Chill Water, a coppery-skinned 
  face peeks out at you from behind a tree.  
  “Why are you here?” Two more wood elves 
  step out from behind the trees. 
  Allow the PCs to explain the situation and where 
  they’ve been.  They’re welcome to show the arrow 
  given to them by the first patrol they met outside 
  the compound of the Order of Shining Beacons.  
  After telling their tale, the PCs are led into a camp. 
  There are few tents here, but it is clear that 
  only a day or two ago, there were many more.  
  The wood elves walk through the camp, 
  pausing to look you over.  You are led to a 
  central tent and asked to wait.  Your escort 
  heads into the tent to speak with whomever is 
  inside. 
  After a moment, an elf steps out of the tent.  
  His hair is blonde, kept in twisted dreadlocks 
  that fall about to his shoulders.  His face and 
  arms are crisscrossed with both scars and 
  tribal tattoos, and a large symbol - a unicorn's 
  horn on a sunburst - adorn the back of both of 
  his hands.  
  “You have news?  Out with it, then.” 
  With a successful knowledge bardic lore or 
  Knowledge (Local – Sheldomar Valley), the PCs 
  recognize this man as Aralyn Caelinor, one of 
  Darlon Lea’s Lieutenants.  Those who are 
  members of the Warband of Seven Tribes know 
  this information automatically as they support 
  Darlon Lea and his cause.  The tattoos on his 
  hands also mark him as a member of the Order of 
  Shining Beacons. 
  Allow the PCs to tell Aralyn of their experiences 
  and what they saw in Endéryn, then read the 
  following: 
  Aralyn listens intently to your tale.  His face 
  turns a shade of red and he clenches his jaw. 
  “You have my word that the Kánotaurë will 
  hear of this.  I will lead troops there myself if 
  needs be.” 
  This is a temporary camp, as the Kánotaurë and 
  those who travel with him move constantly.  They 
  are nomadic most of the time to avoid allowing the 
  shadows to pinpoint and pin them down in one 
  place. 
  The PCs are given places to sleep in the camp for 
  the night.   
  Aralyn leaves the camp as soon as he can pack 
  his things and get a very small escort ready to go 
  with him.  Rather than talk with PCs, he wants to 
  get himself and his escort off to find the 
  Kánotaurë. 
  Proceed to Conclusion B. 
  ENCOUNTER 7B – THE PCS TELL 
  TALVAN ABOUT THE SEIGE 
  Heading south from Endéryn, eventually you 
  arrive in New Midwood.  The town’s festival 
  has ended and people are back to their normal 
  work.  Regardless, the friendly town is a 
  welcome sight after your travels in the Dim 
  Forest. 
  If the PCs go to Talvan to tell him Endéryn, read 
  the following: 
  The doors of the temple are open as usual.  As 
  expected, Argylwyth Talvan of Allitur is inside. 
   Upon your entrance, he greets you with a 
  smile.  “Hello again, travelers.  It’s good to see 
  you here.  I’m afraid you missed the rest of the 
  
  GEO6-02 Dead Silence 
   
  Page 25 
  festival.  What brings you back to our fair 
  town?” 
  Allow the PCs to explain the situation regarding 
  Endéryn to him. 
  The Argylwyth is clearly upset by your tales.  
  “That is indeed disturbing news.  I am glad you 
  have brought this to my attention.  I will send 
  out letters immediately to see what can be 
  done to help the situation.  You’re welcome to 
  stay here in the temple if you wish.” 
  If the PCs take Bevyn to his wife, read the 
  following: 
  The doors of the bakery are closed, but Bevyn 
  walks right in.  The smell of freshly baked 
  bread wafts out the door.  It’s not Brenwain 
  working the ovens. 
  “Is she alright?  Where is she?” asks Bevyn 
  anxiously. 
  “Aye, she and the wee one are just fine.  
  They’re 
  upstairs 
  resting.” 
   
  The 
  woman 
  chuckles, “It’s a girl.  Delia, she’s named her.” 
  The woman is Brenwain’s sister who has come to 
  town to help with the newborn and the bakery 
  while Brenwain recovers.  She prefers that the 
  PCs not visit Brenwain, but assures them she’ll tell 
  Brenwain they came to visit.  She’s quite grateful 
  for the PCs help in returning Bevyn.  She pays the 
  PCs the gold they had been promised. 
  If the PCs talk to Brenwain without Bevyn, read 
  the following: 
  The doors of the bakery are closed, but the 
  smell of bread wafts out into the street.  Upon 
  entering, you see a woman working the ovens, 
  but it isn’t Brenwain. 
  “Bore da.  What can I help you folks with 
  today?” 
  This is Brenwain’s sister who has come to town to 
  help with the newborn and the bakery while 
  Brenwain recovers.  She prefers that the PCs not 
  visit Brenwain, but assures them she’ll pass on the 
  news of Bevyn to her later.  She begrudgingly 
  pays the PCs the gold they had been promised. 
  Proceed to Conclusion B. 
  ENCOUNTER 7C – THE PCS TELL 
  TERAL ABOUT THE SEIGE 
  Eventually, you arrive in Hocholve.  There’s 
  not much of a town here.  Very few people 
  wander about.  As you enter the town, the 
  sound of a hammer against an anvil rings out 
  in the quiet of the town.  Moving closer to the 
  center of town, things begin to make sense. 
  The houses here are older, but have been 
  recently fixed up.  A few of the stores are still 
  shuttered and closed as they have been for 
  several years.  In the center of town is a larger 
  house than those around it.  There’s a wood elf 
  in buckskin leathers out front.  Beside him is a 
  young human boy – no more than 2 – holding a 
  toy bow and quiver. 
  The curly-haired toddler lets go of his bow with 
  one hand and tugs at his shirt.  Then, he drops 
  the bow all together and reaches for an adult 
  sized quiver on the ground next to them.  The 
  wood elf leans over and speaks to the boy. 
  For those who speak Flan, Teral says: 
  “Put your hand here.  Now pull back on the 
  string.  Yes, just like that.  Put your hand back 
  on the bow and stop fussing with your shirt.  
  You have to keep it on.  Your mother would 
  have my head if I let you run around without 
  clothes on.  No, Kelvyn.  Out of my quiver.  
  There’s cold iron in there and it will make you 
  sick.” 
  When the PCs introduce themselves to him, he 
  introduces himself Argylwyth Teral Makin of the 
  Scarlet Oak.  With a successful Knowledge 
  (Nobility and Royalty) or bardic lore check (DC 
  20), or if they spoke to Adwen of the Order of 
  Shining Beacons, the PCs know that he is a newly 
  appointed Argylwyth who was human.  He fell at 
  the last battle of Gorna and was brought back as a 
  wood elf.  He is the Second Bow of the 
  Longbowman as well as an Old Lore Bard.  Teral 
  was held as a prisoner of the Giant army for nearly 
  2 years, but managed to escape.  He has long 
  been respected by the Gyri people. 
  If they start to speak to him in elven, he stops 
  them immediately.  He does not speak elven. 
  “Come inside.  We can talk there more 
  comfortably.”  He scoops up the boy, slings 
  his own quiver and bow over his shoulder and 
  heads for the house.  It’s clear he expects you 
  to follow him. 
  If asked why he is a wood elf who does not speak 
  elven, he explains that he was not born as a wood 
  elf and he is trying to learn the language. 
  You are led into a parlor area.  The house is 
  comfortable 
  and 
  fairly 
  nice, 
  all 
  things 
  considered.  There’s a stone fireplace with a 
  
  GEO6-02 Dead Silence 
   
  Page 26 
  glaive hanging over the mantel.  A silver wolf 
  skin serves as a rug in front of it.  Several 
  upholstered couches and comfortable chairs 
  provide ample seating. 
  “Ginessa!”  Teral calls out for his wife.  
  “Company!  And bring the siedr.”  The toddler 
  he was carrying squirms to the floor and runs 
  out of the room screaming for “Momma!”  
  Teral settles himself into a leather armchair.  
  “Please, have a seat.” 
  A moment later, a red-headed woman, wearing 
  leathers similar to Teral’s, enters the room 
  carrying a ceramic jug and some wooden 
  mugs.  She goes about serving the siedr to 
  those who want some.  As she bends to pour 
  the siedr, a gold holy symbol of Beory dangles 
  lose, nearly dipping into one of the mugs.  
  When she’s done serving the siedr, she 
  perches herself on the arm of Teral’s chair. 
  Ginessa gladly serves as a translator if the PCs 
  prefer to speak in elven.  Teral speaks Flan, as 
  does Ginessa, so either can understand that 
  language if the PCs prefer not to speak Common. 
  Once the PCs have explained the situation at 
  Endéryn, read the following: 
  As you tell the tale, Teral and Ginessa 
  exchange a few worried glances.  “I’ll send out 
  messengers with letters.  I’m glad you got out 
  of there safely.  I’d send help myself, but as 
  you’ve seen, there’s no one here to send.” 
  The PCs might have other questions for Teral or 
  Ginessa. 
  Q:  Have you had problems with shadows or 
  fades here? 
  A:  Teral says, “Not nearly to the degree that 
  you’re describing.  We’ve had a few run-ins here 
  and there, but nothing serious.” 
  Q: Can we stay here tonight? 
  A:  Ginessa replies “I’ll make up the beds in the 
  extra rooms.  There’s plenty of space here.” 
  Q:  Who are you sending letters to? 
  A:  “The Longbowmen, the Brenin’s Fist, the 
  Grand Duke, the churches of Pelor and Ehlonna, 
  and anyone else near the Dim Forest,” says Teral. 
  Q:  Who’s the little boy?” 
  A:  Ginessa speaks up “That’s my son, Kelvyn.  
  He’s probably… “  There’s the loud wail of a baby 
  upstairs.  “Yep, he’s upstairs terrorizing his sister.  
  Again.”  She sighs and goes upstairs. 
  Proceed to Conclusion B. 
  CONCLUSION 
  If none of the PCs make it out to tell someone 
  what’s happened, skip directly to Conclusion A. 
  CONCLUSION A – THE PCS DO NOT 
  TELL ANYONE ABOUT THE SEIGE 
  The Order of Shining Beacons is pinned down 
  in the compound in the Dim Forest.  It’s hard to 
  know how long they can hold out before help 
  of some sort comes.  Most likely, it won’t be 
  long enough. 
  CONCLUSION B – THE PCS TELL 
  SOMEONE ABOUT THE SEIGE 
  Letters are sent out across Geoff describing 
  the plight of the Order of Shining Beacons.  
  With so many of the military groups depleted 
  of man power, it may be difficult for help of any 
  size to get to them.  But at least now, there is 
  no more silence from the Order of the Shining 
  Beacons.  Instead, there is hope that someone 
  – anyone – will get to them before it is too late. 
  The PCs have earned the following favor: 
  Favor of Adwen merc Lyneth – You have done 
  your best to help the Order of Shining Beacons.  
  You may save this favor or trade it for ONE of the 
  following: ghost touch upgrade to a weapon 
  (Dungeon Master’s Guide)  or a sacred scabbard 
  (Complete Warrior). Favor Level B.  Mark this 
  favor as USED when it is spent. 
   
