TEXT: ONW6−01 
   
   
   
   
   
  Screams of the Damned 
   
  A Two-Round D&D® Living Greyhawk™  
  Onnwal Regional Adventure 
  Version 1.1 
   
  by Stuart Kerrigan 
  Triad Editor and Reviewer: Hayden Smith 
  Circle Editor and Reviewer: Pieter Sleijpen 
  Special Thanks to the playtesters of ONW4-02 The Hills are Alive for some truly fiendish ideas utilised in this module. 
  Special thanks also go to Paul James for proof reading and various editorial amendments 
   
  Two wars waged in Onnwal. Not only are the shores of the Dragonshead soaked with the blood of the nations of 
  Onnwal and Shar, but now the Flan tribes of the Headlands are at war, with a malevolent and ancient evil manipulating 
  matters. Could this new threat be the Enemy of which Tarnedas has spoke of? Once more you shall soon hear the 
  maddening screams within the Hills once more. An epic and dangerous module for character levels 4-15 (APL 6-12). 
   
  The sequel to ONW4-02 The Hills are Alive and previous related modules. 
   
  Resources for this adventure [and the authors of those works] include A Crisis Of Faith [Alasdair Coutts & Andy 
  McPhee], Complete Arcane [Richard Baker], Complete Warrior [Andy Collins, David Noonan, Ed Stark], Fiend Folio 
  [Eric Cagle, Jesse Decker, James Jacobs, Erik Mona, Matt Sernett, Chris Thomasson, James Wyatt], Libris Mortis [Andy 
  Collins, Bruce R. Cordell], ONW1-01 Escape from Scant [Creighton Broadhurst], ONW1-02 To Catch a Traitor 
  [Creighton Broadhurst], ONW1-08 Rashta’s Brother [Jim Brown], ONW2-05 To Hunt a Traitor [Stuart Kerrigan & Paul 
  Looby], ONW3-01 The Prophet [Paul Looby], ONW3-02 Pytura [Stuart Kerrigan], ONW4-02 The Hills are Alive [Stuart 
  Kerrigan], ONW4-06 Return to Bigby’s Modest Home [Andy McPhee, Jeny McPhee & Stuart Kerrigan]. 
  Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed 
  by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of Wizards of the 
  Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please visit www.wizards.com/d20 
  This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you can sanction and run DUNGEONS & 
  DRAGONS game events of all sizes, visit our website at www.rpga.com. 
  DUNGEONS & DRAGONS, D&D, GREYHAWK, Living Greyhawk, D&D Rewards, RPGA, Player’s Handbook, Dungeon Master’s Guide, and Monster 
  Manual are trademarks of Wizards of the Coast, Inc, in the US and other countries. This material is protected under the copyright laws of the United 
  States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written 
  permission of Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely 
  coincidental. © 2005 Wizards of the Coast, Inc. 
  Visit the LIVING GREYHAWK website at www.rpga.com. 
   
   
  
  RPGA® SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA even from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK campaign—a worldwide, 
  ongoing D&D® campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL™ gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the table Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the table DM. You don’t have to be a 
  HERALD-LEVEL GM to run this adventure if you are not 
  the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK character. Second player and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2007.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com.  
   
  Players Read No Farther 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this adventure 
  as part of an RPGA-sanctioned event, reading beyond this 
  point makes you ineligible to do so.  
   
  Preparing for Play 
  To get the most out of this adventure, you need copies of 
  the following D&D rule books: Player’s Handbook, 
  Dungeon Master’s Guide, and the Monster Manual.  
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. Sidebars contain important 
  information for you, including special instruction on 
  running the adventure. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Full information on NPCs 
  and monsters are given in Appendix 1. For your 
  convenience, that appendix is split by APL 
   
  Along with this adventure you’ll find a RPGA 
  Session Tracking sheet. If you’re playing this adventure 
  as part of an RPGA-sanctioned event, complete and turn 
  in this sheet to your senior GM directly after play. You’ll 
  also find a LIVING GREYHAWK Adventure Record (AR).  
   
   LIVING GREYHAWK  
  LEVELS OF PLAY 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To determine this 
  modified Average Party Level (APL) follow the steps 
  below: 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), other than 
  those brought by virtue of a class ability (such as 
  animal companions, familiars paladin’s mounts) or 
  the warhorse of a character with the Mounted 
  Combat feat, use the sidebar chart to determine the 
  number of levels you add to the sum of step one. Add 
  each character’s animals separately. A single PC may 
  only bring four or fewer animals of this type, and 
  animals with different CRs are added separately.  
   
  # 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 step 1 and 2, and divide by the 
  number of characters playing in the adventure. 
  Round to the nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
   
  ONW6-01 Screams of the Damned 
   
  Page 1 
  
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLS are given in even-
  numbered increments. If the APL of your group falls on 
  an odd number, ask them before the adventure begins 
  whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. If a player 
  character is three character levels or more either higher 
  or lower than the APL at which this adventure is being 
  played, that character receives only one-half of the 
  experience points and gold for the adventure. This 
  simulates the fact that either the PC was not challenged 
  as much as normal or relied on help by higher-level 
  characters to reach the objectives. 
   
  Furthermore, a PC who is four or more levels higher 
  than the highest APL supported by the adventure may 
  not play the adventure. 
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1st-level characters may find 
  the challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them and fight for them. 
   
  TIME UNITS AND UPKEEP 
  This is a standard 2-round Regional adventure, set in 
  Onnwal. All characters from Onnwal pay 1 Time Units 
  per round. All other characters pay 2 Time Units per 
  round. 
   
  Adventurer’s Standard Upkeep costs 12 gp per Time 
  Unit. Rich Upkeep costs 50 gp per Time Unit. Luxury 
  Upkeep costs 100 gp per Time Unit. Characters that fail 
  to pay at least Standard Upkeep will retain temporary 
  ability damage until the next adventure, must buy new 
  spell component pouches and healer’s kits, and may 
  suffer other in-game penalties (or possibly gain in-game 
  benefits) as may be detailed in this adventure. 
   
  A character that does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties by 
  living off the wild. If the character possesses four or more 
  ranks in the Survival skill and succeeds at a DC 20 
  Survival check, the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, may 
  refill spell component pouches and healer’s kits, and may 
  restock up to 20 arrows or bolts if the character has at 
  least four ranks in Craft (bowmaking). The player is 
  allowed to Take 10 on this roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of 
  Chapter 3 of the Living Greyhawk Campaign Sourcebook. 
   
  ADVENTURE BACKGROUND 
  The Galai Iorn have long held a prophecy that a golden 
  haired messiah would come to lead them to victory – one 
  of golden hair who would lay a trail of death and 
  destruction across the Headlands as herald of his arrival. 
   
  Rohal Soldas – the treacherous former mayor of 
  Sornhill and the Destroyer of Greenfalls was thought 
  slain in the Headlands in ONW2-05 To Hunt a Traitor, his 
  carrion left as food for the Galai Iorn, the dark 
  cannibalistic hill men of the Headlands.  
   
  Would that this was so – but the Rohal Soldas that so 
  offended the war-weary nation of Onnwal is no more. 
   
  The muddy-blonde Onnwalon Soldas fulfilled this 
  prophecy by his acts in Greenfalls, and was seized by the 
  Galai Iorn. Dark restorative magics were worked upon 
  him, and now he has forsaken the Scarlet Sign and 
  accepted his dark destiny as warlord of the Galai Iorn – 
  and the forbidden knowledge that comes with it. 
   
  Soldas is indeed powerful now – more so than when 
  the PCs faced him in 591 CY and 592 CY. He is now 
  enthralled and seduced by the dark powers the Galai Iorn 
  worship intends to lead the dark Flan to victory.  
   
  Not all that is evil and dark in the Headlands serve 
  Soldas however. The Ebon Coven, an order of witches 
  dedicated to the dark goddess Beltar, who sit on a great 
  source of power that Soldas seeks, are one such group. 
  They too have a chosen one that will come to aid them – 
  in the form of Natalia Keldas, betrothed of Milos Faskel. 
  Her time will come shortly, but so too will her wedding. 
   
  DEEDS PAST 
  The Wailing of the Damned is the sequel to ONW4-02 The 
  Hills are Alive and also interconnects with many of the 
  previous Onnwal modules. Exactly what modules have 
  been in this story arc? It might actually be quicker to say 
  which ones haven’t been in it – and even then we won’t 
  because we don’t want to ruin our quiet foreshadowing. 
  Here are some we can confirm at this stage: 
   
  In ONW1-01 Escape from Scant patriots of Onnwal 
  may have obtained the spear Falinreth from a Flan 
  barrow during their escape. 
   
  In ONW1-02 To Catch a Traitor patriots of Onnwal 
  crossed swords with Rohal Soldas though he inevitably 
  escaped. 
   
  ONW1-08 Rashta’s Brother revealed the Ventonii tribe 
  and their standard, Rashta’s Brother. 
   
  In the Summer Weekend in Onnwal Special Two if by 
  Sea patriots of Onnwal discovered an experimental 
  Scarlet Brotherhood ship that could turn invisible. The 
  stone that allowed this powerful magic was the same 
  stone that the noniz have in this module. This was also 
  the first module the Dreamstealers appeared in. 
   
  ONW6-01 Screams of the Damned 
   
  Page 2 
  
  In ONW2-05 To Hunt a Traitor patriots of Onnwal finally 
  put paid to the traitor Rohal Soldas – who had been sent 
  into the Headlands by Kesh Kekarav Madi. Leaving 
  Soldas in the ‘tender’ care of the Galai Iorn, the dark Flan 
  of the Headlands, either dead or seemingly about to be 
  dead.  
   
  In ONW3-01 The Prophet patriots of Onnwal met a cryptic 
  fellow named Tarnedas who talked about an enemy and 
  other things they did not rightly understand. 
   
  In ONW3-02 Pyrtura patriots of Onnwal foiled an attempt 
  by Kekarav Madi’s servants to kill Duchess Sailema of 
  Sornhill, but were unable to prevent her child from being 
  kidnapped by Madi. Tarnedas appeared in Sornhill and a 
  loose alliance with the Free State and Tarnedas’s cult 
  began. 
   
  In COR3-13 Traitor’s Road patriots of Onnwal learned that 
  Bigby, archmage of the Circle of Eight, willingly allowed 
  the Scarlet Brotherhood to invade Onnwal. This seems to 
  be part of some bigger plan that may involve the 
  Dreamstealers and events that have since unfolded in the 
  Headlands. Few patriots of Onnwal have no love left for 
  the archmage and it has driven them into the arms of 
  such dubious alternative allies as the Ahlissans and even 
  the Traitor, Rary of Ket! 
   
  In ONW3-07 To Kill a Kesh patriots of Onnwal finally 
  caught up with Madi. He had taken Veryanna into the 
  Tal Marith – a terrible eldritch dungeon below Scant. 
  They confronted him in a lava-filled cavern and rescued 
  the child. They encountered Dreamstealers seemingly 
  with fire-related powers and there are those that think 
  (right or wrong) Madi was a priest of He Who Slumbers! 
   
  In ONW4-02 The Hills are Alive patriots of Onnwal found 
  a war in the Headlands had begun between the 
  Talamendes tribe and the Dumanonii and Ventonii 
  tribes.  
   
  In ONW4-06 Return to Bigby’s Modest Home loyal patriots 
  of Onnwal entered Halmarn at the behest of Andrui, an 
  old apprentice of Bigby, to retrieve a relic from Bigby’s 
  house on Greenleaf Street. The relic was made of the 
  same stone as the stone in Two if By Sea and seemed to 
  act as a spellpool. It was donated to the academy of 
  Delleb. 
   
  In response to this in ONW5-01 A Theocratic Coup: When 
  Thegns Go Wrong priests of Moradin overthrew the 
  Thegns of the Dwur citadels in order to close their doors 
  to the Dreamstealer threat. 
   
  ITEMS OF NOTE 
  This module brings together strands from modules as far 
  back as ONW1-01 Escape from Scant and as such it is 
  possible for the PCs to have obtained numerous unique 
  items and cohorts. 
   
  Falinreth the Talking Spear features heavily in this 
  module. It was possible to obtain this spear in ONW4-02 
  The Hills are Alive and though few of the PCs possess it, it 
  shall help explain exactly what is going on. For the most 
  part the spear is sullen when spoken to but points where 
  it spouts out exposition are highlighted in boxed text 
  within this module. 
   
  ADVENTURE SUMMARY 
  ONW6-1 Screams of the Damned is a 2-round regional 
  starting and ending in the town of Notil, but mostly 
  taking place in the Headlands. It is recommended that 
  entire tables with the Favour of Rary do not attempt this 
  module, but they are not disallowed. Individual 
  characters with this reward may attempt this module but 
  at great risk. 
   
  Encounter 1 [The Evening’s Festivities]: The PCs 
  attend the banquet after Natalia’s wedding and are able to 
  rub shoulders with the good and great of Onnwal, and 
  the not-so-good and not-so-great of Onnwal. Numerous 
  optional roleplaying encounters are supplied here and are 
  recommended for groups that are not subject to a 
  convention time limit. 
   
  Encounter 2 [Night Watch]: The PCs arrive to discover 
  that Natalia has been stolen away from her wedding bed 
  by a flying darkweaver. This creature is a servant of the 
  Ebon Coven, a group of witches dedicated to Beltar, the 
  Suel god of darkness, despair and secrets. The creature, a 
  darkweaver, looks akin to a dreamstealer, so the PCs 
  should naturally suspect the evil that lurks in the 
  Headlands. 
   
  Encounter 3 [The Searchers]: Search parties are 
  organized to look for the Lady Natalia Keldas. The PCs 
  can form one such search party if they wish. Tarnedas of 
  the Gulls joins their party. 
   
  Encounter 4 [A Different Marking]: Early on in their 
  journey the PCs encounter the grizzly markings of a Flan 
  fellow staked to a disc. This is reminiscent of encounters 
  in ONW2-05 To Hunt a Traitor and ONW4-02 The Hills are 
  Alive. 
   
  The difference this time is that the corpse on the 
  disc comes to life when the PCs are close enough to 
  examine it, and that it is powerful spell-casting 
  spellstitched zombie! 
   
  Encounter 5 [The Wanderer]: The PCs encounter 
  Andrui, self-proclaimed apprentice of the archmage 
  Bigby. He provides them with the location of Natalia 
  Keldas, as well as mentioning that there is a noniz burrow 
  and a Flan war party nearby. 
   
  ONW6-01 Screams of the Damned 
   
  Page 3 
  
  Encounter 6 [The Noniz Burrow]: A group of noniz is 
  under attack by dreamspawn. The PCs can enter the 
  burrow and aid them, but they notice that the women 
  and children are being safely kept in one of the rooms, 
  guarded by an old loremaster. 
   
  Once all the dreamspawn are dispatched the 
  loremaster seals off the burrow with his stone. 
   
