TEXT: Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & 
  DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content. No portion of this work may be reproduced in any 
  form without permission of the author. To learn more about the Open Gaming License and the d20 
  system license, please visit www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the 
  Coast, Inc. LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc. ALL RIGHTS RESERVED. 
  This scenario is intended for tournament use only and may not be reproduced without approval of the 
  RPGA Network. 
   
  SND4-02 
   
   
   
   
   
   
   
  Whispers in the Dark 
   
  A One-Round D&D LIVING GREYHAWK
  ®  
  Sunndi Regional Adventure 
  Version 1.0 
   
  by Sebastiaan Heukels 
  Editor: Pieter Sleijpen 
  Circle Reviewer: Creighton Broadhurst 
  Playtesters: Erno Sornbroek, Kim Mooiweer, Koos Gadellaa, Ralf Zuiderhoek,  
  Vincent van der Bijl, Ward van Oosterum 
   
   
  It’s only a few more days to go before Wiccrhys and all of Pitchfield is in preparation for this feast. Hurrying back to be 
  there on time, you must travel those last few miles from Axebjerg to Pitchfield: a journey that will take you past and 
  sometimes through the Silent Valley. But on this journey back, it doesn’t take you long to notice that the Silent Valley 
  isn’t so silent anymore. Can you find out what’s happening? A scenario for APL 2 to 12.     
   
   
   
   
   
  
  Whispers in the Dark 
   
  Page 2 
  Introduction 
  This is an RPGA
  ® Network scenario for the Dungeons & 
  Dragons
  ® game. A five-hour time block has been allocated 
  for each round of this scenario. The rest of the time is 
  spent in preparation before game play, and scoring after 
  the game. The following guidelines are here to help you 
  with both the preparation and voting segment of the 
  game. Read this page carefully so that you know and can 
  communicate to your players the special aspects of 
  playing an RPGA scenario.  
   
  This is a LIVING GREYHAWK Adventure. As a 
  LIVING adventure it is expected that players bring their 
  own characters with them. If players do not have a 
  LIVING GREYHAWK character generated, get a copy of 
  the current LIVING GREYHAWK character generation 
  guidelines, and a character sheet from your convention 
  coordinator or the RPGA Website, and then have any 
  players without a character create on. Once all players 
  have a LIVING GREYHAWK character, play can begin. 
   
  Along with the other materials that you are assumed 
  to have in order to run a D&D game, it is also 
  recommended that you have a copy of the LIVING 
  GREYHAWK Gazetteer. 
   
  Preparation 
  First you should print this scenario. This scenario was 
  created to support double-sided printing, but printing it 
  single sided will work as well. There is enough room along 
  the inside margin to bind the adventure, if you desire.  
   
  Read this entire adventure at least once before you run 
  your game. Be sure to familiarize yourself with any special 
  rules, spells, or equipment presented in the adventure. It 
  may help to highlight particularly important passages.  
   
  When you run an RPGA D&D adventure we assume 
  that you have access to the following books: the Player’s 
  Handbook, the Dungeon Master’s Guide, and the Monster 
  Manual. We also assume that you have a set of dice (at least 
  one d4, d6, d8, d10, d12, and d20), some scrap paper, a 
  pencil, an RPGA scoring packet, and your sense of fun. It is 
  also a good idea to have a way to track movement during 
  combat. This can be as simple as a pad of graph paper and a 
  pencil, as handy as a vinyl grid map and chits, or as 
  elaborate as resin dungeon walls and miniatures. 
   
  Instruct the players either to prepare their characters 
  now, or wait until you read the introduction, depending on 
  the requirements of the scenario as described in the 
  introduction.  
   
  Keep in mind that you must have at least four players 
  (not counting the DM), for the game session to be a 
  sanctioned RPGA event. As well, you cannot have more 
  than six players participating in the game. 
   
  Once you are ready to play, it is handy to instruct each 
  player to place a nametag in front of him or her. The tag 
  should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes it 
  easier for the players (and the DM) to keep track of who is 
  playing which character. 
   
  The players are free to use the game rules to learn 
  about equipment and weapons their characters are 
  carrying. That said, you as the DM can bar the use of even 
  core rulebooks during certain times of play. For example, 
  the players are not free to consult the Dungeon Master’s 
  Guide when confronted with a trap or hazard, or the 
  Monster Manual when confronted with a monster.  
   
  Some of the text in this scenario is written so that you 
  may present it as written to the players, while other text is 
  for your eyes only. Text for the players will be in gray 
  boxes. It’s strongly recommended that you paraphrase the 
  player text instead of reading it aloud. Some of this text is 
  general and must be adapted to the specific situation or to 
  actions of the player characters. 
   
  Scoring 
  After the players have completed the scenario or the time 
  allotted to run the scenario has run out, the players and 
  DM score the game. Complete the RPGA scoring grid 
  with names and RPGA numbers only, and the event 
  information at the top. RPGA no longer uses voting for 
  any reported results. Give the Scoring Packet to your 
  event coordinator.  
   
  LIVING GREYHAWK  
  Levels of Play 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the Average 
  Party Level (APL): 
   
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely being war horses, dogs trained 
  for war), other than those brought by virtue of a class 
  ability (i.e. animal companions, familiars paladin’s 
  mounts, etc) use the sidebar chart to determine the 
  number of levels you add to the sum above. Add each 
  character’s animals separately. A single PC may only 
  bring four or fewer animals of this type, and animals 
  with different CRs are added separately. 
  
  Whispers in the Dark 
   
  Page 3 
  # 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 
  3. 
  Sum the results of 1 and 2, and divide by the number 
  of characters playing in the adventure. Round to the 
  nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
   
  By following these four steps, you will have determined 
  the APL. Throughout this adventure, APLs categorize the 
  level of challenge the PCs will face. APLS are given in 
  even-numbered increments. If the APL of your group 
  falls on an odd number, ask them before the adventure 
  begins whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
   
  APL also affects the amount of experience you may 
  gain at the end of the adventure. If your character is three 
  character levels or more either higher or lower than the 
  APL this adventure is being played at, that character will 
  receive only half of the experience points awarded for the 
  adventure. This simulates the face that either your 
  character was not as challenged as normal, or relied on 
  help by higher-level characters to reach the objectives. 
   
  Note: 
  LIVING 
  GREYHAWK 
  adventures 
  are 
  designed for APL 2 and higher. Four, or sometimes even 
  five 1
  st-level characters may find difficulty with the 
  challenges in a LIVING GREYHAWK adventure. If your 
  group is APL 1 there are two things that you can do to 
  help even the score. 
   
  1. 
  Attempt to create a table of six 1
  st-level characters, or 
  try to enlist higher-level characters to play at that 
  table. 
  2. 
  Advise characters to buy riding dogs to help protect 
  them, and fight for them. All riding dogs are 
  considered trained to attack. PCs who want their 
  dogs to attack must succeed at a DC 10 Handle 
  Animal or Charisma check. Failure indicates that the 
  animal will not attack that round. This is a free 
  action (spoken command) that may be attempted 
  each round. If an animal loses half or more hp in a 
  single round it flees, unless another check is 
  successful. 
   
  Time Units and Upkeep 
  This is a standard One-round Regional adventure, set in 
  Sunndi. Characters native to Sunndi 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. 
   
  Adventure Background 
  The history of the Silent Valley is a bloody one. Many a 
  battle and skirmish has been fought between the 
  defenders of Rieuwood or Sunndi and foreign invaders 
  from the north. The most recent of these battles was the 
  Battle of Rieuwood, which end the long war of attrition 
  that started five years before when Herzog Chelor of the 
  Great Kingdom crossed the Greyflood River in 577 CY. It 
  was here at this place that the much smaller army of 
  Commandant Osson and his allies of Sunndian guerrilla 
  forces humiliated the Glorioles Army of the Great 
  Kingdom. In honor of this victory and in remembrance 
  to those who gave their life the Mourning Tower, a 40 ft. 
  tall obsidian tower, was built at the spot where Herzog 
  Chelor overlooked the battlefield. 
   
  When the tower was built, using ancient magic that 
  some people thought had been lost a long time ago, 
  strange effects started to appear. The tower became a 
  focal point of some sort, causing all that enter the Valley 
  to be overcome by a deep melancholy. Rumors of ghosts 
  appearing at night and of strange sounds in the distance 
  abound, and no creature readily travels through the 
  valley. Even the animals steer clear of the Silent Valley. 
   
  These strange phenomena prompted a revival of 
  interest in old stories: ancient myths so old that even the 
  olves have forgotten much and which had been ignored 
  for a long time. Legends tell that the valley was once a 
  center of learning where the Flan citizens of the 
  kingdom of famous queen Ehlissa learned much of their 
  magic under tutelage of the local grey elves. According to 
  myths one of the many towers that dotted the place stood 
  right where the Mourning Tower stands now. Which 
  might be true, since the Mourning Tower was built on 
  the foundations of an ancient ruin, which had provided a 
  
  Whispers in the Dark 
   
  Page 4 
  base for the Glorioles Army leaders during the Battle of 
  Rieuwood. Weirder is that nobody seems to remember 
  who suggested the idea to built the tower in the first 
  place or who actually built it. It makes one wonder why 
  the tower was built and whether it is the cause of the 
  haunting valley or that that is just coincidence… 
   
  Adventure Summary  
  Months before the adventure really starts, a priest of 
  Nerull, by the name of Torlanden, and a member of the 
  Bleak Academy, came to the Silent Valley located far in 
  the northern part of the Rieuwood to investigate the 
  Mourning Tower that stands there and it's apparent ties 
  with the strange hauntings. 
   
  One of Torlanden' first discoveries was an ancient 
  and well-hidden shrine dedicated to his own deity 
  Nerull, which apparently was part of an old university 
  dedicated to the study of the arts of necromancy. In this 
  shrine Torlanden uncovered ancient knowledge about 
  the valley and the old Flan tower that stood here so long 
  ago. Knowledge he used to amplify his own magic, and 
  through it, his control over the ghosts of the Valley. 
  Armed with this knowledge, he became convinced, there 
  is some kind of artifact buried within the Valley and he 
  proceeded with his investigations even more fanatically 
  then before.  
   
  In his haste though he became careless. Responding 
  to the increased hauntings and disappearances, three 
  men came to investigate. A ranger by the name of 
  Tavann, Relg the Barbarian, and lastly a druid named 
  Lihranthin. The three adventures tracked Torlanden 
  down and forced him to take the necessary measures. 
  While Torlanden was victorious, he realized he had 
  drawn too much attention to himself, and at the start of 
  the scenario he has decided to return to the Bleak 
  Academy in the Vast Swamp to secure his findings before 
  other stronger adventurers can confront and perhaps 
  defeat him. 
   
  He left his pupil Taurgern behind to guard the 
  shrine, which formed the focus for Torlanden' increased 
  magical might: a focus that bound the local souls to this 
  world, angering them, but at the same time preventing 
  them from attacking Taurgern and Torlanden. 
   
  Can the PCs break the chains that bind the spirits of 
  the Valley? Will they learn about the unknown peril 
  within the Valley? Or will they fail like the three 
  adventurers that went before them? 
   
  Introduction: The adventure starts with the PCs on 
  the road from Axebjerg to Pitchfield. The reasons for 
  them to be on this road can be manifold and is ultimately 
  up to the individual player. 
   
   Encounter 1 [A Haunting Cry]: The PCs have 
  nearly left the Silent Valley when they suddenly hear the 
  haunting cry of a wolf. Since there are no animals within 
  the Valley this is likely to draw their attention. When 
  they investigate the sound, they will discover an 
  unconscious half-orc warrior. Though they do not know 
  it yet, it is Relg, one of the missing three adventurers. 
  Relg is locked in a nightmare-filled sleep, and it’s now up 
  to the adventurers to find the meaning behind Relg’s 
  delirious warnings. 
   
  Encounter 2 [Recognition]: Traveling further down 
  the road they pass through Tem’Sethental where the 
  villagers will recognize the man they are carrying, or if 
  they did not take Relg with them, will besiege them for 
  aid. The villagers will advise the PCs to go to the 
  Monastery of the Caretakers. There they can hopefully 
  find more information. 
   
   
  Encounter 3 [When Night Falls]: The Silent Valley 
  is no longer as safe as it used to be, and in the middle of 
  the night undead creatures ambush the party. If the PCs 
  have Relg with them, the undead somehow seem to focus 
  on killing Relg, though they will attack anybody else that 
  prevent them from doing so.  
   
  Encounter 4 [Safety in Mourning]: The remainder 
  of the journey to the Monastery is uneventful and they 
  will reach the place without further problems. The 
  Caretakers will welcome the PCs into the Monastery and 
  they will try to answer the questions of the PCs. 
  Once informed about the problems in the Valley, 
  the caretakers inform the adventurers that they are also 
  missing a group of pilgrims who left for the Mourning 
  Tower not so long ago. They request that the adventurers 
  go to the Mourning Tower, in the hopes of finding out 
  what happened to these pilgrims. 
  If the PCs had Relg with them, the clerics manage 
  to revive him enough him to talk a bit. He will give the 
  PCs some information that might aid them greatly in 
  their quest. 
  Encounter 5 [A Place of Mourning]: At the 
  Mourning Tower, they find several gruesome clues and, 
  if they stay the night, they encounter an ancient ghost 
  who tells them of an unholy presence in the valley. This 
  ancient ghost has bidden others in the valley to guide the 
  adventurers towards this unholy place.  
  Encounter 6 [A Trail of Souls]: Once the PCs have 
  gained the aid of the ancient ghost, more ghosts start to 
  manifest. They form a trail of souls that will take the PCs 
  to the heart of the problem. But a traitor is among them 
  and the party will have to defeat this imposter and 
  resume the trail.  
   
  Encounter 7 [Signs of Darkness]: Finally, they arrive 
  at a darkened cave where they find the underground lair 
  
  Whispers in the Dark 
   
  Page 5 
  of the priest of Nerull. Yet the priest is gone and the 
  adventurers find naught but several fiends and the 
  priest’s cohort, the wizard Taurgern. 
   
  Conclusion: After having defeated Taurgern, they 
  will find what prevents the souls from remaining restful. 
  Once destroyed, peace returns to the valley, and 
  Torlanden will lose some power. The Caretakers and the 
  villagers will reward the PCs, but they will remain 
  worried. The real culprit has disappeared with several old 
  texts and items. Will he return? What can he do with the 
  knowledge he found? 
   
  Meta-Organization Membership 
  Benefits 
  At the start of running this adventure, check whether the 
  PCs are members of one of the following meta-
  organizations (either as lay or full member): (1) The 
  Established Church of Pelor, (2) The Samryntar (dwur 
  faiths) and (3) The Elastraiir (olven faiths). The 
  Caretakers consists of members of these three groups. As 
  such members of the three mentioned organizations will 
  have easier access to divine spellcasting then described in 
  then document Divine Spellcasting in Sunndi (For more 
  details, 
  see 
  http://sunndi.blackstar.nl/policies/divine_spellcasting.ht
  ml). This goes into effect as soon as the PCs have visited 
  the Monastery of the Caretakers and gave the Caretakers 
  information on their quest. 
   
  Members will not need to spend any favor or TU for 
  access for 5th to 7th level clerical spells. They don't have 
  to make a donation to the Church in question for 
  receiving the spell, though they still have to pay the full 
  price for any components (which can be further reduced 
  by using favors). Further benefits of membership will be 
  discussed on several places in the scenario. 
   
  At the end of the scenario, members will also gain an 
  extra-reward. Note that to get this reward, they must have 
  joined the above-mentioned organizations before this 
  adventure. 
   
  Introduction 
  The adventure starts as the group of adventurers travel 
  from Axebjerg to Pitchfield. Why they are on this road is 
  up to the individual player, but you can always offer a few 
  suggestions. Axebjerg is a small border village, more a 
  fortress then an actual village. It is also still under 
  construction and as such traffic between Axebjerg and 
  Pitchfield is heavy. The town is always looking for 
  supplies, and the caravans who bring them for guards or 
  specialists for one job or another in the army. Axebjerg 
  itself has nothing to trade and there is little work for a 
  guard on the way back. Other options would be PCs who 
  have visited a friend, worked at the construction site or 
  were on their way from Ahlissa into Sunndi. Fact is, that 
  there is safety in numbers, so when the PCs met each 
  other, they decided to travel together and by the time the 
  adventure starts, they have been together for a couple of 
  days. 
   
  The road from Axebjerg to Pitchfield goes mainly 
  through the northern parts of Rieuwood. A large part of 
  this route is through the Silent Valley, about which more 
  information can be found at Appendix 7. Most of the PCs 
  will be aware of the particulars of the valley since they 
  had to traverse it to get to Axebjerg in the first place. So 
  before you start with the actual scenario, summarize the 
  appendix for the players and allow them to ask a few 
  questions. Before you start, you should also check 
  whether any elf, druid or animal in the group is affected 
  by the valley’s melancholy. 
   
  The weather has been good for traveling up until 
  now. The sky is clear, but for Sunndian standards it is 
  relatively cold, especially at night. Evening and morning 
  fogs and rain showers are pretty common and it is clear 
  that the wet season will start in earnest soon. 
   
  NOTE: Today is the 11
  th of Patchwall (Brightleaf by 
  the Olven Calendar). The 18
  th will be a holiday called 
  Wiccrhys (All Hallow’s Eve), which occurs on a full 
  moon. The moon is at 3/4
  th when the story starts. The 
  Wiccrhys holiday is the time the barrier between the 
  land of the living and the land of the dead are the 
  weakest. It is the feast that people remember those that 
  have died. Due to the valley’s nature few people dare to 
  enter it during Wiccrhys in fear of landing within a 
  virtual army of ghosts. In reality though, sightings of 
  ghosts has not been more or less common at this time of 
  they year as at any other time. 
   
  Encounter 1: 
  A haunting Cry 
  Once the players have introduced their characters to each 
  other, and are out of questions concerning the Valley, 
  read out loud the text below. 
   
  You started out early this morning, setting off shortly 
  after sunrise to get the most out of your day. Not only 
  that, but you feel ill at ease traveling through the Silent 
  Valley, especially with Wiccrhys so near, so you are 
  anxious to reach the village Tem’Sethental at the other 
  side of the Valley. 
   
  The Silent Valley is just that: silent. In a normal 
  forest you will hear birds and various other creatures, yet 
  with the current lack of wind, you do not even hear the 
  
  Whispers in the Dark 
   
  Page 6 
  rustling of leaves in this valley. The fog that covers the 
  valley as a white blanket doesn’t do much to rest your 
  nerves either. There is an almost palpable feeling of 
  melancholy within the valley and the fog seems to 
  amplify it and the silence. 
   
  The first hour passes uneventfully as you make your 
  way down the road. The journey is rather monotonous, 
  one straight pine tree after another appearing out of the 
  dense fog--first as dark shadows and then gaining color 
  as you get closer. The ground is rocky, though even, and 
  covered with yellow grass and a few shrubs, mostly 
  honeysuckles that grow in such abundance in this 
  valley. Due to the fog everything is wet and it doesn’t 
  take long for you to start hoping Pelor would burn the 
  fog away soon. Until now though no such luck. 
   
   Suddenly, the peace is disturbed by the cry of a 
  wolf further down the road. The sound seems to travel 
  up your spine and raise the hairs on your neck. No 
  sounds follow this one, single cry of despair. 
   
  The players will eventually move forward to investigate. 
  If any start casting spells at this time, let them do so. Do 
  not let the players know that the situation is completely 
  safe and if possible, encourage them to think that they 
  are going to be attacked by something. 
   
  Moving forward slowly, you come upon the sight of a 
  body sprawled out on the ground in the middle of the 
  road. It lies there silently, unmoving, faced away from 
  you. 
   
  Upon closer examination, you discover the body to 
  be a half-orc. Furthermore, he is still alive! His breathing 
  seems strenuous, but regular. His forehead seems to 
  have broken out in a sweat and it’s obvious that he has a 
  fever. 
   
  Characters investigating the scene will need to make a 
  DC 15 Survival check. If successful the character sees 
  that there are no signs of combat here, but that the half-
  orc stumbled, or more likely was dragged, out of the 
  woods to the left about 4 hours before dawn and 
  collapsed at this place. There are no signs of wolf tracks 
  however, which will probably leave the characters 
  wondering what kind of wolf made the howl. Following 
  the half-orc’s tracks is possible, though they become too 
  hard to follow after half an hour walking. A DC 15 
  Knowledge (The Splintered Sun) check shows that the 
  tracks come from the direction of the Monastery of the 
  Caretakers. 
   