  If the PCs want to, they may go back to the 
  compound and help the rest of the civilians from 
  Endéryn out of the compound.  The PCs must 
  suggest it themselves in order to gain the benefit 
  from helping the townspeople to safety. 
  If they do not mention helping the rest of the 
  people out of the compound, cross the option off 
  the AR. 
  Rescue Mission:  You have gone above and 
  beyond to help those in need.  By spending 3 TUs, 
  you take the time to help the rest of the civilians 
  out of the Order of Shining Beacon’s compound 
  and to safety.  In return, the weaponsmith from 
  Endéryn will sell you a +1 light or medium, one-
  bladed weapon at a 20% discount.  Mark this as 
  USED when it is spent. 
  
  GEO6-02 Dead Silence 
   
  Page 27 
   
   
  The End 
   
  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up 
  the values for the objectives accomplished. Then 
  assign the experience award.  Award the total 
  value (objectives 
  plus roleplaying) 
  to each 
  character. 
  Encounter 2 
  Assist the boat captain in navigating the river 
   
  APL 2: 60 xp. 
   
  APL 4: 120 xp. 
   
  APL 6: 180 xp. 
   
  Encounter 4 
  Defeat the Forest Trolls 
   
  APL 2: 150xp. 
   
  APL 4: 210 xp. 
   
  APL 6: 270 xp. 
   
   
  Encounter 6 
  Defeat the Shadowed Wood Elves 
   
  APL 2: 150 xp. 
   
  APL 4: 210 xp. 
   
  APL 6: 270 xp. 
   
   
  Story Award 
  Send out information about the siege 
   
  APL 2: 30 xp. 
   
  APL 4: 45 xp. 
   
  APL 6: 60 xp. 
   
   
  Discretionary Roleplaying Award 
   
  APL 2: 60 xp. 
   
  APL 4: 90 xp. 
   
  APL 6: 120 xp. 
   
   
  Total possible experience 
   
  APL 2: 450 xp. 
   
  APL 4: 675 xp. 
   
  APL 6: 900 xp. 
   
   
   
  TREASURE SUMMARY 
  During 
  an 
  adventure, 
  characters 
  encounter 
  treasure, usually finding it in the possession of their 
  foes.  Every encounter that features treasure has a 
  “treasure” section within the encounter description, 
  giving information about the loot, coins, and magic 
  items that make up the encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions.  Looting the bodies takes at 
  least 10 minutes per every 5 enemies, and if the 
  characters cannot take the time to loot the bodies, 
  they do not gain this gold.  If you feel it is 
  reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted 
  off by dungeon scavengers, removed from the 
  scene by the local watch, and so on), characters 
  may return to retrieve loot.  If the characters do not 
  loot the body, the gold piece value for the loot is 
  subtracted from the encounter totals given below. 
   
  The coin total is the number of gold pieces 
  each character gains if they take the coin available. 
   A normal adventuring party can usually gather this 
  wealth in a round or so.  If for some reason, they 
  pass up this treasure, the coin total is subtracted 
  from the encounter totals given below. 
   
  Next, the magic items are listed.  Magic item 
  treasure is the hardest to adjudicate, because they 
  are varied and because characters may want to use 
  them during the adventure.  Many times characters 
  must cast identify, analyze dweomer or similar spell 
  to determine what the item does and how to 
  activate it.  Other times they may attempt to use the 
  item blindly.  If the magic item is consumable (a 
  potion, scroll, magic bolts, etc.) and the item is used 
  before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for 
  unclaimed treasure from each encounter add it up 
  and that is the number of gold pieces a characters 
  total and coin value increase at the end of the 
  adventure.  Write the total in the GP Gained field of 
  the adventure certificate.  Because this is a 
  Regional 
  adventure, 
  characters 
  may 
  spend 
  additional Time Units to practice professions or 
  create items immediately after the adventure so this 
  total may be modified by other circumstances. 
  
  GEO6-02 Dead Silence 
   
  Page 28 
   
  L = Looted gear from enemy; C = Coin, Gems, 
  Jewelry, and other valuables; M = Magic Items. 
  Encounter 4: 
  APL 2: L: 0 gp, C: 0 gp, M: Cloak of 
  Resistance +1 (500 gp), Potion of Haste (375 
  gp) 
  APL 4: L: 0 gp, C: 0 gp, M: Cloak of 
  Resistance +1 (x2) (1000 gp), Potion of Haste 
  (x2) (750 gp), Studded Leather +1 (x2) (1,175 
  gp) 
  APL 6: L: X gp, C: X gp, M: Amulet of Health 
  +2 (2,000 gp), Brooch of Shielding (750 gp), 
  Cloak of Resistance +1 (500 gp), Gloves of 
  Dexterity +2 (2,000 gp), Potion of Haste (375 
  gp), Studded Leather +1 (x2) (1,175 gp) 
  Encounter 6: 
  APL 2: L: 1,305 gp, C: X gp, M: Powder of the 
  Black Veil (375 gp), Chain Shirt +1 (250 gp), 
  Potion of Bull’s Strength (150 gp), Quaal’s 
  Feather Token (Whip) (250 gp), Studded 
  Leather +1 (588 gp). 
  APL 4: L: 1,002 gp, C: X gp, M: Brooch of 
  Shielding (750 gp), Chain Shirt +1 (625 gp), 
  Longspear 
  +1 (1,153 gp), Necklace of 
  Fireballs Type II (1,350 gp), Potion of Bull’s 
  Strength (150 gp), Quiver of Ehlonna (900 gp), 
  Studded Leather +1 (588 gp). 
  APL 6: L: 1,002 gp, C: X gp, M: Brooch of 
  Shielding (750 gp), Chain Shirt +1 (625 gp), 
  Elemental Gem (Earth) (1,125 gp) Longspear 
  +1 (1,153 gp), Potion of Protection from 
  Arrows/15 magic (750 gp), Potion of Haste 
  (375 gp), Potion of Rage (750 gp), Potion of 
  Barkskin +5 (600 gp) Quiver of Ehlonna (900 
  gp), Studded Leather +1 (588 gp). 
   
  Total Possible Treasure (Maximum Reward 
  Allowed) 
  APL 2: L: 1,305 gp, C: 0 gp, M:   5,575 gp – 
  Total: 6,880 gp (450 gp). 
  APL 4: L: 1,002 gp, C: 0 gp, M:      15,980 gp – 
  Total:  16,982 gp (650 gp). 
  APL 6: L: 1,002 gp, C: 0 gp, M: 27,493 gp – 
  Total: 28,495 gp (900 gp). 
  ITEMS FOR THE 
  ADVENTURE RECORD 
  Special 
  Won a Contest: You have won a contest at the 
  Festival. 
   
  Impressed 
  by 
  your 
  prowess 
  in 
  competition, a villager in New Midwood pays for 
  your stay in town.  This character receives free 
  standard lifestyle for this adventure. 
  Favor of Adwen merc Lyneth – You have done 
  your best to help the Order of Shining Beacons.  
  You may save this favor or trade it for ONE of the 
  following: ghost touch upgrade to a weapon 
  (Dungeon Master’s Guide) or a sacred scabbard 
  (Complete Warrior). Favor Level C.  Mark this 
  favor as USED when it is spent. 
  Rescue Mission:  You have gone above and 
  beyond to help those in need.  By spending 3 TUs, 
  you take the time to help the rest of the civilians 
  out of the Citadel of Light and to safety.  In return, 
  the weaponsmith from Endéryn will sell you a +1 
  light or medium, one-bladed weapon at a 20% 
  discount.  Mark this as USED when it is spent. 
  Warbred Riding Dog: This riding dog has been 
  specially trained to go into battle.  Because you or 
  a companion participated in the dog trick 
  competition, you may purchase ONE warbred 
  Riding Dog.  Market price:  150 gp. 
  Item Access 
  APL 2: 
  • 
  Powder 
  of 
  the 
  Black 
  Veil 
  (Adventure; 
  Complete Arcane) 
  • 
  Quaal’s Feather Token (whip) (Adventure; 
  DMG) 
  • 
  Warbred Riding Dog (Adventure, See above) 
   
  APL 4 (all of APL 2 plus the following): 
  • 
  Brooch of Shielding (Adventure; DMG) 
  • 
  Necklace of Fireballs Type II (Adventure; 
  DMG) 
  • 
  Quiver of Ehlonna (Adventure; DMG) 
   
  APL 6 (all of APLs 2, 4 plus the following): 
  • 
  Amulet of Health +2 (Adventure; DMG) 
  • 
  Elemental Gem (Earth) (Adventure; DMG) 
  
  GEO6-02 Dead Silence 
   
  Page 29 
  • 
  Gloves of Dexterity +2 (Adventure; DMG) 
   
  Order of Shining Beacons (Must have access to 
  this through a meta organization) 
  • 
  Amulet of Health +2 (Regional, DMG) 
  • 
  Gloves of Dexterity +2 (Regional, DMG) 
  • 
  Upgrade Armor +2 (Regional, DMG) 
   
   
   
   
  
  GEO6-02 Dead Silence 
   
  Page 30 
  APPENDIX 1 – APL 2 
   
  ENCOUNTER 4 
   
   
   
   
  Shadow Forest Troll: medium giant; CR 5; HD 
  5d8+25; hp 47; Init +7; Spd 45' walk or 30' climb; 
  AC 18 (+3 Dex, +5 natural armor), touch 13, flat-
  footed 15; BAB/Grp +3/+6; Full Atk 2 claws +6 
  melee (1d4+3 plus poison) and bite +1 melee 
  (1d4+1) or javelin +6 ranged (1d6+3 plus poison); 
  SA Poison; SQ Darkvision 90', Fast Healing 5, 
  Low-Light Vision, Scent, Cold Resistance 10, 
  Shadow Blend, Evasion; AL CE; SV Fort +10, Ref 
  +5, Will +2; Str 17, Dex 16, Con 21, Int 11, Wis 11, 
  Cha 6. 
   
  Skills and Feats: Climb +11, Hide +8 (Forest 
  Setting), Listen +5, Spot +5, Survival +5.  
  Improved Initiative, Track. 
   
  Special Abilities: 
   
  Evasion (Ex): Magical attacks may be 
  avoided with great agility.  If he makes a 
  successful Reflex saving throw against an attack 
  that normally deals half damage on a successful 
  save, he instead takes no damage. 
   
  Poison 
  (Ex): 
  Injury, 
  Fortitude 
  DC 
  17, 
  initial/secondary damage 1d6 constitution.  Forest 
  trolls create their own special poison made from 
  their saliva to coat their javelins and claws.  The 
  save DC is Constitution-based. 
   
  Shadow Blend (Su): In any conditions other 
  than full daylight, a shadow creature can 
  disappear into the shadows, giving it total 
  concealment.  Artificial illumination, even a light or 
  continual flame spell, does not negate this ability, 
  but a daylight spell will.  
   
  Possessions: Cloak of Resistance +1, Potion 
  of Haste. 
  ENCOUNTER 6 
   
   
   
   
  Shadow Human Sorcerer 2:  medium humanoid; 
  CR 3; HD 2d4+4+3; hp 13; Init +2; Spd 45’  walk; 
  AC 12 (+2 Dex ), touch 12, flat-footed 10; BAB/Grp 
  +1/+0; Full Atk +0 (1d6-1, quarterstaff); SA None; 
  SQ Cause Fear (Sp), Cold Resistance 7, 
  Darkvision 60’, Low-light Vision, Shadow Blend, 
  Spells, Summon Familiar (Toad); AL CE; SV Fort 
  +2, Ref +2, Will +3; Str 8, Dex 14, Con 14, Int 12, 
  Wis 10, Cha 16. 
   