  Encounter 7 [Chief Mortigasus]: The PCs encounter 
  the Rhiad of the Ventonii and his men fighting 
  dreamspawn. They note that the shaman of the group is 
  able to fight off the dreamspawn by using Rashta’s 
  Brother, an old item of power taken from the Suel by the 
  Flan of the Headlands. 
   
  Encounter 8 [The Ebon Coven]: The PCs approach the 
  lair of the Ebon Coven, and fight with the creature that 
  stole Natalia Keldas. They also encounter a half-orc witch 
  who tells them that Natalia is a chosen one of their 
  prophecies and is to fight and destroy the evil that lurks 
  in the Headlands. She implores the PCs not to rescue 
  Natalia, but resorts to violence if they do. 
   
  Encounter 9 [The Deeper Delve]: The PCs follow 
  Natalia’s trail deeper into the coven’s lair and must 
  choose to either interrupt the coven’s ritual on her, or 
  watch as Natalia fights the leader of the Galai Iorn. What 
  the PCs do not know is that Natalia is destroyed in the 
  ensuing fight, and while the leader is wounded, he is not 
  destroyed. 
   
  Encounter 10 [The Escape]: The PCs must escape with 
  the dreamspawn chasing them.  
   
  Encounter 11 [The Warning]: The PCs arrive with 
  scarcely a few hours to warn Notil of a full blown attack 
  from the dreamspawn.  
   
  Encounter 12 [The Town of Notil]: Depending on 
  whether the PCs defended the noniz or the Flan they can 
  attempt to save the town one of two ways. The PCs can 
  try to ward the town using the noniz’s stones. If they 
  aided the Flan then as the PCs are evacuating the town it 
  becomes clear they have no chance of getting the people 
  of Notil clear; the dreamspawn menace will overtake 
  refugee columns. Instead the PCs, Tarnedas and Duke 
  Gellen are called upon to guard the rear. The PCs are 
  required to fight the Dream-ick whilst Gellen and 
  Tarnedas sacrifice themselves. At the end of the module 
  the dream-ick is stopped as it absorbs Tarnedas and 
  Gellen. 
   
  In the case where the PCs are using the noniz stones 
  to ward Notil, there is a weak area in the defences that 
  the noniz must reinforce. Again the PCs must buy them 
  some time, fighting on the walls. 
   
  INTRODUCTION 
  Begin the scenario by reading aloud or paraphrasing the 
  following: 
  By the banks of the Yoreill lies the vale of Notil and 
  within its mighty walls, hewn from the limestone of 
  the Headlands, lies the village of the same name, 
  ruled by the canny House Faskel. It is to here you 
  have journeyed, within the shadow of the ever-
  ominous Headlands of Onnwal. 
   
  The town of Notil is abuzz with the upcoming 
  nuptials of Sir Milos Faskel, Honourable Glaive 
  Martial of the Order of Azharadian and the lovely 
  Lady Natalia Keldas. Bonds were forged in those 
  dark years between the houses of Faskel and Keldas, 
  bonds that shall be strengthened by the marriage of 
  these two scions. 
   
  Invitations to the wedding have been issued to 
  the good and great of Onnwal, and to those from 
  foreign shores. The atmosphere in the village is as 
  joyous as can be found in these trying times – 
  though there still remains the same reserved 
  attitude towards strangers that has been ingrained 
  on these people by a hard won war that left scars 
  that have yet to heal. 
   
  It was these nuptials that brought you to Notil. 
  You have traveled as escort to the merchant Randolf 
  of Sornhill, who bears supplies to Notil Castle. 
  Anyone who has Disliked/Disfavoured Status with 
  anyone in House Keldas or Faskel are given the lowest 
  seats in the festival, along with the lowest quality food. 
  They were not invited but hospitality demands all be 
  welcomed (even grudgingly). They have found the Helm 
  and Hammer tavern to be full and are reduced to sleeping 
  in the common room at a grossly inflated rate. 
   
  PCs to whom the House of Keldas or Faskel are 
  Indifferent, or who are not nobles are invited to the 
  celebrations after the wedding, but are staying at the 
  Helm and Hammer tavern (paid for by Upkeep).  
   
  PCs who are nobles or Well Liked by the Houses and 
  are not half-orcs are invited to the ceremony and are 
  staying at Castle Notil. Half-orcs are staying at the tavern. 
   
  The lodgings of the PCs is relevant in Encounter 1 
  and Encounter 2. 
  ENCOUNTER 1: THE 
  EVENING’S FESTIVITIES 
  Read the following, modifying it by the initial locations 
  of the PCs: 
  Amidst the bustle of the good and great of Onnwal 
  within the chapel of Castle Notil you sit patiently. 
  At the end of the chapel stands the Baron and three 
  knights, including the young Sir Milos Faskel, Duke 
  Gellen Cadwale and Baron Halrend Lorendrenn, 
  one time rivals for the leadership of the Glaives of 
  Azharadian. At the other side stands the fair Lady 
  Natalia Keldas and her maids of honour, who have 
  long prepared for this day. 
  ONW6-01 Screams of the Damned 
   
  Page 4 
  
   
  Performing this ceremony are the high priests 
  of Heironeous, and Jascar, Sturrend Keldas, and 
  Everg Kosrel. 
   
  As the last words of the ceremony are spoken, 
  your eyes are drawn to the common folk seated 
  toward the rear of the crowded chapel. Among them 
  of note is an old man dressed in white, the one they 
  call Tarnedas of the Gulls, muttering to a pale-faced 
  fellow who nervously fiddles with a purple quill. All 
  the while a white clad female sits behind the old 
  man, watching him intently, clearly a bodyguard. 
   
  Finally the ceremony is complete and the 
  doughty Baron declares, “Let us eat, for I am well 
  starved.” 
   
  The procession leads through to the great hall 
  where food and drink for all are provided, and you 
  are invited to sit and sup. 
   
  Now the PCs have a chance to socialize and speak with 
  the NPCs present at the wedding. Remember to reward 
  good roleplaying with circumstance bonuses to any 
  diplomacy/gather information checks. 
  � Gellen Cadwale: Duke of the Azure Coast and 
  Glaive Superior of the Order of the Golden Sun. 
   
  Appearance: Of medium build and 5’9” Gellen 
  Cadwale appears to have aged beyond his years. His 
  steely grey hair is subtly whitening, and his brow is now 
  furrowed. Gellen’s countenance is always serious now 
  and his grey eyes seem to stare into the distance - to the 
  outward observer he seems to bear the mark of one who 
  carries the fate of the world on its shoulders. 
   
  Personality: Certainly he claims to carry the fate of the 
  knighthood, if not the world on his shoulders. Gellen was 
  unwittingly responsible for the murder of all but a few of 
  the Glaives of Azharadian during the fall of Onnwal. 
  Trying to redeem for his error he is weary. He has a 
  feeling his time as Glaive Superior will be short and he is 
  beginning to find a certain peace in the inevitability. 
   
  � Halrend Lorendrenn: Baron Dunheern, Glaive 
  Valorous of the Order of the Golden Sun. 
   
  Appearance: A striking 6’3”, of strong build and with 
  prominent Oeridian features, Halrend has the bearing 
  and posture of a professional soldier, for which House 
  Lorendrenn has a strong tradition. Indeed the family 
  crest bears a golden bolt, symbolising its dedication to 
  the ideals of Heironeous and Azharadian. 
   
  Personality: Halrend fought with distinction in Idee 
  during the wars. Since the events of the Glaive trilogy he 
  has made peace with Gellen and agrees that the Order 
  needs new blood. If asked he mentions a year ago he 
  would have never thought he and Gellen could be 
  breaking bread together, though privately he has 
  concerns that Gellen is not himself.  
   
  Rumours: DC 10 Gather Information or DC 10 
  Diplomacy Check. He heard the Glaive Superior talking 
  to no one, mentioning he saw Gellen talking to himself 
  and muttering the words, “Soon”, seemingly to invisible 
  comrades. 
  � Tarnedas of the Gulls 
   
  Appearance: Tarnedas is clad in a simple white robe. 
  His hair is white and falls unkempt about his shoulders. 
  Lines of age and care mark his sun-kissed face, yet there 
  is a look of absolute peace and serenity in his intense blue 
  eyes that touches any that look upon him to the heart of 
  their being.  
   
  Personality: Tarnedas believes himself to be the 
  messenger of Phaulkon on the Oerth and divines his 
  Master's will from the calls of the birds around him - 
  whom he calls the Parliament of Birds. He is 
  otherworldly, utterly serene, calm, unhurried, wise and 
  detached. He speaks cryptically and rarely gives a direct 
  answer, preferring often to answer it by posing another 
  question in return. 
   
  Every PC who is able to see Tarnedas must make a 
  DC 20 Will save or be affected by the awe and reverence 
  of Tarnedas. The effects are similar to that of a charm 
  person spell. 
   
  With Tarnedas is Dynarra, a follower of the Path of 
  the Talon (which teaches unarmed combat in the Suel 
  tradition). 
   
  � Marquel: Nyrondese Paladin of Delleb 
   
  Appearance: Staunchly Oeridian with jet black hair 
  Marquel has a pale pasty complexion and seems almost 
  sickly at times.  
   
  Personality: Marquel is a wounded fellow. Before the 
  Greyhawk Wars he led an expedition to the Tilvanot 
  Peninsula. His experiences are recounted in his book on 
  the Scarlet Sign, and he had to recuperate in a Sunndian 
  monastery on his return. 
   
  Marquel published the definitive work on the 
  Scarlet Brotherhood after the Greyhawk Wars. He 
  intends to probe the PCs for their part in the War of 
  Rebellion, with emphasis on Scarlet Brotherhood tactics.  
   
  Rumours: DC 5 Gather Information or DC 5 
  Diplomacy Check. He talks about a ziggurat of blackness 
  and shadows that were unleashed by the Brotherhood. 
  He is convinced the Brotherhood worship He Who 
  Slumbers and that their true strongholds of power have 
  not been found by the Free State. 
   
  � Everg Kosrel: High Priest of Jascar 
   
  Appearance: A tall, broad man of 50 summers, Everg is 
  tanned and weatherworn. He was a miner before he 
  became a priest, and he never forgets his roots. 
   
  Personality: Everg is not one for pomp or show, and 
  this shows with the awkwardness with which he sits 
  amongst the commoners. He prefers to rely on wits, 
  strength and common sense, saving only the most 
  onerous task for calling on the Lord of the Dells. He has 
  no time for fools, and feels more comfortable in the 
  company of stoneworkers or soldiers rather than those 
  who might claim wisdom or power. 
   
  Everg is fearful that evil is afoot in the Headlands. 
  He can tell the PCs of this in the rumours at the wedding 
  (see below). 
   
  ONW6-01 Screams of the Damned 
   
  Page 5 
  
  � Baron Faskel and Baron Keldas: Both nobles are 
  dressed in ceremonial garb and can be frequently seen 
  indulging in too much wine. They are far too busy to 
  speak to the PCs, running the household, the wedding 
  and trying to find time to exchange pleasantries with 
  everyone who has attended the wedding. 
   
  � Milos Faskel: The groom. 
   
  Appearance: This young man of 30 is quite a dashing 
  figure of chivalry with his curly blond hair and 5' 11" 
  build. The youngest of the surviving knights, what Milos 
  lacks in battle-tactics and experience he makes up for 
  with enthusiasm and energy. 
   
  Personality: Milos is quite jubilant today with his 
  marriage to Natalia Keldas. He is well-spoken and well-
  educated if somewhat hapless when it comes to being 
  tongue-tied and saying the wrong thing at the wrong 
  time. What he lacks in diplomacy his wife more than 
  compensates for. 
   
  � Natalia Faskal: The bride. 
   
  Appearance: Strawberry blonde of tress, with pale 
  skin, Natalia wears her hair in an Oeridian fashion. 
   
  Personality: Natalia is content with her marriage to 
  Milos and the union between Houses Faskel and 
  Kalderon. When not engaged in social niceties it 
  becomes apparent by distant looks that she is troubled by 
  something. 
   
  Milos and Natalia do not tarry overly long – they wish to 
  retire for a more private celebration of their union and 
  must spread themselves around the attending guests. 
   
  RUMOURS AT THE WEDDING 
  There are many rumours the PCs can hear at the 
  wedding. A DC 5 Gather Information uncovers one of 
  the following rumours: 
  • 
  “Natalia Keldas went to Nyrond as part of a 
  diplomatic overture to King Lynwerd during 
  the War of Rebellion. The King didn’t send any 
  men to fight the strawhairs, all he sent was that 
  Dellebian scholar over there, Marquel.” 
  • 
  “I’d expected to wear this dress to His Noble 
  Prominence’s wedding to the White Rose of 
  Sornhill. They were meant to be wed in 592 CY 
  but the sacking of Longbridge put that on hold. 
  Then there were the campaigns in the Volanots, 
  but it seems to have fallen by the wayside. What 
  are they waiting for or do they want a wedding 
  in a rebuilt Scant? If I didn’t know better I’d say 
  Sailema’s affections were for another man, 
  particularly when Jian was willing to sacrifice 
  Sornhill to save Killdeer two years back.” 
  • 
  “Ecalina, Natalia’s lady-in-waiting says the poor 
  girl has been plagued with nightmares from a 
  very early age. I hope she doesn’t keep awake 
  brave Sir Milos.”“Been a lot of those hills men 
  on the edge of the Headlands. Some are even 
  appearing on our roads, leaving Onnwal for the 
  west.” 
  • 
  “Scant destroyed! All that fighting and our 
  capital is gone. So much Onnwalon culture has 
  been lost!” 
   
  OPTIONAL EVENTS 
  The following are optional events to be sewn throughout 
  the freeform roleplaying. If you are likely to be pressed 
  for time do not use them all. 
   
  The Tribesmen 
  Two figures enter the hall. The taller man is Casnar of the 
  Flan, a Talamendes tribesman exiled for practicing 
  druidic magic against the edicts of the fiercely 
  matriarchic Naobhan. If a player has Casnar as a cohort 
  and is playing on a full table Casnar can still be persuaded 
  to join the PCs (use the stats the player carries). Casnar 
  functions as an NPC purely under the control of the DM 
  and assuming he survives the scenario does not receive 
  any experience or gold from this scenario. 
   
  CASNAR 
  If a PC chooses to use bring Casnar along for the ride on a 
  full table, make them aware of the following: 
  1. 
  No Experience or gold is awarded to Casnar for 
  participating in the adventure. 
  2. 
  The DM controls Casnar throughout this module. 
  3. 
  Any consumables used during the module is 
  counted as being permanently used. 
  4. 
  And most importantly – If Casnar dies in this 
  module the death is treated as a normal cohort death. 
   
  Only one PC may bring Casnar along. If more than 
  one PC has Casnar as a cohort then they must decide 
  among themselves who brings him. 
   
  The shorter fellow is Gyraech of the Dumanonii, a friend 
  who provided food for Casnar during his exile. As a 
  member of a rival tribe he was not expected to aid Casnar. 
   