  Creature: The half-orc lying on the ground is 
  wearing studded leather armor, and is armed with a 
  longbow, a filled quiver and a short sword and dagger in 
  his belt. On his back he is carrying an empty scabbard for 
  a great ax. 
   
  The half-orc lying on the ground is stabilized at –4 
  and has come down with a fever. Healing him will 
  increase his hit points (max 8 due to Constitution 
  draining effects). At a first glance he has no visible 
  wounds. Upon closer inspection a DC 15 Search or Heal 
  check will let them note several purple-black marks, 
  which a DC 15 Knowledge (religion) or a DC 20 
  Knowledge (arcana) check will reveal as the wounds left 
  by the touch of undead or necromantic magic.  
   
  A DC 25 Heal check will show that his Constitution 
  has been drained significantly due to poison and that he 
  has 0 wisdom left. Since there are no obvious wounds, 
  the PCs will likely (and correctly) assume that the man 
  was either attacked by undead or vile magic. A restoration 
  spell will either heal the (temporary) Constitution and 
  the Wisdom damage. Curing the fever and restoring his 
  wisdom will not wake the half-orc however, and he 
  appears to be locked in a nightmare filled sleep. Relg has 
  succumbed to the Valley and only a heal or higher level 
  spell will restore his mental health. If such magic is used, 
  it still has to be combined with a restoration spell since 
  heal does not cure permanent ability damage. 
   
  �Relg: Male half-orc Bbn1; AL CG. 
   
  Appearance: Relg is at most 16 years old, about 6 feet tall 
  and he has the build of a bodybuilder. He lacks the 
  typical scars of so many half-orcs; a clear sign that 
  humans have raised him. 
   
  Character: Relg is a bit simple minded and easy to 
  distract, but he has a heart of gold. Like most half-orcs he 
  is easy to anger, but he seems to have his temper under 
  control. He was a brave young man, who did not need to 
  think long about things, but his ordeal changed him and 
  now he is easily scared and so tired… 
   
  Treasure: 
  Looting Relg: 
   
  All APLs: L (9 gp); C (0 gp); M (0 gp). 
   
  A Conscious Relg: In the unlikely case, at low APLs 
  anyway, that the PCs are able to revive Relg, they can 
  hear his story. He will immediately enquire after the fate 
  of his two friends, Tavann and Lihranthin. Relg himself 
  cannot remember much of what has happened to him in 
  the past couple of days. He knows he and his friends 
  went out into the valley to investigate the appearance of 
  undead. The three of them had first visited the 
  Monastery of the Caretakers and then they went to the 
  Mourning Tower. Relg did not care much about 
  
  Whispers in the Dark 
   
  Page 7 
  whatever his friends had to discuss with the holy men, so 
  he cannot tell the PCs what had been talked about. He 
  suggests the PCs go to the Monastery and ask the holy 
  men themselves. 
   
  The last thing he remembers was that a ghost of 
  some ancient warlord appeared at the Mourning Tower at 
  the start of the night, who introduced himself as Lord 
  Maeryn. The ghost seemed helpful, but he cannot 
  remember anything from that point on. If the PCs press 
  him for more information, he will try his utmost best to 
  remember, but he will fail. This will cause him much 
  grieve and pain, because he feels guilty that he cannot be 
  of more assistance to help his friends. 
   
  Development: There are several options left to the 
  characters. If Relg is still unconscious, they can opt to 
  leave him here, which means he’ll surely die (which is 
  considered an evil act, since it sentences an innocent 
  half-orc to certain death). Their only other option is to 
  take him with them, either to Pitchfield, or at least as far 
  as the hamlet Tem’Sethental, or back towards the 
  Monastery of the Caretakers. A DC 10 Knowledge (The 
  Splintered Sun) check will remind the PCs of the fact 
  that the village is on the route and only another 1 hour 
  on foot down the road.  
   
  A bedroll will easily function as a stretcher. The 
  Half-orc weighs about 210 lbs., including 20 lbs. of armor. 
  He does not have any items with him except for the 
  clothes and armor on his back and a few weapons. If they 
  chose to go directly to the Monastery, jump over directly 
  to Encounter 3. 
   
  If Relg is conscious, he will ask to bring news of his 
  fate and that of his friends to the village of Tem’Sethental. 
  After which he wants to be brought to the Monastery. 
  Magic can heal the wounds done to his body, but not to 
  his soul. He is guilt wracked by the disappearance of his 
  friends, but at the same time he is deathly afraid of 
  whatever he saw at the Mourning Tower. So while at first 
  he acts like he wants to help the PCs, once at the 
  Monastery he becomes too afraid and will stay within the 
  safe walls of the monastery. 
   
  A Note On High-Level Play: It is possible that the players 
  opt to teleport to the Monastery of the Caretakers. Note 
  that it is unlikely the PCs visited the monastery before. If 
  they played the Sunndi mini-scenario Trouble from 
  Above, or are members of one of three temples they will 
  have seen it, and that character is assumed to have 
  studied the location carefully. If they chose to teleport to 
  the monastery, they will avoid both Encounter 2 and 3. 
  In this case they will not gain experience for that 
  encounter. If the PCs did help Relg, the mayor of 
  Tem’Sethenal will still hear of the PCs good deed and 
  they will earn his favor (see Conclusion). 
   
  Another option for the PCs, now and later, is to cast 
  scry and try to locate the two missing persons through 
  that method. They are both dead, and as such scrying will 
  fail. 
   
  Encounter 2: 
  Recognition 
  If the PCs decide to travel to Tem’Sethental, they will 
  need to follow the route towards Pitchfield.  It is 4 miles 
  from the point where they found Relg, and as such, it will 
  take about 1 hour on foot.  
   
  If Relg is unconscious, he can be heard whispering 
  and crying deliriously during the trip. Nothing coherent 
  can be grasped from them, but the following words can 
  be picked up: “from the dark”, “elves”, “warning”, “at 
  night”, “whispers”, “Magroth” and “danger”. Magroth was 
  Relg’s father, and it has little bearing on this scenario. 
  The man is long dead. 
   
  The text below assumes the PCs are carrying the 
  unconscious body of Relg. Adjust the text if necessary. 
   
  The hamlet of Tem’Sethental is located right on the 
  border of the Silent Valley, and it consists only of a few 
  small human-built buildings on the ground as well as a 
  several elven tree homes. The village caters to travelers, 
  and besides a small inn and a tavern there is also a 
  wheelwright and a blacksmith. The village blends in 
  rather well with the forest, and by the time you realize 
  you have entered it, you are right in the middle of the 
  hamlet. 
   
  At the center of the village of Tem’Sethental, you 
  see a small elven boy sitting by the side of the road, 
  playing a small wooden flute. By the sound of it, he 
  hasn’t gotten the hang of it yet. Seeing you approach, he 
  puts away the flute and jumps up, approaching you 
  eagerly.  
   
  Coming closer though, he sees the stretcher with 
  the unconscious form lay out upon it and gasps. “RELG!” 
  he cries and runs up to the stretcher. 
   
  He looks at you and speaks, “Where did you find 
  this man? What happened to him? Was anyone else with 
  him? Surely you must know?!” 
   
  The boy’s name is Jahnetherin and he obviously knows 
  the half-orc. He seems concerned about him, but more 
  about what happened to those who were apparently 
  traveling with Relg. At the moment the boy is not willing 
  to talk much, he is clearly struggling too much with his 
  own emotions to be of much use. Relg went away 
  
  Whispers in the Dark 
   
  Page 8 
  adventuring with Jahnetherin’s father, Lihranthin, and 
  the boy appears to be very concerned about what 
  happened. The condition Relg is in does not help much. 
  Talking about the boy’s father almost makes him break 
  down and cry, but he manages to keep his emotions 
  under control for the moment. Once it becomes obvious 
  the characters know nothing useful, Jahnetherin asks 
  them to come with him to see the mayor of 
  Tem’Sethental. (If they refuse, the boy will run ahead and 
  warn the mayor himself.) 
   
  If on the other hand Relg is conscious, the boy will 
  confront Relg, who will react equally emotional. Relg 
  will not be of much help, overcome by guilt, trying to 
  comfort the boy. After a while, Relg will suggest getting 
  the mayor, because he will know what to do. 
   
  The mayor is a middle-aged elven man called Sariven 
  and is accompanied by a middle-aged woman, his wife, 
  called Naren’thelenda. Together they are the eldest of the 
  village and can tell the characters several things. 
   
  1. 
  The half-orc’s name is Relg. He is a young 
  man who wandered into town a couple of 
  months ago. He is considered a bit of a 
  dimwit, but he has a heart of gold and he 
  hardly ever lost his temper. Hence he quickly 
  earned the trust of the locals. The human 
  ranger Tavann took a particular liking to him, 
  and people whisper they were half-brothers. 
  2. 
  Relg left Tem’Sethental four days ago, 
  together with Tavann (a human ranger) and 
  Lihranthin (an elven druid of considerable 
  standing). 
  3. 
  Tavann and Lihranthin spoke of strange 
  things occurring within the Silent Valley and 
  that they were going to investigate. At first 
  they did not want to take Relg along, but he 
  nagged long enough for them to give in. 
  Sariven does not know what happened to Relg, but he 
  thinks it may be caused by something from within the 
  Silent Valley. His wife (a cleric of Sehanine Moonbow) 
  offers to cast cure spells on Relg if the characters haven’t 
  done so yet. She is not powerful to cure Relg of anything 
  but the Constitution damage. Which she will readily 
  admit after a quick examination of the unconscious Relg. 
   
  In the end, Sariven either suggests or asks that the 
  characters take Relg to the Caretakers of the Mourning 
  Tower. He tells the group that these caretakers are priests 
  of Pelor, Sehanine Moonbow and Moradin who, while 
  having taken it upon themselves to maintain the shrine 
  in memory to the Battle of the Rieuwood, also know a 
  good deal on the healing of the mind. (For information 
  on the Mourning Tower, the Caretakers and the Battle of 
  the Rieuwood, see the appendixes 7 and 8.) 
   
  �Jahnetherin: male grey elf Com1; NG. 
   
  Appearance: Jahnetherin is a small olven boy with long 
  silver hair tied into a ponytail. Like most gray elves he is 
  pale skinned, and he has gray eyes. He is wearing simple 
  clothes in forest colors. He wears a silver brooch in the 
  form of small bird on a branch that is of an extraordinary 
  craftsmanship: a gift from his father. 
   
  Character: Jahnetherin is a caring young boy with a 
  deep love and understanding for animals. He shows no 
  fear to the biggest animals, and he might seek comfort 
  with an animal traveling with the PCs. Even the meanest 
  animal will be gentle with him. During this encounter he 
  will not talk much, clearly worried sick about his father 
  and his father’s friends. 
   
  �Sariven: male grey elf, Exp6; NG. 
   
  Appearance: Sariven is a tall and thin gray elf with short 
  pale golden hair and violet eyes. While his face looks 
  young at first glance, a closer look shows the lines of ages 
  in the corners of his eyes as well as the wisdom of ages in 
  his gaze. He wears gray robes, sandals as well as a dark 
  wooden cane. 
   
   
  Character: Sariven is a patient, quiet man who 
  sometimes seems to wonder off in thought. He does like 
  to talk though, and he has a tendency to ramble. Usually 
  his wife interrupts him after which he apologizes. 
    
  �Naren’thelenda: female grey elf, Clr3; NG. 
   
  Appearance: Naren’thelenda, or Naren for friends, is 
  short, even for an elf and has long silver hair and amber 
  eyes. There is something dreamy about her, but this can 
  be rather deceptive, since she notices even the tiniest 
  thing. She wears a simple white dress, decorated with 
  silver geometric pattern, and a long gray hooded cloak. 
  She wears the symbol of her faith openly around her 
  neck. 
   
  Character: Unlike her husband, she does not like to 
  talk. She prefers to listen. Sometimes she can be a bit 
  grumpy especially if she is worried or when people 
  disturb her when she is doing something that requires 
  her attention. Still, she is a kind lady who is always will to 
  drop her own things to help a friend. She considers 
  humans to be rash and tends to be a bit motherly towards 
  them. 
   
  
  Whispers in the Dark 
   
  Page 9 
  Development: If one of the characters demands a reward 
  for taking Relg to the Caretakers, he will appear 
  somewhat insulted that they would bring this up, even 
  more so if a character of elven race mentions it. He will 
  ask each character in turn whether they will do this only 
  for monetary gain or whether they will help out of the 
  goodness of their heart. He will make it very clear, he 
  does not have the gold for such a reward. If a PC still 
  refuses, the adventure is over for them. He will not 
  mention the friendly wizard in the woods except to those 
  who are willing to help without a reward. 
   
  Sariven gratefully thanks those characters that 
  promise to find out what happened to Relg and his 
  traveling companions without asking for a reward. He 
  does not know of a way to repay them, but he will put in a 
  good word for them with Arithmaïl Moonflower, an 
  enchanter of significant power who resides in a cottage 
  near the village. Characters who asked for no reward, but 
  accept the mission anyway, will receive a special “favor of 
  Sariven” which can be redeemed during any regional 
  adventure set in Sunndi. For more information see the 
  Conclusion. 
   
  Encounter 3: 
  When Night Falls 
  Whether the PCs chose to travel directly to the 
  Monastery of the Caretakers from Encounter 1 or via the 
  village of Tem’Sethenal, the characters will need to pass 
  through the Silent Valley in order to get to the 
  monastery.  
   
  In all likelihood, the characters will have to make 
  camp within the Silent Valley, though some might 
  choose to keep walking or even to try teleporting to the 
  monastery. If the PCs keep walking, use the normal rules 
  for a forced march. In this case they will be ambushed on 
  the road, adjust the description to take this into account.  
   
  If they enquire about teleporting, see the notes on 
  the use of that spell in Encounter 1. Also note that a 
  teleport spell only allows 1 additional medium-sized 
  person per 3 levels of the caster to be taken along. 
  Chances are that not everybody can be taken along – 
  which might make this encounter considerably more 
  difficult. Still, if the PCs opt for this route, they will 
  either avoid this encounter completely or have to face it 
  with a considerably smaller group. If they chose to 
  remain in the village for the night, they will be there to 
  help defend it against the depredations of the undead 
  that will attack the villagers.  
   
  Assuming the PCs chose to walk or ride, and Relg is 
  still unconscious, Relg will give information during his 
  delirious confessions. During his ramblings, they will 
  pick out three useful clues; “Come out at night”, “talked 
  … Lord Maeryn”, and “before the Mourning Tower…” 
  The problem is that it is mixed with less then useful 
  information. 
   
   
  It is nearing midnight when the group is 
  attacked. The text below assumes that Relg is 
  unconscious and with the PCs. If this is not the case 
  adjust the text. If he is conscious, he will instead awake 
  screaming. Since he has been doing so several times, this 
  might not alert the PCs immediately. If the PCs are 
  resting in an extra-dimensional space or a secure shelter 
  the undead will patiently await the morning. Note that in 
  case of most shelters the incorporeal undead can and will 
  enter the place. Their goal will be to lure the PCs out, so 
  they will attack, leave the area and return several minutes 
  later. Of course, in this case turning the undead will be 
  easier. 
   
  It is nearing midnight and most of the group has gone to 
  sleep while a few stand guard. Relg has been restless for 
  several hours now and his nightmares appear worse than 
  normal. 
   
  All is quiet and even the wind seems to lack 
  conviction in making sounds. The quiet is broken by a 
  startled scream from Relg, “ATTACK! They’re here, they 
  are upon us!!” 
   
   With that, he slumps back into unconsciousness. 
   
  Characters on guard are allowed a DC 15 Spot check to 
  notice silent figures moving towards them (though keep 
  in mind that it is night and foggy and those unable to see 
  in the dark will not be able to look far). Those who were 
  asleep will need time to fully awaken and stand up from 
  sleeping positions, at which point the attackers are 
  already upon them. 
   
  Creatures: The PCs are approached by a group of 
  undead creatures in the service of the cleric Torlanden. 
  These undead are under the direct control of Torlanden 
  who is being escorted by them from the valley. When he 
  spots the PCs he orders his servants to slay them and 
  continues onto his destination on his own. 
   
  If the PCs have Relg with them, these creatures have 
  the standing order to kill Relg, since Torlanden fears the 
  half-orc knows too much. The creatures will also attack 
  anybody who prevents them from completing their task, 
  focusing on those who attack them. Intelligent creatures 
  will try to circle the PCs while the mindless creatures 
  assault the PCs.  
   
  Note: Torlanden bolstered the undead before 
  ordering them to attack the PCs. As a result the undead 
  will be turned as 17 HD creatures for the first 5 rounds of 
  combat. Due to the darkness, PCs without darkvision will 
  
  Whispers in the Dark 
   
  Page 10 
  have a 20% miss chance and they cannot fire arrows at a 
  target further then 30 foot away. 
   
  APL 2 (EL 4) 
  �Ghouls, human (2): hp 13; see Monster Manual page 
  118 and Appendix 1. 
  �Skeletons, boar (4): hp 20 hp each; see Appendix 1. 
   
  APL 4 (EL 6) 
  �Shadow (1): hp 19, see Monster Manual page 221 and 
  Appendix 2. 
  �Skeletons, leopard advanced 5 HD (3): 32 hp each; see 
  Appendix 2. 
   
  APL 6 (EL 8) 
  �Shadows (2): hp 19; see Monster Manual page 221 and 
  Appendix 3. 
  �Zombies, dire boar (3): hp 81 each; see Appendix 3. 
   
  APL 8 (EL 10) 
  �Wraiths (2): hp 32 each; see Monster Manual page 259 
  and Appendix 4. 
  �Skeleton, dire bear (3):  hp 78 each; see Appendix 4. 
   
  APL 10 (EL 12) 
  �Spectres (2): hp 45 each; see Monster Manual page 232 
  and Appendix 5. 
  �Skeletons, dire tiger (3): hp 104 each; see Appendix 5. 
   
  APL 12 (EL 14) 
  �Wraiths, dread (2): hp 104 each; see Monster Manual 
  page 258 and Appendix 6. 
  �Skeleton, dire tiger (3): hp 104 each; see Appendix 6. 
   
  Treasure: None. 
   
  Development: Torlanden has little interest in this battle. 
  If Relg is present, he considers the half-orc just a minor 
  nuisance since he has what he needs anyway. If Relg is 
  not present, he merely considers it a convenient way to 
  dispose of some of his less conspicuous servants. After 
  having sent in his troops, he will continue with his 
  journey, traveling as fast as the wind in the direction of 
  the Vast Swamp. 
   
  If the PCs investigate the attacker’s tracks, a DC 15 
  Survival check will lead them to the place where 
  Torlanden left the undead. The undead together with the 
  humanoid set of tracks came from the direction of the 
  Monastery of the Caretakers. His tracks continue in the 
  original direction, while the undead tracks lead towards 
  the PCs. The tracks made by the humanoid disappear 
  after a few feet. But at least the PCs will know that there 
  is someone directing the undead attackers. 
   
  Encounter 4: 
  Safety in Mourning 
  Eventually, the characters will reach the Monastery of 
  the Caretakers. More information on the Monastery can 
  be found in Appendix 8. 
    
  The Monastery can be seen from quite far away as a 
  white shadow among the dark trees. It is built on a large 
  clearing in a small bowl shaped valley. A 10-foot high 
  white plastered wall surrounds the whole complex and 
  the sounds of birds as well as farm animals can be heard 
  even outside the walls. Combined with the warm sun 
  that shine down the change from the dark valley could 
  not be more sudden and pleasant. It is almost as if a 
  heavy burden has been lifted from your heart. 
   
  The path you have been following almost the whole 
  day takes you to a large wooden gate with a smaller 
  human-sized door in it. The doors are made out of strong 
  oak wood and strengthened with bands of black steel. 
  Combined with the lack of windows facing towards the 
  forest, you do get the sense it has been built to keep the 
  outside world out.  
   
  There is a big iron knocker on the door, which you 
  use. A few seconds after having knocked, a small hatch is 
  opened, behind which you see the round face of a young 
  Oeridian male in simple brown robes.  
   
  “Greetings travelers, how may we be of service to 
  you?” 
   
  The man is known as Jarin the Gatekeeper. Jarin is a 
  pleasant outgoing man, though a bit of a dreamer and 
  somewhat formal (especially for a Pelorite). He will give 
  the PCs a friendly welcome unless they are rude or 
  threatening in which case he will either be blunt or just 
  close the hatch.  
   