   
  Skills and Feats: Bluff +8, Concentration +7, 
  Knowledge (arcane) +6, Spellcraft +6.  Spell 
  Focus (Evocation), Spell Focus (Enchantment). 
   
  Special Abilities: 
   
  Cause Fear (Sp): Caster level 5th, DC 13 Will 
  partial. 
   
  Shadow Blend (Su): In any conditions other 
  than full daylight, a shadow creature can 
  disappear into the shadows, giving it total 
  concealment.  Artificial illumination, even a light or 
  continual flame spell, does not negate this ability, 
  but a daylight spell will. 
   
  Spells:  Spells Known (6/5; save DC 14 + spell 
  level (Enchantment, Evocation) or DC 13 + spell 
  level); 0 – Detect Magic, Daze, Ghost Sound, Ray 
  of Frost, Touch of Fatigue; 1st – Burning Hands, 
  Sleep 
   
  Possessions: Powder of Black Veil, Quaal’s 
  feather token (whip), Traveler’s outfit 
  Inky (Toad Familiar): diminutive animal; CR -; HD 
  2; hp 6; Init +1; Spd 5ft (1 square); AC 16 (+4 size, 
  +1 Dex,+1 natural), touch 15, flat-footed 15; 
  BAB/Grapple +0/-17; Atk -; SA None, SQ 
  Alertness, Amphibious, Empathic Link, Improved 
  Evasion, Low-light Vision, Share Spells; AL N; SV 
  Fort +2, Ref +3, Will +3; Str 1, Dex 12, Con 11, Int 
  6, Wis 14, Cha 4. 
   
  Skills and Feats: Hide +21, Listen +4, Spot +4. 
   Alertness. 
   
  Special Abilities: 
  Alertness (Ex): While a familiar is within 
  arm’s reach, the master gains the Alertness feat. 
  Improved Evasion (Ex):  When subjected 
  to an attack that normally allows a Reflex saving 
  throw for half damage, a familiar takes no damage 
  if it makes a successful saving throw and half 
  damage even if the saving throw fails. 
   
  Nimvia, Shadow Wood Elf Fighter 1/Scout 1:  
  medium humanoid CR 3; HD 1d10+1+1d8+1; hp 
  15; Init +3; Spd 45’ (9 squares) walk; AC 18 (+5 
  armor, +3 Dex), touch 14, flat-footed 15; BAB/Grp 
  +1/+5; Full Atk +7 (1d8+6, Masterwork Longspear) 
  or +8 (1d8+6, Masterwork Longsword) or +5 (1d8, 
  Composite 
  Longbow); 
  SA 
  None; 
  SQ 
  Cold 
  
  GEO6-02 Dead Silence 
   
  Page 31 
  Resistance 7, Darkvision 60’, Low-light Vision, 
  Shadow Blend, Skirmish (+1d6); AL CE; SV Fort 
  +5, Ref +7, Will +2; Str 22, Dex 16, Con 12, Int 10, 
  Wis 10, Cha 6. 
   
  Skills and Feats: Climb +8, Escape Artist +6, 
  Hide +6, Knowledge (geography) +4, Knowledge 
  (nature) +4, Listen +4, Move Silently +6, Spot +4, 
  Tumble +6. Dodge, Weapon Focus (Longspear). 
   
  Special Abilities: 
   
  Shadow Blend (Su): In any conditions other 
  than full daylight, a shadow creature can 
  disappear into the shadows, giving it total 
  concealment.  Artificial illumination, even a light or 
  continual flame spell, does not negate this ability, 
  but a daylight spell will. 
   
  Skirmish (Ex): The scout deals +1d6 points of 
  damage on all attacks he makes during any round 
  in which he moves at least 10 feet.  The extra 
  damage only applies against living creatures that 
  have a discernible anatomy.  Scouts can apply this 
  extra damage to ranged attacks made while 
  skirmishing, but only if the target is within 30 feet. 
   
  Trapfinding (Ex): A scout can use the Search 
  skill to locate traps with a DC higher than 20 and 
  she can use Disable Device to bypass a trap or 
  disarm magic traps.  See the rogue class feature, 
  page 50 of the PHB. 
   
  Possessions: Chain Shirt +1, Composite 
  Longbow, 20 arrows, Explorer’s Outfit, Masterwork 
  Longspear, Masterwork Longsword, Potion of 
  Bull’s Strength. 
   
  Lyimeria, Shadow Wood Elf Ranger 2:  medium 
  humanoid; CR 3; HD 2d8; hp 12; Init +4; Spd 45’ 
  walk; AC 18 (+4 armor, +4 Dex), touch 15, flat-
  footed 14; BAB/Grp +2/+5; Full Atk +7 (1d8+3, 
  Masterwork Mighty Composite Longbow (+3 
  bonus)) or +5/+5 (1d8+3, Masterwork Mighty 
  Composite Longbow (+3 bonus)) or +5 (1d8+3, 
  Longsword); SA None; SQ Cold Resistance 7, 
  Darkvision 60’, Evasion, Favored Enemy (Giants), 
  Low-light Vision, Shadow Blend; AL CE; SV Fort 
  +3, Ref +7, Will +0; Str 16, Dex 18, Con 10, Int 10, 
  Wis 10, Cha 8. 
   
  Skills 
  and 
  Feats: 
  Hide 
  +9, 
  Knowledge 
  (geography) +5, Listen +5, Move Silently +9, 
  Search +5, Survival +5. Point Blank Shot, Rapid 
  Shot, Track. 
   
  Special Abilities: 
   
  Evasion (Ex): Magical attacks may be 
  avoided with great agility.  If he makes a 
  successful Reflex saving throw against an attack 
  that normally deals half damage on a successful 
  save, he instead takes no damage. 
   
  Favored Enemy (Ex): Due to his extensive 
  study of giants and the proper techniques for 
  combating such creatures the ranger gains a +2 
  bonus on Bluff, Listen, Sense Motive, Spot, and 
  Survival checks as well as a +2 bonus on weapon 
  damage rolls against giants. 
   
  Shadow Blend (Su): In any conditions other 
  than full daylight, a shadow creature can 
  disappear into the shadows, giving it total 
  concealment.  Artificial illumination, even a light or 
  continual flame spell, does not negate this ability, 
  but a daylight spell will. 
   
  Wild Empathy (Ex): A ranger can use body 
  language, vocalizations, and demeanor to improve 
  the attitude of an animal.  See PHB, pg 47. 
   
  Possessions: Explorer’s Outfit, Longsword, 
  Masterwork Mighty Composite Longbow (+3 
  bonus), +1 Studded Leather. 
   
   
   
   
  
  GEO6-02 Dead Silence 
   
  Page 32 
  APPENDIX 2 – APL 4 
   
  ENCOUNTER 4 
   
   
   
   
  Shadow Forest Troll (x2): medium giant; CR 5; 
  HD 5d8+25; hp 47; Init +7; Spd 45' (9 squares) 
  walk or 30' (6 squares) climb; AC 22 (+3 Dex, +4 
  armor, +5 natural armor), touch 13, flat-footed 15; 
  BAB/Grp +3/+6; Full Atk 2 claws +6 melee (1d4+3 
  plus poison) and bite +1 melee (1d4+1) or javelin 
  +6 ranged (1d6+3 plus poison); SA Poison; SQ 
  Darkvision 90', Fast Healing 5, Low-Light Vision, 
  Scent, Cold Resistance 10, Shadow Blend, 
  Damage Reduction 5/magic; AL CE; SV Fort +10, 
  Ref +5, Will +2; Str 17, Dex 16, Con 21, Int 11, 
  Wis 11, Cha 6. 
   
  Skills and Feats: Climb +11, Hide +8 (Forest 
  Setting), Listen +5, Spot +5, Survival +5.  
  Improved Initiative, Track. 
   
   
  Special Abilities: 
   
   
  Poison (Ex): Injury, Fortitude DC 17, 
  initial/secondary damage 1d6 constitution.  Forest 
  trolls create their own special poison made from 
  their saliva to coat their javelins and claws.  The 
  save DC is Constitution-based. 
   
   
  Shadow Blend (Su): In any conditions 
  other than full daylight, a shadow creature can 
  disappear into the shadows, giving it total 
  concealment.  Artificial illumination, even a light or 
  continual flame spell, does not negate this ability, 
  but a daylight spell will. 
  Possessions: Cloak of Resistance +1, Potion of 
  Haste, +1 Studded Leather. 
  ENCOUNTER 6 
   
   
   
   
  Sorcerer, Shadow Human Sorcerer 4:  medium 
  humanoid; CR 5; HD 4d4+8+3; hp 21; Init +2; Spd 
  45’ (9 squares) walk; AC 12 (+2 Dex ), touch 12, 
  flat-footed 10; BAB/Grp +2/+1; Full Atk +1 (1d6-1, 
  quarterstaff); SA None; SQ Cause Fear (Sp), Cold 
  Resistance 9, Darkvision 60’, Low-light Vision, 
  Shadow Blend, Spells, Summon Familiar (Toad); 
  AL CE; SV Fort +3, Ref +3, Will +4; Str 8, Dex 14, 
  Con 14, Int 12, Wis 10, Cha 17. 
   
  Skills and Feats: Bluff (+10), Concentration 
  (+9), Knowledge (arcane) (+8), Spellcraft (+8).  
  Combat Casting, Spell Focus (Evocation), Spell 
  Focus (Enchantment). 
   
  Special Abilities: 
   
   
  Cause Fear (Sp): Caster level 5th, DC 13 
  Will partial. 
   
  Shadow Blend (Su): In any conditions other 
  than full daylight, a shadow creature can 
  disappear into the shadows, giving it total 
  concealment.  Artificial illumination, even a light or 
  continual flame spell, does not negate this ability, 
  but a daylight spell will.  
  Spells:  Spells Known (6/7/4; save DC 14 + spell 
  level (Enchantment, Evocation) or DC 13 + spell 
  level); 0 – Detect Magic, Detect Poison, Daze, 
  Ghost Sound, Ray of Frost, Touch of Fatigue; 1 – 
  Burning Hands, Magic Missile, Sleep; 2 – Tasha’s 
  Hideous Laughter 
   
  Possessions: Brooch of Shielding, Necklace of 
  Fireballs Type II, Traveler’s outfit 
  Inky (Toad Familiar): CR -; diminutive animal; HD 
  4; hp 10; Init +1; Spd 5ft (1 square); AC 17 (+4 
  size, +1 Dex, +2 natural), touch 15, flat-footed 16; 
  BAB/Grapple +0/-17; Atk -; SA None, SQ 
  Alertness, Amphibious, Empathic Link, Improved 
  Evasion, Low-light Vision, Share Spells; AL N; SV 
  Fort +3, Ref +4, Will +5; Str 1, Dex 12, Con 11, Int 
  7, Wis 14, Cha 4. 
   
  Skills and Feats: Hide +21, Listen +4, Spot +4. 
   Alertness. 
   