  The tribesmen seek food and water and are brought 
  plenty by the drunken Baron Faskel. Casnar escorted 
  Gyraech and his wife to the lowlands as they are seeking 
  to leave the Headlands. His wife, Nyaen, was slain by a 
  Talamendes war party that Casnar and Gyraech 
  dispatched. They are reluctant to share their story with 
  the people, but do so if and when bidden. Tarnedas 
  listens well to their story but does not comment, though 
  he eyes Casnar with great interest. 
   
  The Baron (who has had too much wine) does not 
  believe the Talamendes pose a threat to Notil. If the PCs 
  do not press the point Gellen mentions the threat of the 
  strange dark Flan and dream-creatures that rumor 
  mentions. 
   
  ONW6-01 Screams of the Damned 
   
  Page 6 
  
  Snakes and Ladders 
  Read aloud or paraphrase the following at some point: 
  The doors to the great hall open and in swaggers a 
  well-dressed gentleman of short stature and dark 
  tress.  
   
  “I 
  present 
  Lord 
  Thyrrian 
  Lhandrast 
  of 
  Wyverntor,” says a herald, red faced and struggling 
  to keep up with the new entrant. “Ambassador to the 
  United Kingdom of Ahlissa, here on behalf of 
  Duchess Sailema Relaster.” 
   
  “I bring you greetings from the Storm Coast and 
  from the fair city of Kalstrand,” he says with a bow. 
  “Her Ladyship is detained by matters of state. All is 
  not well within the town of Sornhill despite the toil 
  of those who labour there. There is so much to 
  rebuild… ” 
   
  Thyrrian makes his entrance as grand as possible. With a 
  flick of his fingers a priest of Zilchus scurries in with 
  gifts of salt and silver to the couple from the Duchess. 
  Not one to be outdone he presents to Natalia a comb, 
  wrought of platinum and gold, set with moonstones from 
  his holdings in Wyverntor. The comb is said to enhance 
  the beauty of any woman who uses it in the morning. To 
  Milos he presents an axe, said to have belonged to the 
  now-destroyed House Vir and “liberated by my own hand 
  from a very zealous follower of Hextor’s furnace”. 
   
  Natalia is charmed by the gesture while Milos is 
  grave but polite. Thyrrian joins the crowd of 
  merrymakers on the noble’s table, while the Priest of 
  Zilchus joins the commoner’s table, partaking in strong 
  mead at the first opportunity. 
   
  � Thyrrian Lhandrast: Ahlissan Ambassador and 
  Hero of Sornhill 
   
  Appearance: Only 5 ft. 4 Thyrrian has learned to make 
  up 
  for 
  his 
  relatively 
  diminutive 
  height 
  with 
  showmanship and flare. He comes from a wealthy nation 
  and is not afraid to remind the Onnwalons of this.  
   
  Personality: During the celebrations he wears a 
  permanent smile that acts as a mask for his true 
  emotions. He flaunts his favour with the Duchess (some 
  say over the Szek now) and subtly reminds all that 
  Ahlissa is nominally an ally of the Free State and makes a 
  point of ‘pressing the flesh’ with all and sundry, even 
  making a show of joining the commoners briefly (though 
  he cannot abide them in reality). 
   
  If any PCs bear the Bounty of Ahlissa on ARs from 
  TSS3-07 Osson’s Lance or the Consecrations Interactive 
  (Towercon ’03) he beams with recognition at them, 
  asking them if they put their gifts to good use. 
   
  Thyrrian is proud to be representing the United 
  Kingdom of Ahlissa, but he is here on the invitation of 
  “that dear child”, Duchess Sailema Relaster. He is quite 
  willing to order vassals of the Duchess around as if they 
  were his own vassals. Sailema does not look well on any 
  poor treatment of Thyrrian, and if he gives a poor report 
  of their behaviour they receive Disfavoured status with 
  her for the next 5 Onnwal regional scenarios. 
   
  � Lonash Mullorin: Ahlissan Priest of Zilchus and 
  Representative of the Royal Merchants Guild of Ahlissa 
   
  Appearance: Lonash is a portly, greying fellow in his 
  late 40s with a well-rounded nose and dark eyes that drift 
  from corner to corner. 
   
  Personality: 
  Lonash is a priest of Zilchus far from 
  his homeland and forced to sit on the commoner’s table. 
  He tries to soften the blow with mead and within an hour 
  of his arrival is quite drunk. 
   
  If talked to by the PCs Lonash complains bitterly 
  about Thyrrian’s exuberant lifestyle. If they act in a 
  friendly manner he is even willing to confide that he is 
  fairly certain Duchess Sailema and Thyrrian are having a 
  relationship behind the Szek’s back, and poorly 
  concealed at that. He is adamant of this. 
    
  The Bird-Man Ridiculed 
  Tarnedas has remained at his seat on the commoner’s 
  table and has not spoken once during the festivities, save 
  to Marquel and the PCs. There is a brief lull in the 
  conversation there, when a commoner decides to ridicule 
  Tarnedas.  
   
  Read aloud the following to those on the commoner 
  table: 
   
  “Entertain us birdman,” says a burly miner, clad in 
  his finest clothes, with a half-eaten plate of venison 
  before him. He has obviously taken to the practice 
  of quaffing – as from the smell and look of him he 
  has half a flagon of ale upon the front of his clothes. 
   
  “Quiet, Uirach,” says a thin, greying woman 
  beside him. 
   
  Tarnedas says nothing and looks at the man 
  with a mixture of pity and amusement. 
   
  “What – no chirp from the bird man of the 
  Gulls?” says Uirach. “Do you need fed birdman?” 
   
  He picks up a bread roll from the table and 
  begins to pick at it, throwing crumbs at the old man. 
   
  Uirach is a bigot. He has little love of Suel – the Scarlet 
  Brotherhood killed his brother and the hatred that has 
  kindled has been extended to the Suloise. He is not a 
  murderous zealot, simply all words and no action. 
   
  If the PCs do nothing to intervene, then the disciple 
  beside Tarnedas turns red with rage and rises from his 
  seat. Silence falls over the room, and Tarnedas places his 
  hand on the shoulder of the raging woman to calm her.  
   
  If the PCs look likely to intervene, Tarnedas 
  prevents any violence from breaking out. Either way 
  Uirach storms out into the courtyard only to return later, 
  his clothes seemingly soiled by bird droppings. If any PC 
  helped Tarnedas they see him looking amused later on, 
  and his gaze leads them to the humorous sight. This PC 
  gains the benefit of a bless spell for the duration of this 
  scenario. 
   
  ONW6-01 Screams of the Damned 
   
  Page 7 
  
  Wrath of the Disciples of Tarnedas 
  About two hours after Uirach leaves Castle Notil he can 
  be encountered cornered in the main street by Dynarra, 
  the Follower of the Talon. Dynarra rebukes him for his 
  earlier treatment of Tarnedas and moves to strike him 
  (for non-lethal damage, at least to begin with, she has no 
  intention of killing him).  
   
  � Dynarra: female human Mnk4: AL LN; AC 21; hp 
  32. 
   
  � Uirich: male human War 2: AL CN; 13, hp 15. 
   
  Development: 
  If the PCs intervene on Uirach’s behalf 
  he ridicules their efforts to help, claiming that he is more 
  than a match for strawheads, be they bedecked in white 
  or red. However a successful DC 20 Diplomacy check 
  (modified by good roleplaying on the PCs behalf) can 
  persuade both Uirach and Dynarra to back down. 
   
  If the PCs decide to attack either one of them the 
  PCs are more than a match for either. However the town 
  guard takes a dim view of this. If deaths occur the PCs are 
  held responsible and prosecuted to the fullest extent of 
  the law. 
   
  DEVELOPMENT 
  This is free-form roleplaying for the most part, a chance 
  to allow the PCs to interact with the high and low of 
  Onnwal’s society. Allow player driven interaction and be 
  prepared to improvise. When you are ready (and either 
  the PCs or NPCs have retired) go to Encounter 2. 
   
  ENCOUNTER 2: NIGHT 
  WATCH 
  This encounter is primarily of interest to any PCs to 
  whom the Baron’s hospitality has been extended. A 
  scream echoes through the halls of Castle Faskel. 
   
  PCs who were not sleeping (such as those who are 
  drinking until the sun rises) can identify the scream as 
  coming from the bedchamber now shared by the 
  newlyweds Lady Natalia and Milos Faskel. They must 
  either force open the door, requiring a successful DC 20 
  Strength check, succeed at a DC 25 Open Locks check or 
  use some kind of magic to enter the room. Each round a 
  guardsman arrives to provide a +2 bonus to the Strength 
  check, allowing the PCs to be there in time to witness the 
  following: 
   
  The bed is empty, and the sheets are thrown across 
  the room, with the obvious sign of a struggle.  
   
  The body of Sir Milos lies slumped on the floor, 
  insensible to the situation around him. Lady Natalia 
  was less fortunate, and is clutched in the grasp of a 
  spider-like thicket of writhing shadow. Tendrils that 
  clutch the young maiden – who is limp and silent in 
  its embrace. 
   
  It lurks now by the open window. Outside it is 
  dark. 
   
  With a loud shriek the creature floats from the 
  window ledge clutching the young pallid bride 
  Natalia. 
   
  A successful DC 25 Spot check reveals that there are a 
  score of these shadow creatures in the darkness outside 
  the window.  
   
  It is entirely possible for the PCs to mistake these 
  creatures for dreamstealers, servants of the Enemy that 
  they have encountered in previous scenarios. It is 
  unlikely the PCs have fought darkweavers before so they 
  should not recognize them. 
   
  If the creature is slain it drops Natalia Keldas to one 
  of the other waiting darkweavers. There are twenty of 
  them, more than enough to survive any fire they draw 
  from the PCs. The darkweavers escape with their quarry 
  regardless of casualty and only a PC who happens to be 
  carrying a weapon at the right place and right time 
  should 
  be 
  able 
  to 
  make 
  any 
  inconsequential 
  interventions. 
   
  PCs who were not awake at the time should be able 
  to dash into the courtyard to see the darkweavers fly past, 
  and (unlikely though it seems) any PC walking Notil’s 
  street at night may remark to see Natalia seemingly 
  flying of her own accord through the dark night sky. 
  Allow these PCs brief and misleading descriptions of the 
  flying darkweavers.  
   
  All APLs 
  � Darkweaver (20): hp 49 each ; see Appendix 1. 
   
  Development: Natalia has been taken. Guests of the 
  Baron are gathered in the feast hall where a ruddy-faced 
  Baron Keldas sends word to the town and in the morning 
  vows to arrange search parties. The PC’s are asked to 
  assist with the search and to meet back in the hall in the 
  morning. If asked why they are not starting the search 
  now they are informed that some groups have been 
  dispatched and all available diviners are trying to locate 
  here using magic. 
   
  If there are any PC diviners in the party they are 
  more than welcome to use their spells to try to assist in 
  this process. In this case you need to refer to later 
  sections of the module to provide answers, however 
  please ensure you do not give away too much just yet but 
  simply subtle clues as to the creatures they may face such 
  as: 
  • 
  Undead constructions guard the way. 
  • 
  A Traitors apprentice watches as the quarry is carried 
  to its destination. 
  • 
  The slaves of old will be attacked in their homes. 
  • 
  Those enarmored by the white one will risk all for 
  the future of the lands. 
   
  ONW6-01 Screams of the Damned 
   
  Page 8 
  
  ENCOUNTER 3: THE 
  SEARCHERS 
  PCs who are guests of the Baron automatically know that 
  a meeting is to be called at first light. Word shall filter to 
  the Helm and Hammer if PCs are staying there. In the 
  crowd of would-be-searchers those who have the Favour 
  of Rary may gain some anonymity, but this cannot last for 
  long. Assuming any PCs attend Castle Notil read aloud 
  the following: 
   
  The mood in the great hall of Notil Castle seems like 
  a twisted reflection of the previous night’s joy. A 
  ruddy-faced baron and the other gathered nobles, in 
  addition 
  to 
  bleary-eyed 
  servants 
  and 
  other 
  commoners shout in pandemonium. Sir Milos is 
  nowhere to be seen. 
   
  Eventually Duke Gellen restores order in the hall and 
  suggests that the people of Notil should try to seek out 
  Lady Natalia. 
   
  The nobles present listen patiently to any 
  information regarding the Flan war or dreamstealers that 
  the PCs may have to offer. If the PCs are new to this 
  storyline then Casnar relates what he knows about 
  terrible creatures abroad in the night.  
   
  After some loud discussion amongst commoner and 
  nobleman alike, Kalderon Faskel maintains order by 
  banging a tankard loudly upon the Baronial table 
  (suffering from a hangover himself and wincing with 
  numerous of his guests), requesting the lords (or if 
  appropriate ordering his vassals and the common folk 
  present) to consider dividing into search teams to try to 
  track down the missing Lady Natalia Keldas. 
   
  He provides a brief summary of the following facts: 
  • 
  During the night runners have been dispatched to 
  the village of Grovehill. Faskel is confident the 
  Provost of Grovehill arranges a thorough search of 
  the area, but they shall turn up nothing he expects. 
  • 
  Duke Gellen and his men shall ride forth to the area 
  surrounding the Pillar of Azharadian. 
  • 
  Brave Sir Dorlan Maldrenn and a score of the Glaive 
  Cohort intend to investigate the northern section. 
  • 
  The PCs are given the choice of scouting out the 
  southern territories of the Galai Iorn lands, or 
  sending word to Silvervale, in the hopes Baron 
  Halshas’s men may have seen or heard of the 
  creatures. Either way takes them on the same route 
  initially. 
  • 
  Milos Faskel is currently indisposed after the attack, 
  but he joins a search party as soon as he is able. 
   
  Development: The PCs should go on the search mission, 
  either to Silvervale or to the Galai Iorn lands. Either way, 
  go to Encounter 4. Any PCs who do not wish to go 
  should complete the RPGA Tracking Sheet and leave the 
  table. 
   
  Those PCs who continue find themselves in 
  Encounter 4. 
   
  ENCOUNTER 4: DIFFERENT 
  MARKING 
  Once the PCs have begun to search for Natalia read aloud 
  or paraphrase the following: 
   
  After two hours on the road the hills begin to wind 
  gently in the distance. Atop the next hill a cool mist 
  hides the peak, but even through the thick mist a 
  circular silhouette can be seen. Is that a man within 
  the silhouette? 
   
  Those who climb the hill get halfway before seeing a Flan 
  human staked to a disc with ritualistic writing in blood 
  staining the disc. See below for the writing. 
   
  Staked to the wooden disc by sharpened black 
  stones is the rotting body of a man. He is clothed 
  only with a ragged loincloth and has blue tattoos 
  that cover his chest, and a blue mark that runs 
  across the bottom of his left ear, across the bridge of 
  his nose and under his right ear.  
   