  Upon being confronted with the comatose Relg, or 
  obviously wounded PCs, Jarin quickly ushers the 
  characters inside, calling for an acolyte to guide the 
  wounded to the Hospital. If Relg is conscious (or out of 
  sight), and none of the PCs are clearly wounded Jarin will 
  inquire politely about the reasons for the presence of the 
  PCs. Once told about the undead attack and Relg, he will 
  react with equal haste and invite the PCs to come in. In 
  this case he will guide them to the Sun’s Caress (the 
  shrine of Pelor) in the gardens, where he will ask the PCs 
  to wait while an acolyte will get Her Grace, Danai Tyrnin.  
   
  
  Whispers in the Dark 
   
  Page 11 
  The monk Jarin quickly opens the door, and ushers you 
  inside through the gate building onto a small courtyard 
  surrounded by several stables, a couch house and a 
  manor. Once you are all in, he closes the door and walks 
  towards a bell that he sounds. Several seconds later, a 
  young elven woman, hardly an adult, in gray robes 
  appears from a door in the manor. Jarin and the girl talk 
  quietly with each other. At the end of the conversation 
  the girl nods politely towards you and quickly walks 
  away again. 
   
  Jarin asks you to follow him. He takes you up the 
  stairs to the main door of the manor, then through a big 
  hallway into a beautiful sunny garden thick with the 
  smell of flowers and the buzzing sounds of insects. In 
  the middle of the garden there is small circular plaza 
  surrounded by marble benches and pillars with in the 
  middle a small altar. Jarin guides you to the shrine, 
  where you smell burning incense. After having seated 
  you, he offers you some cool water and informs you, that 
  you are waiting for her grace Danai Tyrnin, abbot of the 
  Monastery, whom he is certain is very interested in your 
  story. 
   
  Several minutes pass after the characters arrived at the 
  shrine of Pelor, but Jarin will hold off asking or 
  answering any questions. He will provide them with cool 
  water to drink if they wish. Eventually Danai Tyrnin 
  arrives. After formal introductions (Danai’s title is “Her 
  Grace Danai Tyrnin, Servant of Pelor and Abbot of the 
  Monastery of the Caretakers”) by Jarin takes he leaves 
  them alone with the Abbot. 
   
  After Jarin has left, Danai wants to know what has 
  happened. She wants a full report of among other things 
  how they found Relg, and if they mention the ambush, 
  what creatures attacked them. While the PC’s are telling 
  their story, Danai starts to look worried. If the PCs story 
  appears to be incomplete, she will be asking some 
  questions to clear things up. Only after she is satisfied, 
  will she answer the questions of the PCs. 
   
  Danai remembers Tavann and Lihranthin visiting 
  the Monastery two days ago. The two mentioned reports 
  by travelers of seeing ghosts and even of a few 
  disappearances among the local animals. Lihranthin had 
  also noted a minor increase in the strength of the 
  melancholy. At that time the Caretakers had not seen 
  anything odd taking place in the Valley themselves, nor 
  had they spoken with people who had seen anything 
  weird. Whatever was haunting the valley was either false 
  alarm or it avoided the Monastery and its servants.  
   
  There was nothing the people of the Monastery 
  could tell the two adventurers. So the two decided to 
  investigate the Mourning Tower and start a general 
  search of the Valley from there. Since then she has not 
  heard of the three adventures until now, but since the 
  valley is rather large, that in itself was no cause for worry. 
   
  �Abbot Danai Tyrnin: Female Oeridian Clr11; NG. 
   
  Appearance: Danai is a small plump woman with long 
  sleek brown hair and a sun-tanned skin. She is about 40 
  years old, and her hair is graying. Her brown eyes betray 
  a deep sorrow even though her smile is radiant and 
  sincere. A beautiful silver tiara keeps the hair out of her 
  eyes. She wears a simple white dress, a yellow scarf and 
  leather sandals. 
   
  Personality: Like most Pelorites, Danai is not a 
  person of formalities and protocol. Jarin is aware of this, 
  and the formal introductions were to tease her. She is a 
  caring woman, who rarely becomes angry. She loves the 
  opportunity to work with other races and is learning 
  quickly about both olven and dwur faiths and healing 
  techniques. 
   
  Development: 
  At the end of the conversation, Danai 
  will mention that two days ago a group of eight pilgrims 
  went to the Mourning Tower. They would not be due to 
  arrive until several days from now. Their intent was to 
  “meditate”
  1 at the area until after Wiccrhys. Danai 
  expresses her worry for the group. If there are undead 
  active in the Silent Valley, then it may not be safe for 
  unarmed clergy and pilgrims anymore. 
   
  Danai will ask that the characters travel to the 
  Mourning Tower to find out what has become of the 
  group of pilgrims as well as with Tavann and Lihranthin. 
  If they are also able to learn what is going on, and 
  perhaps do something about it, she and her order would 
  be especially grateful. Such gratitude would be expressed 
  with her allowing the PCs to buy some special goods 
  from the Monasteries vaults. For more details see the 
  conclusion. 
   
  Once the meeting is finished, the characters are 
  invited to join the monks for a meal. Her fellow clerics 
  will cure any of the wounds of the PCs for the usual 
  donation with the exception of members of the 
  mentioned organizations at the beginning of the 
  scenario, who will be healed for free (except for 
  expensive components). If PCs are angry about it, she 
                                              
   
  1 The pilgrims were planning to perform the ritual 
  described at the end of this adventure in The Conclusion. 
  If a PC enquires about why the meditating takes so long, 
  Danai will mention they were planning to hold a special 
  ritual, but will not detail it further. 
  
  Whispers in the Dark 
   
  Page 12 
  will mention that running a Monastery requires a great 
  deal of gold. While she is more then willing to reward 
  them for a service towards the Monastery, as of yet the 
  PCs have not completed the task. Only when they clearly 
  do not have the money to pay for the healing, will she 
  allow the PCs to be healed for free. Though the clergy of 
  Moradin will certainly grumble about it.  
   
  If Relg is still unconscious, Denai will try to heal 
  Relg while the PCs are eating. If the PCs ask why he is 
  healed for free, she will state that Relg clearly cannot 
  afford the usual price and as a Pelorite and human being 
  she cannot refuse to heal anybody solely based on the 
  lack of gold. The fact that he also might know more about 
  what has happened is only of minor importance for her. 
  Still, if the PCs offer to pay for the healing, she will be 
  grateful. The gold will be spent on a good cause. 
   
  After the lunch Danai will return with good news. 
  They have managed to restore Relg to consciousness and 
  are confident his mental wounds will heal. Relg is asleep 
  now and she will not allow the group to visit him until 
  Relg has regained more strength. 
   
  As a final thought, she relays a message from Relg to 
  the characters. 
   
  Relg spoke of a ghost by the name of Lord Maeryn who 
  haunts the Mourning Tower itself. It seems his 
  companions, Tavann and Lihranthin, spoke extensively 
  with this ghost and it seemed to be good-willed. He 
  mentioned that this ghost only manifests at night 
  though. It might be worth it to visit the tower and stay 
  the night. 
   
  One final thing… our records hold no fallen soldier 
  by the name of Lord Maeryn. Perhaps, if you do speak 
  with it, you can ask it what its full name, rank, and 
  allegiance was in life and give us that information? 
   
  Encounter 5: 
  A place of Mourning 
  Assuming the character did not spend the entire day at 
  the Caretakers’ Shrine, they should arrive at the 
  Mourning Tower somewhere in the afternoon. It is only 
  2 hours walking from the Monastery. 
   
  For some time now you have been able to see a tower in 
  the distance through the trees, slowly growing larger 
  and larger as you drew nearer to it. 
   
  Now that you are close to it, you see that it is a tower 
  nearly 40 feet high and made entirely out of obsidian. It 
  has been built on the top of a small hill, though the term 
  “built” might not be entirely correct. It seems as if the 
  tower has grown out of the ground instead and there is 
  no seam to be seen. 
   
  On the north side, a large, flat marble stone lies in 
  front of the open doorway. Etched in the marble slab are 
  the following words, “In remembrance of those who 
  paid the ultimate price for their ideals of freedom and 
  equality… Death. –The Battle of Rieuwood, 583 CY.” 
   
  The Tower looks as if it is four stories high. The 
  Caretakers have told you that it is currently uninhabited, 
  but that it was built originally as a home for the 
  caretakers of the local shrines and monuments. The 
  Monastery was built later, when the melancholy effects 
  became apparent, at a spot where for some reason it was 
  not as strong as elsewhere so that the clergy could block 
  it out. The outside doors, which are normally locked, 
  now stand ajar. It seems that all is not well… 
   
  Around the tower within a few meters are the three 
  shrines dedicated to Moradin, Sehanine Moonbow, and 
  Pelor. 
   
  Once at the tower, the characters will immediately notice 
  the obvious lack of pilgrims. However, they are 
  confronted with another gruesome sight - that of several 
  rotting piles of flesh lying to one side on the ground floor 
  in the tower. 
   
  There are several things the characters can discover 
  at this point with successful skill checks. 
   
  Tracking checks: 
  - 
  DC 15: A humanoid and skeletons passed by here 
  about two nights before. Also, there seems to have 
  been combat of some sort. Footprints of skeletons 
  mix with the humanoid footprints in battle. 
  - 
  DC 20: The human group lost to the undead party. 
  Tracks lead north, but they quickly become 
  unreadable. 
  - 
  DC 25: The group of humanoids was most likely 
  raised on the spot as undead, which joined the 
  shambling group of skeletons.  
  Search checks: 
  - 
  DC 15: At the tower, they also find discarded 
  bones marked with runes. (DC 16 Spellcraft check 
  to identify them as focus for an augury). 
  Heal checks: 
  - 
  DC 25: The rotting piles of flesh contain no bones, 
  but aside from that, they are human bodies. It 
  seems as if the flesh has simply slid off the bones. 
   
  Spellcraft checks: 
  
  Whispers in the Dark 
   
  Page 13 
  - 
  DC 16: The bones found can be used as a focus for 
  an augury spell. 
  - 
  DC 23: The rotting piles of flesh have no bones. It 
  seems as if this is human flesh that has slid off the 
  bone. All this is very reminiscent of the animate 
  dead spell (perhaps used to create skeletons). 
   
  If players stay here beyond nightfall, they will encounter 
  the ghost of Lord Maeryn who materializes about 30 
  minutes after nightfall in front of the Mourning Tower.  
   
  Read out aloud the following text: 
   
  The night falls quickly in Sunndi. With the fall of the 
  night, the temperature drops significantly and though 
  the night sky is clear for a change, a fog is rolling in soon 
  after. It is not a dense fog, and its white tendrils cling 
  mainly to the ground, drifting through the forest like 
  white spirits. The pale Luna, nearly full, can easily be 
  seen through the fog, giving an eerie glow to the scene. 
  The Mourning Tower rises into the darkness like a dark 
  obelisk giving the sensation it drinks all light nearby. 
   
  A shiver runs down your spine and to your surprise 
  small white clouds form when you breathe out. The 
  temperature must have dropped more then you 
  imagined or even thought possible in this time of the 
  year in this region of Sunndi. Then you note a form 
  materializing out of nowhere in the front of the tower.  
   
  In the pale moonlight, you see the transparent 
  shape of a tall muscled man with long brown hair 
  braided into two tails and a large moustache. Though 
  you can see the colors, they are pale and translucent. He 
  wears dark green trousers and leather shoes, but he is 
  bare breasted. On his breast and face several blue lines 
  are painted in geometrical patterns. A battle-ax is 
  strapped to his side and he carries a large wooden round 
  shield on his left arm. There are no obvious wounds that 
  tell you how he might have died.  
   
  This is the ghost of Lord Maeryn. A DC 15 Knowledge 
  (royalty 
  and 
  nobility), 
  Knowledge 
  (history) 
  or 
  Knowledge (The Splintered Sun) check will let the PCs 
  recognize the warrior as a Flan. The way of dressing, the 
  weapons and the shield have not been in use for a long 
  time and a DC 25 Knowledge (history) check places the 
  warrior from before the arrival of the Aerdy to the region. 
   
  Give the PCs some time to react. He will be aware of 
  them, and assuming the PCs do not immediately assault 
  him, he will gaze in their general direction (even if 
  hidden) and greet them.  
   
  As he his eyes meet yours, you see a wisdom there that 
  seems older than the short lifespan of a mere human 
  would allow for. 
   
  “Failte saoithe!
  2 May Pelor strengthen thee in the 
  challenges to come. Why did thee enter the Valley of the 
  Lost Souls?” 
   
  He speaks with a clear hollow voice that seems to 
  come from a faraway place. There is no hint of malice, 
  and it seems strangely reassuring considering the 
  circumstances. 
   
  �Lord Maeryn: Male Flan ghost Ftr15; AL NG. 
   
  Lord Maeryn will not attack the PCs, but instead will 
  warn them that the Silent Valley is no longer safe for the 
  living, nor the dead. If the players attack him, he will 
  raise his hands and plead with them to hear him out. If 
  they continue, he will dematerialize and disappear. 
  Searching the ethereal plane (see invisibility, or other 
  such spells), the adventurers cannot find him. He will 
  rematerialize several minutes later to see whether the 
  characters have calmed down.  
   
  The characters can ask him the several questions, but 
  he only is willing to answer the following ones: 
   
  Q: Who are you? 
  A: “My name is Lord Maeryn and that is all you need to 
  know. I will also tell you that I have existed in this 
  state for longer than you can imagine. I have no 
  concept of the passing of time, but even I can tell it 
  has been many ages since I fell. 
   
  Q. What happened to Relg, Tavann and Lihranthin? 
  A. “All I can say is that they fought the despised one, 
  He Who I Cannot Name. Relg was the only one 
  who seems to have gotten away. Of the others’ fate, 
  I do not know.” 
   
  Q. Who is this Unnamed One? 
  A. “The dead are bound against speaking its name. It is 
  the other side of the coin. It left the Valley, but its 
  servants are still here as are the chains of slavery 
  with which he bound us. The dead cannot break 
  them. Perhaps you can do so? 
   
  Q: Where can we find his servants and/or these 
  chains? 
                                              
   
  2 This is a Flan greeting, and people speaking Flan will 
  recognize it. Loosely translated it would mean something 
  akin to "Hail Good Adventurers". 
  
  Whispers in the Dark 
   
  Page 14 
  A: Seek to the North. The spirits of the fallen shall 
  guide thee.”  
   
  Q: What spirits? Have they risen up? 
  A: “The spirits of the fallen. Caught in a net of darkness 
  from which they cannot escape. I have a matter of 
  control over them and each will show you the way 
  to the next of them.” 
   
  Q: Control? How do you have control of the fallen 
  spirits of the Valley? 
  A: “That is something which I will not tell. To do so 
  would not only put myself at risk, but the souls of 
  every spirit that has fallen within this valley. 
   
  Q: What net of darkness/chains? 
  A: The Unnamed One crafted it. It must be destroyed 
  to set the spirits free. 
   
  Q: What do you mean with “the other side of the coin”? 
  A: Life and death are all part of the cycle. One cannot 
  go without the other. People have forgotten this a 
  long time ago. As you serve life, so does it serve 
  death. 
   
  (Note that a DC 20 Knowledge (religion) check will 
  inform the PCs that the Old Faith consists of Beory, 
  Ehlonna, Obad-Hai, Pelor and Nerull. The Old 
  Faith believes in balance and the cycles of life. 
  More then likely Lord Maeryn is referring to 
  Nerull.) 
   
  Q: When should we go? 
  A: The spirits cannot manifest before the eyes of Pelor. 
  If you want our guidance, you will need to go now. 
   
  Development: The PCs might decide not to wait at the 
  Mourning Tower for the night to fall, in which case they 
  will not meet Lord Maeryn. Or they might not be willing 
  to talk with Lord Maeryn. Finding the hidden shrine of 
  Nerull will be much more difficult under these 
  circumstances.  
   
  In this case they can decide to explore the valley for 
  clues. Allow a DC 20 + APL Survival check for each day of 
  searching, with a accumulative +2 modifier for each day 
  of searching. Once they succeed in the check they will 
  find the hidden entrance. In this case Caernan will be 
  guarding it, well hidden and ready to attack anybody 
  approaching the place except his masters.  
   
  Treasure: 
  Taking the spell focus for the augury spell. 
   
  All APLs: L (2 gp); C (0 gp); M (0 gp). 
   
  Encounter 6: 
  A Trail of Souls 
  Read out the following text once the PCs are ready to 
  leave the Mourning Tower (note that the text assumes 
  the PCs have spoken with Lord Maeryn and are following 
  his directions – adjust the text if necessary): 
   
  For a few second you stare in the direction, that the 
  ghostly Lord Maeryn pointed to. There appears to be a 
  dark trail into the forest leading north up the mountains.  
   
  At first you do not see anything remarkable, though 
  the cold night and the slivers of ground fog gives it a 
  creepy aura. Then you see the fog moving, almost as if it 
  has a life of its own. It slowly takes the form of a tall 
  regal male gray olf dressed in  chainmail, with a shield 
  decorated with a black swan in front of a white moon, 
  and a longsword at his belt. His right shoulder is 
  bleeding heavily, with the drops of blood changing into 
  fog as soon as they hit the ground. The lower parts of his 
  body look as if something heavy trampled on him. The 
  expression on his face is one of deep sorrow and when 
  he looks at you, his gaze pierces straight into your heart, 
  pleadingly. The ghost then beckons with his hands. 
   
  Fear rises in your soul, and for a few seconds you are 
  paralyzed by it. Then, you regain control. Will you 
  follow this trail of souls? Can you trust Lord Maeryn? 
   
  When the characters follow the trail north, they will start 
  encountering more spirits of fallen warriors: regal olves, 
  stout dwur, proud humans and even a few lithe hobniz 
  (halflings) and noniz (gnomes). They are all heavily 
  armed and ready for war. Most of the ghosts belonged to 
  the Sunndian or the Almor army. A significant minority 
  though did serve in the Glorioles Army of the Great 
  Kingdom.  
   
  These ghosts show all the signs of how they died, 
  and since they all died on the battlefield their appearance 
  can be unsettling. In combination with the sorrow felt in 
  the valley, this will begin to shake the characters. During 
  this walk, have the character make a DC 10 + APL Will 
  Save vs. Fear. Failure means that they will become shaken 
  and suffer a –2 to attack rolls, saving throws, skill checks, 
  and ability checks. Characters immune to fear will be 
  immune to this effect as well. 
   
  Each ghost can only point the group onwards, for 
  they cannot travel farther away than 100 foot from their 
  resting place. They are all very nervous as well, fearing 
  the presence of evil that may cause them to fall under the 
  
  Whispers in the Dark 
   
  Page 15 
  command of it. None of them will speak with the PCs, 
  silently beckoning them to go onward, their expressions 
  begging the PCs to release them. 
   
  Unbeknownst to the PCs and the ghosts, one of the 
  ghosts is that of a fallen Ahlissan lieutenant, Caernan. He 
  has sworn loyalty to the priest of Nerull in the hope of 
  gaining power in his service or at least the possibility to 
  vent his anger at the Sunndians for his so-called unjust 
  treatment. He will attack the PCs when the characters 
  come within 30 feet. 
   
  Since there are ghosts of the Great Kingdom’s 
  soldiers that are guiding them, his presence in itself 
  should not alert the PCs. Grant the players a DC 15 + APL 
  Sense Motive check when they approach. Success means 
  that they are not surprised when the ghost of Caernan 
  attacks them. Just before he will attack, they will see the 
  look of hatred in his eyes. 
   
  Suddenly the ghost you were walking towards changes 
  from a human soldier into a ghastly and terrifying image 
  of his former self. Where once was a man, now stands a 
  rotting corpse, scorched beyond recognition by flames 
  and surrounded by a stench beyond imagination. In his 
  empty eye-sockets two pinpoints of malevolent red light 
  look at you with unbounded hatred. At the same time 
  you feel a pain in your chest, as if fear has taken a 
  physical manifestation and now tries to crush your heart. 
  The pain leaves after a fraction of a second, leaving you 
  still slightly shaken and weakened.  
   
  “Die, you rebellious scum. Die in the name of the 
  great Ivid!”  
   
  Note: At high APL this is Caernan’s horrific appearance 
  and as such might have a real game mechanical effect. At 
  APL 2 Caernan will take on a more physical appearance 
  then normal ghosts, treat him as a ghast. 
   
  APL 2 (EL 3) 
  �Ghast (1): hp 29; see Monster Manual page 119 and 
  Appendix 1. 
   
  APL 4 (EL 5) 
  �Caernan: male ghost Sor3; hp 21; see Appendix 2. 
   
  APL 6 (EL 7) 
  �Caernan: male ghost Sor5; hp 35; see Appendix 3. 
   