  Special Abilities: 
  Alertness (Ex): While a familiar is within 
  arm’s reach, the master gains the Alertness feat. 
  Improved Evasion (Ex):  When subjected 
  to an attack that normally allows a Reflex saving 
  throw for half damage, a familiar takes no damage 
  if it makes a successful saving throw and half 
  damage even if the saving throw fails. 
  Share Spells:  At the master’s option, he 
  may have any spell he casts on himself also affect 
  his familiar. 
  Empathic Link (Su): The master has an 
  empathic link with his familiar out to a distance of 
  up to 1 mile.  The master cannot see through the 
  familiar’s 
  eyes 
  but 
  they 
  can 
  communicate 
  empathically. 
  Deliver Touch Spells (Su):  If the master 
  and the familiar are in contact at the time the 
  master casts a touch spell, he can designate his 
  
  GEO6-02 Dead Silence 
   
  Page 33 
  familiar as the “toucher”.  The familiar can then 
  deliver the touch spell just as the master could. 
   
  Shadow Wood Elf Fighter 2/Scout 2:  medium 
  humanoid; CR 5; HD 2d10+2+2d8+2; 24 hp; Init 
  +4; Spd 45’ (9 squares) walk; AC 18 (+5 armor, +3 
  Dex), touch 14, flat-footed 15; BAB/Grp +3/+7; Full 
  Atk +9 (1d8+7, Masterwork Longspear) or +8 
  (1d8+4, Masterwork Longsword) or +7 (1d8, 
  Composite Longbow); SA None; SQ Battle 
  Fortitude +1, Cold Resistance 9, Darkvision 60’, 
  Low-light Vision, Shadow Blend, Uncanny Dodge; 
  AL CE; SV Fort +7, Ref +8, Will +2; Str 18, Dex 
  17, Con 12, Int 10, Wis 10, Cha 6. 
   
  Skills and Feats: Climb +8) Escape Artist +7, 
  Hide +7, Knowledge (geography) +5, Knowledge 
  (nature) +5, Listen +5, Move Silently +5, Spot +5, 
  Tumble +7. Dodge, Mobility, Power Attack, 
  Weapon Focus (Longspear). 
   
  Special Abilities: 
   
  Battle Fortitude (Ex): A scout gains a +1 
  competence bonus on Fortitude saves and 
  initiative checks.  A scout loses this bonus when 
  wearing medium or heavy armor or when carrying 
  a medium or heavy load. 
   
  Shadow Blend (Su): In any conditions other 
  than full daylight, a shadow creature can 
  disappear into the shadows, giving it total 
  concealment.  Artificial illumination, even a light or 
  continual flame spell, does not negate this ability, 
  but a daylight spell will. 
   
  Skirmish (Ex): The scout deals +1d6 points of 
  damage on all attacks he makes during any round 
  in which he moves at least 10 feet.  The extra 
  damage only applies against living creatures that 
  have a discernible anatomy.  Scouts can apply this 
  extra damage to ranged attacks made while 
  skirmishing, but only if the target is within 30 feet. 
   
  Trapfinding (Ex): A scout can use the Search 
  skill to locate traps with a DC higher than 20 and 
  she can use Disable Device to bypass a trap or 
  disarm magic traps.  See the rogue class feature, 
  page 50 of the PHB. 
   
  Uncanny Dodge (Ex): A scout cannot be 
  caught flat-footed and reacts to danger before her 
  senses would normally allow her to do so.  See 
  the barbarian class feature, page 26 of the PHB. 
   
  Possessions: Chain Shirt +1, Composite 
  Longbow, 
  20 
  arrows, 
  Explorer’s 
  Outfit, 
  +1 
  Longspear, Masterwork Longsword, Potion of 
  Bull’s Strength. 
   
  Shadow Wood Elf Fighter 2/Ranger 2:  CR 5; 
  medium humanoid; HD 2d10+2d8+4; 26 hp; Init 
  +4; Spd 45’ (9 squares) walk; AC 18 (+4 armor, +4 
  Dex), touch 15, flat-footed 14; BAB/Grp +4/+7; Full 
  Atk +10 (1d8+3, Masterwork Mighty Composite 
  Longbow 
  (+3 
  bonus)) 
  or 
  +8/+8 
  (1d8+3, 
  Masterwork Mighty Composite Longbow (+3 
  bonus)) or +7 (1d8+3, Longsword); SA None; SQ 
  Cold Resistance 9, Darkvision 60’, Evasion, 
  Favored 
  Enemy 
  (Giants), 
  Low-light 
  Vision, 
  Shadow Blend; AL CE; SV Fort +6, Ref +7, Will 
  +0; Str 16, Dex 19, Con 10, Int 10, Wis 10, Cha 8. 
   
  Skills 
  and 
  Feats: 
  Climb 
  +7, 
  Hide 
  +9, 
  Knowledge (geography) +5, Listen +5, Move 
  Silently +9, Search +5, Survival +5. Improved 
  Toughness, Point Blank Shot, Precise Shot, Rapid 
  Shot, Track, Weapon Focus (Longbow). 
   
   
  Special Abilities: 
   
  Evasion (Ex): Magical attacks may be 
  avoided with great agility.  If he makes a 
  successful Reflex saving throw against an attack 
  that normally deals half damage on a successful 
  save, he instead takes no damage. 
   
  Favored Enemy (Ex): Due to his extensive 
  study of giants and the proper techniques for 
  combating such creatures the ranger gains a +2 
  bonus on Bluff, Listen, Sense Motive, Spot, and 
  Survival checks as well as a +2 bonus on weapon 
  damage rolls against giants. 
   
  Shadow Blend (Su): In any conditions other 
  than full daylight, a shadow creature can 
  disappear into the shadows, giving it total 
  concealment.  Artificial illumination, even a light or 
  continual flame spell, does not negate this ability, 
  but a daylight spell will. 
   
  Wild Empathy (Ex): A ranger can use body 
  language, vocalizations, and demeanor to improve 
  the attitude of an animal.  See PHB, pg 47. 
  Possessions: 
  Explorer’s 
  Outfit, 
  Longsword, 
  Masterwork Mighty Composite Longbow (+3 
  bonus), Quiver of Ehlonna, +1 Studded Leather. 
  
  GEO6-02 Dead Silence 
   
  Page 34 
  APPENDIX 3 – APL 6 
   
  ENCOUNTER 4A 
   
   
   
   
  Shadow Forest Troll Ftr1/Bar1: medium giant; 
  CR 7; HD 5d8+35+1d10+7+1d12+7; hp 82; Init +7; 
  Spd 60' (10 squares) walk or 30' (6 squares) 
  climb; AC 22 (+3 Dex, +4 armor, +5 natural 
  armor), touch 13, flat-footed 15; BAB/Grp +5/+8; 
  Full Atk 2 claws +8 melee (1d4+3 plus poison) and 
  bite +3 melee (1d4+1) or javelin +8 ranged (1d6+3 
  plus poison); SA Poison; SQ Darkvision 90', Fast 
  Healing 
  5, 
  Low-Light 
  Vision, 
  Scent, 
  Cold 
  Resistance 10, Shadow Blend, Damage Reduction 
  5/magic, Rage; AL CE; SV Fort +14, Ref +4, Will 
  +1; Str 17, Dex 16, Con 23, Int 11, Wis 11, Cha 6. 
   
  Skills and Feats: Climb +15, Hide +8 (Forest 
  Setting), Listen +5, Spot +5, Survival +5.  Ability 
  Focus (Poison), Improved Initiative, Improved 
  Toughness, Track. 
   
  Special Abilities: 
   
   
  Poison (Ex): Injury, Fortitude DC 20, 
  initial/secondary damage 1d6 constitution.  Forest 
  trolls create their own special poison made from 
  their saliva to coat their javelins and claws.  The 
  save DC is Constitution-based. 
   
   
  Rage (Ex): 1/day – Temporary (8 rnds) +4 
  Str, +4 Con, +2 Will, -2 AC.  When ended, -2 Str, -
  2 Dex, cannot charge or run for the duration of the 
  current encounter.  
  Adjustments (Rage):  HD 5d8+37+1d10+9+1d12 
  +9; hp 96; AC 20 (+3 Dex, +4 armor, +5 natural 
  armor), touch 13, flat-footed 15;  BAB/Grp +5/+10; 
  Full Atk 2 claws +10 melee (1d4+5 plus poison) 
  and bite +5 melee (1d4+3) or javelin +8 ranged 
  (1d6+5 plus poison); SV Fort +13, Ref +4, Will +1; 
   
  Shadow Blend (Su): In any conditions other 
  than full daylight, a shadow creature can 
  disappear into the shadows, giving it total 
  concealment.  Artificial illumination, even a light or 
  continual flame spell, does not negate this ability, 
  but a daylight spell will. 
   
  Possessions: Amulet of Health +2, Brooch of 
  Shielding, Studded Leather +1. 
  Shadow Forest Troll Rog2: medium giant; CR 7; 
  HD 5d8+25+2d6+10; hp 63; Init +8; Spd 45' walk 
  or 30' climb; AC 23 (+4 Dex, +4 armor, +5 natural 
  armor), touch 13, flat-footed 15; BAB/Grp +4/+7; 
  Full Atk 2 claws +7 melee (1d4+3 plus poison) and 
  bite +2 melee (1d4+1) or javelin +6 ranged (1d6+3 
  plus poison); SA Poison; SQ Darkvision 90', Fast 
  Healing 
  5, 
  Low-Light 
  Vision, 
  Scent, 
  Cold 
  Resistance 10, Shadow Blend, Damage Reduction 
  5/magic, Sneak Attack +1d6, Trapfinding, Evasion; 
  AL CE; SV Fort +10, Ref +8, Will +2; Str 17, Dex 
  18, Con 21, Int 11, Wis 11, Cha 6. 
   
  Skills and Feats: Climb +11, Hide +11 (Forest 
  Setting), Listen +7, Move Silently +6, Spot +7, 
  Survival +5.   Ability Focus (Poison), Improved 
  Initiative, Track. 
   
  Special Abilities:  
   
   
  Evasion (Ex): The shadow troll can evade 
  magical attacks with great agility.  If he makes a 
  successful Reflex saving throw against an attack 
  that normally deals half damage on a successful 
  save, he instead takes no damage. 
   
   
  Poison (Ex): Injury, Fortitude DC 19, 
  initial/secondary damage 1d6 constitution.  Forest 
  trolls create their own special poison made from 
  their saliva to coat their javelins and claws.  The 
  save DC is Constitution-based. 
   
   
  Shadow Blend (Su): In any conditions 
  other than full daylight, a shadow creature can 
  disappear into the shadows, giving it total 
  concealment.  Artificial illumination, even a light or 
  continual flame spell, does not negate this ability, 
  but a daylight spell will. 
   
   
  Trapfinding:  Can use the Search skill to 
  locate traps when the task has a Difficulty Class 
  higher than 20. 
   
  Possessions:  Cloak of Resistance +1, Gloves 
  of Dexterity +2, Potion of Haste, +1 Studded 
  Leather. 
   
  ENCOUNTER 6A 
   
   
   
   
  Shadow Human Sorcerer 6:  medium humanoid; 
  CR 7; HD 6d4+12+3; hp 29; Init +2; Spd 45’ (9 
  squares) walk; AC 12 (+2 Dex ), touch 12, flat-
  footed 10; BAB/Grp +3/+2; Full Atk +2 (1d6-1, 
  quarterstaff); SA None; SQ Cause Fear (Sp), Cold 
  Resistance 7, Darkvision 60’, Low-light Vision, 
  Shadow Blend, Spells, Summon Familiar (Toad); 
  AL CE; SV Fort +4, Ref +4, Will +5; Str 8, Dex 14, 
  Con 14, Int 12, Wis 10, Cha 17. 
  