   
   
  His mouth has been sown shut and he has been 
  disemboweled and cut from throat to chest. 
  Chillingly, little sign of any intestines can be 
  found… 
   
  The disc itself contains markings in a language 
  foreign to you, drawn with a crazed zeal in the blood 
  of the dead man. 
  Flies buzz around the disc, occasionally landing 
  on the corpse to feast upon the grim harvest. The 
  man’s flesh bears the mark of many hurts; some 
  look like they have been made by human teeth, 
  others by the beaks of the crows that circle above, 
  waiting for you to leave their feast alone. 
  Looking to the hilltops on either side, you see in 
  the distance, a second and third disc. The question 
  strikes you - does each of these discs contain the 
  same dark message? 
   
  This encounter is similar to those in ONW2-05 To Hunt a 
  Traitor and ONW4-02 The Hills Are Alive. If the PCs have 
  played these adventures, and have been paying attention 
  this should be familiar, though familiarity could breed a 
  dangerous lack of caution. A successful DC 30 Spot check 
  would notice something unsettling about the corpse.  
   
  ONW6-01 Screams of the Damned 
   
  Page 9 
  
  Falinreth, The Talking Spear 
   
  If brought within 30 ft. of the spellstitched ghoul 
  (even when it has not animated) Falinreth yells, 
  “Foe! Foe! Foe!” 
   
  This may alert the PCs to the danger. If asked the 
  spear will explain the corpse on the disc is a foe and 
  will attack the PCs. It does so in a very verbose and 
  flowery speech, during which time the zombie 
  animates and attacks. 
   
  Creatures: This time the corpse on the disc is a spell-
  stitched ghoul hat is told by the Enemy to remain still 
  until nosy parties of Onnwalons read the script on its 
  disc, before letting loose with a spell (varies according to 
  APL). 
   
  Once that happens it lowers its legs onto the floor 
  and may move around, dragging the disc behind it 
  (which can function as a tower shield for providing an 
  armor class and cover bonus, despite the zombie not 
  being proficient in it). 
   
  APL 6 (EL 8) 
  � Spellstitched Flan Hero (1): hp 47; see Appendix 
  2. 
   
  APL 8 (EL 10) 
  � Spellstitched 
  Blaspheme 
  (1): 
  hp 
  147; 
  see 
  Appendix 3. 
   
  APL 10 (EL 12) 
  � Spellstitched Advanced Blaspheme (1): hp 201; 
  see Appendix 4. 
   
  APL 12 (EL 14) 
  � Spellstitched Advanced Blaspheme (1): hp 260; 
  see Appendix 5. 
   
  Tactics: They attack any living thing till either its 
  destroyed or all the living creatures are.  
   
  Treasure: 
  Looting the corpse: 
   
  All APLs: Loot – 0 gp; Coin – 0 gp; Magic – 0 gp. 
   
  Development: Once the fight is over, or before the fight 
  from a distance, the PCs might have several questions 
  about this particular body and the others further away. 
   
  Who is this man? 
  Players of the ONW1-08 Rashta’s Brother or ONW4-02 The 
  Hills are Alive recognize the remains of this man as a 
  warrior of the Ventonii tribe. A successful DC 15 (or 5 for 
  Headlander PCs) Knowledge (the Splintered Suns) check 
  allows players who have not played these modules to 
  recognize him. 
   
  How long has he been dead? 
  A DC 15 Heal check taking 10 minutes (and the body 
  must be examined from nearby) shows the body is fresh 
  and that he has been dead less than a day. A detect magic 
  reveals a faint magical aura (the spell is gentle repose) 
  which is recognized as Necromantic with a DC 17 
  Spellcraft check. 
   
  What does the blood on the disc say? 
  The message is in Flan, and reads:  
   
  “You have come into my reach, 
  A lesson in death I seek to teach.” 
   
  At this point the spellstitched creature in the disc attacks 
  if it has not already, attempting to cast a destructive spell. 
   
  What of the other bodies? 
  All around the ellipse on the area map at the end of the 
  module, spaced at a quarter of a mile intervals, the PCs 
  find similar bodies of Dumanonii, members of other Flan 
  tribes and in some cases Dwur laid out in a similarly 
  ritualistic fashion. These bodies are as fresh and 
  preserved as the one detailed here. They similarly attack 
  if examined but can be easily avoided if not provoked. 
   
  This scene of carnage may be quite familiar to the 
  PCs who have played ONW2-05 To Hunt a Traitor or 
  ONW4-02 The Hills are Alive. However, those corpses 
  remained still and didn’t cast spells at the PCs. The most 
  recent reports of these discs were two days inwards travel 
  – whoever did this is clearly expanding their influence. 
  The PCs are not yet a day out of Notil! 
   
  Once the PCs are finished with the gruesome markings, 
  all they can do is proceed. 
   
  ENCOUNTER 5: THE 
  WANDERER 
  Some three or four hours after the encounter with the 
  zombie, the PCs have traveled deep into the inhospitable 
  terrain of the Headlands. The journey has been 
  uneventful, although more discs have been occasionally 
  visible in the distance, through a creeping mist that 
  permeates the area. This does not affect visibility, but 
  makes the air clammy and cold, with a growing sense of 
  unease. 
   
  As the PCs travel on, they become aware of a flash of 
  lightning, the sound of spellcraft and a figure on the trail 
  a short way ahead. Four dreamstealers surround him but 
  with his staff and a barrage of suitably impressive volleys 
  of spells like magic missile, lightning bolt and so forth he 
  shall put paid to them before the PCs are within range to 
  intervene, for this is Andrui, puissant mage, student of 
  Bigby and one-time resident of Scant. He appeared in 
  ONW4-04 Return to Bigby’s Modest Home. 
   
   
  ONW6-01 Screams of the Damned 
   
  Page 10 
  
  If the PCs met Andrui in ONW4-04 Return to Bigby’s Home 
  he greets them with a calm nod, seemingly oblivious to 
  the thaumaturgical violence he just committed, “My 
  father used to map these very hills for the Szek. In many 
  ways I’m continuing his work.” 
   
  Otherwise he greets the PCs as “a mere wanderer in 
  these hills.” He does not mention Bigby at all in his 
  dealings with the PCs. He is a subtle man, much like his 
  master. 
   
  � Andrui: Male human Wiz10+ (AL N). 
   
  Appearance: A Man in his early thirties who is both 
  tall and thin, as war, study and hardship have meant that 
  the rotund frame that he once possessed has faded. 
  Andrui is striking with long black hair that shows only 
  the subtlest hues of gray, and is impeccably clean-shaven. 
   
  Development: It is likely the PCs have many questions, 
  below follow a few of the more likely ones and their 
  answers. 
   
  Q. Who is your father? 
  A. “A mapmaker, we had a shop by the temples. Fire claimed it 
  years ago, and my father… But this is no business of yours. His 
  new shop was doubtless reduced to ash in Scant’s ruin.” 
   
  Q. What are the dreamstealers/those monsters you 
  fought? 
  A. “Dreamstealers. The Enemy’s soldiers – legion, and growing 
  in number.” 
   
  Falinreth: “They are foes to be slain. Souls corrupted and 
  taken to the Gyre. They remain the stuff of dreams until we can 
  destroy the infernal Gyre and release all the souls.” 
   
  Andrui: “What an interesting spear. I would love at length to 
  interrogate 
  it 
  in 
  a 
  more 
  congenial 
  surrounding.” 
   
  If a PC (or PC’s) with Falinreth do allow Andrui to 
  interrogate it they receive the special favor of Andrui at 
  the module end. They must play 1 module without the 
  spear. 
   
  Q. Who is the enemy? 
  A. “A force that lies in the lands of the dark Flan. The Great 
  War stirred it from its sleep and the violence of your war with 
  the Scarlet Brotherhood has now empowered it to move. It has 
  taken power from the passing of souls on the Dragonshead. More 
  than this I cannot say.” 
   
  Q. What do you want with us? 
  A. “To the east a clan of noniz will fall to the Enemy. Left 
  unchecked they shall join the numbers of the dead.” 
   
  “To the south a Flan chieftain, the leader of the Ventonii, 
  makes his last stand beneath the mountain lions standard. Both 
  shall fall left unaided.” 
   
  Falinreth, The Talking Spear 
  At mention of this the spear insists the PCs attempt 
  to save the Ventonii. A successful DC 20 + APL Will 
  save is required to avoid the PC falling under a 
  suggestion and resolutely setting upon this course of 
  action. 
   
  Q. Why don’t you help them? 
  A. “I shall do what I can, but I am but one and I am afforded 
  precious little resources by my master. I can be in but one place. I 
  will aid the ones you don’t.” 
   
  Q. Your master Bigby sold us out… why didn’t he 
  help us against the Brotherhood? 
  A. “If it were not for your war with the Scarlet Sign then the 
  evil in the hills would have awoken at a more… inconvenient 
  time, and with even greater strength that even my masters 
  might be not be able to stop with all their dweomers.” 
   
  Q. We are looking for a woman taken by a 
  dreamstealer/monster. 
  A. If the PCs describe Natalia or the thing that took her 
  Andrui says that one such thing flew over his camp the 
  other night. Strangely he had wardings to warn him of 
  the approach of a dreamstealer but this got through. He 
  states the direction it flew in and this can lead the PCs to 
  the Ebon Coven if they continue in that direction. 
   
  Andrui’s information gives the PCs a choice of how to 
  proceed. If they go to the noniz burrows proceed to 
  Encounter 6. If they go to the Flan run Encounter 7. 
  Alternatively they do not trust Andrui may decide to 
  pursue Natalia, in which case skip to Encounter 8. 
   
  Andrui helps whomever the PCs choose not to help. 
   
  ENCOUNTER 6: THE NONIZ 
  BURROW 
  Numerous other burrows dot the region, but this one 
  serves as a communal gathering place for the noniz. They 
  were holding a weekly council in this burrow when the 
  dreamstealers attacked, forcing the noniz to retreat. See 
  Appendix 7 for a map of the area. 
   
  One of the noniz elders, a fellow named Breddis, was 
  old enough to remember the legends of these creatures 
  and thus was able to activate some old magics in the 
  burrow that protect one room from the incorporeal 
  creatures, effectively sealing it off. 
   
  1. ENTRYWAY 
  This entryway leads into the burrow. It is hewn into the 
  side of the hill and held up by wooden supports. A dozen 
  dead noniz warriors litter the hall and noniz shrieks can 
  be heard from area 2 and 3. 
   
  ONW6-01 Screams of the Damned 
   
  Page 11 
  
  2. COUNCIL HALL 
  In this room are 15 noniz as well as a number of 
  dreamspawn creatures. The noniz are overwhelmed by 
  the sheer power of the creatures and require assistance, 
  or at least escort into the safe area in Room 3. 
   
  Numerous overturned chairs once seated and 
  comforted the nonizs during council sessions. 
   
  All APLs 
  � Gnomes, a.k.a. Noniz (15): hp 5 each; see Monster 
  Manual page 149. 
   
  APL 6 (EL 8) 
  � Dreamstealer spawn Follower of the Voice (2): 
  male dreamstealer spawn human Mnk4; hp 43, 43; see 
  Appendix 2. 
   
  APL 8 (EL 10) 
  � Dreamstealer spawn Follower of the Voice (2): 
  male dreamstealer spawn human Mnk7; hp 65, 6; see 
  Appendix 3. 
   
  APL 10 (EL 12) 
  � Dream mind killer: dreamstealer mindflayer; hp 
  61; see Appendix 4. 
  � Dreamstealer spawn Follower of the Voice (2): 
  male dreamstealer spawn human Mnk7; hp 65, 65; see 
  Appendix 4. 
   
  APL 12 (EL 14) 
  � Dream mind killer (3):  dreamstealer mindflayer; 
  hp 61 each; see Appendix 5. 
  � Dreamstealer spawn Follower of the Voice (2): 
  male dreamstealer spawn human Mnk7; hp 65, 65; see 
  Appendix 5. 
   
  Tactics: The creatures divide their attentions between 
  the PCs and the noniz. They prefer not to use their wail 
  of doom as this should most likely kill all the noniz in the 
  room. However after at least half the noniz are evacuated 
  or the dreamspawn is dispatched they swiftly forget their 
  mission and use all of their abilities. 
   
  At APL 10 and 12 the mind killer attempts to stun 
  the PCs on sight with its ability. 
   
  The noniz, lacking magical weapons, attempt to 
  make for room 3. They shout for the PCs to do so if 
  possible. 
   
  3. THE SAFE ROOM 
  This chamber once served as a second room for families 
  and children attending council. Additionally a noniz 
  museum of sorts in the past fifteen minutes it has served 
  as a sanctuary for thirty noniz women and children. 
   
  At points shown on the map are placed stones are 
  made of the same material as the black orb that the black 
  mist stone in SWiO1-3 Two If By Sea, or the black orb the 
  PCs may have returned in ONW4-04 Bigby’s Modest Home. 
  A DC 15 Craft (Alchemy) or a DC 15 Knowledge (Arcana) 
  allows PC’s who have played either of these two modules 
  to know this. 
   
  Placed against the wall each of these stones prevents 
  a dreamstealer from approaching within 30 ft unless 
  moved in any fashion. 
   
  � Breddis: male gnome Brd10. 
   
  Appearance: With ruddy complexion and a hooked 
  nose Breddis has a serious, introverted look about him for 
  a gnome. 
   
  Personality: Breddis is a serious, no-nonsense noniz. 
  As a loremaster he is prone to great melancholies and 
  brooding. 
   
  Development: Breddis does not allow the PCs to remove 
  any of the black stones, but thanks them for their efforts 
  in saving his people and instead gifts them with a set (6) 
  of their own. If the PC’s insist and try to take more by 
  force then give them one warning that this is an evil act. 
  Breddis points out that is their only defense against the 
  dreamstealers and there are bound to be more. Taking 
  them would spell the end of the noniz and. If they persist 
  their characters alignment changes to evil and they are 
  removed from play permanently. If stones are removed 
  either by force or stealth, the PC find these stones have 
  no effect and are simply now just black stones.  
   
  He is swift to dispose of the corpses of the slain 
  noniz, placing them within a circle of the stones and 
  making plans to move to another more hospitable burrow 
  for when they revive. 
   
  If the PC’s have not suitably antagonized Breddis 
  after the battle he imparts some information that he feels 
  is related to the creatures that attacked his people: 
  • 
  The nature of the evil within the Headlands is to do 
  with the great wyrms of old. The spirits of these wyrms 
  have not been found. Maybe when they are a way of 
  fighting this evil will present itself. 
   
  Falinreth, The Talking Spear 
  Falinreth interjects at this point, “The noniz knows 
  much, but says little. In ages past the men of this land 
  worshipped the great wyrms and sacrificed to them. They 
  were ordered by the wyrms to wage war on the dwur, for 
  the wyrms desired their gold. This is why the Headlanders 
  brand themselves in the colour of the wyrms – blue, red, 
  green and black. Little do they know they freely brand 
  themselves as slaves.” 
   