  APL 8 (EL 9) 
  �Caernan: male ghost Sor7; hp 49; see Appendix 4. 
   
  APL 10 (EL 11) 
  �Caernan: male ghost Sor9; hp 63; see Appendix 5. 
   
  APL 12 (EL 13) 
  �Caernan: male ghost Sor11; hp 77; see Appendix 6. 
   
  Tactics: The fallen lieutenant from the Great Kingdom 
  will trust the fact that the characters approach him full of 
  trust. In life, he was one of those responsible for slaying 
  enemy spellcasters, and that is what he will do first 
  chance he gets, focusing on the weakest caster he sees 
  first. 
   
  If attacked by fighters who pose a bigger threat, or 
  when in need of healing, he will use his incorporeal 
  attack to drain the fighters’ Wisdom until they fall 
  unconscious. Once that threat is cleared, he will once 
  again focus on the caster he perceives as the weakest. 
   
  Treasure:  
  Looting the physical remains of Caernan (see below): 
   
  APL 2: L (0 gp); C (50 gp); M eyes of the eagle (208 
  gp), pearl of power 1
  st level (83 gp). 
   
  APL 4: L (0 gp); C (100 gp); M eyes of the eagle (208 
  gp), pearl of power 1
  st level (83 gp), vestment of resistance 
  +1 (83 gp). 
   
  APL 6: L (0 gp); C (150 gp); M eyes of the eagle (208 
  gp), pearl of power 1
  st level (83 gp), vestment of resistance 
  +1 (83 gp). 
   
  APL 8: L (0 gp); C (50 gp); M eyes of the eagle (208 
  gp), gloves of arrow snatching (333 gp), pearl of power 1
  st 
  level (83 gp), vestment of resistance +1 (83 gp). 
   
  APL 10: L (0 gp); C (50 gp); M eyes of the eagle (208 
  gp), gloves of arrow snatching (333 gp), pearl of power 1
  st 
  level (83 gp), vestment of resistance +2 (333 gp). 
   
  APL 12: L (0 gp); C (100 gp); M eyes of the eagle (208 
  gp), gloves of arrow snatching (333 gp), pearl of power 1
  st 
  level (83 gp), vestment of resistance +2 (333 gp). 
   
  Detect magic results: eyes of the eagle (Faint 
  Divination), gloves of arrow snatching (Faint Abjuration), 
  pearl of power 1
  st level (Strong Transmutation), vestment 
  of resistance +2 (Faint Abjuration). 
   
  Development: If the PCs destroy Caernan, his body will 
  dissolve in mist that seems to flow in a particular 
  direction. A DC 10 Spot check allows the PCs to see it 
  enter a specific part of the ground nearby. If the PCs dig 
  there, they find the corpse of Caernan lying under only a 
  few inches of dirt. It is clear that his corpse never got a 
  proper burial. With his corpse the PCs also can find a few 
  pieces of treasure that survived the ravages of time. 
  Taking these items is a willful chaotic act (which might 
  
  Whispers in the Dark 
   
  Page 16 
  have consequences for paladins), unless the PCs also 
  arrange a proper burial. 
   
  Having defeated the ghost of the fallen Ahlissan 
  soldier, the group might wander off now that they have 
  lost a key in the chain of ghosts. However, a successful 
  DC 10 Spot check causes them to notice another ghost 
  materializing. The group might be a bit more paranoid 
  now, but eventually they can pick up the trail from there. 
   
  Encounter 7: 
  Signs of Darkness 
  Following the trail pointed out by the ghosts of the 
  fallen, the characters arrive outside a cave leading down 
  into the earth. There is no sign of animals nearby and all 
  is deadly quiet.  
   
  DM’s Aid 1: The Caves of Darkness shows the map of 
  the hideout. 
   
  Room 1: Entry Hall 
  Entering the cave, you immediately notice that this is no 
  ordinary cave. Instead of a natural uneven muddy floor, 
  the ground here is covered with smooth, though cracked 
  marble floor tiles. The floor is covered with dead leaves 
  and branches; there is nothing living growing within the 
  area. 
   
  Another strange thing you notice is that the light of 
  Luna and the stars does not reach into this cave at all, 
  causing the cave to be damp and cold.  
   
  About 50 feet into the cave, the characters notice a back 
  wall. Careful inspection shows that there is a small 
  opening in the right side of the wall that allows the 
  characters to squeeze through.  
   
  Squeezing through the small opening, you enter into a 
  small, enclosed space. You immediately notice two large, 
  double steel doors, which obviously do not come 
  naturally. They are unadorned, and rusty. While closed, 
  there are clear signs somebody or something bashed 
  them open recently since flakes of rust still lie at the 
  floor and the scars are not nearly as brown as the other 
  areas. The door does not appear to be locked, but you 
  doubt that opening them can be done silently without 
  the aid of magic and it will not surprise you if they are 
  stuck as well considering the bent form they are in. 
   
  Listening carefully you hear no sound coming from 
  behind these doors. 
   
  The doors lead further into the shrine of Nerull. 
  Listening at the door reveals no sound whatsoever. All 
  seems quiet. The doors themselves are unlocked and not 
  trapped. Opening them will make a lot of noise, and it 
  requires a DC 8 Strength check. 
   
  Room 2: Antechamber 
  Opening the doors, you see a large empty hall before 
  you. Devoid of any decoration, it feels cold and 
  abandoned. A corridor leads to the left and right another 
  set of steel doors can barely be seen opposite of the 
  hallway. 
   
  Straight ahead of you in front of the opposite iron 
  doors, about 10 feet above the floor, you see a small black 
  sphere floating in the air. It is about as big as a 
  watermelon and completely black. It seems to pulse with 
  a dark energy and wave after wave of shadow come from 
  it. 
   
  Opening the doors, the characters come into an 
  antechamber of sorts. The place is an empty stone 
  chamber without any decoration. 
   
  Once three or more characters have entered this 
  area, they will be beset from the left and right by the 
  guardians left behind by the priest of Nerull. Allow 
  players to make a DC 15 + APL Listen check to avoid 
  being surprised. Note that if the PCs somehow manage to 
  open the doors without a sound both parties might be 
  surprised. 
   
  Unhallow: At all APLs rooms 2, 3, 4 and 5 are under the 
  continual effect of an unhallow spell. Unhallow makes a 
  particular site, building, or structure an unholy site. This 
  has three major effects. First, a magic circle against good 
  guards the site. Second, all turning checks made to turn 
  undead take a –4 penalty, and turning checks to rebuke 
  undead gain a +4 profane bonus. Spell resistance does not 
  apply to this effect. 
   
  Finally, at APLs 8, 10 & 12, a freedom of movement 
  effect is fixed to the unhallowed site. This effect, 
  however, applies to those in the service of Nerull only. 
  Note that the demons that guard the place are followers 
  of Nerull. 
   
  The presence of this spell is taken into account for 
  the EL calculations. 
   
  APL 2 (EL 5) 
  �Taurgern: Wizard 1; hp 4; see Appendix 1.  
  �Dretches (2): hp 13 each; see Monster Manual page 42 
  and Appendix 1. 
   
  APL 4 (EL 7) 
  �Taurgern: Wizard 3; hp 12; see Appendix 2.  
  �Dretches, advanced 4 HD (2): hp 26 each; see 
  Appendix 2. 
  
  Whispers in the Dark 
   
  Page 17 
   
  APL 6 (EL 9) 
  �Taurgern: Wizard 5; hp 18; see Appendix 3.  
  �Javocs (2): hp 36 each; See Appendix 3 and New Rule 
  Items. 
   
  APL 8 (EL 11) 
  �Taurgern: Wizard 7; hp 28; see Appendix 4.  
  �Babaus, advanced 9 HD (2): hp 84 each; See Appendix 
  4. 
   
  APL 10 (EL 13) 
  �Taurgern: Wizard 9; hp 36; see Appendix 5.  
  �Vrocks (2): hp 115 each; see Monster Manual page 48 
  and Appendix 5. 
   
  APL 12 (EL 15) 
  �Taurgern: Wizard 11; hp 44; see Appendix 6.  
  �Hezrous (2): hp 138 each; see Monster Manual page 44 
  and Appendix 6. 
   
  Tactics: Taurgern will stay away from the battle for the 
  first one or two rounds of combat. He will use this time 
  to spell himself up with his most defensive spells. During 
  this time, he is in his own quarters. Allow the characters a 
  DC 15 Listen check to notice the caster. However, the 
  characters have a -10 circumstantial penalty due to the 
  battle going on around them. 
   
  The fiends will try to swarm the characters, 
  attempting to throw them off by attacking fast and 
  aggressively. 
   
  Taurgern will try not to hurt his minions, but if 
  forced into a corner, will sacrifice them in order to 
  survive. Keep in mind though that Taurgern knows the 
  resistances and immunities of the Tanar’ri and will use 
  his spells accordingly. At APL 6 Taurgern is aware of the 
  aura of retribution that surrounds the javocs and he will 
  stay thirty feet away from them. The javocs will try to 
  attack the PCs directly at the door, while Taurgern will be 
  in room 3. 
   
  Note: The tanar’ri guardians are here as a result of 
  the planar ally spell (or the more powerful variants at 
  higher APLs). A protection from evil or a protection from 
  chaos will not hedge these demons out since they are 
  called and not summoned. The demons cannot summon 
  others of their kind, and their bodies will remain behind 
  when killed. They cannot leave the unhallowed area. 
   
  Treasure:  
  Looting Taurgern:  
   
  APL 2: L (3 gp); C (50 gp); M scroll of color spray (2 
  gp), scroll of comprehend languages (2 gp), scroll of mage 
  armor x2 (2 gp each), wand of ray of enfeeblement (20 
  charges, CL 1; 25 gp). 
   
  APL 4: L (3 gp); C (50 gp); M cloak of resistance +1 
  (83 gp), scroll of color spray (2 gp), scroll of comprehend 
  languages (2 gp), scroll of mage armor x2 (2 gp each), 
  wand of magic missile (20 charges, CL 3; 75 gp), wand of 
  ray of enfeeblement (20 charges, CL 1; 25 gp). 
   
  APL 6: L (3 gp); C (50 gp); M cloak of resistance +1 
  (83 gp), scroll of color spray (2 gp), scroll of comprehend 
  languages (2 gp), scroll of mage armor x2 (2 gp each), 
  scroll of see invisibility x2 (12 gp each), scroll of resist 
  energy (12 gp), potion of cure light wounds (4 gp), pearl 
  of power – 1
  st level (83 gp), wand of magic missile (20 
  charges, CL 3; 75 gp), wand of ray of enfeeblement (20 
  charges, CL 1; 25 gp). 
   
  APL 8: L (3 gp); C (50 gp); M cloak of resistance +1 
  (83 gp), scroll of color spray (2 gp), scroll of comprehend 
  languages (2 gp), scroll of mage armor x2 (2 gp each), 
  scroll of see invisibility x2 (12 gp each), scroll of resist 
  energy (12 gp), potion of cure light wounds (4 gp), pearl 
  of power – 1
  st level (83 gp), wand of magic missile (20 
  charges, CL 5; 125 gp), wand of ray of enfeeblement (20 
  charges, CL 1; 25 gp), brooch of shielding (125 gp), potion 
  of cure moderate wounds (25 gp). 
   
  APL 10: L (3 gp); C (50 gp); M cloak of resistance +2 
  (333 gp), scroll of color spray (2 gp), scroll of comprehend 
  languages (2 gp), scroll of mage armor x2 (2 gp each), 
  scroll of see invisibility x2 (12 gp each), scroll of resist 
  energy (12 gp), potion of cure light wounds (4 gp), pearl 
  of power – 1
  st level (83 gp), wand of magic missile (20 
  charges, CL 5; 125 gp), wand of ray of enfeeblement (20 
  charges, CL 1; 25 gp), brooch of shielding (125 gp), potion 
  of cure moderate wounds (25 gp), headband of intellect 
  +2 (333 gp). 
   
  APL 12: L (3 gp); C (50 gp); M cloak of resistance +2 
  (333 gp), scroll of color spray (2 gp), scroll of comprehend 
  languages (2 gp), scroll of mage armor x2 (2 gp each), 
  scroll of see invisibility x2 (12 gp each), scroll of resist 
  energy (12 gp), potion of cure light wounds (4 gp), pearl 
  of power – 1
  st level (83 gp), wand of magic missile (20 
  charges, CL 5; 125 gp), wand of ray of enfeeblement (20 
  charges, CL 1; 25 gp), brooch of shielding (125 gp), potion 
  of cure moderate wounds (25 gp), headband of intellect 
  +2 (333 gp), ring of counterspells (333 gp), ring of 
  protection +2 (666 gp). 
   
  Detect magic results: brooch of shielding (Faint 
  Abjuration), cloak of resistance (Faint Abjuration), 
  headband of intellect (Moderate Transmutation), pearl of 
  power (Strong Transmutation), potion of cure light 
  wounds (Faint Conjuration), potion of cure moderate 
  wounds (Faint Conjuration), ring of counterspells 
  (Moderate 
  Evocation), 
  ring 
  of 
  protection 
  (Faint 
  
  Whispers in the Dark 
   
  Page 18 
  Abjuration), scroll of color spray (Faint Illusion), scroll of 
  comprehend languages (Faint Divination), scroll of mage 
  armor (Faint Abjuration), scroll of resist energy (Faint 
  Abjuration), scroll of see invisibility (Faint Divination), 
  wand of magic missile (Faint Evocation), wand of ray of 
  enfeeblement (Faint Necromancy). 
   
  The Black Orb: As far as this combat is concerned, the 
  black orb is nothing but an eerie looking ornament. It is 
  important for whatever ritual Torlanden and Taurgern 
  are performing, and it is the focus that keeps the souls of 
  the soldiers tied to the Valley. Attacking it, whether by 
  physical or magical means, will result in the sphere 
  shooting a ray of enfeeblement (Caster level equal to the 
  APL) with an attack bonus equal to the APL at the culprit. 
  Channeling positive energy into the sphere will damage 
  it. Healing spells will ignore hardness and will not result 
  into a ray of enfeeblement. Successfully turning undead 
  will either shut it down for 10 rounds, or destroy it, if the 
  cleric is able to destroy it (the cleric has twice the level of 
  the HD of the undead or the Sun domain).  
   
  �Sphere: Hardness 10; HD APL; hp 5xAPL; AC 5. 
   
  Development:  
  After the characters have successfully 
  defeated their opponents, they will be free to search the 
  rooms that are in the cave and destroy the sphere. 
   
  If they capture Taurgern alive, they will find him to 
  be an uncooperative and obnoxious prisoner. He does not 
  fear death, or at least not more then his master. Even if 
  the PCs get him to talk, he cannot tell much. He knows 
  his master, Torlanden, is on his way to the Bleak 
  Academy to secure the knowledge that the two of them 
  found in this area. He does not know the location of the 
  Bleak Academy. Only the masters are able to find it. He 
  remained behind to finish the ritual and to guard the 
  shrine. Taurgern does not know what the exact purpose 
  is of the ritual, only that it increases the power of 
  Torlanden. Taurgern was not present when Torlanden 
  defeated Relg and his companions, and he has no idea 
  what happened to them. As far as he knows, they were 
  killed if lucky, and far worst, if unlucky. He is also aware 
  of Torlanden’ theory that there is a power buried 
  somewhere in the valley which power can be tapped by 
  certain rituals and that can be used for both good or evil. 
  He does not know the details on this theory since he 
  never read the documents found by Torlanden. 
   
  If the PCs are chased away by Taurgern and his 
  demons, Taurgern will immediately flee the area, taking 
  away all his equipment. He is not about to lose his life 
  over this ritual. The demon guardians will remain behind 
  though. Award the PCs half xp for the encounter in this 
  case. If they want to get aid from the Monastery, they will 
  get it, but in this case they will either get one-quarter the 
  normal xp. 
   
  Room 3: High Priest’s Quarters 
  This area contains little of interest. It seems that whoever 
  slept here has left, taking his/her possessions with him. 
  Only the lack of dust and rubble shows it has recently 
  been used. There is nothing of value in this area. 
   
  Room 4: Wizard’s Quarters 
  This room contains a bedroll and a straw mattress in one 
  corner, and a makeshift bookcase in another. On the 
  shelves of the bookcase, there are only a couple of 
  relatively common books on the history of the Silent 
  Valley, Sunndi in general, and the elven and dwarven 
  races. Against the wall across the door there is a small 
  table with in front a simple chair. On the table stands a 
  vial of ink, several feathers with the tools to sharpen 
  them as well as a set of papers among which a special 
  letter Taurgern was busy writing when the PCs barged in. 
  See Player’s Handout 1 for this letter. It is written in 
  Ancient Flan. Only show the handout if the PCs have the 
  means to read it. Right next to the door burns an 
  everburning torch.  
   
  The PCs will find Taurgerns spellbook behind a lose 
  rock in the wall if they succeed in a DC 15 + APL Search 
  check. Dwur will have a +2 bonus on this search check. 
   
  Treasure: Looting the room (the loot is the value of 
  the everburning torch, the writing set, the books and 
  Taurgern’s spellbook): 
   
  APL 2: L (45 gp); C (0 gp); M (0 gp). 
   
  APL 4: L (70 gp); C (0 gp); M (0 gp). 
   
  APL 6: L (111 gp); C (0 gp); M (0 gp). 
   
  APL 8: L (161 gp); C (0 gp); M  (0 gp). 
   
  APL 10: L (231 gp); C (0 gp); M (0 gp). 
   
  APL 12: L (322 gp); C (0 gp); M (0 gp). 
   
  Room 5 - Shrine to Nerull 
  Finally, inside the last room, they will find a shrine, 
  dedicated to Nerull. Here they find few things of note, 
  except for an idol of Nerull, a shrine, and frescos 
  depicting the slaughter of innocents. There is nothing of 
  value in the room. 
   
  (If players ask for a description, use your 
  imagination but keep in mind that some players do have 
  an aversion to gruesome details.) 
   
  Conclusion 
  Upon exiting the caves, the characters will note that 
  none of the ghosts of the Silent Valley are manifesting. If 
  
  Whispers in the Dark 
   
  Page 19 
  any character has see invisibility running, they’ll see the 
  ghosts present on the Ethereal plane. Unbeknownst to 
  them, it will take a few days before they release and 
  return to their rest.  
   
  If the characters return to the Mourning Tower, they 
  will find that Lord Maeryn is still there. He tells them 
  that he has been irrevocably tied to the Mourning Tower. 
  It saddens him that rest is denied to him, but says he will 
  make the best of it, and as such will guard against further 
  intrusions by those who seek to abuse the souls of the 
  fallen soldiers. 
   
  Once back at the Monastery of the Caretakers, Denai 
  will want to hear the full story. They are especially 
  intrigued by the presence of Lord Maeryn. They will have 
  more questions about the ghost then the PCs can answer. 
  When they hear about the presence of a shrine of Nerull 
  as well as the black sphere and the letter they will be 
  worried. A group of members will immediately set out to 
  destroy the shrine and to see if the PCs might have 
  overlooked anything. If none of the PCs can read the 
  letter, one of the clerics will cast a comprehend languages 
  and provide the PCs with a translation. 
   
  If the PCs destroyed the demons and drove off, 
  killed or captured Taurgern without significant help the 
  Caretakers will be most grateful. They will earn the Favor 
  of the Caretakers, which can be used as a favor with the 
  Eliastraiir, the Established Temple of Pelor or the 
  Samryntar as described in the Divine Spellcasting 
  Document. This favor can also be spent for one-time 
  access to several items as described on the AR. Members 
  of the Eliastraiir, the Established Temple of Pelor or the 
  Samryntar are offered a special reward. They are granted 
  an honorary membership of the Caretakers as well as the 
  invitation to participate in a special ritual. The effects of 
  these are described on the AR. Of course, if the 
  Caretakers had to do most of the work, the PCs will not 
  earn this favor. 
   
  Tavann and Lihranthin are presumed dead and lost. 
  Though their true fate remains unknown, perhaps 
  forever. Relg eventually recovers and joins the 
  Caretakers. The characters will probably return to 
  Tem’Sethental to bring this news to the villagers there. 
  Here, Sariven will thank the characters and offers them 
  sort of a reward. The PCs, who voluntarily helped Relg, 
  will be introduced to Arithmaïl Moonflower. Arithmaïl 
  offers his help in crafting certain items for the characters. 
   
  The End 
   
  Campaign  
  Consequences 
  This module has "Campaign Consequences"; that is the 
  outcome of this module will directly affect future events 
  in the course of the campaign. The answers to some of 
  the questions below may seem trivial or pointless, but 
  because of the complex nature of the backstory and 
  campaign all information requested is vital. 
   