  GEO6-02 Dead Silence 
   
  Page 35 
   
  Skills and Feats: Bluff +12, Concentration +11, 
  Knowledge (arcane) +10, Spellcraft +10.  Combat 
  Casting, Empower Spell, Spell Focus (Evocation), 
  Spell Focus (Enchantment). 
   
  Special Abilities: 
   
   
  Cause Fear (Sp): Caster level 5th, DC 13 
  Will partial. 
   
  Shadow Blend (Su): In any conditions other 
  than full daylight, a shadow creature can 
  disappear into the shadows, giving it total 
  concealment.  Artificial illumination, even a light or 
  continual flame spell, does not negate this ability, 
  but a daylight spell will. 
   
  Spells:  Spells Known (6/7/6/4; save DC 14 + 
  spell level (Enchantment, Evocation) or DC 13 + 
  spell level); 0 – Detect Magic, Detect Poison, 
  Daze, Flare, Ghost Sound, Ray of Frost, Touch of 
  Fatigue; 1 – Burning Hands, Magic Missile, Sleep; 
  2 – Tasha’s Hideous Laughter, Touch of Idiocy; 3 
  – Lightning Bolt. 
   
  Possessions: Brooch of Shielding, Elemental 
  Gem (Earth), Potion of Protection from Arrows 
  15/magic, Traveler’s outfit 
  Inky (Toad Familiar): diminutive animal; CR -; HD 
  6; hp 14; Init +1; Spd 5ft; AC 18 (+4 size, +1 Dex, 
  +3 natural), touch 15, flat-footed 17; BAB/Grapple 
  +0/-17; 
  Atk 
  -; 
  SA 
  None, 
  SQ 
  Alertness, 
  Amphibious, Empathic Link, Improved Evasion, 
  Low-light Vision, Share Spells; AL N; SV Fort +4, 
  Ref +5, Will +7; Str 1, Dex 12, Con 11, Int 6, Wis 
  14, Cha 4. 
   
  Skills and Feats: Hide +21, Listen +4, Spot +4. 
   Alertness. 
   
  Special Abilities: 
  Alertness (Ex): While a familiar is within 
  arm’s reach, the master gains the Alertness feat. 
  Improved Evasion (Ex):  When subjected 
  to an attack that normally allows a Reflex saving 
  throw for half damage, a familiar takes no damage 
  if it makes a successful saving throw and half 
  damage even if the saving throw fails. 
  Share Spells:  At the master’s option, he 
  may have any spell he casts on himself also affect 
  his familiar. 
  Empathic Link (Su): The master has an 
  empathic link with his familiar out to a distance of 
  up to 1 mile.  The master cannot see through the 
  familiar’s 
  eyes 
  but 
  they 
  can 
  communicate 
  empathically. 
  Deliver Touch Spells (Su):  If the master 
  and the familiar are in contact at the time the 
  master casts a touch spell, he can designate his 
  familiar as the “toucher”.  The familiar can then 
  deliver the touch spell just as the master could. 
  Speak With Master (Ex): A familiar can 
  communicate verbally as if they were using a 
  common language.  Other creatures do not 
  understand the communication without magical 
  help. 
  Shadow Wood Elf Fighter 2/Scout 4:  medium 
  humanoid; CR 7; HD 2d10+2+4d8+4; 32 hp; Init 
  +4; Spd 60’ walk; AC 18 (+5 armor, +3 Dex), touch 
  14, flat-footed 15; BAB/Grp +5/+9; Full Atk +11 
  (1d8+7, Masterwork Longspear) or +10 (1d8+4, 
  Masterwork Longsword) or +9 (1d8, Composite 
  Longbow); SA None; SQ Battle Fortitude +1, Cold 
  Resistance 9, Darkvision 60’, Fast Movement 
  +10’, Low-light Vision, Shadow Blend, Skirmish 
  (+1d6, +1 AC), Trackless Step, Uncanny Dodge; 
  AL CE; SV Fort +8, Ref +9, Will +3; Str 18, Dex 
  17, Con 12, Int 10, Wis 10, Cha 6. 
   
  Skills and Feats: Climb +8, Escape Artist +9, 
  Hide +9, Knowledge (geography) +7, Knowledge 
  (nature) +7, Listen +7, Move Silently +7, Spot +7, 
  Tumble +9. Combat Reflexes, Dodge, Mobility, 
  Power Attack, Spring Attack, Weapon Focus 
  (Longspear). 
   
  Special Abilities: 
   
  Battle Fortitude (Ex): A scout gains a +1 
  competence bonus on Fortitude saves and 
  initiative checks.  A scout loses this bonus when 
  wearing medium or heavy armor or when carrying 
  a medium or heavy load. 
   
  Shadow Blend (Su): In any conditions other 
  than full daylight, a shadow creature can 
  disappear into the shadows, giving it total 
  concealment.  Artificial illumination, even a light or 
  continual flame spell, does not negate this ability, 
  but a daylight spell will. 
   
  Skirmish (Ex): The scout deals +1d6 points of 
  damage to all attacks and gains +1 armor class 
  during any round in which he moves at least 10 
  feet.  The extra damage only applies against living 
  creatures that have a discernible anatomy.  Scouts 
  can apply this extra damage to ranged attacks 
  made while skirmishing, but only if the target is 
  within 30 feet. 
   
  
  GEO6-02 Dead Silence 
   
  Page 36 
   
  Trackless Step (Ex): A scout cannot be 
  tracked in natural surroundings.  See the druid 
  calss feature, page 36 of the PHB. 
   
  Trapfinding (Ex): A scout can use the Search 
  skill to locate traps with a DC higher than 20 and 
  she can use Disable Device to bypass a trap or 
  disarm magic traps.  See the rogue class feature, 
  page 50 of the PHB. 
   
  Uncanny Dodge (Ex): A scout cannot be 
  caught flat-footed and reacts to danger before her 
  senses would normally allow her to do so.  See 
  the barbarian class feature, page 26 of the PHB. 
   
  Possessions: Chain Shirt +1, Composite 
  Longbow, 
  20 
  arrows, 
  Explorer’s 
  Outfit, 
  +1 
  Longspear, Masterwork Longsword, Potion of 
  Haste, Potion of Rage. 
   
  Shadow Wood Elf Fighter 4/Ranger 2:  CR 7; 
  medium humanoid; HD 4d10+2d8+6; 38 hp; Init 
  +4; Spd 45’ (9 squares) walk; AC 18 (+4 armor, +4 
  Dex), touch 15, flat-footed 14; BAB/Grp +6/+9; Full 
  Atk +12/+7 (1d8+5, Masterwork Mighty Composite 
  Longbow 
  (+3 
  bonus)) 
  or 
  +10/+10 
  (1d8+5, 
  Masterwork Mighty Composite Longbow (+3 
  bonus)) or +9/+4 (1d8+3, Longsword); SA None; 
  SQ Cold Resistance 7, Darkvision 60’, Evasion, 
  Favored 
  Enemy 
  (Giants), 
  Low-light 
  Vision, 
  Shadow Blend; AL CE; SV Fort +7, Ref +8, Will 
  +3; Str 16, Dex 19, Con 10, Int 10, Wis 10, Cha 8. 
   
  Skills and Feats: Climb +7, Handle Animal +3, 
  Hide +9, Knowledge (geography) +5, Listen +5, 
  Move Silently +9, Search +5, Survival +5. 
  Improved Toughness, Iron Will, Point Blank Shot, 
  Precise Shot, Rapid Shot, Track, Weapon Focus 
  (Longbow), Weapon Specialization (Longbow). 
   
  Special Abilities: 
   
  Evasion (Ex): Magical attacks may be 
  avoided with great agility.  If he makes a 
  successful Reflex saving throw against an attack 
  that normally deals half damage on a successful 
  save, he instead takes no damage. 
   
  Favored Enemy (Ex): Due to his extensive 
  study of giants and the proper techniques for 
  combating such creatures the ranger gains a +2 
  bonus on Bluff, Listen, Sense Motive, Spot, and 
  Survival checks as well as a +2 bonus on weapon 
  damage rolls against giants. 
   
  Shadow Blend (Su): In any conditions other 
  than full daylight, a shadow creature can 
  disappear into the shadows, giving it total 
  concealment.  Artificial illumination, even a light or 
  continual flame spell, does not negate this ability, 
  but a daylight spell will. 
   
  Wild Empathy (Ex): A ranger can use body 
  language, vocalizations, and demeanor to improve 
  the attitude of an animal.  See PHB, pg 47. 
  Possessions: 
  Explorer’s 
  Outfit, 
  Longsword, 
  Masterwork Mighty Composite Longbow (+3 
  bonus), Potion of Barkskin +5, Quiver of Ehlonna, 
  +1 Studded Leather. 
   
   
  
  GEO6-02 Dead Silence 
   
  Page 37 
  APPENDIX 4 – NPCS FOR ENCOUNTER 4A
  APL 2  
  Filar, WarBand Scout Rgr2: CR 2; medium 
  humanoid (sylvan elf); HD 2d8+2; hp 15; Init +3; 
  Spd 30' (6 squares) walk; AC 17 (+3 Dex, +4 
  armor); touch 13, flat-footed 14; BAB/Grp +2/+5; 
  Full Atk  Longsword +7 melee (1d8+3) or 
  Longsword +5 melee (1d8+3) and Shortsword 
  +4 melee (1d6+1); SA None; SQ Combat Style, 
  Elf Traits, Favored Enemy, low-light vision, Wild 
  Empathy; AL CG; SV Fort +4, Ref +7, Will +2; 
  Str 16, Dex 16, Con 12, Int 10, Wis 14, Cha 8. 
   
  Skills and Feats: Hide +8, Listen, +7, Move 
  Silently +8, Search +5, Spot +7, Survival +7.  
  Track, Two-Weapon Fighting, Weapon Focus 
  (longsword). 
   
  Possessions: Chain Shirt, Explorer’s Outfit, 
  Masterwork Longsword, Masterwork Shortsword 
   
  Special Qualities: 
   
  Combat Style (Ex):  The ranger has chosen 
  the two-weapon combat style. 
   
  Favored Enemy (Ex): Due to his extensive 
  study of dragons and the proper techniques for 
  combating such creatures the ranger gains a +2 
  bonus on Bluff, Listen, Sense Motive, Spot, and 
  Survival checks as well as a +2 bonus on 
  weapon damage rolls against dragons. 
   
  Low-Light Vision (Ex): An elf can see twice 
  as far as a human in conditions of poor 
  illumination. 
   
  Wild Empathy (Ex): A ranger can use body 
  language, vocalizations, and demeanor to 
  improve the attitude of an animal.  See PHB, pg 
  47. 
  APL 4 
  Filar, WarBand Scout Rgr4: medium humanoid 
  (sylvan elf); HD 4d8+4; hp 27; Init +3; Spd 30' (6 
  squares) walk; AC 17 (+3 Dex, +4 armor); touch 
  13, flat-footed 14; BAB/Grp +4/+7; Full Atk  
  Longsword +9 melee (1d8+3) or Longsword +7 
  melee (1d8+3) and Shortsword +7 melee 
  (1d6+1); SA None; SQ Animal Companion, 
  Combat Style, Elf Traits, Favored Enemy, low-
  light vision, Wild Empathy; AL CG; SV Fort +6, 
  Ref +9, Will +3; Str 16, Dex 17, Con 12, Int 10, 
  Wis 14, Cha 8. 
   