  Any PC with such a brand finds it itches immensely 
  upon hearing this revelation. 
   
  • 
  The noniz remember, while the Dwur of the 
  Headlands, under the various theocrats of Moradin 
  consider knowledge of the Ianoradh heresy. 
  ONW6-01 Screams of the Damned 
   
  Page 12 
  
  • 
  Most noniz burrows have these stones. A “planting” 
  of the stones in the walls was once considered an 
  induction into the ranks of the loremasters. This is a 
  newer burrow but Breddis intends to “plant” in all other 
  burrows. 
  • 
  The dwur citadels contain these rocks as well and 
  thus the dreamspawn cannot penetrate the Citadels. This 
  is why the dwarves try to hide themselves in the Citadels. 
    
  Casnar, the Flan 
  Casnar points out that the Flan villages are similarly 
  protected, though most of the Flan do not know this. 
  The stones were buried within their settlements. 
  Similar stones were buried years ago and protect the 
  villages. That is why the Talamendes are required to 
  raid the villages. 
   
  • 
  They only work when remaining stationary in 
  contact with Headlands stone and take 1 minute to 
  activate. They prevent the Dreamstealers from going 
  within a 100 ft. radius of the stone. 
   
  The noniz thank the PCs for their aid, wrapping up the 
  gift of 6 of the stones for them in a small backpack. Once 
  the PCs proceed with their quest to find the kidnapped 
  Natalia proceed with Encounter 8.  
   
  Stones of the Noniz: 10 rounds are required to activate 
  a stone. It prevents Dreamstealers, dreamspawn and any 
  spell-stitched undead created by the enemy (any that 
  appear in this module) from passing by any squares 
  within a 100 ft. radius. 
   
  ENCOUNTER 7: CHIEF 
  MORTIGASUS 
  If the PCs follow directions given to them by Andrui 
  they encounter Chief Mortigasus. He and his men are 
  making a stand against the dreamspawn on a hilltop.  
   
  If the PCs do not decide to assist them, the men are 
  slain and the creatures move on to attack the PCs. In this 
  case the men seen are a subset of Mortigasus’s men rather 
  him and his men. This is to ensure that they are able to 
  meet up with Mortigaus and his men later. However if 
  they let the men die then the PC’s receive less XP for this 
  encounter than they would otherwise (1/2 the usual 
  amount). 
   
  Terrain: The Headlands themselves are primarily, rolling 
  hills, some scrub, small trees and a few rock outcroppings 
  her and then. 
   
  All APLs 
  � Flan Rhiad: hp 38; see Appendix 1. 
  � Flan Warriors (2): hp 44 each; see Appendix 1. 
  � Flan Shaman: hp 33; see Appendix 1. 
   
  APL 6 (EL 8) 
  � Dreamstealer spawn, Follower of the Voice (2): 
  Male dreamstealer spawn human Mnk4; hp 43 each; see 
  Appendix 2. 
   
  APL 8 (EL 10) 
  � Dreamstealer spawn, Follower of the Voice (2): 
  Male dreamstealer spawn human Mnk7; hp 65 each; see 
  Appendix 3. 
   
  APL 10 (EL 12) 
  � Dream mind killer: dreamstealer mindflayer; hp 
  61; see Appendix 4. 
  � Dreamstealer spawn, Follower of the Voice (2): 
  Male dreamstealer spawn human Mnk7; hp 65 each; see 
  Appendix 4. 
   
  APL 12 (EL 14) 
  � Dream mind killer (2): dreamstealer mindflayer; 
  hp 61 each; see Appendix 5. 
  � Dreamstealer spawn, Follower of the Voice (2): 
  male dreamstealer spawn human Mnk7; hp 65 each; see 
  Appendix 5. 
   
  Tactics: The creatures will attempt to kill anything that 
  lives. 
   
  Development: 
  Once 
  the 
  PCs 
  help 
  defeat 
  the 
  dreamstealers Mortigasus reveals he and his men were 
  preparing to go to battle against the Galai Iorn under the 
  standard of Rashta’s Brother, a banner made from an 
  ancient lion skin the Flan took from the Suel years ago. 
  He invites the PCs to join his band, and even aids in the 
  tracking of the Darkweavers if requested. He saw them a 
  few nights ago, and indeed a few hours in he picks up the 
  trail where there was a landing – the woman 
  disembarked of her own free will. 
   
  However it soon becomes apparent that Mortigasus 
  and his men’s path lies in a separate direction to that of 
  the PCs as he and his men wish to continue their fight 
  against the Galai Iorn. If any PC’s insist on going along 
  with him they are out of the module at this point until 
  (if) the PC’s meet up with him and his men again later in 
  the scenario. If all the PC’s wish to go along then the 
  module ends. 
   
  If any of the PCs speak of Tarnedas, have a white-
  bow of Tarnedas or either the feathers of the gulls that he 
  gave out during the wedding then Mortigasus is in awe of 
  the PCs. 
   
  The PCs should eventually leave the grateful 
  Mortigasus and proceed to Encounter 8.  
   
  ONW6-01 Screams of the Damned 
   
  Page 13 
  
  ENCOUNTER 8: THE EBON 
  COVEN 
  After a couple of days of following the trail 
  Mortigasus pointed out to you, you finally arrive at 
  what looks like a huge cavern complex. A Huge 
  bronze symbol is barely visible inside due to the 
  poor light 
   
  The Ebon Coven meets in a huge cave complex. The PCs 
  should pick up the trail of numerous booted feet who 
  have entered and exited the cave (DC 5 Survival check) – 
  those who left continuing north and east (DC 15 Survival 
  check). There is one occupant and her protector – a dark 
  weaver that guards the entrance. See Appendix 7 for a 
  map of the cave. 
   
  EC 1 – THE DARK CAVE 
  The darkweaver lurks over the entrance, using its shadow 
  ability to make itself difficult to see (Hide opposed by the 
  PC’s spot checks). It is still likely at this point the PCs 
  think it is a dreamstealer – try to play out this to create a 
  tense fight. 
   
  EC 2 – THE SIGN OF BELTAR 
  This entrance hall has a huge bronze symbol of a cave – 
  the symbol of the Suloise goddess Beltar (DC 15 
  Knowledge (religion) check). 
   
  EC 3 – NATALIA’S CHAMBERS 
  These chambers have been prepared for Natalia when she 
  becomes the Chosen of the Coven. All sorts of finery – 
  ceremonial robes, gold braziers, incense, perfumes and so 
  forth are laid out here for the Lady. 
   
  The door to this chamber is locked but is more 
  ceremonial than secure – only DC 20 to pick or break. 
  The door is however trapped, and the room beyond is 
  also trapped. It is not possible to find the second trap 
  until the door has been opened. 
   
  APL 6 (EL 7, 7) 
  � Door Trap: CR 7; touch trigger; automatic reset; Atk 
  + 8/+8 ranged touch  (Split Ray searing light, 10th-level 
  cleric, 5d8 magical damage); Search DC 28; Disable 
  Device DC 28. 
  � Room Trap: CR 7; proximity trigger (enter room); 
  automatic 
  reset 
  (10 
  rounds); 
  spell 
  effect 
  (Transdimensional fireball, 10th-level wizard, 10d6 fire, DC 
  16 Reflex save half damage); Search DC 28; Disable 
  Device DC 28. 
   
  APL 8 (EL 9, 9) 
  � Door Trap: CR 9; magical device; touch trigger; 
  automatic reset; Atk +10/+10 ranged touch  (Empowered 
  Split Ray searing light, 14th-level cleric, 5d8x1.5 magical 
  damage); Search DC 28; Disable Device DC 28. 
  � Room Trap: CR 9; proximity trigger (enter room); 
  automatic 
  reset 
  (10 
  rounds); 
  spell 
  effect 
  (Transdimensional Empowered fireball, 11th-level wizard, 
  10d6x1.5 fire, Reflex DC 19 half damage); Search DC 28; 
  Disable Device 28.  
   
  APL 10 (EL 11, 11) 
  � Door Trap: CR 11; magical device; touch trigger; 
  automatic 
  reset; 
  Atk 
  +12/+12 
  ranged 
  touch  
  (Trandimensional Maximized Split Ray searing light, 17th-
  level cleric, 40 magical damage); Search DC 28; Disable 
  Device DC 28. 
  � Room Trap: CR 11; proximity trigger (enter room); 
  automatic 
  reset 
  (10 
  rounds); 
  spell 
  effect 
  (Transdimensional 
  Maximized 
  Energy 
  Substituted 
  [electricity] fireball, 13th-level wizard, 60 electricity, Reflex 
  DC 19 half damage); Search DC 28; Disable Device 28. 
   
  APL 12 (EL 13, 13) 
  � Door Trap: CR 13; magical device; touch trigger; 
  automatic 
  reset; 
  Atk 
  +17/+17 
  ranged 
  touch  
  (Trandimensional Maximized Split Ray searing light, 17th-
  level cleric, 40 magical damage); Search DC 34; Disable 
  Device DC 34. 
  � Room Trap 1: CR 11; proximity trigger (enter 
  room); automatic reset (10 rounds); spell effect 
  (Transdimensional 
  Maximized 
  Energy 
  Substituted 
  [electricity] fireball, 13th-level wizard, 60 electricity, Reflex 
  DC 19 half damage); Search DC 28; Disable Device 28. 
  � Room Trap 2: CR 11; proximity trigger (enter 
  room); automatic reset (10 rounds); spell effect (summon 
  monster IX, 15th-level cleric, summons 1d3 Vrocks); 
  Search DC 34; Disable Device 34. 
   
  All summoned monsters appear in Room 2. 
   
  Treasure: 
  If the room is searched some valuable items can be found. 
   
  APL 6: Loot: 0 gp; Coin: 0 gp; Magic: Ghost net (666 
  gp), wand of cure light wounds (62 gp). 
   
  APL 8: Loot: 0 gp; Coin: 0 gp; Magic: Circlet of blasting 
  (minor) (540 gp), metemagic rod of empower (lesser) (750 gp). 
   
  APL 10: Loot: 0 gp; Coin: 0 gp; Magic: Gloves of 
  dexterity +4 (1333 gp), amulet of health + 4 (1333 gp). 
   
  APL 12: Loot: 0 gp; Coin: 0 gp; Magic: Circlet of 
  blasting (major) (1980 gp), cloak of charisma + 6 (3000 gp). 
   
  Detect magic results: amulet of health (Moderate 
  Transmutation), 
  circlet 
  of 
  blasting 
  (minor) 
  (Faint 
  Evocation), circlet of blasting (major) (Strong Evocation), 
  cloak of charisma (Moderate Transmutation), ghost net 
  (Moderate Transmutation), gloves of dexterity (Moderate 
  Transmutation), metamagic rod - empower (lesser) (Strong 
  no school), wand of cure light wounds (Faint Conjuration). 
   
  EC 4 – COVEN MEMBER’S CHAMBERS 
  The regular coven member’s chambers by comparison are 
  Spartan – consisting of a bed, a stone bowl of water and a 
  chest that contains women’s garbs of varying quality. 
  ONW6-01 Screams of the Damned 
   
  Page 14 
  
  EC 5 – LORRYN’S CHAMBERS 
  Lorryn’s chambers are as the regular coven members but 
  it is in here she meditates if the PCs somehow manage to 
  slip by the darkweaver unnoticed. 
   
  EC 6 – RITUAL ROOM 
  Paraphenalia, refuse and common spell components litter 
  this room. There is also a cauldron and numerous 
  symbols of Beltar. 
   
  EC 7 – THE REFUSE PILE 
  A crack in the cave wall allows medium-sized and smaller 
  creatures to slowly enter the cavern. A successful DC 15 + 
  APL Climb check allows the PCs to access this secondary 
  entrance which chutes down on to the refuse of the cave 
  occupants, who did not care for cleanliness. 
   
  ENEMIES 
   
  APL 6 (EL 10) 
  � Darkweaver: hp 49; see Appendix 2. 
  � Lorryn: Female half-orc Sor1; hp 6; see Appendix 2. 
   
  APL 8 (EL 12) 
  � Darkweaver advanced 11 HD: hp 60; see Appendix 
  3. 
  � Lorryn: Female half-orc Sor10; hp 52; see Appendix 
  3. 
   
  APL 10 (EL 14) 
  � Darkweaver advanced 17 HD: hp 110; see 
  Appendix 4. 
  � Lorryn: Female half-orc Sor12; hp 61; see Appendix 
  4. 
   
  APL 12 (EL 16) 
  � Darkweaver advanced 25 HD: hp 172; see 
  Appendix 5. 
  � Lorryn: Female half-orc Sor14; hp 68; see Appendix 
  5. 
   
  Tactics: If Loryyn is reduced to 50% or less hit points and 
  the darkweaver is dead she attempts to parlay. 
   
  Treasure: 
  Looting Lorryn: 
   
  APL 6: Loot – 0 gp, Coin – 0 gp, Magic -- Amulet of 
  natural armor +1 (167 gp), bracers of armor +2 (333 gp), ring 
  of protection +1 (167 gp) 
   
  APL 8: Loot – 0 gp, Coin – 0 gp, Magic -- Amulet of 
  natural armor +1 (167 gp), bracers of armor +3 (750 gp), ring 
  of protection +2 (333 gp), cloak of charisma +2 (333 gp), vest 
  of resistance +3 (750 gp). 
   
  APL 10: Loot – 0 gp, Coin – 0 gp, Magic -- Amulet of 
  natural armor +1 (167 gp), bracers of armor +3 (750 gp), ring 
  of protection +2 (333 gp), cloak of charisma +4 (1333 gp), vest 
  of resistance +3 (750 gp). 
   
  APL 12: Loot – 0 gp, Coin – 0 gp, Magic -- Amulet of 
  natural armor +1 (167 gp), bracers of armor +3 (750 gp), ring 
  of protection +2 (333 gp), cloak of charisma +4 (1333 gp), vest 
  of resistance +3 (750 gp). 
   
  Detect Magic Results: Amulet of natural armor 
  (Faint Transmutation), bracers of armor (Moderate 
  Conjuration), ring of protection (Faint abjuration), vest of 
  resistance (Faint abjuration), cloak of charisma (Faint 
  abjuration). 
   
  Development: It is essential to the scenario that Lorryn 
  survive and it is best that she remains out of combat, or 
  tries to parlay with the party if they kill the darkweaver 
  or wound her badly. If she is reduced below 0 hp assume 
  that her Die Hard feat kicks in, even if the party reduce 
  her to -255 hp! Otherwise the PCs are not able to learn 
  her information – so on your own head be it! 
   
  � Lorryn: Female half-orc Sor[APL depended]. 
   
  Appearance: Lorryn has the appearance of a wart-
  riddled human female with a mouth of yellow and black 
  tusks and teeth with a sickly green tinge. 
   