  Please send your answers to the Sunndi regional 
  Team at madfox@planet.nl as soon as possible. General 
  comments about the module are also welcomed at this 
  address. 
   
  1. 
  How did they treat Lord Maeryn? 
  2. 
  Did the PCs find the corpse of Caernan? If so, 
  what did they do with it? 
  3. 
  Did the PCs capture Taurgern alive or not? If he 
  died, what did they do with his corpse? 
  4. 
  Did the PCs destroy the sphere? 
  5. 
  What did the PCs report to the Caretakers? Did 
  they show the letter? 
   
  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 3: Undead Attack 
  Defeating the undead attackers 
   
  APL2  
  120 xp   
  APL4  
  180 xp  
  APL6  
  240 xp  
  APL8  
  300 xp  
  APL 10  
  360 xp  
  APL 12  
  420 xp 
   
  Encounter 6: When Night Falls 
  Defeating the ghost of Caernan 
  APL2  
  90 xp   
  APL4  
  150 xp  
  APL6  
  210 xp  
  APL8  
  270 xp  
  APL 10  
  330 xp  
  APL 12  
  370 xp 
   
  Encounter 7: Signs of Darkness 
  Defeating Taurgern and his cronies 
  APL2  
  150 xp   
  APL4  
  210 xp  
  
  Whispers in the Dark 
   
  Page 20 
  APL6  
  270 xp  
  APL8  
  330 xp  
  APL 10  
  390 xp  
  APL 12  
  450 xp 
   
  Discretionary role-playing award 
  APL2  
  90 xp   
  APL4  
  135 xp  
  APL6  
  180 xp 
  APL8 
  225 xp  
  APL 10  
  270 xp  
  APL 12  
  315 xp 
   
  Total possible experience:  
   
  APL2  
  450 xp   
  APL4  
  675 xp  
  APL6  
  900 xp 
  APL8 
  1125 xp  
  APL 10  
  1350 xp  
  APL 12  
  1575 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 scenario, characters may spend additional Time 
  Units to practice professions or create items immediately 
  after the adventure so this total may be modified by other 
  circumstances. 
   
  L = Looted gear from enemy; C = Coin, Gems, Jewelry, 
  and other valuables; M = Magic Items. 
   
  Encounter 1: A Haunting Cry 
  Looting the unconscious Relg: 
  All APLs: Loot: 9 gp; Coin: 0 gp; Magic: 0 gp 
   
  Encounter 5: A Place of Mourning 
  Taking the components of the augery spell:  
  All APLs: Loot: 2 gp; Coin: 0 gp; Magic: 0 gp 
   
  Encounter 6: Signs of Darkness 
  Looting Caernan’s corpse:  
  APL 2: Loot: 0 gp; Coin: 50 gp; Magic: 291 gp 
  APL 4: Loot: 0 gp; Coin: 100 gp; Magic: 374 gp  
  APL 6: Loot: 0 gp; Coin: 150 gp; Magic: 374 gp 
  APL 8: Loot: 0 gp; Coin: 50 gp; Magic: 707 gp 
  APL 10: Loot: 0 gp; Coin: 50 gp; Magic: 957 gp 
  APL 12: Loot: 0 gp; Coin: 100 gp; Magic: 957 gp 
   
  Encounter 7: Signs of Darkness 
  Looting Taurgern:   
  APL 2: Loot: 3 gp; Coin: 50 gp; Magic:  32 gp 
  APL 4: Loot: 3 gp; Coin: 50 gp; Magic: 190 gp  
  APL 6: Loot: 3 gp; Coin: 50 gp; Magic: 340 gp 
  APL 8: Loot: 3 gp; Coin: 50 gp; Magic: 540 gp 
  APL 10: Loot: 3 gp; Coin: 50 gp; Magic: 1123 gp 
  APL 12: Loot: 3 gp; Coin: 50 gp; Magic: 2123 gp 
   
  Looting Taurgern’s Room: 
  APL 2: Loot: 45 gp; Coin: 0 gp; Magic: 0 gp 
  APL 4: Loot: 70 gp; Coin: 0 gp; Magic: 0 gp  
  APL 6: Loot: 111 gp; Coin: 0 gp; Magic: 0 gp 
  APL 8: Loot: 161 gp; Coin: 0 gp; Magic: 0 gp 
  APL 10: Loot: 231 gp; Coin: 0 gp; Magic: 0 gp 
  APL 12: Loot: 322 gp; Coin: 0 gp; Magic: 0 gp 
   
  Total Possible Treasure  
  APL 2: Loot: 50 gp; Coin: 100 gp; Magic: 323 gp 
  
  Whispers in the Dark 
   
  Page 21 
  APL 4: Loot: 75 gp; Coin: 150 gp; Magic: 564 gp  
  APL 6: Loot: 116 gp; Coin: 200 gp; Magic: 714 gp 
  APL 8: Loot: 166 gp; Coin: 100 gp; Magic: 1247 gp 
  APL 10: Loot: 236 gp; Coin: 100 gp; Magic: 2080 gp 
  APL 12: Loot: 327 gp; Coin: 150 gp; Magic: 3080 gp 
   
  Total Allowed Treasure  
  APL 2: 450 gp 
  APL 4: 650 gp  
  APL 6: 900 gp 
  APL 8: 1300 gp 
  APL 10: 2300 gp 
  APL 12: 3300 gp 
   
  Items for the Adventure Record 
  Favor with Sariven: This favor can be spent for one-time 
  access to:  
  - One of the following wands: daylight, detect magic, 
  levitate, mage armor or see invisibility. All at 
  minimum arcane caster level. 
  - Or one of the following items: boots of elvenkind, 
  brooch of shielding, cloak of elvenkind or eyes of 
  the eagle. 
   
  Favor with the Caretakers of the Mourning Tower: This 
  favor counts as a favor with either the Eliastraiir, the 
  Established Temple of Pelor or the Samryntar as can be 
  decided when spending it.  
   
  In addition, when spent for this specific purpose, it 
  will grant one-time access to one of the following items: 
  - One of the following weapon enhancements: bane 
  (undead), ghost touch or merciful. 
  - One of the following armor enhancements: ghost 
  touch, +2 or +3 
  - Circlet of blasting (major or minor) or helm of 
  comprehend languages and read magic. 
  Members of the Eliastraiir, the Established Temple of 
  Pelor and the Samryntar gain meta-regional access to 
  the items mentioned above and need not spend the 
  favor for this. They may use this favor once to gain 
  access to one of these items from a Core scenario. 
   
  Taurgern’s Spellbook: Taurgern’s spellbook contains the 
  following spells. The complete spellbook must be bought 
  at higher APLs (each APL contains the spells from 
  previous APLs): 
   
  APL 2 – comprehend languages, magic missile, 
  protection from good, ray of enfeeblement, shield, 
  shocking grasp; Cost 300 gp. 
   
  APL 4 – detect undead, mage armor, scorching ray, 
  tasha’s hideous laughter; Cost +300 gp (total 600 gp). 
   
  APL 6 – false life, haste, lightning bolt, resist energy, 
  see invisibility; Cost +550 gp (total 1150 gp). 
   
  APL 
  8 
  – 
  blindness/deafness, 
  dispel 
  magic, 
  enervation, slow; Cost +600 gp (total 1750 gp). 
   
  APL 10 – cloud kill, dominate person, hold person, 
  greater invisibility; Cost +850 gp (total 2600 gp). 
   
  APL 12 – chain lightning, feeblemind, repulsion, 
  wall of force; Cost +1100 gp (total 3700 gp). 
   
  Ghostoil: This clear oil has a slight tint of gray, and 
  strange, wispy forms seem to swirl through it. When 
  applied to a weapon, ghostoil allows it to affect 
  incorporeal creatures normally for the next 2 rounds. 
  One flask of ghostoil contains enough liquid to coat one 
  weapon of Large size or smaller. Applying ghostoil to a 
  weapon of any size is a full-round action. 
   
  Craft Alchemy (DC 25); Market Price 50 gp; Source 
  Arms and Equipment Guide. 
   
  Members of the Established Temple of Pelor, the 
  Eliastraiir and the Samryntar only: 
   
  Membership of the Caretakers: Members of the Temple 
  of Pelor, the Olven Faiths, the Samryntar and the 
  Sunndian Army will treat a Caretaker with great respect, 
  granting a +2 circumstance bonus on Diplomacy checks 
  with people from those groups if they are aware of your 
  affiliation. 
   
  In addition to this, you can participate in a special 
  ritual that allows you to tap into the powers of the Silent 
  Valley. Completing this ritual costs 1 TU and 1000 gp, 
  and it can be performed ONLY after a Sunndi regional 
  (note it down on a MIC). For it to have any effect, you 
  will need a Wisdom of 11 or higher. Once the ritual is 
  performed you can cast remove fear once per day as a 
  spell like ability as a 1
  st level caster. This ritual can be 
  performed only once per character. 
   
  Item Access 
  APL 2: 
  eyes of the eagle (Adventure, DMG) 
  ghostoil (Regional, A&E) 
  pearl of power, 1
  st level (Adventure, DMG) 
  wand of ray of enfeeblement (Adventure, CL 1, 20 
  charges, as per the spell in the PHB). 
   
  APL 4:  
  vestment of resistance +1 (Adventure, function and price 
  similar to the cloak of resistance, vestment slot) 
  wand of magic missile (Adventure, CL 3, 20 charges, 
  DMG)  
   
  
  Whispers in the Dark 
   
  Page 22 
  APL 6:  
  pearl of power, 1
  st level (Adventure, DMG) 
   
  APL 8: 
  brooch of shielding (Adventure, DMG) 
  gloves of arrow snatching (Adventure, DMG) 
  wand of magic missile (Adventure, CL 5, 20 charges, 
  DMG) 
   
  APL 10:  
  cloak of resistance +2 (Adventure, DMG) 
  vestment of resistance +2 (Adventure, function and price 
  similar to the cloak of resistance, vestment slot) 
   
  APL 12:  
  ring of counterspells (Adventure, DMG) 
  ring of protection +2 (Adventure, DMG) 
   
   
  
  Whispers in the Dark 
   
  Page 23 
   
  Appendix 1 
  APL 2
  Encounter 3: When Night Falls 
  �Ghouls, human (2): CR 1; Medium undead; HD 
  2d12; hp 13 each; Init +2; Spd 30 ft.; AC 14 (12 touch, 
  12 flat-footed); Base Atk +1; Grp +2; Atk +2 melee 
  (1d6+1 plus paralysis, bite); Full Atk +2 melee (1d6+1 
  plus paralysis, bite) and +0/+0 melee (1d3 plus 
  paralysis, claw); SA Ghoul fever, paralysis; SQ 
  Darkvision 60 ft., undead traits, +2 turn resistance; AL 
  CE; SV Fort +0, Ref +2, Will +5; Str 13, Dex 15, Con -, 
  Int 13, Wis 14, Cha 12. 
   
  Skills and Feats: Balance +6, Climb +5, Hide +6, 
  Jump +5, Move Silently +6, Spot +7; Multiattack. 
   
  Ghoul Fever (Su): Disease – bite, Fortitude DC 12, 
  incubation period 1 day, damage 1d3 Con and 1d3 Dex. 
   
  Paralysis (Ex): Those hit by a ghoul’s bite or claw 
  attack must succeed on a DC 12 Fortitude save or be 
  paralyzed for 1d4+1 rounds. Elves have immunity to 
  this paralysis. 
   
  Possessions: None. 
   
  �Skeletons, boar (3): CR 1; Medium undead; HD 
  3d12; hp 20 each; Init +5; Spd 40 ft.; AC 13 (11 touch, 
  12 flat-footed); Base Atk +1; Grp +3; Atk +3 melee 
  (1d8+3, gore); Full Atk +3 melee (1d8+3, gore); SQ 
  Immunity to cold, DR 5/bludgeoning, undead traits, 
  darkvision 60 ft.; AL NE; SV Fort +1, Ref +2, Will +3; 
  Str 15, Dex 12, Con -, Int -, Wis 10, Cha 1. 
   
  Skills and Feats: -; Improved Initiative. 
   
  Possessions: None. 
   
  Encounter 6: Trail of Souls 
  �Caernan: Male ghast; CR 3; Medium undead; HD 
  4d12+3; hp 29; Init +3; Spd 30 ft.; AC 17 (12 touch, 14 
  flat-footed); Base Atk +2; Grp +5; Atk +5 melee (1d8+3 
  plus paralysis, bite); Full Atk +5 melee (1d8+3 plus 
  paralysis, bite) and +3/+3 melee (1d4+1 plus paralysis, 
  claw); SA Ghoul fever, paralysis, stench; SQ Darkvision 
  60 ft., undead traits, +2 turn resistance; AL NE; SV Fort 
  +1, Ref +4, Will +6; Str 17, Dex 17, Con -, Int 13, Wis 
  14, Cha 16. 
   
  Skills and Feats: Balance +7, Climb +9, Hide +8, 
  Jump +9, Move Silently +9, Spot +8 (+13 due to eyes of 
  the eagle); Multiattack, toughness. 
   
  Ghoul Fever (Su): Disease – bite, Fortitude DC 15, 
  incubation period 1 day, damage 1d3 Con and 1d3 Dex. 
   
  Paralysis (Ex): Those hit by a ghast’s bite or claw 
  attack must succeed on a DC 15 Fortitude save or be 
  paralyzed for 1d4+1 rounds. Even elves can be affected 
  by this paralysis. 
   
  Stench (Ex): Living creatures within 10 feet must 
  succeed on a DC 15 Fortitude save or be sickened for 
  1d6+4 minutes. 
   
  Possessions: Pearl of power (1
  st lvl), eyes of the 
  eagle. 
   
  Encounter 7: Signs of Darkness 
  �Taurgern: Male human Wiz1; CR 1; Medium 
  humanoid (human); HD 1d4+1; hp 5; Init +2; Spd 30 ft.; 
  AC 12 (12 touch, 10 flat-footed); Base Atk +0; Grp -1; 
  Atk -1 melee (1d4-1/19-20/x2, dagger) or +3 ranged 
  (1d8/19-20/x2, light crossbow); AL NE; SV Fort +1, Ref 
  +2, Will +4; Str 8, Dex 14, Con 12, Int 16, Wis 10, Cha 
  10. 
    
  Skills 
  and 
  Feats: 
  Concentration 
  +8, 
  Craft 
  (alchemy) +7, Knowledge (arcana) +7, Knowledge 
  (history) +7, Knowledge (religion) +7, Spellcraft +7; 
  Iron Will, Skill focus (concentration). 
    
  Spells Prepared (3/2; base DC = 13 + spell level): 
  0
  th— acid splash, daze, resistance; 1
  st— magic missile, 
  shield. 
   
  Possessions: 2 Daggers, light crossbow, 20 bolts, 
  spellbook, spell component pouch, scroll of mage 
  armor (2), scroll of color spray, scroll of comprehend 
  languages, wand of ray of enfeeblement (20 charges, 
  CL 1). 
   
  �Dretches (2): CR 2; Small outsider (chaotic, 
  extraplanar, evil, tanar’ri); HD 2d8+4; hp 13 each; Init 
  +0; Spd 20 ft.; AC 16 (11 touch, 16 flat-footed); Base Atk 
  +2; Grp –2; Atk +4 melee (1d6+1, claw); Full Atk +4/+4 
  (1d6+1, claw) and +2 melee (1d4, bite); SA Spell-like 
  abilities; SQ DR 5/cold iron or good, darkvision 60 ft., 
  immunity to electricity and poison, resistance 10 to 
  acid/cold/fire, telepathy 100 ft.; AL CE; SV Fort +5, Ref 
  +3, Will +3; Str 12, Dex 10, Con 14, Int 5, Wis 11, Cha 
  11. 
   
  Skills and Feats: Hide +9, Listen +5, Move Silently 
  +5, Spot +5, Search +2, Survival +0; Multiattack. 
   
  Spell-like Abilities (Sp): 1/day – scare (DC 12), 
  stinking cloud (DC 13). 
   
  Possessions: None. 
   
   
  
  Whispers in the Dark 
   
  Page 24 
   
  Appendix 2 
  APL 4
  Encounter 3: When Night Falls 
  �Shadow (1):  CR 3; Medium Undead (Incorporeal); 
  HD 3d12; hp 19; Init +2; Spd Fly 40 ft. (good); AC 13 
  (13 touch, 11 flat-footed); Base Atk +1; Grp -; Atk +3 
  melee (1d6 Str); Full Atk +3 melee (1d6 Str); SA Create 
  spawn, strength damage; SQ Darkvision 60 ft., 
  incorporeal traits, +2 turn resistance, undead traits; AL 
  CE; SV Fort +1, Ref +3, Will +4; Str -, Dex 14, Con -, Int 
  6, Wis 12, Cha 13. 
   
  Skills and Feats: Hide +8, Listen +7, Search +4, 
  Spot +7; Alertness, Dodge. 
   
  Strength Damage (Su): The touch of a shadows 
  deals 1d6 points of Strength damage t a living foe. A 
  creature reduces to Strength 0 by a shadow dies. This is 
  a negative energy effect. 
   
  Create Spawn (Su): Any humanoid reduced to 
  Strength 0 by a shadow becomes a shadow under the 
  control of its killer within 1d4 rounds. 
   
  Skills: Shadows have a +2 racial bonus on Listen 
  and Spot checks and a +4 racial bonus on Search 
  checks. 
   
  *A shadow gains a +4 racial bonus on Hide checks 
  in areas of shadowy illumination. In brightly lit areas, it 
  takes a -4 penalty on Hide checks. 
   
  �Skeletons, leopard advanced 5 HD (3): CR 3; 
  Medium Undead; HD 5d12; hp 32; Init +9; Spd 40 ft.; 
  AC 18 (16 touch, 12 flat-footed); Base Atk +4; Grp +7; 
  Atk +9 melee (1d6+3 Bite); Full Atk +9 melee (1d6+3 
  bite) and +4/+4 melee (1d3+1, claw); SQ Darkvision 60 
  ft., immunity to cold, DR 5/bludgeoning, undead 
  immunities; AL NE; SV Fort +1, Ref +7, Will +4; Str 16, 
  Dex 22, Con -, Int -, Wis 10, Cha 1. 
   
  Skills and Feats: -; Improved Initiative. 
   
  Encounter 6: Trail of Souls 
  �Caernan: Male human ghost Sor3; medium undead; 
  HD 3d12; hp 21; Init +2; Spd 30, fly 30 (perfect); AC 17 
  (17 touch, 15 flat-footed); Base Atk +1; Grp -; Atk +3 
  melee touch (1d4 wisdom drain, touch); Full Atk +3 
  melee touch (1d4 wisdom drain); SA Manifestation, 
  wisdom drain; SQ Rejuvenation, incorporeal, +4 turn 
  resistance; AL NE; SV Fort +2, Ref +4, Will +5; Str 8, 
  Dex 14, Con -, Int 12, Wis 13, Cha 21. 
   
  Skills and Feats: Bluff +11, Concentration +6 (+10 
  when casting on the defensive), Knowledge (arcana) 
  +7, Spellcraft +7, Spot +1 (+6 due to eyes of the eagle); 
  Combat Casting, Eschew Materials, Spell Focus 
  (Evocation) 
   
  Wisdom Drain (Su): The touch of Caernan drains 
  1d4 wisdom. On a successful touch attack Caernan 
  heals 5 points of damage to itself. 
   
  Rejuvenation (Su): If Caernan is destroyed roll a 
  DC 16 Level check (d20+3). If successful, Caernan will 
  reform in 2d4 days. If his corpse is given a proper 
  burial Caernan will not reform. 
   
  Spells Prepared (6/7; base DC = 15 + spell level): 
  0
  th— daze, detect magic, message, resistance, touch of 
  fatigue; 1
  st— color spray, mage armor, magic missile. 
   
  Possessions: Pearl of power (1
  st lvl), eyes of the 
  eagle, vestment of resistance +1. 
   
  Encounter 7: Signs of Darkness 
  �Taurgern: Male human wizard3; Medium humanoid 
  (human); HD 3d4+3; hp 12; Init +2; Spd 30; AC 12 (12 
  touch, 10 flat-footed); Base Atk +1; Grp +0; Atk +0 
  melee (1d4-1/19-20/x2, dagger) or +4 ranged (1d8/19-
  20/x2, light crossbow); Full Atk 0 melee (1d4-1/19-
  20/x2, dagger) or +4 ranged (1d8/19-20/x2, light 
  crossbow); AL NE; SV Fort +3, Ref +4, Will +6; Str 8, 
  Dex 14, Con 12, Int 16, Wis 10, Cha 10. 
   