  Skills and Feats: Hide +10, Listen, +9, Move 
  Silently +10, Search +7, Spot +9, Survival +9.  
  Endurance, 
  Track, 
  Two-Weapon 
  Fighting, 
  Weapon Focus (longsword), Weapon Focus 
  (shortsword). 
   
  Possessions: Chain Shirt, Explorer’s Outfit, 
  Masterwork Longsword, Masterwork Shortsword 
   
  Special Qualities: 
  Animal 
  Companion 
  (Ex): 
   
  Filar’s 
  animal 
  companion has fallen victim to the shadow 
  within the Dim. 
   
   
  Combat Style (Ex):  The ranger has 
  chosen the two-weapon combat style. 
   
  Favored Enemy (Ex): Due to his extensive 
  study of dragons and the proper techniques for 
  combating such creatures the ranger gains a +2 
  bonus on Bluff, Listen, Sense Motive, Spot, and 
  Survival checks as well as a +2 bonus on 
  weapon damage rolls against dragons. 
   
  Low-Light Vision (Ex): An elf can see twice 
  as far as a human in conditions of poor 
  illumination. 
   
  Wild Empathy (Ex): A ranger can use body 
  language, vocalizations, and demeanor to 
  improve the attitude of an animal.  See PHB, pg 
  47. 
  APL 6  
  Filar, WarBand Scout Rgr6: CR 6; medium 
  humanoid (sylvan elf); HD 6d8+6; hp 39; Init +7; 
  Spd 30' (6 squares) walk; AC 17 (+3 Dex, +4 
  armor); touch 13, flat-footed 14; BAB/Grp +6/+9; 
  Full Atk  Longsword +11/+6 melee (1d8+3) or 
  Longsword 
  +9/+4 
  melee 
  (1d8+3) 
  and 
  Shortsword +9/+4 melee (1d6+1); SA None; SQ 
  Animal Companion, Improved Combat Style, Elf 
  Traits, Favored Enemy, low-light vision, Wild 
  Empathy; AL CG; SV Fort +7, Ref +10, Will +4; 
  Str 16, Dex 17, Con 12, Int 10, Wis 14, Cha 8. 
   
  Skills and Feats: Hide +12, Listen, +11, 
  Move Silently +12, Search +9, Spot +11, 
  Survival +11.  Endurance, Improved Initiative, 
  Track, Two-Weapon Fighting, Weapon Focus 
  (longsword), Weapon Focus (shortsword). 
   
  Possessions: Chain Shirt, Explorer’s Outfit, 
  Masterwork Longsword, Masterwork Shortsword 
  
  GEO6-02 Dead Silence 
   
  Page 38 
   
  Special Qualities: 
  Animal 
  Companion 
  (Ex): 
   
  Filar’s 
  animal 
  companion has fallen victim to the shadow 
  within the Dim. 
   
   
  Combat Style (Ex):  The ranger has 
  chosen the two-weapon combat style. 
   
  Favored Enemy (Ex): Due to his extensive 
  study of dragons and giants and the proper 
  techniques for combating such creatures the 
  ranger gains a +4 bonus on Bluff, Listen, Sense 
  Motive, Spot, and Survival checks as well as a 
  +4 bonus on weapon damage rolls against 
  dragons.  The bonus against giants are +2 in all 
  respects. 
   
  Low-Light Vision (Ex): An elf can see twice 
  as far as a human in conditions of poor 
  illumination. 
   
  Wild Empathy (Ex): A ranger can use body 
  language, vocalizations, and demeanor to 
  improve the attitude of an animal.  See PHB, pg 
  47. 
  
  GEO6-02 Dead Silence 
   
  Page 39 
  APPENDIX 5 – NPCS FOR ENCOUNTER 4B&C
  APL 2  
   
  Bevyn, Midwood Carpenter (Exp2/War1): CR 
  2; medium humanoid; HD 2d6+2+1d8+1+3; hp 
  21; Init +2; Spd 30' (6 squares) walk; AC 19 (+2 
  Dex, +5 armor, +2 shield); touch 12, flat-footed 
  15; BAB/Grp +2/+4; Full Atk Warhammer +5 
  melee (1d8+2); SA None; SQ None; AL NG; SV 
  Fort +3, Ref +2, Will +4; Str 14, Dex 14, Con 12, 
  Int 14, Wis 12, Cha 10. 
   
  Skills and Feats: Climb +8, Craft (carpentry) 
  +11, Handle Animal +8, Heal +6, Jump +8, 
  Knowledge (local) +8, Knowledge (religion) +8, 
  Profession +7, Ride +8.  Improved Toughness, 
  Skill Focus Craft (carpentry). 
   
  Possessions: Chainmail, Heavy Wooden 
  Shield, Masterwork Artisan’s Tools, Masterwork 
  Warhammer, Peasant’s Outfit 
   
  APL 4 
  Bevyn, Midwood Carpenter (Exp3/War2): CR 
  4; medium humanoid; HD 3d6+3+2d8+2+5; hp 
  34; Init +2; Spd 30' (6 squares) walk; AC 19 (+2 
  Dex, +5 armor, +2 shield); touch 12, flat-footed 
  15; BAB/Grp +4/+6; Full Atk Warhammer +7 
  melee (1d8+2); SA None; SQ None; AL NG; SV 
  Fort +4, Ref +4, Will +4; Str 15, Dex 14, Con 12, 
  Int 14, Wis 12, Cha 10. 
   
  Skills and Feats: Climb +10, Craft +13, 
  Handle Animal +9, Heal +8, Jump +10, 
  Knowledge (local) +9, Knowledge (religion) +9, 
  Profession +9, Ride +9.  Improved Toughness, 
  Skill Focus Craft (carpentry). 
   
  Possessions: Chainmail, Heavy Wooden 
  Shield, Masterwork Artisan’s Tools, Masterwork 
  Warhammer, Peasant’s Outfit 
  APL 6  
  Bevyn, Midwood Carpenter (Exp5/War2): CR 
  6; medium humanoid; HD 5d6+5+2d8+2+7; hp 
  46; Init +2; Spd 30' (6 squares) walk; AC 19 (+2 
  Dex, +5 armor, +2 shield); touch 12, flat-footed 
  15; BAB/Grp +5/+6; Full Atk Warhammer +8 
  melee (1d8+2); SA None; SQ None; AL NG; SV 
  Fort +3, Ref +2, Will +5; Str 15, Dex 14, Con 12, 
  Int 14, Wis 12, Cha 10. 
   
  Skills and Feats: Climb +12, Craft +15, 
  Handle Animal +11, Heal +10, Jump +12, 
  Knowledge (local) +11, Knowledge (religion) 
  +11, Profession +11, Ride +11.  Endurance, 
  Improved 
  Toughness, 
  Skill 
  Focus 
  Craft 
  (carpentry). 
   
  Possessions: Chainmail, Heavy Wooden 
  Shield, Masterwork Artisan’s Tools, Masterwork 
  Warhammer, Peasant’s Outfit 
  
  GEO6-02 Dead Silence 
   
  Page 40 
  APPENDIX 6 – ALL APLS 
  ENCOUNTER 6 
   
   
   
   
  Deardria, 
  Female 
  Human 
  Clr9; 
  Medium 
  Humanoid; CR 9;HD 9d8; hp 48; Init +0; Spd 30 
  ft/x4; AC 10, touch 10, flat-footed 10; Base 
  Atk/Grapple +6/+6; Full Atk +3/-2 One-handed  
  (1d8+1;19-20/x2,  +1 Longsword), +6/+1 One-
  handed  (1d4;19-20/x2, Dagger); AL NG; SV Fort 
  +6, Ref +3, Will +10; Str 10, Dex 10 Con 10, Int 
  10, Wis 20, Cha 14; 
   
  Skills & Feats: Concentration¹ +6, Craft 
  (Wonderous Item)¹ +7, Heal¹ +12, Knowledge 
  (religion) 
  +4, 
  Knowledge 
  (the 
  planes) 
  +2, 
  Spellcraft +9. 
   
  Feats: Augment Healing, Consecrate Spell, 
  Empower Spell, Divine Metamagic (Empower 
  Spell) 
   
  Ability (Ex/Sp/Su):  
  Turn Undead (Su): Can Turn undead 5 times per 
  day.  A turning check is made on a 1d20+2;  
  damage is 2d6+11 on a successful check 
   
   
  Languages: Common, Flan, Celestial 
   
  Spells Prepared (6/6+1/5+1/4+1/3+1/2+1, save 
  DC = 15 + spell level): 0 – Guidance, Light (x2), 
  Mending, Purify Food and Water, Resistance; 1st – 
  Bless, Healthful Rest, Bless water, Cure Light 
  Wounds (x2), Protection from Evil*, Sanctuary; 2nd 
  – Aid*, Bull’s Strength (x2), Cure Moderate 
  Wounds (x2), Death Knell; 3rd – Cure Serious 
  Wounds (x2), Daylight (x2), Magic Circle again 
  Evil*,X; 4th – Cure Critical Wounds, Dismissal, Fire 
  Shield, * Restoration; 5th – Cure Light Wounds (2), 
  Mass, Flamestrike*; 
   
  *Domain spell. Domains: Good, Sun. 
   
   
  Possessions: Periapt of Wisdom +2, Pearl of 
  Power  2nd level, Pearl of Power 3rd level, Holy 
  Symbol, Cleric’s Vestments, Spell Component 
  Pouch. 
   
   
   
   
  
  GEO6-02 Dead Silence 
   
  Page 41 
  DM AID: MAP #1 – DIM FOREST 
   
   
   
   
  
  GEO6-02 Dead Silence 
   
  Page 42 
  DM AID: MAP #2 – MAELSTROM ON THE JAVAN  
  
  GEO6-02 Dead Silence 
   
  Page 43 
  DM AID: MAP #3 – COMING INTO THE COMPOUND  
   
  
  GEO6-02 Dead Silence 
   
  Page 44 
  DM AID: MAP #4 – COMING TO THE GATE 
   
  
  GEO6-02 Dead Silence 
   
  Page 45 
  DM AID: MAP #5 – FIGHT ON THE WALL 
   
  
  GEO6-02 Dead Silence 
   
  Page 46 
  DM AID: CONTEST RULES 
  Log rolling contest  
  Stick a couple logs on the river and get the PCs up and moving them – lots of balance checks that 
  increase in difficulty. 
  • 
  All PCs roll dice at the same time.   
  • 
  Any failed checks require a Reflex save (DC 15) to prevent the PC from falling into the water. 
  • 
  They must make a successful balance or tumble check (DC 10 to get into the middle of the log).  
  The PCs may use whichever of the two is better. 
  • 
  Once they get onto the log successfully, the contestants begin to make balance checks.  The first 
  5 checks are DC 12. 
  • 
  To keep on the log and keep it moving, the contestants must increase their speed.  They are at a 
  -5 penalty to their balance check.  The next 5 checks are DC 12.  (This does not include their -5 
  penalty) 
  • 
  As the contestants continue to roll the log in the water, it becomes more slippery.  They are still at 
  a -5 penalty to keep the log rolling, but the DC increases to 15. 
  • 
  After extensive rolling, the PCs must work harder to keep the logs rolling.  For those without the 
  endurance feat, they must make double movements to keep the log going.  Because of this, they 
  must make two balance checks for every one “round”.  The DC is still 15 and they are still at a -5 
  penalty. 
   
  The PC who stays on the log the longest, is declared the winner. 
   