  Personality: She is a constant fidget, finding it 
  difficult to keep still and has a compulsion to lay a hand 
  on other conversationalists at inappropriate points in the 
  conversation, particularly males.  
   
  One defeated she is more than happy to divulge what she 
  knows as she is essentially a coward and hopes that by 
  answering the PC’s questions they will spare her life. 
   
  She knows the following: 
   
  Q. Where is Natalia? 
  A. “The Chosen One has gone north into the lands of the 
  Dreaming Ones. She is to be ridden by our greatest.” 
   
  Q. What do you mean by ridden? 
  A. “The spirits of our mightiest witches will lend their might 
  and will to hers.” 
   
  Q. Why? What do you mean chosen one? 
  A. “She alone will defeat this prophet of the Galai Iorn and 
  allow the item to be kept safe within this cave.” 
   
  Development: Following the tracks of the witches that 
  left the Ebon Coven Enclave leads the PCs into the 
  network of caves around the area. They should find their 
  way to Encounter 9. 
   
  ONW6-01 Screams of the Damned 
   
  Page 15 
  
  ENCOUNTER 9: DEEPER 
  DELVING 
  A DC 5 Survival or Search check reveals that there are 
  numerous footprints leading from the Ebon Coven’s lair 
  to another cave. This cave should be somewhat apparent 
  to the PCs - a thin layer of green mist rises to about 2 ft. of 
  the floor from the cave mouth. The mist has an 
  unpleasant chlorine smell and is slightly acidic – it would 
  start to cause irritation on skin exposed to it for several 
  hours. 
   
  MAP 
   
    
   
  1: BATTLEGROUND CORRIDOR 
  A wall of thorns spell was hastily cast in this area and has 
  claimed the lives of numerous Galai Iorn warriors. 
  Beyond the wall of thorns lie the bodies of several coven 
  members, all killed in various gory fashions. The women 
  are of a mixture of Flan, Onnwalon and even the 
  occasional half-orc (or just very warty human) females. As 
  the PC’s approach the wall of thorns expires leaving the 
  way clear for the PC’s. 
   
  2: THE RITUAL 
  On top of a rocky cleft is a green pentagram made solely 
  out of fungus and molds. This is where the ritual takes 
  place to fuse Natalia with the essence of the coven. There 
  are 20 coven members, females who are a mixture of Flan, 
  Onnwalon and even the occasional half-orc. 
   
  Removing Natalia from the circle causes a 
  thaumaturgical backlash that explodes the head of every 
  participant. Natalia herself is unharmed by this, 
  seemingly snapping out of the trance. 
   
  3: BATTLEGROUND 
  Within 
  this 
  cavern 
  numerous 
  dreamspawn, 
  dreamstealers and Rohal Soldas himself fight a force of 
  darkweavers and Ebon Coven members. The PCs should 
  do well to avoid this fight or they may face indiscriminate 
  damage from fireballs and other destructive spells at your 
  own discretion. 
   
  DEVELOPMENT 
  The PCs have the choice of either interrupting the 
  coven’s ritual or allowing it to pass. 
   
  Interrupt Ritual 
  Round 3: Soldas’s spell ends as he sinks into a pit. A wall 
  of force is erected. 
   
  Round 4: Soldas emerges from the pit, floating gently 
  through the cave, holding a glowing object from which a 
  strange green mist slowly begins to fill the cave. Natalia 
  at this point calls for the PCs to retreat, overcome with an 
  overwhelming sense of fear. 
   
  Allow Ritual to Pass 
  If any PC tries to pass beyond the marked area on the 
  map a wall of force appears to separate Natalia and Soldas 
  from the rest of the combat. 
   
  Round 3: Soldas casts a disintegrate spell on Natalia. She 
  fails the save and thus is reduced to ashes. Natalia on the 
  other hand has cast a unique earthquake spell and thus the 
  cave begins to collapse. 
   
  Round 4: The marked area collapses, missing the PCs 
  conveniently. Soldas is seemingly buried under the 
  rubble – a parting gift from Natalia. 
   
  ENCOUNTER 10: RETURN TO 
  NOTIL 
  The events during the trip back to Notil depend on how 
  they dealt with the ritual in Encounter 9. 
   
  INTERRUPTED RITUAL 
  If the PCs interrupted the ritual and let Soldas obtain 
  what the witches were chasing then green acidic mist 
  slowly rises and they can feel Soldas chasing them. 
   
  If there are any PCs that played ONW1-02 To Catch a 
  Traitor or ONW2-05 To Hunt a Traitor Soldas recognizes 
  them. 
   
  Falinreth lets out a deafening cry of, “Foe! Foe! Foe!” 
   
  Falinreth can explain that the dark Flan have long held a 
  prophecy that a golden haired messiah would come to 
  lead them to victory over the other tribes – one of golden 
  hair who would lay a trail of death and destruction across 
  the Headlands as herald of his arrival. 
   
  It would seem this Soldas, if they describe him to the 
  spear, meets that criteria. 
   
  ONW6-01 Screams of the Damned 
   
  Page 16 
  
  You should improvise a chase through the rising green 
  mist that is slowly dissolving away at the foliage of the 
  Headlands. Both Soldas and his Galai Iorn and 
  dreamstealer patrols should seem to be on the verge of 
  catching them. If the PC’s decide to stand and fight make 
  clear the odds are stacked against them with descriptions 
  of the thousands that can be seen in the skies above. If 
  the PC’s still choose to stand and fight keep throwing 
  dreamweavers, 6 at a time, at them until they either die or 
  escape (if they indeed can). 
   
  The PCs should encounter Chief Mortigasus and his 
  men in the mists. They have tracked Soldas to the valley. 
  Refer to Encounter 7 if the PCs have not encountered his 
  group already. If the PC’s saw his men die earlier then 
  describe the similarity between the groups. If the PC’s 
  made it clear they stood and watched the group die, 
  doing nothing when they could have, Mortigasus curses 
  them and refuse to deal further with cowards. 
   
  Either way he and his men refuse to accompany the 
  PCs – preferring to make a stand in the mist. If the PC’s 
  wish to make the same stand with Mortigasus he tells 
  them not to and that their fate lies elsewhere. He makes 
  it clear this is a fight he and his men expect to die in and 
  that any who stay is accepting the same fate. 
   
  If the PCs do not have the noniz stones then 
  Mortigasus gives the PCs Rashta’s Brother. Regardless of 
  whether he gives them Rashta’s Brother he and his men 
  delay the dreamspawn, fighting as best they can. 
   
  Once the PCs flee to the edges of the mist then 
  Soldas wills the mist to disappear. Chief Mortigasus and 
  his men are suddenly exposed and Soldas swoops down 
  single-handedly. Mortigasus and his men make their 
  stand but the nightmare steed and its dark rider dwarf 
  them. They proudly unfurl their standard and chant as 
  one. 
   
  The dragon steed and other dreamstealers in the 
  valley are turned by the artifact and flee back to Galai 
  Iorn territory but not before they all let off a deathly wail 
  that destroys the Flan.  
   
  Any PC’s who stood with Mortigasus witnesses this 
  up close and personal but will survive intact. Any who do 
  this receive the AR favor Hero of the White Feather. 
   
  UNINTERRUPTED RITUAL 
  If the PCs did not meddle in the Ebon Coven’s ritual 
  then Natalia’s sacrifice has placed Soldas’s plans into 
  disarray. He has been unable to gain the powers of the 
  Ebon Coven’s artifact and is currently trapped in the 
  quake. However numerous dreamstealers and spawn are 
  on their way to release their leader and you should 
  improvise them veering off to hound the PCs. 
   
  The PCs should encounter Chief Mortigasus and his 
  men in the mists. They have tracked Soldas to the valley. 
  Refer to Encounter 7 if the PCs have not encountered his 
  group already. If the PC’s saw his men die earlier then 
  describe the similarity between the groups. If the PC’s 
  made it clear they stood and watched the group die, 
  doing nothing when they could have, Mortigasus curses 
  them and refuse to deal further with cowards. 
   
  Either way he and his men refuse to accompany the 
  PCs – preferring to make a stand in the mist. If the PC’s 
  wish to make the same stand with Mortigasus he tells 
  them not to and that their fate lies elsewhere. He will 
  make it clear this is a fight he and his men expect to die 
  in and that any who stay is accepting the same fate. 
   
  If the PCs do not have the noniz stones then 
  Mortigasus gives the PCs Rashta’s Brother. Regardless of 
  whether he gives them Rashta’s Brother he and his men 
  will delay the dreamspawn, fighting as best they can. 
   
  Once they are about to leave the valley they should 
  see masses of dreamstealers blotting out the sky and 
  preparing to head towards Notil slowly, awaiting the 
  return of their commander – it should be clear to the PCs 
  they should go to Notil at once. If they wish to stand and 
  fight make it clear that this means almost certain death. If 
  they then choose to stand and fight overwhelm them 
  with Darkweavers from Encounter 8 until they either 
  flee (if they can) or die. Before that they get a chance to 
  speak with the enemy leader… 
   
  FACE OF THE DARKNESS 
  At a dramatic point in the chase (after meeting 
  Mortigasus) the PCs see a representation of Soldas’s face 
  for the first time. The exact way this happens depends on 
  what they did earlier: 
   
  Interrupted Ritual: The face is made up of the green gas 
  that has been building up around the area. 
   
  Uninterrupted Ritual: The face is made up by 
  interlocking dreamstealers and dreamspawn – a 
  horrifying dark face that blots out the sky above. A DC 20 
  Will save is required to avoid being shaken for 2 rounds. 
   
  Regardless the face speaks: 
  “Know the face of Ammorhaigh – who dares disturb 
  my quest?” 
   
  Allow the PCs to introduce themselves. If Soldas knows 
  any of them from previous modules he names them as his 
  enemies.  
   
   
  He answers questions as follows: 
  “I am Ammor-Haigh. In my previous life I was 
  known as Rohal Soldas. It is time the Szek of 
  Killdeer bowed before me – as Madi told me was my 
  destiny! And it begins at Notil soon! They shall soon 
  fall to the unending dreams of the serpent!” 
   
  The face then disperses and the PCs are free to flee to 
  Notil. Encourage them to do so. If Soldas was trapped 
  allow the PCs to see him rise above the hills on his mount 
  – obviously free. 
   
  As they flee the PC’s run into a group of Talamendes 
  or Galai Iorn (depending on APL). They need to fight 
  through this group within a set number of rounds or 
  another wave attacks, probably with fatal consequences. 
  ONW6-01 Screams of the Damned 
   
  Page 17 
  
  This keeps happening until they are either dead or finish 
  a wave within the allotted time. 
   
  APL 6 (EL 8) – 16 rounds 
  � Talamendes Saidh (3): Male human Brb4; hp 43 
  each; see Appendix 2. 
  � Talamendes Naohban: Female human Drd5; hp 34; 
  see Appendix 2. 
  � Talamendes Naohban: Female human Drd4; hp 44; 
  see Appendix 2. 
  � Talamendes weire, black bear (2): hp 19 each; see 
  Monster Manual page 269. 
   
  Rounds: O O O O O O O O O O O O O O O O 
   
  APL 8 (EL 10) – 14 rounds 
  � Talamendes Saidh (6): Male human Brb4; hp 50 
  each; see Appendix 3. 
  � Talamendes Naohban: Female human Drd7; hp 64; 
  see Appendix 3. 
  � Talamendes weire, brown bear (1): hp 51; see 
  Monster Manual page 269. 
  � Talamendes Naohban (2): Female human Drd4; hp 
  40; see Appendix 3. 
   
  Rounds: O O O O O O O O O O O O O O 
   
  APL 10 (EL 12) – 12 rounds 
  � Galai Iorn Warrior (4): Male human Brb8; hp 100 
  each; see Appendix 4. 
   
  Rounds: O O O O O O O O O O O O  
   
  APL 12 (EL 14) – 10 rounds 
  � Galai Iorn Warrior (4): Male human Brb11; hp 165 
  each; see Appendix 5. 
   
  Rounds: O O O O O O O O O O 
   
  Tactics: The warriors simple aim is to slaughter all the 
  PC’s and they will fight in their frenzy to the death 
   
  Treasure:  
  Looting the Galai Iorn raiders: 
   
  APL 6: Loot: 92 gp; Coin: 0 gp; Magic: elemental gem 
  (earth) (187 gp), bracers of armor +2 (333 gp). 
   
  APL 8: Loot: 92 gp; Coin: 0 gp; Magic: elemental gem 
  (earth) (187 gp), bracers of armor +2 (333 gp). 
   
  APL 10: Loot: 13 gp; Coin: 0 gp; Magic: 3x +1 unholy 
  geataxe (1527 gp each), 2x cloak of resistance +2 (666 gp each). 
   
  APL 12: Loot: 20 gp; Coin: 0 gp; Magic: 3x +1 unholy 
  greataxe (1527 gp each), 2x cloak of resistance +2  (333 gp 
  each). 
   
  Detect Magic Results: Elemental gem (earth) 
  (Moderate Conjuration), bracers of armor (Moderate 
  Conjuration), cloak of resistance (Faint Abjuration), unholy 
  greataxe (Moderate Evocation [Evil]). 
  Development: After this the PC’s should have a clear 
  return back to Notil. However should they stop 
  anywhere for longer than eight hours feel free to have 
  another wave catch up with them and attack. It should 
  take 2 days travel to get back to Notil 
   
  ENCOUNTER 11: THE 
  DEFENSE OF NOTIL 
  Most of the NPCs that were at the wedding are still on 
  their own respective searches for Natalia Keldas. They 
  can make contact with Elias Moroneth, Altern of the 
  Baronial Guard at Notil. He takes any stories on the 
  dream threat very seriously. The Baron and Tarnedas and 
  his followers are still present within the city as well. 
  However everyone else was sent out to find Natalia. If 
  the PCs return with Natalia then there will be much 
  jubilation despite her condition. 
    
  EVACUATE THE CITY 
  If the PCs did not encounter the Noniz or do not have 
  the stones then the obvious answer is to evacuate the city 
  immediately. Within three hours the town is ready to 
  evacuate – the PCs can escort the trains of refugees 
  leaving the Headlands. Improvise attacks on the trains as 
  follows: 
   
  APL 6 (EL 8) 
  � Talamendes Saidh (3): Male human Brb4; hp 43 
  each; see Appendix 2. 
  � Talamendes Naohban: Female human Drd5; hp 34; 
  see Appendix 2. 
  � Talamendes Naohban: Female human Drd4; hp 44; 
  see Appendix 2. 
  � Talamendes weire, black bear (2): hp 19 each; see 
  Monster Manual page 269. 
   
  APL 8 (EL 10) 
  � Talamendes Saidh (6): Male human Brb4; hp 50 
  each; see Appendix 3. 
  � Talamendes Naohban: Female human Drd7; hp 64; 
  see Appendix 3. 
  � Talamendes weire, brown bear (1): hp 51; see 
  Monster Manual page 269. 
  � Talamendes Naohban (2): Female human Drd4; hp 
  40; see Appendix 3. 
   