   Skills and Feats: Concentration +10, Craft 
  (alchemy) +8, Knowledge (arcana) +9, Knowledge 
  (geography) +4, (history) +9, Knowledge (local) +9, 
  Spellcraft +11; Iron Will, Skill Focus (Concentration), 
  Spell Focus (evocation).  
   
   Spells Prepared (4/3/2; base DC = 13 + spell level): 
  0
  th— acid splash, daze, ray of frost, resistance; 1
  st— 
  magic missile, ray of enfeeblement, shield; 2
  nd— 
  scorching ray, tasha’s hideous laughter. 
   
  Ψ Because of Spell Focus (Evocation), the base DC 
  against these spells is 14 + spell level. 
   
  Possessions: 2 Daggers, light crossbow, 20 bolts, 
  spellbook, spell component pouch, cloak of resistance 
  +1, scroll of mage armor (2), scroll of color spray, scroll 
  of comprehend languages, wand of magic missile (20 
  charges, CL 3), wand of ray of enfeeblement (20 
  charges, CL 1). 
   
  �Dretches, advanced 4 HD (2): CR 3; Small Outsider 
  (chaotic, extraplanar, evil, tanar’ri); HD 4d8+8; hp 26 
  each; Init +0; Spd 20 ft.; AC 16 (11 touch, 16 flat-
  footed); Base Atk +4; Grp +1; Atk +6 melee (1d6+1, 
  claw); Full Atk +7/+7 melee (1d6+1, claw) and +2 melee 
  (1d4, bite); SA Spell-like abilities; DR 5/cold iron or 
  
  Whispers in the Dark 
  Round 1 
  Page 25 
   
  good, darkvision 60 ft., immunity to electricity and 
  poison, resistance 10 to acid/cold/fire, telepathy 100 ft.; 
  AL CE; SV Fort +6, Ref +4, Will +4; Str 12, Dex 10, Con 
  14, Int 5, Wis 11, Cha 12. 
   
  Skills and Feats: Hide +11, Listen +7, Move 
  Silently +7, Spot +7, Search +4, Survival +0; 
  Multiattack, Weapon Focus (claw). 
   
  Spell-like Abilities (Sp): 1/day – scare (DC 13), 
  stinking cloud (DC 14). Caster level 4
  th. 
   
  Possessions: None. 
   
  
  Whispers in the Dark 
  Round 1 
  Page 26 
   
  Appendix 3 
  APL 6 
  Encounter 3: When Night Falls 
  �Shadows (2): CR 3; Medium Undead (Incorporeal); 
  HD 3d12; hp 19; Init +2; Spd Fly 40 ft. (good); AC 13 
  (13 touch, 11 flat-footed); Base Atk +1; Grp -; Atk +3 
  melee (1d6 Str); Full Atk +3 melee (1d6 Str); SA Create 
  Spawn, Strength damage; SQ Darkvision 60 ft., 
  Incorporeal traits, +2 turn resistance, undead traits; AL 
  CE; SV Fort +1, Ref +3, Will +4; Str -, Dex 14, Con -, Int 
  6, Wis 12, Cha 13. 
   
  Skills and Feats: Hide +8* Listen +7, Search +4, 
  Spot +7; Alertness, Dodge. 
   
  Strength Damage (Su): The touch of a shadows 
  deals 1d6 points of Strength damage t a living foe. A 
  creature reduces to Strength 0 by a shadow dies. This is 
  a negative energy effect. 
   
  Create Spawn (Su): Any humanoid reduced to 
  Strength 0 by a shadow becomes a shadow under the 
  control of its killer within 1d4 rounds. 
   
  Skills: Shadows have a +2 racial bonus on Listen 
  and Spot checks and a +4 racial bonus on Search 
  checks. 
   
  *A shadow gains a +4 racial bonus on Hide checks 
  in areas of shadowy illumination. In brightly lit areas, 
  it takes a -4 penalty on Hide checks. 
   
  �Zombies, dire boar (3): CR 2; Large Undead; HD 
  7d12+3; hp 49; Init -1; Spd 40 ft., AC 17 (touch 8, flat-
  footed 17); Base Atk +3; Grp +16; Atk +12 melee (1d8+9 
  Slam); Full Atk 12 melee (1d8+9 Slam); SA none; SQ 
  Single actions only, DR 5/slashing, darkvision 60 ft., 
  undead traits; AL NE; SV Fort +2, Ref +2, Will +5; Str 
  29, Dex 8, Con -, Int -, Wis 10, Cha 1. 
   
  Skills and Feats: -; Toughness. 
   
  Single Actions Only (Ex): Zombies have poor 
  reflexes and can perform only a single move action or 
  attack action each round. A zombie can move up to its 
  speed and attack in the same round, but only if it 
  attempts to charge. 
   
  Encounter 6: Trail of Souls 
  �Caernan: Male human ghost Sor5; medium undead; 
  HD 5d12; hp 35; Init +2; Spd 30, fly 30 (perfect); AC 18 
  (18 touch, 16 flat-footed); Base Atk +2; Grp -; Atk +4 
  melee (1d4 wisdom drain, touch); Full Atk +4 melee 
  (1d4 wisdom drain, touch); SA Manifestation, frightful 
  moan, draining touch (wisdom); SQ Rejuvenation, 
  incorporeal, +4 turn resistance; AL NE; SV Fort +2, Ref 
  +4, Will +6; Str 8, Dex 14, Con -, Int 12, Wis 13, Cha 22. 
   
  Skills and Feats: Bluff +14, Concentration +8 (+12 
  when casting on the defensive), Knowledge (arcana) 
  +9, Spellcraft +9, Spot +1 (+6 due to eyes of the eagle); 
  Combat Casting, Eschew Materials, Spell Focus 
  (Invocation) 
   
  Frightful Moan (Su): A ghost can emit a frightful 
  moan as a standard action. All living creatures within a 
  30-foot spread must succeed on a DC 18 Will save or 
  become panicked for 2d4 rounds. 
   
  Wisdom Drain (Su): The touch of Caernan drains 
  1d4 wisdom. On a successful touch attack Caernan 
  heals 5 points of damage to itself. 
   
  Rejuvenation (Su): If Caernan is destroyed roll a 
  DC 16 Level check (d20+5). If successful, Caernan will 
  reform in 2d4 days. If his corpse is given a proper 
  burial Caernan will not reform. 
   
  Spells Prepared (6/8/6; base DC = 16 + spell level): 
  0
  th— detect magic, flare, mage hand, message, 
  resistance, touch of fatigue; 1
  st— color spray, mage 
  armor, 
  magic 
  missile, 
  shocking 
  grasp; 
  2
  nd— 
  blindness/deafness, tasha’s hideous laughter. 
   
  Ψ Because of Spell Focus (Invocation), the base 
  DC against these spells is 17 + spell level. 
   
  Possessions: Pearl of power (1
  st), eyes of the eagle, 
  vestment of resistance +1. 
   
  Encounter 7: Signs of Darkness 
  �Taurgern: Male human Wiz5; Medium humanoid 
  (human); HD 5d4+5; hp 18; Init +2; Spd 30; AC 12 (12 
  touch, 10 flat-footed); Base Atk +2; Grp +1; Atk +1 
  melee (1d4-1/19-20/x2, dagger) or +5 ranged (1d8/19-
  20/x2, light crossbow); Full Atk +1 melee (1d4-1/19-
  20/x2, dagger) or +5 ranged (1d8/19-20/x2, light 
  crossbow); AL NE; SV Fort +3, Ref +4, Will +7; Str 8, 
  Dex 14, Con 12, Int 17, Wis 10, Cha 10. 
   
  Skills and Feats: Concentration +12, Craft 
  (alchemy) +8, Knowledge (arcana) +11, Knowledge 
  (geography) +8, Knowledge (history) +11, Knowledge 
  (local) +11, Spellcraft +13; Iron Will, Skill Focus 
  (concentration), Spell Focus (evocation).  
   
   Spells Prepared (4/4/3/2; base DC = 13 + spell 
  level): 0
  th— acid splash, daze, daze, ray of frost; 1
  st— 
  burning handsΨ, mage armor, magic missile (2); 2
  nd— 
  false life, scorching ray, tasha’s hideous laughter; 3
  rd—
  haste, lightning boltΨ. 
   
  Ψ Because of Spell Focus (evocation), the base DC 
  against these spells is 14 + spell level. 
  
  Whispers in the Dark 
  Round 1 
  Page 27 
   
   
  Possessions: 2 Daggers, light crossbow, 20 bolts, 
  spellbook, spell component pouch, cloak of resistance 
  +1, pearl of power (1
  st level), scroll of mage armor (2), 
  scroll of color spray, scroll of comprehend languages, 
  scroll of see invisibility (2), scroll of resist energy, 
  potion of cure light wounds, wand of magic missile (20 
  charges, CL 3), wand of ray of enfeeblement (20 
  charges, CL 1). 
   
  �Jovocs (2): CR 5; Small Outsider (Chaotic, Evil, 
  extraplanar, tanar’ri), HD 4d8+18; hp 36; Init +2; Spd 
  30ft.; AC 16 (touch 13, flat-footed 14); Base Atk +4; Grp 
  +1; Atk +6 melee (1d3+1, Claw); Full Atk +6/+6 melee 
  (1d3+1, Claw) and +1 melee (1d4, bite); SA none; SQ 
  Aura of Retribution, DR 5/silver, Fast Healing 5, 
  Outsider Traits, SR 13, Summon Tanar’ri, Tanar’ri 
  traits; AL CE; SV Fort +7, Ref +6, Will +4; Str 12, Dex 
  15, Con 16, Int 7, Wis 10, Cha 7. 
   
  Skills and Feats: Hide +8, Listen +7, Search +3, 
  Sense Motive +3, Spot +7; Toughness. 
   
  Aura of Retribution (Su): This effect is always 
  active in a 30-foot spread centered on the jovoc. 
  Whenever the creature takes damage from any source, 
  every non-tanari’ri within the aura immediately takes 
  an equal amount of damage. A DC 15 Fortitude save 
  halves the damage. 
   
  Regardless of the source of the damage to the 
  jovoc, the damage dealt to non-tanar’ri by this effect is 
  not subject to negation or reduction because of 
  resistance, 
  immunity, 
  damage 
  reduction, 
  spell 
  resistance, or the like. 
   
  Fast Healing (Ex): A jovoc regains lost hit points 
  at the rate of 5 per round. Fast Healing does not restore 
  hit points lost from starvation, thirst, or suffocation, 
  and it does not allow the jovoc to regrow or reattach 
  lost body parts. 
   
   
   
  
  Whispers in the Dark 
  Round 1 
  Page 28 
   
  Appendix 4 
  APL 8 
  Encounter 3: When Night Falls 
  �Wraiths (2): CR 5; Medium Undead (Incorporeal); 
  HD 5d12; hp 32; Init +7; Spd Fly 60 ft. (good); AC 15 
  (touch 15, flat-footed 12); Base Atk +2; Grp -; Atk +5 
  melee (1d4 plus 1d6 Constitution drain, touch); Full 
  Atk +5 melee (1d4 plus 1d6 Constitution drain, touch); 
  SA Constitution drain, create spawn; SQ Darkvision 60 
  ft., Daylight powerlessness, incorporeal traits, +2 turn 
  resistance, undead traits, unnatural aura; AL CE; SV 
  Fort +1, Ref +4, Will +6; Str -, Dex 16, Con -, Int 14, Wis 
  14, Cha 15. 
   
  Skills and Feats: Diplomacy +6, Hide +11, 
  Intimidate +10, Listen +12, Search +10, Sense Motive 
  +8, Spot +12, Survival +2 (+4 following tracks); 
  Alertness, Blind-fight, Combat Reflexes, Improved 
  Initiative. 
   
  Constitution Drain (Su): Living creatures hit by a 
  wraith’s incorporeal touch attack must succeed on a 
  DC 14 Fortitude save or take 1d6 points of 
  Constitution drain. On each such succesfull attack, the 
  wraith gains 5 temporary hit points. 
   
  Create Spawn (Su); Any humanoid slain by a 
  wraith becomes a wraith in 1d4 rounds. Its body 
  remains intact and inanimate, but its spirit is torn free 
  from its corpse and transformed. Spawn are under the 
  command of the wraith that created them and remain 
  enslaved until its death. They do not possess any of the 
  abilities they had in life. 
   
  Unnatural Aura (Su): Animals, whether wild or 
  domesticated can sense the unnatural presence of a 
  wraith at a distance of 30-feet. They ill not willingly 
  approach nearer than that and panic if forced to do so; 
  they remain panicked as long as they are within that 
  range. 
   
  Daylight Powerlessness (Ex): Wraiths are utterly 
  powerless in natural sunlight (not merely a daylight 
  spell) and flee from it. 
   
  �Skeletons, dire bear (3): CR 6; Large Undead; HD 
  12d12; hp 78; Init +6; Spd 40 ft., AC 19 (touch 11, flat-
  footed 17); Base Atk +6; Grp +20; Atk +16 melee 
  (2d4+10, Claw); Full Atk +16/+16 melee (2d4+10, Claw) 
  and +11 melee (2d8+5, Bite); SA none; SQ Darkvision 
  60 ft., Immunity to Cold; DR 5/Bludgeoning, Undead 
  Immunities; AL NE; SV Fort +4, Ref +6, Will +8; Str 31, 
  Dex 15, Con -, Int -, Wis 10, Cha 1. 
   
  Skill and Feats: Improved Initiative. 
  Encounter 6: Trail of Souls 
  �Caernan: Male human ghost Sor7; medium undead; 
  HD 7d12; hp 49; Init +3; Spd 30, fly 30 (perfect); AC 19 
  (19 touch, 16 flat-footed); Base Atk +3; Grp -; Atk +5 
  melee (1d4 wisdom, touch); Full Atk +5 melee (1d4 
  wisdom, touch); SA Manifestation, draining touch 
  (wisdom), 
  frightful 
  moan; 
  SQ 
  Rejuvenation, 
  incorporeal, +4 turn resistance; AL NE; SV Fort +3, Ref 
  +8, Will +7; Str 8, Dex 16, Con -, Int 12, Wis 13, Cha 22. 
   
  Skills and Feats: Bluff +16, Concentration +10 (+14 
  when casting on the defensive), Knowledge (arcana) 
  +11, Spellcraft +11, Spot +1 (+6 due to eyes of the 
  eagle); Combat Casting, Eschew Materials, Lightning 
  Reflexes, Spell Focus (Evocation).  
   
  Frightful Moan (Su): A ghost can emit a frightful 
  moan as a standard action. All living creatures within a 
  30-foot spread must succeed on a DC 19 Will save or 
  become panicked for 2d4 rounds. 
   
  Wisdom Drain (Su): The touch of Caernan drains 
  1d4 wisdom. On a successful touch attack Caernan 
  heals 5 points of damage to itself. 
   
  Rejuvenation (Su): If Caernan is destroyed roll a 
  DC 16 Level check (d20+7). If successful, Caernan will 
  reform in 2d4 days. If his corpse is given a proper 
  burial Caernan will not reform. 
   
  Spells Prepared (6/8/8/5; base DC = 16 + spell 
  level): 0
  th— acid splash, detect magic, flare, mage hand, 
  message, resistance, touch of fatigue; 1
  st— burning 
  handsΨ, 
  mage 
  armor, 
  magic 
  missile, 
  ray 
  of 
  enfeeblement, 
  shocking 
  grasp; 
  2
  nd— 
  blindness/deafness, scorching ray, tasha’s hideous 
  laughter; 3
  rd— dispel magic, fireballΨ 
   
  Ψ Because of Spell Focus (Evocation), the base DC 
  against these spells is 18 + spell level. 
   
  Possessions: Pearl of power (1
  st lvl), gloves of arrow 
  snatching, eyes of the eagle, vestment of resistance +1. 
   
  Encounter 7: Signs of Darkness 
  �Taurgern: Male human Wiz7; Medium humanoid 
  (human); HD 7d4+7; hp 28; Init +2; Spd 30; AC 13 (13 
  touch, 11 flat-footed); Base Atk +3; Grp +2; Atk +2 
  melee (1d4-1/19-20/x2, dagger) or +5 ranged (1d8/19-
  20/x2, light crossbow); AL NE; SV Fort +4, Ref +5, Will 
  +8; Str 8, Dex 14, Con 12, Int 17, Wis 10, Cha 10. 
    
   Skills and Feats: Concentration +14, Craft 
  (alchemy) +8, Knowledge (arcana) +13, Knowledge 
  (geography) +12, Knowledge (history) +13, Knowledge 
  (local) +13, Spellcraft +15; Greater Spell Focus 
  
  Whispers in the Dark 
   
  Page 29 
   
  (evocation), Empower spell, Iron Will, Skill Focus 
  (concentration), Spell Focus (evocation).  
     
  Spells Prepared (4/5/4/3/1; base DC = 13 + spell 
  level): 0
  th— acid splash, detect magic, touch of fatigue, 
  ray of frost; 1
  st— burning handsΨ, mage armor, magic 
  missile (2), shield; 2
  nd—blindness/deafness, false life, 
  resist energy, scorching ray; 3
  rd— dispel magic, haste, 
  lightning boltΨ; 4
  th— enervation. 
   
  Ψ Because of Greater Spell Focus (Evocation), the 
  base DC against these spells is 15 + spell level. 
   
  Possessions: 2 Daggers, light crossbow, 20 bolts, 
  spellbook, 
  spell component 
  pouch, brooch 
  of 
  shielding, cloak of resistance +1, pearl of power (1
  st 
  level), scroll of mage armor (2), scroll of color spray, 
  scroll of comprehend languages, scroll of see 
  invisibility (2), scroll of resist energy, potion of cure 
  moderate wounds, wand of magic missile (20 charges, 
  CL 5), wand of ray of enfeeblement (20 charges, CL 1). 
   
  �Babaus, advanced 9 HD (2): CR 8; Large Outsider 
  (Chaotic, Extraplanar, Evil, Tanar’ri); HD 9d8+63; hp 
  105; Init +1; Spd 30 ft.; AC 20 (touch 10, flat-footed 19); 
  Base Atk +9; Grp +19; Atk +14 melee (1d8+6, Claw); 
  Full Atk +14/+14 melee (1d8+6, Claw) and +12 melee 
  (1d8+3, bite); SA sneak attack +2d6, spell-like abilities; 
  SQ DR 10/cold iron or good, darkvision 60 ft., 
  immunity to electricity and poison, protective slime, 
  resistance to acid 10, cold 10, fire 10, SR 14, telepathy 
  100 ft.; SV Fort +11, Ref +6, Will +7; Str 30, Dex 10, Con 
  24, Int 14, Wis 13, Cha 16. 
   
  Skills and Feats: Climb +22, Disable Device +12, 
  Disguise +13, Escape Artist +12, Hide +20*, Listen +20*, 
  Move Silently +20*, Open Lock +10, Search +22*, 
  Sleight of Hand +12, Survival +1, (+3 following tracks), 
  Use Rope +1 (+3 with bindings); Power Attack, Cleave, 
  Multiattack, Improved Bull Rush. 
   
  Sneak Attack (Ex): A babau can make a sneak 
  attack like a rogue, dealing an extra 2d6 points of 
  damage whenever a foe is denied his or her Dexterity 
  bonus, or when the babau is flanking. 
   
  Spell-Like Abilities:  At will—darkness, dispel 
  magic, see invisibility, greater teleport (self plus 50 
  pounds of objects only). Caster level 9
  th. 
   
  Protective Slime (Su): A slimy red jelly coats the 
  babau’s skin. Any weapon that touches it takes 1d8 
  points of acid damage from the corrosive goo, and the 
  weapons hardness does not reduce this damage. A 
  magic weapon may attempt a DC 20 Reflex save to 
  avoid taking this damage. A creature that strikes the 
  babau with an unarmed attack, unarmed strike, touch 
  spell, or natural weapons takes this damage as well, but 
  can negate the damage with a DC 20 Reflex save.  
   
  Skills: Babaus have a +8 racial bonus on Hide, 
  Listen, Move Silently, and Search checks. 
   