  Dog trick performance 
  Contestants are given normal dogs.  They can use handle animal, wild empathy, speak with animals etc 
  to train the dogs to do things.  This is based off rolls with the player giving descriptions of the tricks.  
  • 
  PCs are given a normal, non-magical dog.  They have 5 real life minutes to think of what sort of 
  performance tricks they want the dog to do. 
  • 
  They may use handle animal, wild empathy, speak with animals etc to help train the dog to do 
  performance tricks.  If the PC does not have handle animal, they may apply their charisma 
  instead.   
  • 
  A PC who uses wild shape or another shape-changing ability to become a dog and speak with 
  the dog they are trying to train, should use their diplomacy skill rather than handle animal. 
  • 
  Using magical spells to enhance the dog’s performance gives a +1 circumstance bonus per spell 
  level to each roll made by the PC.  The bonus may be applied to each trick. 
  • 
  The PCs must get the dog to do 3 tricks.  The player should describe each trick, and make 3 d20 
  rolls, applying any bonuses to each outcome 
  • 
  The average of all 3 rolls is taken. 
   
  The PC with the highest average is declared the winner. 
  
  GEO6-02 Dead Silence 
   
  Page 47 
  DM AID: WARBRED RIDING DOG 
   
  Warbred Riding Dog: Medium Animal; CR 2; HD 3d8+6; hp 23; Init +2; Spd 50 ft.; AC 17, touch 12, flat-
  footed 15 (+2 Dex, +5 natural); Base Atk/Grp: +2/+6; Atk +6 melee (1d6+5, bite); Full Atk +6 melee (1d6 
  +5,bite); SA Trip; SQ Low-light vision, Scent, Combative Mount AL N; SV Fort +7, Ref +5, Will +2; Str 18, 
  Dex 15, Con 18, Int 2, Wis 14, Cha 6.  Monster Manual II, page 219. 
   
  Skills & Feats: Jump +8,Listen +6, Spot +6, Swim +3, Survival +1*, Riding dogs have a +4 racial 
  bonus on Jump checks.; Alertness, Track, Improved Natural Armor 
   
  Ability (Ex/Sp/Su): 
   
  Carrying Capacity:  A light load for a riding dog is up to 100 pounds; a medium load, 101-200 pounds; 
  and a heavy load, 201-300 pounds.  A riding dog can drag 1,500 pounds. 
   
  Trip: A dog that hits with a bite attack can attempt to trip the opponent (+1check modifier) as a free 
  action without making a touch attack or provoking an attack of opportunity.  If the attempt fails, the 
  opponent cannot react to trip the dog. 
   
  * Riding dogs have a +4 racial bonus on Survival checks when tracking by scent. 
   
  The market price of a Warbred Riding Dog is 150 gp. 
   
  
  GEO6-02 Dead Silence 
   
  Page 48 
  DM AID: DIVINE SPELLCASTING IN GEOFF 
  Below you will find the rules for the casting of Divine spells before, during, or right after a Geoff regional 
  or adaptable module. If you have any questions or problems with these rules you can contact the triad or 
  the metaorg coordinator.  Only cleric and druid spells listed in the PHB are permitted for purchase.  If a 
  PHB spell is not listed on the table below, use the cost for a spell of the same level.  All spells are cast at 
  the minimum caster level for that spell level.  Spells from other sources are not available at any temples. 
   
  All PC’s in Geoff fall into one of four categories. For the purpose of spellcasting it is the class of the 
  recipient that counts, not who is doing the asking.  
   
  Class One – Any PC who is considered a registered follower of the temple. 
   
  Class Two – Unregistered followers of the same faith as the temple or who belong to a faith considered 
  allied with the temple.  Allies for Geoff temples are listed in the previous section on religions. 
   
  Class Three – Anyone else who does not follow an enemy of a temple or a disliked deity in Geoff.  
  Enemies of specific temples and disliked deities in Geoff are listed in the previous section.  <Note: The 
  judge can refuse service based on a situation that would make the chance of casting virtually impossible> 
   
  Class Four – No temple will cast spells on someone of an enemy deity or a disliked deity in Geoff.  
  Because of this, no prices are given for class four. 
   
  All spells list two different ways to pay for them. The first is an influence cost. The class of the recipient 
  does not matter for this. You pay the influence and the spell is cast. The second is a gold cost. Figure out 
  what class the recipient falls into and charge the appropriate amount.   
   
  Some spells are listed as Not DM useable. If you need one of these spells cast you must contact your 
  local triad member for the spell. They may require additional costs, special missions, or may just not be 
  available at this time. 
   
  Any situation written into a Geoff regional module always takes precedent over these rules. The judge at 
  the table always has room to make small changes if things seem out of place or unreasonable. Small 
  changes could be limiting of spells available, cost of lower spells, and such. This does not include 
  changing the price of any spell over 3rd level. Especially any sort of raise dead type spells.  
  
  GEO6-02 Dead Silence 
   
  Page 49 
  Chart for Costs of Divine Spellcasting 
   
   
   
  Base 
  Cost 
  DM 
  Cost in Influence 
   
   
   
  Spell Name 
  Level 
  Gold 
  Useable 
  D 
  C 
  B 
  A 
  Class 1 
  Class 2 
  Class 3 
   
   
   
   
   
   
   
   
   
   
   
  0 lvl spells 
  0 
  5 
  Yes 
  1 
  - 
  - 
  - 
  Free1 
  7.5 
  10 
  1st lvl spells 
  1 
  10 
  Yes 
  1 
  - 
  - 
  - 
  10 
  15 
  20 
  -Bless Water 
  1 
  35 
  Yes 
  1 
  - 
  - 
  - 
  35 
  52.5 
  70 
  2nd lvl spells 
  2 
  60 
  Yes 
  4 
  2 
  - 
  - 
  60 
  90 
  120 
  -Augury 
  2 
  85 
  Yes 
  4 
  2 
  - 
  - 
  85 
  127.5 
  170 
  -Consecrate 
  2 
  85 
  Yes 
  5 
  2 
  - 
  - 
  85 
  127.5 
  170 
  -Fire Trap 
  2 
  85 
  Yes 
  5 
  2 
  - 
  - 
  85 
  127.5 
  170 
  -Shield Other 
  2 
  - 
  No 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  3rd lvl spells 
  3 
  150 
  Yes 
  9 
  3 
  1 
  - 
  150 
  225 
  300 
  -Animate Dead 
  3 
  - 
  No 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  -Continual Flame 
  3 
  200 
  Yes 
  10 
  3 
  1 
  - 
  200 
  300 
  400 
  -Glyph of Warding 
  3 
  350 
  Yes 
  18 
  5 
  1 
  - 
  350 
  525 
  700 
  -Nondetection 
  3 
  200 
  Yes 
  10 
  3 
  1 
  - 
  200 
  300 
  400 
  4th lvl spells 
  4 
  280 
  Yes 
  16 
  4 
  1 
  - 
  280 
  420 
  560 
  -Divination 
  4 
  305 
  Yes 
  17 
  4 
  1 
  - 
  305 
  457.5 
  610 
  -Imbue with Spell 
  Ability 
  4 
  - 
  No 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  -Lesser Planar Ally 
  4 
  - 
  No 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  -Reincarnate2 
  4 
  1,280 
  Yes 
  16 
  4 
  1 
  - 
  1,280 
  1,920 
  2,560 
  -Restoration 
  4 
  380 
  Yes 
  18 
  6 
  1 
  - 
  380 
  570 
  760 
  5th lvl spells 
  5 
  450 
  Yes 
  N/A 
  8 
  2 
  - 
  450 
  675 
  900 
  -Atonement3 
  5 
  Varies 
  No 
  N/A 
  Varies 
  2 or 3 
  1 
  Varies 
  Varies 
  Varies 
  -Awaken 
  5 
  - 
  No 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  -Commune 
  5 
  950 
  Yes 
  N/A 
  N/A 
  4 
  1 
  950 
  1425 
  1900 
  -Hallow 
  5 
  - 
  No 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  -Raise Dead 
  5 
  5,450 
  Yes 
  N/A 
  N/A 
  4 
  1 
  5,450 
  8,175 
  10,900 
  -Scrying 
  5 
  550 
  Yes 
  N/A 
  8 
  2 
  - 
  550 
  825 
  1,100 
  -True Seeing 
  5 
  700 
  Yes 
  N/A 
  16 
  3 
  1 
  700 
  1,050 
  1,400 
  6th lvl spells 
  6 
  660 
  Yes 
  N/A 
  16 
  3 
  1 
  660 
  990 
  1,320 
  Forbiddance 
  6 
  - 
  No 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  
  GEO6-02 Dead Silence 
   
  Page 50 
  -Greater Glyph of 
  Warding 
  6 
  1,060 
  Yes 
  N/A 
  18 
  4 
  1 
  1,060 
  1,590 
  2,120 
  -Liveoak 
  6 
  - 
  No 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  Planar Ally 
  6 
  - 
  No 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  -Stoneskin 
  6 
  910 
  Yes 
  N/A 
  N/A 
  4 
  1 
  910 
  1,365 
  1,820 
  7th lvl spells 
  7 
  910 
  Yes 
  N/A 
  N/A 
  4 
  1 
  910 
  1,365 
  1,820 
  -Changestaff 
  7 
  - 
  No 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  -Greater 
  Restoration 
  7 
  - 
  No 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  -Refuge 
  7 
  2,410 
  Yes 
  N/A 
  N/A 
  8 
  2 
  2,410 
  3,615 
  4,820 
  -Resurrection 
  7 
  19,100 
  Yes 
  N/A 
  N/A 
  5 
  2 
  19,100 
  28,650 
  38,200 
   
  1 – Free spells from a given temple are limited each day.  Cure Minor Wounds is limited to 10 per day for 
  a specific character.  All other 0 lvl spells are limited to 5 per day for a specific character. 
   
  2 – The judge rolls at the table.  If you come back as something other than an allowed PC race, you are 
  removed from play and the character automatically becomes an NPC.  If an allowed race is rolled, you 
  lose one level and become a character of that race.  The PC’s base stats remain the same, but remove 
  the previous racial modifiers per the spell, and follow the rules for modifying your str, dex, and con in the 
  spell description based on the new race. 
   
  3 – Atonement requires special calculations and can only be used by the triad, temple coordinator, or 
  metaorg coordinator. 
   
  In addition to the costs above, the war effort has taxed many churches.  If a PC pays gold for a spell to be 
  cast, he must wait a period of time according to the chart below for someone to be able to help him.  This 
  time must actually be spent at the temple.  If a PC leaves and returns, the waiting time restarts. 
   
  Spell Level 
  Time to Wait 
  1 
  1d4X10 minutes 
  2 
  1d4 hours 
  3 
  1d8 hours 
  4 
  1d4+1 days 
  5 
  2d4+3 days 
  6 
  2d4+3 days 
  7 
  2d8+3 days 
   
  If the time waiting is five or more days, the players who wait spend an additional TU for that module. 
   
  If the time waiting is 12 or more days, the players who wait spend an additional 2 TU's for that module. 
  
  GEO6-02 Dead Silence 
   
  Page 51 
   
  If the waiting time is 19 or more days, the players who wait spend an additional 3 TU’s for that module. 
   
  If favors or influence are used to pay for a spell, the wait is 1/3 as long.   
   
  NO NPC CAN BE HIRED TO CAST EVIL SPELLS!!! 
   