  APL 10 (EL 12) 
  � Galai Iorn Warrior (4): Male human Brb8; hp 100 
  each; see Appendix 4. 
   
  APL 12 (EL 14) 
  � Galai Iorn Warrior (4): Male human Brb11; hp 165 
  each; see Appendix 5. 
   
  ONW6-01 Screams of the Damned 
   
  Page 18 
  
  Treasure:  
  Looting the Galai Iorn raiders: 
   
  APL 6: Loot: 92 gp; Coin: 0 gp; Magic: elemental gem 
  (earth) (187 gp), bracers of armor +2 (333 gp). 
   
  APL 8: Loot: 92 gp; Coin: 0 gp; Magic: elemental gem 
  (earth) (187 gp), bracers of armor +2 (333 gp). 
   
  APL 10: Loot: 13 gp; Coin: 0 gp; Magic: 3x +1 unholy 
  geataxe (1527 gp each), 2x cloak of resistance +2 (666 gp each). 
   
  APL 12: Loot: 20 gp; Coin: 0 gp; Magic: 3x +1 unholy 
  greataxe (1527 gp each), 2x cloak of resistance +2  (333 gp 
  each). 
   
  Detect Magic Results: Elemental gem (earth) 
  (Moderate Conjuration), bracers of armor (Moderate 
  Conjuration), cloak of resistance (Faint Abjuration), unholy 
  greataxe (Moderate Evocation [Evil]). 
   
  Development: After these fights are done then Soldas 
  and his main forces approach the refugee columns. 
  Tarnedas attempts to draw out the leader by leaving the 
  city walls. 
   
  It is likely the PCs expect this to be a deus-ex ending 
  where Tarnedas destroys Soldas. In fact the opposite is 
  true – Soldas’s dreamspawn dragon mount wins the fight 
  and snatches of the dead prophet’s corpse, throwing his 
  head to the refugees. 
   
  If the PCs have Rashta’s Brother then they can use it 
  to turn the dragon dreamspawn (automatic success). 
  However the power to turn such an abomination 
  destroys the Flan artifact. 
   
  PROTECT THE CITY 
  The PCs should be able to place the stones against the 
  limestone walls of the town.  
   
  Tarnedas can offer to augment the power of the 
  stones from the noniz by performing a ritual. Placing 
  these against the wall once this is done should protect the 
  entire city from Dreamstealer spawn, and provide safe 
  passage out of the Headlands. However no sooner does 
  the Prophet completed his three hour long ritual than 
  the dreamspawn is spotted approaching Notil! 
   
  Soon the town guard is engaged by the vanguard of 
  the dreamspawn forces. Tarnedas asks the PCs to place 
  the stones – he can cast heal or any other lesser spell on 
  them if necessary. 
   
  All goes well as they place the stones at nexus points 
  along Notil’s walls. Tarnedas tries to aid the town guard 
  in eliminating the dreamspawn that have already gotten 
  in the wall and cannot aid the PCs in combat. Use the 
  following forces to improvise combat as Tarnedas places 
  the stones: 
   
  APL 6 (EL 8) 
  � Talamendes Saidh (3): Male human Brb4; hp 43 
  each; see Appendix 2. 
  � Talamendes Naohban: Female human Drd5; hp 34; 
  see Appendix 2. 
  � Talamendes Naohban: Female human Drd4; hp 44; 
  see Appendix 2. 
  � Talamendes weire, black bear (2): hp 19 each; see 
  Monster Manual page 269. 
   
  APL 8 (EL 10) 
  � Talamendes Saidh (6): Male human Brb4; hp 50 
  each; see Appendix 3. 
  � Talamendes Naohban: Female human Drd7; hp 64; 
  see Appendix 3. 
  � Talamendes weire, brown bear (1): hp 51; see 
  Monster Manual page 269. 
  � Talamendes Naohban (2): Female human Drd4; hp 
  40; see Appendix 3. 
   
  APL 10 (EL 12) 
  � Galai Iorn Warrior (4): Male human Brb8; hp 100 
  each; see Appendix 4. 
   
  APL 12 (EL 14) 
  � Galai Iorn Warrior (4): Male human Brb11; hp 165 
  each; see Appendix 5. 
   
  Tactics: The warriors have been tasked with overrunning 
  the city killing as many of the inhabitants as possible. 
  They are acting with cold fury and rage and are will fight 
  until dropped. 
   
  Treasure:  
  Looting the Galai Iorn raiders: 
   
  APL 6: Loot: 92 gp; Coin: 0 gp; Magic: elemental gem 
  (earth) (187 gp), bracers of armor +2 (333 gp). 
   
  APL 8: Loot: 92 gp; Coin: 0 gp; Magic: elemental gem 
  (earth) (187 gp), bracers of armor +2 (333 gp). 
   
  APL 10: Loot: 13 gp; Coin: 0 gp; Magic: 3x +1 unholy 
  geataxe (1527 gp each), 2x cloak of resistance +2 (666 gp each). 
   
  APL 12: Loot: 20 gp; Coin: 0 gp; Magic: 3x +1 unholy 
  greataxe (1527 gp each), 2x cloak of resistance +2  (333 gp 
  each). 
   
  Detect Magic Results: Elemental gem (earth) 
  (Moderate Conjuration), bracers of armor (Moderate 
  Conjuration), cloak of resistance (Faint Abjuration), unholy 
  greataxe (Moderate Evocation [Evil]). 
   
  Development: Remember it takes 10 rounds to place 
  each stone. Just as the last stone is placed Rohal Soldas 
  and his dreamspawn mount attack the city – Tarnedas 
  attempts to draw out the leader by leaving the city walls. 
   
  It is likely the PCs expect this to be a deus-ex ending 
  where Tarnedas will destroy Soldas. In fact the opposite 
  is true – Soldas’s dreamspawn dragon mount wins the 
  fight and snatches of the dead prophet’s corpse, throwing 
  his head to the city. However the defence of Notil – if the 
  PCs placed all the stones – is successful, if won at great 
  price. 
   
  ONW6-01 Screams of the Damned 
   
  Page 19 
  
  SKIP TOWN 
  Not the most heroic option but we live in a world where 
  PCs do the most unexpected things, like handing over a 
  baby to a reputable character whose epithet is “The 
  Traitor”. 
   
  So it is no less unexpected that they might simply 
  leave town without telling the people of Notil that there’s 
  an army of dreamspawn and worse on the way. If they do 
  – that’s fine. However they have left the entire 
  population of an Onnwalon town to die. 
  CONCLUSION 
  This module leaves several loose ends you may wish to 
  address to the players: 
   
  Soldas: He’s back and he clearly wants revenge on the 
  Free State. 
   
  Tarnedas: He’s most likely dead by the end of this 
  module. Was he leader of this famed reincarnated White 
  Tribe of the Headlands? Who will lead the Followers of 
  the Paths of Tarnedas now their leader is dead? 
   
  The Searchers: The Glaives, as well as the cream of the 
  nobility are searching the Headlands for sign of Natalia 
  Keldas still – where are they? If they have been slain then 
  this creates a political vacuum. Ahlissa will not be pleased 
  to have lost its ambassador. 
   
  The Lower Headlands: Other Free State settlements are 
  at risk much like Notil was – Tiren Farness’s old holdings 
  in Grovehill for example. If Notil survives then refugees 
  from Grovehill and other such places swell its numbers. 
   
  The following favours/disfavours may have been 
  incurred by the PC’s during the module: 
   
  Death of the Prophet: Any PC’s who are a follower of 
  the Paths of Tarnedas (member of the meta-org at the 
  time this module is played) have witnessed firsthand the 
  fall of their prophet. As such their superiors order them 
  to make themselves present to get a full account of the 
  portentous events. They must spend 1 TU immediately 
  after the adventure. As such they then have access to 
  either the following prestige class (but must still fulfill all 
  pre-requisites) 
   
  Stormcaster (Stormwrack).  
  OR  
   
  Upgrade any 1 bow by +1 up to +5 (player must pay 
  all usual costs). Cross this through when used. 
   
  If they refuse the orders of their superiors (i.e. fail to 
  spend the TU whether they take the benefits or not) they 
  are cast from the organization for their disobedience and 
  no longer gain any of the benefits of being a member of 
  the meta-org. To re-join the meta-org this PC must seek 
  Triad approval. 
   
  PC’s only gain the Death of the Prophet if they are a 
  member of the Paths of Tarnedas meta-org and Tarnedas 
  dies. 
   
  PC’s only gain the Blessing of Phaulkon if they attempt to 
  either evacuate or protect the city in Encounter 11. 
   
  Blessing of Phaulkon: For the next 10 modules played 
  with this character you gain a +1 divine bonus to attacks 
  with any bow and once per module you may use true strike 
  as a free action when firing a bow. Neither of these 
  blessings work against followers of Phaulkon however 
  and any attack on a Phaulkon render this blessing null 
  and void. 
   
  If the PC’s choose to follow Andrui’s advice and attempt 
  to save either the Noniz or Chief Mortigasus then they 
  gain the following favor: 
   
  Favour of Andrui: Andrui is willing to upgrade any 1 
  melee weapon of their choice by +1 up to +5 (player must 
  pay all usual costs) or upgrade any melee weapon with 
  the skillful (CA) weapon item enhancement at normal 
  cost. Cross this through when used. 
   
  If PC’s with Falinreth allow Andrui to take away and 
  study the spear Andrui is very grateful and they receive 
  the following: 
   
  Andrui’s Special Friend: The PC must spend 1 module 
  without Falinreth but once done so he is willing to sell 
  them a ring of spell battle (CA) (Frequency Regional) at 
  normal cost.  
   
  For assisting the Noniz in their battle with the 
  Dreamstealer Spawn this PC is considered a hero and 
  receives the following: 
   
  A Noniz Hero: The PC gains a +2 to Diplomacy when 
  dealing with Noniz. Additionally the Noniz are willing to 
  provide access to the spell close wounds (SC). The PC must 
  spend 1 TU studying with the Noniz to gain this spell. 
   
  For taking more stones than the Noniz allowed and thus 
  leaving the Noniz even more defenseless this character 
  has earned the enmity of these people with the following 
  results: 
   
  Wanted! Enemy of the Noniz: Any time a PC meets a 
  Noniz and the Noniz succeeds on a DC [20 – Level of 
  character] Intelligence check to recognize the PC, they 
  refuse to have anything further to do with that PC or any 
  party that chooses to associate with them. 
   
  To be continued in Year 6 of the Living Greyhawk 
  Campaign. 
  ONW6-01 Screams of the Damned 
   
  Page 20 
  
  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 4: Different Marking 
  Defeat the Spellstitched: 
  APL 6  
  270 XP 
  APL 8  
  330 XP 
  APL 10 
  390 XP 
  APL 12 
  480 XP 
   
  Encounter 6: The Noniz Burrow 
  Defeat the Dreamstealer Spawn: 
  APL 6  
  210 XP 
  APL 8  
  270 XP 
  APL 10 
  330 XP 
  APL 12 
  360 XP 
   
  Encounter 7: Chief Mortigasus 
  Defeat the Dreamstealer Spawn: 
  APL 6  
  240 XP 
  APL 8  
  300 XP 
  APL 10 
  360 XP 
  APL 12 
  420 XP 
  * Give ½ the above XP if the PC’s watched and allowed 
  the men to die 
   
  Encounter 8: The Ebon Coven 
  The first door trap: 
  APL 6  
  210 XP 
  APL 8  
  270 XP 
  APL 10 
  330 XP 
  APL 12 
  390 XP 
   
  The second door trap without setting it off: 
  APL 6  
  210 XP 
  APL 8  
  270 XP 
  APL 10 
  330 XP 
  APL 12 
  390 XP 
   
  Defeat the Darkwearver and Lorryn: 
  APL 6  
  300 XP 
  APL 8  
  360 XP 
  APL 10 
  420 XP 
  APL 12 
  480 XP 
   
  Encounter Ten: Return to Notil 
  Defeat the Talamendes / Galai Iorn: 
  APL 6  
  240 XP 
  APL 8  
  300 XP 
  APL 10 
  360 XP 
  APL 12 
  420 XP 
   
  Encounter Eleven: The Defence of Notil 
  Defeat the Talamendes / Galai Iorn: 
  APL 6  
  240 XP 
  APL 8  
  300 XP 
  APL 10 
  360 XP 
  APL 12 
  420 XP 
   
  Discretionary Roleplaying Bonus 
  APL 6  
  180 XP 
  APL 8  
  225 XP 
  APL 10 
  270 XP 
  APL 12 
  315 XP 
   
  Experience Totals 
  APL 6  
  1,800 XP 
  APL 8  
  2,250 XP 
  APL 10 
  2,700 XP 
  APL 12 
  3,150 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.   
  ONW6-01 Screams of the Damned 
   
  Page 21 
  
   
  Loot = Looted gear from enemy; Coin = Coin, Gems, 
  Jewelry, and other valuables; Magic = Magic Items. 
   
  Encounter 8: The Ebon Coven 
  APL 6: Loot: 0 gp; Coin: 0 gp; Magic: Ghost Net (666 
  gp); wand of cure light wounds (50 charges) (62 gp). 
  APL 8: Loot: 0 gp; Coin: 0 gp; Magic: Circlet of Blasting 
  (Minor) (540 gp); Metemagic Rod, Empower (Lesser) (750 gp). 
  APL 10: Loot: 0 gp; Coin: 0 gp; Magic: Cloves of 
  Dexterity +4 (1333 gp); Amulet of Health + 4 (1333 gp)  
  APL 12: Loot: 0 gp; Coin: 0 gp; Magic: Circlet of 
  blasting (Major) (1980 gp); Cloak of Charisma + 6 (3000 gp)  
   
  Encounter 10: Return to Notil 
  APL 6: Loot: 92 gp; Coin: 0 gp; Magic: elemental gem 
  (earth) (187 gp), bracers of armor +2 (333 gp). 
  APL 8: Loot: 92 gp; Coin: 0 gp; Magic: elemental gem 
  (earth) (187 gp), bracers of armor +2 (333 gp). 
  APL 10: Loot: 13 gp; Coin: 0 gp; Magic: +1 unholy 
  greataxe (3) (4580 gp); cloak of resistance +2 (2) (666 gp). 
  APL 12: Loot: 20 gp; Coin: 0 gp; Magic: +1 unholy 
  greataxe (3) (4580 gp), cloak of resistance +2 (2) (666 gp). 
   