   
  
  Whispers in the Dark 
   
  Page 30 
   
  Appendix 5 
  APL 10 
  Encounter 3: When Night Falls 
  �Spectres (2): CR 7; Medium Undead (incorporeal); 
  HD 7d12; hp 45; Init +7; Spd Fly 80 ft. (perfect); AC 15 
  (touch 15, flat-footed 13); Base Atk +3; Grp -; Atk +6 
  melee (1d8 plus energy drain, touch); Full Atk +6 
  melee (1d8 plus energy drain, touch); SA Energy drain, 
  create spawn; SQ Darkvision 60 ft., incorporeal traits, 
  +2 turn resistance, sunlight powerlessness, undead 
  traits, unnatural aura; AL CE; SV Fort +2, Ref +5, Will 
  +7; Str -, Dex 26, Con -, Int 14, Wis 14, Cha 15. 
   
  Skills and Feats: Hide +13, Intimidate +12, 
  Knowledge (religion) +12, Listen +14, Search +12, Spot 
  +14, Survival +2 (+4 following tracks); Alertness, Blind-
  fight, Improved Initiative. 
   
  Energy drain (Su): Living creatures hit by a 
  spectre’s incorporeal touch attack gain two negative 
  levels. The DC is 15 for the Fortitude save to remove a 
  negative level. For each such negative level bestowed, 
  the spectre gains 5 temporary hit points. 
   
  Create spawn (Su): Any humanoid slain by a 
  spectre becomes a spectre in 1d4 rounds. Spawn are 
  under the command of the spectre that created them 
  and remain enslaved until its death. They do not 
  possess any of the abilities they had in life. 
   
  Unnatural aura (Su): Animals, whether wild of 
  domesticated, can sense the unnatural presence of a 
  spectre at a distance of 30 feet. They do not willingly 
  approach nearer than that and panic if forced to do so; 
  they remain panicked as long as they are within that 
  range. 
   
  Sunlight 
  powerlessness 
  (Ex): 
  Spectres 
  are 
  powerless in natural sunlight (not merely a daylight 
  spell) and flee from it. A spectre caught in sunlight 
  cannot attack and can take only a single move or attack 
  action in a round. 
   
  �Skeleton, Dire Tiger (3): Large undead; HD 16d12; 
  hp 104; Init +7; Spd 40; AC 20 (12 touch, 18 flat-footed); 
  Base Atk +8; Grp +20; Atk +15 melee (2d4+8, claw); Full 
  Atk +15/+15 melee (2d4+8, claw) and +10 melee 
  (2d6+4, bite); Space/Reach 10 ft./ 5 ft.; SQ Immunity to 
  cold, DR 5/bludgeoning; AL NE; SV Fort +5, Ref +8, 
  Will +8; Str 27, Dex 17, Con -, Int -, Wis 10, Cha 10 
   
   
  Skills and Feats: Improved Initiative. 
   
  Encounter 6: A Trail of Souls 
  �Caernan: Male human ghost Sor9; CR 11; Medium 
  undead; HD 9d12; hp 63; Init +3; Spd 30 ft., fly 30 ft. 
  (perfect); AC 19 (19 touch, 16 flat-footed); Base Atk +4; 
  Grp -; Atk +3 melee (1d4 wisdom drain, touch); Full 
  Atk +3 melee (1d4 wisdom drain, touch); SA 
  Manifestation, frightful moan (DC 20), horrific 
  appearance (DC 20), draining touch (wisdom); SQ 
  Darkvision 60 ft., undead, rejuvenation, incorporeal, +4 
  turn resistance; AL NE; SV Fort +5, Ref +10, Will +10; 
  Str 8, Dex 16, Con -, Int 12, Wis 14, Cha 22. 
   
  Skills and Feats: Bluff +18, Concentration +12 (+16 
  when casting defensively), Knowledge (arcana) +13, 
  Spellcraft +13, Spot +2 (+7 due to eyes of the eagle); 
  Combat Casting, Eschew Materials, Greater Spell 
  Focus (Evocation), Spell Focus (Evocation), Lightning 
  Reflexes. 
   
  Frightful Moan (Su): A ghost can emit a frightful 
  moan as a standard action. All living creatures within a 
  30-foot spread must succeed on a DC 20 Will save or 
  become panicked for 2d4 rounds. 
   
  Horrific Appearance (Su): Any living creature 
  within 60 feet that views Caernan must succeed on a 
  DC 20 Fortitude save or immediately take 1d4 points of 
  Strength damage, 1d4 points of Dexterity damage and 
  1d4 points of Constitution damage. 
   
  Wisdom Drain (Su): The touch of Caernan drains 
  1d4 wisdom. On a successful touch attack Caernan 
  heals 5 points of damage to itself. 
   
  Rejuvenation (Su): If Caernan is destroyed roll a 
  DC 16 Level check (d20+9). If successful, Caernan will 
  reform in 2d4 days. If his corpse is given a proper 
  burial Caernan will not reform. 
   
  Spells Prepared (6/8/8/7/5; base DC = 16 + spell 
  level): 0
  th — acid splash, detect magic, flare, light, mage 
  hand, message, resistance, touch of fatigue; 1
  s — 
  burning handsΨ, mage armor, magic missile, ray of 
  enfeeblement, 
  shocking 
  graspΨ; 
  2
  nd 
  — 
  blindness/deafness, melf’s acid arrow, scorching ray, 
  tasha’s hideous laughter; 3
  rd — dispel magic, fireballΨ, 
  ray of exhaustion; 4
  th — confusion, ice storm. 
   
  Ψ Because of Greater Spell Focus (Invocation), the 
  base DC against these spells is 18 + spell level. 
   
  Possessions: Pearl of power (1
  st lvl), gloves of arrow 
  snatching, eyes of the eagle, vestment of resistance +2. 
   
  Encounter 7: Signs of Darkness 
  �Taurgern: Male human Wiz9; CR 9; Medium 
  humanoid (human); HD 9d4+9; hp 36; Init +2; Spd 30 
  ft.; AC 13 (13 touch, 11 flat-footed); Base Atk +4; Grp 
  +3; Atk +3 melee (1d4-1/19-20/x2, dagger) or +6 ranged 
  (1d8/19-20/x2, light crossbow); Full Atk +3 melee (1d4-
  1/19-20/x2, dagger) or +6 ranged (1d8/19-20/x2, light 
  
  Whispers in the Dark 
   
  Page 31 
   
  crossbow); AL NE; SV Fort +6, Ref +7, Will +10; Str 8, 
  Dex 14, Con 12, Int 20, Wis 10, Cha 10. 
    
  Skills and Feats: Concentration +16, Craft 
  (alchemy) +10, Knowledge (arcana) +17, Knowledge 
  (geography) +17, Knowledge (history) +17, Knowledge 
  (local) +17, Knowledge (nobility) +8, Spellcraft +19; 
  Empower spell, Greater Spell focus (evocation), Iron 
  Will, 
  Skill 
  Focus 
  (concentration), 
  Spell 
  focus 
  (enchantment), Spell focus (evocation) 
    
  Spells Prepared (4/6/5/4/3/2; base DC = 15 + spell 
  level): 0
  th— acid splash, detect magic, touch of fatigue, 
  ray of frost; 1
  st – burning handsΨ, mage armor, magic 
  missile (2), ray of enfeeblement, shield; 2
  nd— 
  blindness/deafness, false life, resist energy, scorching 
  ray, tasha’s hideous laughter
  ¥; 3
  rd— haste, hold person
  ¥, 
  lightning boltΨ; 4
  th— greater invisibility, enervation, 
  scorching ray (empowered); 5
  th— cloudkill, dominate 
  person
  ¥. 
   
  Ψ Because of Greater Spell Focus (Evocation), the 
  base DC against these spells is 17 + spell level. 
   
  ¥ Because of Spell Focus (Enchantment), the base 
  DC against these spells is 16 + spell level. 
   
  Possessions: 2 Daggers, light crossbow, 20 bolts, 
  spellbook, 
  spell component 
  pouch, brooch 
  of 
  shielding, cloak of resistance +2, pearl of power (1
  st 
  level), scroll of mage armor (2), scroll of color spray, 
  scroll of comprehend languages, scroll of see 
  invisibility (2), scroll of resist energy, potion of cure 
  moderate wounds, wand of magic missile (20 charges, 
  CL 5), wand of ray of enfeeblement (20 charges, CL 1), 
  headband of intellect +2. 
   
  �Vrocks (2): CR 9; Large outsider (chaotic, 
  extraplanar, evil, tanar’ri); HD 10d8+70; Init +2; Spd 30 
  ft., fly 50 ft. (average); AC 22 (11 touch, 20 flat-footed); 
  Base Atk +10; Grp +20; Atk +15 melee (2d6+6, claw); 
  Full Atk +15/+15 melee (2d6+6, claw) and +13 melee 
  (1d8+3, bite) and +13/13 melee (1d6+3, talon); 
  Space/Reach 10 ft./10 ft.; SA Dance of ruin, spell-like 
  abilities, spores, stunning screech; SD DR 10/good, 
  darkvision 60 ft., immunity to electricity and poison, 
  resistance 10 to acid/cold/fire, telepathy 100 ft.; SR 17; 
  AL CE; SV Fort +14, Ref +9, Will +10; Str 23, Dex 15, 
  Con 25, Int 14,  Wis 16, Cha 16. 
   
  Skills and Feats: Concentration +20, Diplomacy 
  +5, Hide +11, Intimidate +16, Knowledge (religion) 
  +15, Listen +24, Move Silently +15, Search +15, Sense 
  Motive +16, Spellcraft +15, Spot +24, Survival +3; 
  Cleave, Combat Reflexes, Multiattack, Power Attack. 
   
  Spell-like Abilities (Sp): At will – mirror image, 
  telekinesis (DC 18), greater teleport (self plus 50 
  pounds of objects only); 1/day – heroism. 
   
  Spores (Ex): A vrock can release masses of spores 
  from its body once every 3 rounds as a free action. The 
  spores automatically deal 1d8 points of damage to all 
  creatures adjacent to the vrock. They then penetrate 
  the skin and grow, dealing an additional 1d4 points of 
  damage each round for 10 rounds. Bless, neutralize 
  poison, or remove disease kills the spores, as does 
  sprinkling the victim with a vial of holy water. 
   
  Stunning Screech (Su): Once per hour a vrock can 
  emit a piercing screech. All creatures within a 30-foot 
  radius must succeed on a DC 22 Fortitude save or be 
  stunned for 1 round.  
   
  
  Whispers in the Dark 
   
  Page 32 
   
  Appendix 6 
  APL 12 
  Encounter 3: When Night Falls 
  �Wraiths, dead (2): CR 11; Large Undead; HD 17d12; 
  hp 104; Init +13; Spd Fly 60 ft. (good); AC 25 (touch 25, 
  flat-footed 16); Base Atk +8; Grp -; Atk +16 melee (2d6 
  plus 1d8 constitution drain, touch); Full Atk +16 melee 
  (2d6 plus 1d8 constitution drain, touch); SA 
  Constitution drain, create spawn; SQ Darkvision 60 ft., 
  daylight powerlessness, incorporeal traits, lifesense 60 
  ft., undead traits, unnatural aura; AL CE; SV Fort +5, 
  Ref +14, Will +14; Str -, Dex 28, Con -, Int 17, Wis 18, 
  Cha 24. 
   
  Skills and Feats: Diplomacy +9, Hide +24, 
  Intimidate +26, Knowledge (religion) +22, Listen +25, 
  Search +22, Sense Motive +23, Spot +25, Survival +4 (+6 
  following tracks); Alertness, Blind-fight, Combat 
  Reflexes, Dodge, Improved Initiative, Improved 
  Natural Attack (incorporeal touch), Mobility, Spring 
  Attack. 
   
  Constitution drain (Su): Living creatures hit by a 
  dread wraith’s incorporeal touch attack must succeed 
  on a DC 25 Fortitude save or take 1d8 points of 
  Constitution drain. On each such successful attack, the 
  dread wraith gains 5 temporary hit points. 
   
  Create Spawn (Su); Any humanoid slain by a 
  wraith becomes a wraith in 1d4 rounds. Its body 
  remains intact and inanimate, but its spirit is torn free 
  from its corpse and transformed. Spawn are under the 
  command of the wraith that created them and remain 
  enslaved until its death. They do not possess any of the 
  abilities they had in life. 
   
  Lifesense (Su): A dread wraith notices and locates 
  living creatures within 60 ft., just as if it possessed the 
  blindsight ability. It also senses the strength of their 
  life force automatically, as if it had cast deathwatch. 
   
  Unnatural Aura (Su): Animals, whether wild or 
  domesticated can sense the unnatural presence of a 
  wraith at a distance of 30-feet. They will not willingly 
  approach nearer than that and panic if forced to do so; 
  they remain panicked as long as they are within that 
  range. 
   
  Daylight Powerlessness (Ex): Wraiths are utterly 
  powerless in natural sunlight (not merely a daylight 
  spell) and flee from it. 
   
  �Skeleton, Dire Tiger (3): CR 7; Large undead; HD 
  16d12; hp 104; Init +7; Spd 40; AC 20 (12 touch, 18 flat-
  footed); Base Atk +8; Grp +20; Atk +15 melee (2d4+8, 
  claw); Full Atk +15/+15 melee (2d4+8, claw) and +10 
  melee (2d6+4, bite); Space/Reach 10 ft./ 5 ft.; SQ 
  Immunity to cold, DR 5/bludgeoning; AL NE; SV Fort 
  +5, Ref +8, Will +8; Str 27, Dex 17, Con -, Int -, Wis 10, 
  Cha 10  
   
  Skills and Feats: -; Improved Initiative. 
   
  Encounter 6: Trail of Souls 
  �Caernan: Male human ghost Sor11; Medium undead; 
  HD 1d12; hp 77; Init +3; Spd 30, fly 30 (perfect); AC 19 
  (19 touch, 16 flat-footed); Base Atk +5; Grp -; Atk +9 
  melee (1d4 wisdom drain, touch); Full Atk +9 melee 
  (1d4 wisdom drain, touch); SA Manifestation, frightful 
  moan, horrific appearance, draining touch (wisdom); 
  SQ Rejuvenation, incorporeal, +4 turn resistance, 
  undead traits; AL NE; SV Fort +5, Ref +10, Will +11; Str 
  8, Dex 18, Con -, Int 12, Wis 14, Cha 22. 
   
  Skills and Feats: Bluff +20, Concentration +14 (+18 
  when casting on the defensive), Knowledge (arcana) 
  +12, Spellcraft +12, Spot +2 (+7 due to eyes of the eagle); 
  Combat Casting, Eschew Materials, Greater Spell Focus 
  (Evocation), 
  Lightning 
  Reflexes, 
  Spell 
  Focus 
  (Evocation). 
   
  Frightful Moan (Su): A ghost can emit a frightful 
  moan as a standard action. All living creatures within a 
  30-foot spread must succeed on a DC 21 Will save or 
  become panicked for 2d4 rounds. 
   
  Horrific Appearance (Su): Any living creature 
  within 60 feet that views Caernan must succeed on a 
  DC 21 Fortitude save or immediately take 1d4 points of 
  Strength damage, 1d4 points of Dexterity damage and 
  1d4 points of Constitution damage. 
   
  Wisdom Drain (Su): The touch of Caernan drains 
  1d4 wisdom. On a successful touch attack Caernan 
  heals 5 points of damage to itself. 
   
  Rejuvenation (Su): If Caernan is destroyed roll a 
  DC 16 Level check (d20+11). If successful, Caernan will 
  reform in 2d4 days. If his corpse is given a proper burial 
  Caernan will not reform. 
   
  Spells Prepared (6/8/8/7/7/4; base DC = 16 + spell 
  level): 0
  th— acid splash, dancing lights, detect magic, 
  flare, light, mage hand, message, resistance, touch of 
  fatigue; 1
  st— burning handsΨ, mage armor, magic 
  missile, ray of enfeeblement, shocking grasp; 2
  nd— 
  blindness/deafness, mirror image, melf’s acid arrow, 
  scorching ray, tasha’s hideous laughter; 3
  rd— dispel 
  magic, fireballΨ, ray of exhaustion, slow; 4
  th— 
  
  Whispers in the Dark 
   
  Page 33 
  confusion, fear, ice storm; 5
  th— cone of coldΨ, 
  dominate person. 
   
  Ψ Because of Greater Spell Focus (Evocation), the 
  base DC against these spells is  
  18 + spell level. 
   
  Possessions: Pearl of power (1
  st lvl), gloves of arrow 
  snatching, eyes of the eagle, vestment of resistance +2. 
   
  Encounter 7: Signs of Darkness 
  �Taurgern: Male human Wiz11; Medium humanoid 
  (human); HD 11d4+11; hp 44; Init +3; Spd 30; AC 16 
  (16 touch, 12 flat-footed); Base Atk +5; Grp +4; Atk +4 
  melee (1d4-1/19-20/x2, dagger) or +9 ranged (1d8/19-
  20/x2, light crossbow); Full Atk +4 melee (1d4-1/19-
  20/x2, dagger) or +9 ranged (1d8/19-20/x2, light 
  crossbow); AL NE; SV Fort +5, Ref +8, Will +11; Str 8, 
  Dex 18, Con 12, Int 20, Wis 10, Cha 10. 
   
   Skills and Feats: Concentration +18, Craft 
  (alchemy) +10, Knowledge (arcana) +19, Knowledge 
  (geography) +19, Knowledge (history) +19, Knowledge 
  (local) +19, Knowledge (nobility) +12, Spellcraft +21; 
  Empower spell, Greater Spell focus (evocation), Iron 
  Will, 
  Skill 
  Focus 
  (concentration), 
  Spell 
  Focus 
  (enchantment), Spell Focus (evocation). 
   
   Spells Prepared (4/6/5/5/4/3/1; base DC = 15 + 
  spell level): 0
  th— acid splash, detect magic, touch of 
  fatigue, ray of frost; 1
  st-- burning handsΨ, mage armor, 
  magic missile (2), ray of enfeeblement (2); 2
  nd— 
  blindness/deafness, false life, resist energy, scorching 
  ray, tasha’s hideous laughter
  ¥; 3
  rd— dispel magic (2), 
  haste, hold person, lightning boltΨ; 4
  th— scorching ray 
  (empowered), enervation (2), greater invisibility; 5
  th— 
  lightning boltΨ (empowered), dominate person
  ¥, 
  feeblemind
  ¥; 6
  th— chain lightningΨ. 
   
  Ψ Because of Greater Spell Focus (Evocation), the 
  base DC against these spells is 17 + spell level. 
   
  ¥ 
  Because of Spell Focus (Enchantment), the 
  base DC against these spells is 16 + spell level. 
   
  Possessions: 2 Daggers, light crossbow, 20 bolts, 
  spellbook, spell component pouch, brooch of shielding, 
  cloak of resistance +2, pearl of power (1
  st level), scroll of 
  mage armor (2), scroll of color spray, scroll of 
  comprehend languages, scroll of see invisibility (2), 
  scroll of resist energy, potion of cure moderate wounds, 
  wand of magic missile (20 charges, CL 5), wand of ray 
  of enfeeblement (20 charges, CL 1), headband of 
  intellect +2, ring of counter spell (contains scorching 
  ray), ring of protection +2. 
   
  �Hezrous (2): CR 11; Large Outsider (Chaotic, 
  Extraplanar, Evil, Tanar’ri); HD 10d8+93; hp 138; Init 
  +0; Spd 30 ft.; AC 23 (touch 9, flat-footed 23); Base Atk 
  +10; Grp +19; Atk +14 melee (4d4+5, Bite); Full Atk +14 
  melee (4d4+5 bite) and +9/+9 melee (1d8+2, Claw); SA 
  Spell-like abilities, stench, improved grab; SQ DR 
  10/good, Darkvision 60 ft., immunity to electricity and 
  poison, resistance to acid/cold/fire 10, SR 19, telepathy 
  100 ft.; AL CE; SV Fort +16, Ref +7, Will +9; Str 21, Dex 
  10, Con 29, Int 14, Wis 14, Cha 18. 
   
  Skills and Feats: Climb +18, Concentration +22, 
  Hide +13, Escape Artist +13, Intimidate +17, Listen +23, 
  Move Silently +13, Search +15, Spellcraft +15, Spot +23, 
  Survival +2 (+4 following tracks), Use Rope +0 (+2 with 
  bindings); 
  Blind-fight, 
  Cleave, 
  Power 
  Attack, 
  Toughness. 
   
  Improved grab (Ex): To use this ability, a hezrou 
  must hit with both claw attacks. It can then attempt to 
  start a grapple as a free action without provoking an 
  attack of opportunity. 
   
  Spell-like abilities: At will—chaos hammer (DC 
  18), Greater Teleport (self plus 50 pounds of objects 
  only), Unholy blight (DC 18); 3/day—blasphemy (DC 
  21), gaseous form. Caster level 13
  th. 
   