  Bluffing a Temple 
   
  A PC can attempt to bluff a priest that they follow a different deity than they really do.  At best, a PC can 
  convince a cleric at a temple that they are class 2.  Here is the process: 
   
  1) The PC makes a Knowledge (Religion) check DC10.  If this fails, the bluff automatically fails 
  and the PC is refused at the temple for the remainder of that module.  If the check succeeds, 
  the PC may attempt a Bluff check.  For each 5 full points that the Knowledge (Religion) check 
  beats a DC10, the PC gets a +1 synergy bonus to his bluff roll.   
  2) The PC makes his bluff check, applying synergy bonuses from step 1. 
  3) The judge makes a Sense Motive check.  For simplicity, all priests at temples are assumed to 
  Sense Motive equal to the cleric's level + 4.  The check is made for the cleric casting the spell 
  the PC desires. 
  4) If the cleric's sense motive is lower than the PC's bluff, the player succeeds at convincing the 
  priest he is a follower of a specific deity.  If the cleric's sense motive beats the PC's bluff, the 
  cleric sees through the lie and the PC is refused service at the temple for the remainder of 
  the module. 
   
  An example:  Aranil, a rogue follower of Norebo is trying to convince the Temple of Pelor that she is a 
  follower of Ehlonna.  Aranil has tried this before, so she knows some easy questions are going to be 
  asked by the clerics.   
  As the priest asks her some questions, Aranil gets them all correct and even provides some extra 
  information that only a true follower of Ehlonna might know.   
  (1)  The PC has 2 ranks in Knowledge (Religion) and a +2 Int modifier for a total of +4.  The PC rolls a 
  14+4 for an 18.  This beats the DC by 8, giving Aranil a +1 synergy bonus to her bluff check.   
   
  After the preliminaries are done, Aranil continues to explain why she follows Ehlonna and starts to ask the 
  priest for a bull's strength.  All the time, she plays the role of a true follower of Ehlonna.   
  (2)  Now the PC makes the bluff check for Aranil.  Aranil has Bluff +6 (4 ranks and +2 Cha modifier).  The 
  player rolls a 5, with Aranil's bonuses and the +1 synergy from step 1, the total is only 12. 
   
  The priest is not completely convinced that Aranil is a follower of Ehlonna.  If she was a true follower, why 
  didn't she go down the street to the Temple of Ehlonna?  Why doesn't she have a holy symbol?  He 
  ponders these questions for a bit and thinks the matter over. 
  (3)  The judge has calculated that for a bull's strength, the cleric must be 3rd level.  This means he has 
  Sense Motive +7.  The judge rolls a 10, with the +7 this gives a total of 17. 
   
  
  GEO6-02 Dead Silence 
   
  Page 52 
  Get out of here, you scamp.  You are no more a follower of Ehlonna than I am a squirrel.  If I see you in 
  the temple again, I will have you thrown out. 
  (4)  The PC has failed to bluff the cleric.  Aranil cannot retry at the Temple of Pelor the rest of this module. 
   She is welcome to try at other temples, however, or she can always come back to the Temple of Pelor in 
  the future. 
   
   
   
  
  GEO6-02 Dead Silence 
   
  Page 53 
  DM AID: NEW RULES 
  NEW FEATS 
  Augment Healing (Complete Divine) 
   
  Prerequisite: Heal 4 ranks. 
   
  Benefit: Add +2 points per spell level to the amount of damage healed by any Conjuration [Healing] 
  spell that you cast. 
   
  Consecrate Spell (Complete Divine) 
  You can imbue your spells with the raw energy of good. 
   
  Prerequisites: Any good alignment. 
   
  Benefit: A spell you modify with this feat gains the good descriptor.  Furthremore, if the spell deals 
  damage, half of the damage (rounded down) results directly from divine power and is therefore not 
  subject to resistance or immunity to energy-based attacks.  For example, a consecrated fire storm spell 
  cast by a 16th-level cleric deals 16d6 pints of damage, half of which is fire damage and half of which is 
  sheer divine power.  Thus, creatures immune to fire still take damage.  The consecrated spell uses up a 
  spell slot one level higher than the spell’s actual level. 
   
  Divine Metamagic (Complete Divine) 
  You can channel energy into some of your divine spells to make them more powerful. 
   
  Prerequisites: Ability to turn undead or rebuke undead. 
   
  Benefit: When you take this feat, choose a metamagic feat that you have.  This feat applies only to 
  that metamagic feat.  As a free action, you can take the energy from turning or rebuking undead and use 
  it to apply a metamagic feat to divine spells that you know.  You must spend one turn or rebuke attempt, 
  plus an additional attempt for each level increase in the metamagic feat you’re using.  Because you’re 
  using positive or negative energy to augment your spells, the spell slot for the spell doesn’t change. 
   
  Special: This feat may be taken multiple times.  Each time you take this feat choose a different 
  metamagic feat to which to apply it. 
   
  Improved Toughness (Complete Warrior) 
  You are significantly tougher than normal. 
   
  Prerequisite: Base Fortitude save bonus +2. 
   
  Benefit: You gain a number of hit points equal to you current Hit Dice. Each time you gain a HD 
  (such as by gaining a level), you gain 1 additional hit point. If you lose a HD (such as by losing a level), 
  you lose 1 hit point permanently. 
   
  Special: A fighter may select Improved Toughness as one of his fighter bonus feats. 
   
  NEW ITEMS 
  Powder of the Black Veil (Complete Arcane) 
   
  These garments offer magic protection in the form of a +1 to +5 resistance bonus on all saving 
  throws. 
   
  Faint abjuration; CL 5th; Craft Wondrous Item, resistance, caster’s level must be at least three times 
  the vest’s bonus; Price 1,000 gp (+1), 4,000 gp (+2), 9,000 gp (+3), 16,000 gp (+4), 25,000 gp (+5); 
  Weight 1 lb. 
  
  GEO6-02 Dead Silence 
   
  Page 54 
  Maelstrom  
  From pg. 13-14 of Stormwrack  
        Naturally occurring whirlpools are dangerous enough, but some whirlpools are supernatural 
  maelstroms - places where portals to the Elemental Plane of Water, divine manifestations of sea deities’ 
  power, 
  or 
  ancient 
  curses 
  have 
  created 
  monstrously 
  powerful 
  vortexes 
  in 
  the 
  water. 
     
      Maelstroms come in one of four sizes:  Minor (10 to 40 feet in diameter), major (41 to 120 feet in 
  diameter), greater (121 to 500 feet in diameter) and immense (501 to 2000 feet in diameter).  Maelstroms 
  usually have a depth equal to their diameter. 
   
   
        Maelstroms are surrounded by strong feeder currents that can snare swimmers or boats far from the 
  vortex itself, carrying them within the vortex’s grasp. 
   
   
  Maelstrom 
  Current Strength by Distance 
  Size        
  Strong    
  Dangerous     
  Irresistible 
  Minor 
  100 ft.   
     50 ft 
  20 ft. 
  Major  
  500 ft 
  250 ft.             
  100 ft. 
  Greater 
  1,000 ft.            
  500 ft.             
  200 ft 
  Immense    
  1 mile            
  ½ mile            
  1,000 ft. 
   
  Once a swimmer or ship is sucked into the maelstrom by the currents sweeping toward it (or simply has 
  the misfortune of falling into the vortex directly), the target endures three distinct phases of danger:  
  trapped, battered, and ejected.  Minor maelstroms can only trap and batter objects or creatures of Huge 
  size or smaller, major maelstroms can trap and batter objects or creatures of Gargantuan size, and 
  greater or immense maelstroms can trap and batter creatures or objects of any size. 
   
   
  Maelstrom Size  
  Object Size      
  Time Trapped      
   Escape DC      
  Battered Damage 
  Minor   
  Huge  
  1d4 rounds     
  25   
  3d6 
  Major      
  Gargantuan 
  1d8 rounds   
  30   
  6d6 
  Greater   
  Colossal   
  2d6 rounds     
  30   
  10d6 
  Immense 
  Colossal  
  2d8 rounds  
  50   
  20d6 
   
        Trapped:  The creature or vessel is trapped in the whirlpool, slowly being drawn down.  Escaping from 
  the trap region requires a successful Swim or Profession (sailor) check against the maelstrom’s DC, 
  based on its size.  This moves the creature to a square adjacento to the maelstrom (the current doesn’t 
  sweep him ore her back in immediately but can do so in subsequent rounds).  Failing that the creature or 
  ship is unable to move of its own accord, and revolves helplessly in the whirlpool.  At the end of a trapped 
  character’s turn, move him or her 30 feet clockwise around the rim of the whirlpool.   
   
  
  GEO6-02 Dead Silence 
   
  Page 55 
        Battered:  At the end of trapped time, the creature or vessel sinks into the maw of the maelstrom.  
  This takes 1 round, during which the creature or object takes the indicated damage.  For ships or 
  vehicles, every section is damaged.  Creatures can take no actions in this round.  
   
        Ejected:  On the next round, the maelstrom ejects the creature or vessel at its bottom.  The creature 
  or vessel is now at the bottom depth of the maelstrom.  If the maelstrom has a particular exit – for 
  example, a hole in the bottom of a lake or a portal to the Elemental Plane of Water – the creature or 
  vessel passes through.  Otherwise it comes to rest on the bottom or is adrift in the water a short distance 
  from the bottom the maelstrom’s funnel (1d4x10, 20, 50, or 200 feet, depending on the maelstrom’s 
  size).  A maelstrom without an exit simply generates currents flowing away from it on the bottom with the 
  same strength as currents flow toward it near the surface.  Buoyant creatures or objects return to the 
  surface, but there’s no reason they couldn’t be caught in the maelstrom’s grip again. 
   
  
  GEO6-02 Dead Silence 
   
  Page 56 
  PLAYER HANDOUT #1 – INVITATION TO THE FESTIVAL 
   
   
  Come one!  Come all! 
   
  Help New Midwood celebrate the completion of its 
  construction! 
   
  Games! Music! Stories! Dancing!   
  Good drinking and good food! 
   
  Join us on the 17th of Readying for the  
  Festival of Renewal and Llevrith! 
   
   
   
   
   
  
  GEO6-02 Dead Silence 
   
  Page 57 
   
  PLAYER HANDOUT #2 – MAP TO ENDÉRYN  
   
  
  GEO6-02 Dead Silence 
   
  Page 58 
  CRITICAL EVENT SUMMARY: GEO6-02 DEAD SILENCE  
  For use only at RaptorCon. 
  1.  Did any PC donate money to, slide money to, or otherwise give a lot of money to the baker?  
   
  Yes  
  No 
   
   
   
  If so, how much in total: 
   
  2. Did the party make it around the whirlpool? Yes 
   
  No  
   
   
  If so, list whom here: 
   
   
   
   
  3.  Did the PCs go into the Citadel? 
   
  Yes 
   
  No   
   
  4.  Did the PCs rescue Bevyn?  
   
  Yes 
   
  No 
   
  5. Who did the PCs tell about the seige? 
  Talvan  
  Teral 
   
  Darlon  
  No one 
   
  6.  Did any PC inform any other group?  
  Yes 
   
  No 
   
   
  If so, whom? 
   
   
   
   
  Notes: (Add anything that happened that might be considered out of the ordinary – Strange occurrences, 
  results that may not fit the above, etc): 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Geoff/596/Normal Scenarios/GEO6-02 - Dead Silence (APL 2-6)/GEO6-02 - Dead Silence.pdf