  Stench (Ex): A hezrou’s skin produces a foul-
  smelling, toxic liquid whenever it fights. Any living 
  creature (except other demons) within 10 feet must 
  succeed on a DC 24 Fortitude save be nauseated for as 
  long as it remains within the affected area and for 1d4 
  rounds afterward. Creatures that successfully save are 
  sickened for as long as they remain in the aura. 
  Creatures that successfully saves cannot be affected 
  again by the same hezrou’s stench for 24 hours. A delay 
  poison or neutralize poison spell removes either 
  condition from one creature. Creatures that have 
  immunity to poison are unaffected and creatures 
  resistant to poison receive their normal bonus on their 
  saving throws. 
   
  Skills: Hezrous have a +8 racial bonus on Listen 
  and Spot checks. 
   
  
  Whispers in the Dark 
   
  Page 34 
  Appendix 7  
  The Silent Valley and the Mourning Tower at a Glance
  In the north of Rieuwood, along the road between 
  Pitchfield and Axebjerg lies a wide, gently sloped and 
  lightly forested valley. Tall green trees reach into the 
  sky. Sun rays break through the canopy shining upon 
  the grassy undergrowth, giving the valley a nearly fey 
  and gentle appearance.  
   
  Appearances deceive though, and any traveler who 
  enters the valley quickly realizes there is something 
  odd about it. Not a sound can be heard, but that of the 
  wind rustling through the leaves. Not even the buzzing 
  noise of insects shatters the silence that lies like a thick 
  blanket over the land. Even the sounds made by the 
  traveler 
  and 
  his 
  companions 
  seem 
  somehow 
  dampened. The constant sense of loss and sadness that 
  seems to perpetuate the place adds to the feeling of 
  unease. Then one comes upon the first grave markers 
  and the traveler knows that he has entered more then 
  just another valley. 
   
  Description 
  Sunndi is a landlocked country with hills blocking easy 
  entrance to the north, east and the west and a vast 
  swamp to the south. There are only a few passes that 
  give easy access to the fertile central counties from 
  lands to the north and the west. One of these passes 
  lies entwined between the Hollow Highlands and the 
  Glorioles. Its gentle slopes make it a natural road into 
  Sunndi. 
   
  The slopes of the valley are not very steep, though 
  near the Glorioles it can be quite rocky. The ground is 
  relatively even, which makes it easy to ride upon even 
  outside a road or path. The area is lightly forested, 
  consisting mostly of tall silver barked trees common to 
  Rieuwood. The undergrowth consists mostly of grass 
  and shrubs. For some reason honeysuckle is especially 
  abundant. The particular species seems to bloom nearly 
  the whole year, giving the whole area a beautiful 
  alluring fragrance during clear nights. At a first glance 
  it all has an eternal aura, as if untouched by time. 
   
  Closer to the Glorioles the density of the trees 
  lessen and there are more and more conifers, firs and 
  juniper. The undergrowth becomes more abundant, 
  though also more susceptible to the change of the 
  seasons. During the summer and late autumn the grass 
  and shrubs tend to be yellow and withered. 
   
  The whole valley would appear to be quite normal, 
  were it not for the complete lack of animal sounds. 
  Only the sound of the wind and now and then rain can 
  be heard within the valley. Even the sounds a traveler 
  makes seem somehow dampened as if the whole valley 
  is covered by fog (which is quite common in the wet 
  season during the night and early morning). This is 
  because there simply are no animals within the valley 
  but even though there are no animals the forest seems 
  to be in balance and lush in plant life.  
   
  Added to this strange lack of animal life, is a 
  feeling of deep melancholy that perpetuates the whole 
  valley. Most people who enter the valley are quickly 
  overcome by a solemn feeling that one feels so 
  commonly when entering a holy structure. More 
  sensitive people feel a sense of loss and melancholy as 
  if the whole land is in mourning. At night the valley 
  can suddenly be filled with strange noises as in 
  contrast to the silence of the day. Travelers speak of the 
  faint sounds of battle that can be heard in the distance, 
  or the crying of the wounded or those left behind. 
  While nights in the valley are restful, the dreams of 
  most are haunted and strange, leaving the sleeper with 
  a feeling of loss and sadness, though nobody ever 
  remembers any details about the dreams. Elves are not 
  immune to these haunting dreams, which also touch 
  their reveries. Somehow their connection to the land 
  makes them even more susceptible to the influence of 
  the valley. In general they cannot stand to remain in 
  the valley for long, which is why the elves abandoned 
  it. Nobody has seen any actual apparitions though and 
  no traveler has ever disappeared. 
   
  Of course, the many grave markers placed in 
  remembrance of those who died during the Battle of 
  Rieuwood (see below) at the place were their bodies 
  were found add to this haunted feeling. There are 
  hardly any grave markers at the border of the valley, 
  but their number and density grows once one travels 
  closer to the center near the Glorioles, until one gets 
  the feeling of traveling through a graveyard, which is 
  not far from the truth. At the far end of this graveyard, 
  under the slopes of the Glorioles, one comes upon the 
  30 feet tall black tower. About 3 miles before that one 
  already has passed the stone buildings of the nearby 
  monastery. 
   
  The Mourning Tower 
  The black stone round tower is 40 feet high and it is 
  apparently made out of one single piece of obsidian. 
  Even if one examines the walls from nearby it looks 
  like it just grew from the ground, not a seam can be 
  found. At the door opening lays a large flat stone made 
  
  Whispers in the Dark 
   
  Page 35 
  out of white marble. In this marble are etched and 
  filled with silver the following words: 
   
  In Remembrance of those who paid the ultimate price 
  for their ideals of freedom and equality: 
  Death 
   
  The Battle of Rieuwood, 583 CY 
   
  The Mourning Tower consists of the ground floor and 
  three upper stories. It is currently uninhabited and the 
  rooms are empty and cold. It has clearly been built 
  though to be used as a home and there are strong 
  wooden doors and fireplaces. The outside doors are 
  locked, but the Caretakers have the keys and since 
  there is nothing worth stealing, they give the key to 
  anyone willing to pay 1 gp security, which will be 
  given back when the key is returned to the Caretakers. 
  Around the tower within a few meters are three 
  shrines dedicated to respectively Moradin (a small 
  natural cave), Sehanine Moonbow (a stone circle that 
  also functions as a moon calendar) and Pelor (a small 
  white circular marble open building). 
   
  The Caretakers 
  Near the tower about 3 miles (1 hour walking for 
  humans) are the stone buildings of what now is a 
  monastery. It is a beautiful piece of architecture and it 
  fits in perfectly with the surroundings. Inside one 
  seems to be far away from the Valley. There is a 
  sensation of calmness and in the gardens one can hear 
  birds sing and insects buzz. 
   
  The monastery is the living place of a small group 
  of mostly humans that take care of the monument. 
  They also help pilgrims who traveled to the area by 
  providing with a place to sleep and eat as well as by 
  providing spiritual council. The monastery is jointly 
  held by a cleric of Moradin, Pelor and Sehanine 
  Moonbow. Inside the monastery one can also find a 
  small but growing library. The more famous books, are 
  those that contain the names of all known people who 
  died during the battle of Rieuwood (including the 
  soldiers of the Great Kingdom) as well as their rank 
  and origins. These books are known as the Book of 
  Soldiers (and consists of multiple volumes). 
   
  History and Myths 
  The history of the valley is a bloody one. Many a battle 
  and skirmish has been fought between the defenders 
  of Rieuwood or Sunndi and foreign invaders from the 
  north. The most recent of these battles was the Battle 
  of Rieuwood, which proved to be the end to a long war 
  of attrition that started 5 years before when Herzog 
  Chelor of the Great Kingdom crossed the Greyflood 
  River in 577 CY. It was here at this place that the much 
  smaller army of Commandant Osson and his allies of 
  Sunndian guerrilla forces humiliated the Glorioles 
  Army of the Great Kingdom. In honor of this victory 
  and in remembrance to those who gave their life the 
  Mourning Tower was built. 
   
  Up until that time few people had paid much 
  attention to the even older myths that surrounded the 
  valley. Myths set so long ago that even the elves have 
  forgotten much. When the tower was built though, 
  using ancient magic that some people thought had 
  been long lost, the strange effects started. This 
  prompted a revival of interest in these old stories. 
  Stories that tell that the valley was once a center of 
  learning where the Flan of the kingdom of famous 
  queen Ehlissa learned much of their magic under 
  tutelage of the local grey elves. According to myths one 
  of the many towers that dotted the place stood right 
  where the Mourning Tower stands now. This might be 
  true, since the Mourning Tower was built on the 
  foundations of an ancient ruin, which had provided 
  cover to Chelor’s leaders during the Battle of 
  Rieuwood. Stranger is the fact that nobody seems to 
  remember who suggested the idea to built the tower in 
  the first place or who actually built it. It makes one 
  wonder why the tower was built: is it the cause of the 
  haunted valley or is its presence coincidental? 
   
  Game Mechanics 
  Most of the effects described above are purely role-
  playing. Elves, druids, wild animals and animal 
  companions 
  and 
  familiars 
  though 
  feel 
  highly 
  uncomfortable in this place. Wild animals only enter 
  under the cajoling of a good friend and even then they 
  are skittish and act strangely (especially at night). 
  Unless the wild animal, druid or elf succeeds at a DC 
  10 Will save during sleep the character will act as if 
  shaken (see Dungeon Master’s Guide) for the whole 
  next day. 
  
  Whispers in the Dark 
   
  Page 36 
   
  Appendix 8  
  The Caretakers of the Mourning Tower
  The Monastery of the Silent Valley: Thorp; magical; AL 
  NG; 40 gp limit; Assets 960 gp; Population 48; Mixed 
  (human 32, dwarf 8, elf 4, gnome 2, halfling 1, half-orc 1). 
   
  Other 
  name(s): 
  Monastery 
  of 
  the 
  Vigilant, 
  Monastery of the Free, Caretakers of the Mourning 
  Tower. 
   
  Authority figure(s):  Abbot Cael “Thunderhammer” 
  Samryntar, male dwur (Priest of Moradin, Ftr2/Clr9); 
  Abbot Danai Tyrnin, female human (Priestess of Pelor, 
  Clr11); Abbot Seventherin Esterivan, female elf (Priestess 
  of Sehanine Moonbow, Clr13); Durnin “Fireaxe” 
  Samryntar, male dwur (Assistant to Cael Samryntar, 
  Ftr4/Clr3); Jevin Darlan, (Assistant to Danai Tyrnin, 
  Rgr1/Drd7); and Darthentar Lonraneth, (Assistant to 
  Seventherin Esterivan, Wiz8). 
   
  Important Temples: As a monastery dedicated to the 
  memory of those who fell in the great battle of the 
  Rieuwood, this place harbors a shrine for each of the 
  major races who fought in it.  
   
  Underneath the monastery, a special cavernous 
  shrine was built in dedication to Moradin. The garden, 
  walled on all sides by a thick, stone wall, houses a small 
  silent shrine to Sehanine Moonbow, whilst a shrine to 
  Pelor has been dedicated inside an open-roofed building 
  adjacent to the garden. 
   
  The shrines have been created to give pilgrims, 
  seeking to honor the memory of the fallen a place to 
  meditate and pay homage to the dead. Though entry is 
  not forbidden to anyone, the monks and priests present 
  in the monastery guide visitors.  
   
  The Monastery of the Silent Valley houses a small 
  community of monks, clerics, and pilgrims whose 
  purpose is to maintain the place that honors the 
  memories of those fallen in the battle of the Rieuwood.  
   
  Aside from maintaining a growing library which lists 
  the names and descriptions of all those who fought, on 
  either side, in the battle the Rieuwood, they also make 
  regular trips to the Mourning Tower which sits at the 
  center of the Silent Valley. 
   
  Such trips have multiple purposes for the caretakers. 
  One of these purposes is to maintain the Mourning 
  Tower itself and the three shrines situated around it. 
  Although the structures require little care themselves, 
  the caretakers make sure the structures remain clean, 
  orderly and well tended. 
   
  Another goal is often to guide pilgrims to and from 
  the shrines at the Mourning Tower. Many people of all 
  races spend the night around these towers in quiet 
  solitude and meditation. 
   
  Last, but not least, their purpose is to celebrate and 
  remember the freedom for which so many Sunndians 
  gave their lives for. 
   
  The Monastery 
  The monastery itself is actually a large compound, 
  roughly 150 by 100 feet in total, not counting the four or 
  five outlaying farm fields. A large stonewall surrounds 
  the compound and keeps the monastery safe from the 
  elements and whatever dangers the Silent Valley might 
  hold.  
   
  Entering through the north and main gate’s pair of 
  thick, wooden doors visitors enter a small serene 
  courtyard. A small stable to the left is able to house about 
  twelve horses, though the monastery already keeps four 
  horses at all times. 
   
  Across from the main gate, visitors are guided into 
  the main hall that provides access to the rest of the 
  monastery. The west wing holds the offices as well as the 
  library, whilst the east wing provides entry to the 
  residents’ sleeping quarters and the mess hall. 
  Continuing straight onwards leads on into the inner 
  garden which holds the shrine to Sehanine. From the 
  garden entry is also gained to the shrines of Pelor and 
  Moradin. 
   
  The Library 
  When entering the library, one quickly notices how the 
  room is too large for its contents. Many bookshelves 
  remain unfilled. It doesn’t take one long to realize though 
  that the rows are being filled quickly. Several writing 
  tables are cluttered with papers as monks write in names 
  and descriptions of all those who have fallen in the 
  battles. 
   
  Moradin’s Shrine - Earth’s Glory 
  The shrine dedicated to Moradin is actually located 
  underneath the monastery grounds. Excavated by skilled 
  dwarven engineers, they dug a circular tunnel into the 
  rocky ground underneath the monastery. 
   
  The entrance to the tunnels is located in the 
  monastery gardens from where it follows a large circular 
  path down into the earth. At its end, fifty feet under the 
  ground, lies a hollowed out cavern. There, in a plain 
  cavern, one can find a simple stone altar along with eight 
  clan shields, symbolizing the clans that fought in the 
  battle of the Rieuwood. 
  
  Whispers in the Dark 
   
  Page 37 
   
   
  Pelor’s Shrine – The Sun’s Caress 
  The shrine built in honor to Pelor is actually a small 
  circular plaza surrounded by nine large marble columns. 
  The circular plaza holds an altar at its center, along with 
  several simple, marble benches spread out around it. 
  Incense burners are spaced evenly on the plaza and burn 
  at all times. It is said that the incense purifies the mind 
  and calms the soul when inhaled, though there is no real 
  proof of this effect. 
   
  Sehanine’s Shrine – The Peaceful Dream 
  Sehahine’s shrine sits in the center of the monastery 
  gardens and is actually a small, circular gazebo, 
  surrounded by plants growing down over its side. 
  Finding the entrance takes some effort, but once one 
  enters the gazebo, all sights and sounds of the outside 
  world are blocked out. Strangely enough, there is no altar 
  here. The floor however, is intricately carved with sylvan 
  symbols representing peace, freedom, and celebration.  
   
  This has the effect that elves who spend their four-
  hour meditation here will be free of the effect of the 
  Silent Valley’s mournful aura during that time. Instead, 
  they are given visions of all the good that came from the 
  battle for freedom in which so many lost their lives. 
  
  Whispers in the Dark 
   
  Page 38 
   
  Appendix 9:  
  New Rules Items 
  Jovoc 
  (From Monster Manual II, page 58) 
  Small Outsider (Chaotic, Extraplanar Evil, Tanar’ri) 
  Hit Dice: 4d8 + 18 (36 hp) 
  Initiative: +2 
  Speed: 30 ft. (6 squares) 
  AC: 16 (+1 Size, +2 Dex, +3 Natural), touch 13, flat-footed 
  14 
  Base Attack/Grapple: +4/+1 
  Attack: Claw +6 melee (1d3+1) 
  Full Attack: 2 claws +6 melee (1d3+1) and bite +1 melee 
  (1d4) 
  Face/Reach: 5 ft./5 ft. 
  Special Attacks: Summon Tanar’ri 
  Special Qualities: Aura of retribution, DR 5/silver, 
  darkvision 60 ft., immune to electricity and poison, 
  resistance to acid 10, cold 10, fire 10, telepathy 100 ft., fast 
  healing 5 
  Saves: Fort +7, Ref +6, Will +4 
  Abilities: Str 12, Dex 15, Con 16, Int 7, Wis 10, Cha 7 
  Skills: Hide +8, Listen +7, Search +3, Sense Motive +3, 
  Spot +7 
  Feats: Toughness (x2) 
   
  Climate/Terrain: Any land and underground 
  Organization: Solitary, pair, or gang (3-4) 
  Challenge Rating: 5 
  Treasure: Standard 
  Alignment: Always chaotic evil 
  Advancement: 5-8 HD (Small); 9-12 (Medium) 
   
  These vicious little black-hearted fiends were born to 
  create strife. Their ability to inflict the damage they take 
  on others makes them invaluable in the front lines of 
  tanar’ri armies. A unit of jovocs can absorb repeated 
  blows and spells from the enemy and still survive to exact 
  a punishing revenge. 
   
  A jovoc is a 4-foot tall, bloated, hairless creature of 
  humanoid shape. It resembles the bruised and battered 
  corpse of a gnome left too long to decay in the heat of 
  summer, and the stench that emanates from its rough 
  skin lends credence to this impression. Its skin is dark 
  blue or black, and its eyes are vacant, black pools. Each of 
  the creature’s long arms end in a three-fingered hand 
  with long red fingernails, forever stained the color of 
  blood. 
   
  Combat 
  Jovocs are not especially intelligent, but they are quick 
  and experienced ambushers who know how to use their 
  small size to best effect. Years of training and experience 
  have taught them how to take advantage of their aura of 
  retribution and fast healing abilities. They often adopt a 
  hit-and-run strategy, jumping into a group of enemies to 
  do as much damage as possible, then dashing off for a few 
  rounds to heal. 
   
  Alternatively, jovocs fighting in pairs or trios can 
  utilize their favorite tactic. Lurking just beyond reach of 
  their enemies (preferably concealed by darkness, a wall, 
  or some other barrier), they begin to attack one another, 
  automatically hitting with each swing. These attacks deal 
  full damage not only on the jovocs, but also on anyone 
  caught in their aura of retribution. After following a 
  round or two for their fast healing ability to close their 
  wounds, the creatures begin to claw and bite one another 
  again. 
   
  Aura of Retribution (Su): This effect is always active 
  in a 30-foot spread centered on the jovoc. Whenever the 
  creature takes damage from any source, every nontanar’ri 
  within the area immediately takes an equal amount of 
  damage. A successful Fortitude saving throw (DC 15) 
  halves the damage. Regardless of the source of the 
  damage to the jovoc, the damage dealt to nontanar’ri by 
  this effect is not subject to negation or reduction because 
  of resistance, immunity, damage reduction, spell 
  resistance, or the like. 
   
  Fast Healing (Ex): A jovoc regains lost hit points at 
  the rate of 5 per round. Fast healing does not restore hit 
  points lost from starvation, thirst, or suffocation, and it 
  does not allow the jovoc to regrow or reattach lost body 
  parts. 
   
  Summon Tanar’ri (Sp): Once per day, a jovoc can 
  attempt to summon another jovoc with a 25% chance of 
  success. 
   
   
  
  Whispers in the Dark 
   
  Page 39 
   
  DM’s Aid 1: 
  The Caves of Darkness 
   
   
  
  Whispers in the Dark 
   
  Page 40 
   
  Player’s Handout 1  
  The Wizard’s Letter 
   
  Torlanden, 
   
  Everything seems to progressing fine. According to my calculations, it will only be a little while longer until the Orb of 
  Dranak’tan has completed its task. However, shortly after you left here, I noticed a strange occurance within the sphere 
  itself.  
   
  From what you’ve explained, the Orb should be drawing the essence of the spirits towards it and it seems to be doing 
  this as intended. But every now and then, it seems the flow of energy is blocked in some way. I have not yet discovered 
  what is causing this, but my thoughts are that something, or someone, is blocking our efforts in the Valley.  
   
  I have decided to reinforce the ritual which you performed and it seems to be strengthening the Orb. To be sure 
  everything is ready for Wicchrys, I will perform this ritual every night until then. The combined strength of the Orb 
  and the ritual should drain the last remaining strength of whatever is interfering with our efforts. 
   
  Your faithful servant, 
  Taurgern 
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Sunndi/594/Normal Scenarios/SND4-02 - Whispers in the Dark (APL 2-12)/SND4-02 - Whispers in the Dark.pdf