  Encounter 11: The Defence of Notil 
  APL 6: Loot: 92 gp; Coin: 0 gp; Magic: elemental gem 
  (earth) (187 gp); bracers of armor +2 (333 gp). 
  APL 8: Loot: 92 gp; Coin: 0 gp; Magic: elemental gem 
  (earth) (187 gp); bracers of armor +2 (333 gp). 
  APL 10: Loot: 13 gp; Coin: 0 gp; Magic: +1 unholy 
  greataxe (3) (4580 gp); cloak of resistance +2 (2) (666 gp)  
  APL 12: Loot: 20 gp; Coin: 0 gp; Magic: +1 unholy 
  greataxe (3) (4580 gp); cloak of resistance +2 (2) (666 gp) 
   
  Total Possible Treasure 
   
  APL 6: Loot: 184 gp; Coin: 0 gp; Magic: 1768 gp - 
  Total: 1952 gp 
   
  APL 8: Loot: 184 gp; Coin: 0 gp; Magic: 2330 gp - 
  Total: 2514 gp 
   
  APL 10: Loot: 26 gp; Coin: 0 gp; Magic: 13158 gp - 
  Total: 13184 gp 
   
  APL 12: Loot: 40 gp; Coin: 0 gp; Magic: 15472 gp - 
  Total: 15512 gp 
  ITEMS FOR THE ADVENTURE 
  RECORD 
  Death of the Prophet: Any PC’s who are a follower of 
  the Paths of Tarnedas (member of the meta-org at the 
  time this module is played) have witnessed firsthand the 
  fall of their prophet. As such their superiors order them 
  to make themselves present to get a full account of the 
  portentous events. They must spend 1 TU immediately 
  after the adventure. As such they then have access to 
  either the following prestige class (but must still fulfill all 
  pre-requisites) 
   
  Stormcaster (Stormwrack).  
  OR  
   
  Upgrade any 1 bow by +1 up to +5 (player must pay 
  all usual costs). Cross this through when used. 
   
  Blessing of Phaulkon: For the next 10 modules played 
  with this character you gain a +1 divine bonus to attacks 
  with any bow and once per module you may use true strike 
  as a free action when firing a bow. Neither of these 
  blessings work against followers of Phaulkon however 
  and any attack on a Phaulkon render this blessing null 
  and void. 
   
  Favour of Andrui: Andrui is willing to upgrade any 1 
  melee weapon of their choice by +1 up to +5 (player must 
  pay all usual costs) or will upgrade any melee weapon 
  with the skillful (CA) weapon item enhancement at 
  normal cost. Cross this through when used. 
   
  Andrui’s Special Friend: The PC’s must spend 1 
  module without Falinreth but once done he is willing to 
  sell a ring of spell battle (CA) (Frequency Regional) at 
  normal cost.  
   
  A Noniz Hero: The PC gains a +2 to Diplomacy when 
  dealing with Noniz. Additionally the Noniz are willing to 
  provide access to the spell close wounds (SC). The PC must 
  spend 1 TU studying with the Noniz to gain this spell. 
   
  Wanted! Enemy of the Noniz: Wanted! Enemy of the 
  Noniz: Any time a PC meets a Noniz and the Noniz 
  succeeds on a DC [20 – Level of character] Intelligence 
  check to recognize the PC, they refuse to have anything 
  further to do with that PC or any party that chooses to 
  associate with them. 
   
  Item Access 
  APL 6: 
  • 
  Bracers of armor +2 (Adventure; DMG) 
  • 
  Elemental gem (earth) (Adventure; DMG) 
  • 
  Ghost net (Adventure; Libris Mortis) 
  • 
  Wand of Cure Light Wounds 750 gp 
   
  APL 8 (all of APL 6 plus the following): 
  • 
  Bracers of armor +3 (Adventure; DMG) 
  • 
  Circlet of blasting (minor) (Adventure; DMG) 
  • 
  Metamagic rod, empower, lesser (Adventure; DMG) 
  • 
  Vest of resistance + 3 (Adventure; CA) 
   
  APL 10 (all of APLs 6-8 plus the following): 
  • 
  Cloak of charisma +4 (Adventure; DMG) 
  • 
  Cloak of resistance +2 (Adventure; DMG) 
  • 
  Gloves of dexterity +4 (Adventure; DMG) 
  • 
  Amulet of health +4 (Adventure; DMG) 
  • 
  +1 unholy greataxe (Adventure; DMG) 
   
  APL 12 (all of APLs 6-10 plus the following): 
  • 
  Circlet of blasting (major) (Adventure; DMG) 
  • 
  Cloak of charisma +6 (Adventure; DMG) 
  ONW6-01 Screams of the Damned 
   
  Page 22 
  
  APPENDIX 1: ALL APLS
  ENCOUNTER 2: NIGHTWATCH  
   
  Darkweaver: 
  CR 
  10; 
  Medium 
  Aberration 
  (Extraplanar); HD 9d8+9; hp 49; Init +4; Spd 20 ft., 
  climb 20 ft, fly 60ft (perfect).; AC 26 (touch 18, flat-
  footed 22) [+4 Dex, +4 deflection, +8 natural]; Base Atk 
  +6; Grp +9; Atk +10 melee (1d4+3, tentacle rake); Full 
  Atk +10/+10/+10/+10 melee (1d4+3, tentacle rake) and 
  +5 melee (1d6+3 plus 2d4 Strength damage, bite); 
  Space/Reach 5ft./5ft. (10ft. with tentacles); SA 
  Improved grab, shadow strands, spell-like abilities, 
  strength damage; SQ All-around vision, cold resistance 
  10, darkvision 60 ft., DR 5/Magic, fast healing 3, 
  shadow jump, shadowstuff armor, SR16, sunlight 
  vunerabilities, tentacle regeneration; AL NE; SV Fort 
  +4, Ref +7, Will +9; Str 17, Dex 18, Con 12, Int 15, Wis 
  16, Cha 17. 
   
  Skills and Feats: Climb +18, Concentration +7, 
  Hide +21, Listen +10, Move Silently +11, Search +9, 
  Spot +10; Alertness, Combat Reflexes, Power Attack, 
  Weapon Finesse. 
   
  Improved Grab (Ex): If a darkweaver hits an 
  opponent at least one size category smaller than itself 
  with a tentacle rake attack, it deals normal damage and 
  attempts to start a grapple as a free action without 
  provoking an attack of opportunity. If it gets a hold, it 
  automatically hits with its bite, dealing 1d6+3 points of 
  damage and 2d4 points of strength damage. Thereafter, 
  the darkweaver has the option to conduct the grapple 
  normally, or simply use its tentacle to grapple the 
  opponent (-20 penalty on grapple check, but the 
  darkweaver is not considered grappled). In either case, 
  each successful grapple check it makes during a 
  successive rounds automatically does bite damage. 
   
  Shadow Strands (Su): At will, a darkweaver can 
  create an aura of weblike , supernatural, semi-solid 
  shadow that emanates outward from it in a 60ft spread. 
  A darkweaver can see normally through the shadow 
  strands, but other creatures have great difficulty doing 
  so. Each full 5 feet of shadow strands grants one-
  quarter concealment. Thus, a creature in the shadow 
  strands 10 feet away from another creature would have 
  one half concealment, and a creature in the shadow 
  strands 20 feet away would have full concealment. A 
  creature in the shadow strands has no concealment 
  from creatures within 5 feet. Creatures with darkvision 
  suffer these effects, and the shadow strands even baffle 
  blindsight, but true seeing allows a creature to see 
  normally through them. 
   
  Any creature that enters this area can freely move 
  toward the darkweaver, but any attempt to move in any 
  other direction is resisted by the semi-solid shadow 
  strands. A creature attempting to move in such a 
  fashion must make a Strength check or an Escape 
  Artist check; the creature can move away from the 
  darkweaver 5 feet for each 5 full points by which its 
  check exceeds 10. If a creature is adjacent to the 
  darkweaver (within 5ft), it can move freely so long as it 
  remains adjacent to the darkweaver. A creature 
  protected by a freedom of movement spell is immune 
  to the constraining effects of the shadow strands. 
   
  The darkweaver can move about as it wishes and 
  bring the area of shadow strands with it. Creatures are 
  not affected by the darkweavers moving the strands, 
  but the direction toward the darkweaver will likely 
  change. 
   
  Creatures within the strands do not need to guess 
  in which direction the darkweaver lies; it becomes 
  immediately obvious when they try to move away and 
  the shadow strands snarl and twist to block all other 
  routes. When a creature without freedom of movement 
  attempts to move against the strands, the darkweaver is 
  immediately aware of its location even if it cannot see 
  the creature due to invisibility. 
   
   
  Darkweavers are immune to other darkweavers’ 
  shadow strands and can see through them. 
   
  Spell-Like Abilities: 3/day–confusion, darkness, 
  suggestion, tongues, web; 1/day–shadow walk. Caster level 
  13th; Save is DC 13 + spell level. 
   
  Strength Damage (Su): Any creature bitten by a 
  darkweaver takes 2d4 strength damage (or 4d4 points 
  on a critical hit). Darkweavers “eat” by sapping a 
  victims strength. 
   
  All-around Vision (Ex): A darkweaver can see in 
  all directions at once. Because of this, it has a +4 racial 
  bonus on Search and Spot checks, and it cannot be 
  flanked. 
   
  Shadow Jump (Su): A darkweaver can travel 
  between shadows as if by means of a dimension door. 
  The limitation is that the magical transport must begin 
  and end in an area with at least some shadow. The 
  darkweaver can shadow jump up to a total of 320 feet 
  per day; this amount can be split up among many 
  jumps in 10-foot increments. Thus, a darkweaver that 
  jumps 35 feet would use up 40 feet of its shadow jump 
  limit for the day. 
   
  A darkweaver in its shadow strands always has 
  enough shadow to jump from unless a light source as 
  bright as a daylight spell is brought within 5 feet of it. 
   
  Shadowstuff Armor (Su): A darkweaver is 
  shrouded in a semisolid armor of shadowstuff that 
  grants it a +4 deflection bonus to Armor class and a +10 
  circumstance bonus on Hide checks (included in the 
  statistics above). The shadowstuff armor does not 
  provide concealment, nor does it provide the requisite 
  shadows to make a shadow jump.  
   
  Sunlight Vulnerability (Ex): When exposed to 
  sunlight or to a light equivalent to a daylight spell, a 
  darkweaver takes a -2 morale penalty on all attacks, 
  saves, checks and damage rolls. In addition it does not 
  regain hit points from its fast healing ability. 
   
   
  ONW6-01 Screams of the Damned 
   
  Page 23 
  
  A darkweaver’s shadow strands provide the creature 
  with total concealment from light that is outside the 
  shadow strands area. Any magical light source within 
  the shadow strands must be within 5 feet of the 
  darkweaver to affect it, because of the concealment 
  that the shadow strands provide. 
   
  Tentacle Regeneration (Ex): Foes can attack a 
  darkweaver’s 
  tentacles, 
  but 
  only 
  when 
  those 
  appendages are actually holding an opponent. A 
  tentacle has AC27 (touch 19) and can withstand 20 
  points of damage. The loss of a tentacle does not harm 
  the creature (that is, the damage does not apply against 
  its hit point total), and it regrows the limb within a day. 
   
  Possessions: None. 
   
  ENCOUNTER 7: CHIEF MORTIGASUS   
  Flan Rhiad: Male human (Flan) Rgr5; CR 5; Medium 
  Humanoid (human); HD 5d8+10; hp 38 hp; Init +2; 
  Spd 30 ft.; AC 16 (touch 12, flat-footed 10) [+4 armor, 
  +2 Dex]; Base Atk +5; Grp +7; Atk +10 melee (1d6+3/19-
  20, masterwork short sword) or +7 ranged (1d6/3, 
  shortbow); 
  Full 
  Atk 
  +8 
  melee 
  (1d6+3/19-20, 
  masterwork short sword) and +8 melee (1d6+1/19-20, 
  masterwork short sword) or +7 ranged (1d6/x3, 
  shortbow); SA Favoured enemy (humanoid–human: 
  +4, magical beast: +2); AL NG; SV Fort +6, Ref +6, Will 
  +5; Str 16, Dex 14, Con 14, Int 11, Wis 18, Cha 8. 
  Skills and Feats: Climb +7, Handle Animal +4, 
  Heal +8, Hide +7, Jump +7, Move Silently +7, Ride +7, 
  Search +2; Dodge, Endurance, Improved Initiative, 
  Track, Two Weapon Fighting, Weapon Focus (short 
  sword).  
  Spells prepared (1; Base DC = 14 + spell level): 
  1st–longstrider. 
  Possessions: Shortbow, 20 arrows, 2 masterwork 
  short swords, dagger, chain shirt. 
   
  Flan Warrior: Male Human (Flan) Ftr5; CR 5; 
  Medium Humanoid (human); HD 5d10+10; hp 44; Init 
  +4; Spd 30 ft.; AC 20 (touch 14, flat-footed 16) [+5 
  armor, +4 Dex, +1 shield]; Base Atk +5; Grp +7; Atk +7 
  melee (1d8+2/19-20, longsword) or +11 ranged 
  (1d6+5/x3, +1 mighty composite shortbow); Full Atk +7 
  melee (1d8+2/19-20, longsword) or +11 ranged 
  (1d6+5/x3, +1 mighty composite shortbow) or +9/+9 
  ranged (1d6+5/x3, +1 mighty composite shortbow); AL N; 
  SV Fort +6, Ref +5, Will +1; Str 14, Dex 18, Con 14, Int 
  11, Wis 11, Cha 12. 
   
  Skills and Feats: Climb +9, Jump +9, Ride +10; 
  Point Blank Shot, Precise Shot, Rapid Shot, Weapon 
  Focus (shortbow), Weapon Specialization (shortbow).  
  Possessions: Longsword, +1 composite mighty 
  shortbow {+2}, 50 arrows, +1 chain shirt, light steel shield.  
   
  Flan Shaman: Female Human (Flan) Drd5; CR 5; 
  Medium Humanoid (Human); HD 5d8+5; hp 33 hp; 
  Init +6; Spd 30ft.; AC 15 (touch 12, flat-footed 13) [+3 
  armor, +2 Dex]; Base Atk +3; Grp +3; Atk +3 melee 
  (1d8/x3, spear); Full Atk +3 melee (1d8/x3, spear); SQ 
  Resist nature's lure, spontaneous casting (summon 
  natures ally), trackless step, wild empathy, wild shape 
  1/day, woodland stride; AL N; SV Fort +6, Ref +4, Will 
  +9; Str 10, Dex 14, Con 12, Int 12, Wis 18, Cha 10; 
  Skills and Feats: Concentration +9, Handle 
  Animal +8, Heal +14, Knowledge (nature) +13, Spot 
  +12, Survival +16; Improved Initiative, Self-Sufficient, 
  Track.  
  Spells Prepared (5/4/3/2; Base DC = 14 + spell 
  level): 0–create water, cure minor wounds, detect magic, 
  detect poison, purify food and drink; 1st–cure light wounds, 
  entangle, faerie fire, speak with animals; 2nd–barkskin, heat 
  metal, warp wood; 3rd–call lightning, cure moderate wounds. 
  Possessions: Spear, +1 leather armor, healers kit. 
   
   
   
  ONW6-01 Screams of the Damned 
   
  Page 24 
  
  APPENDIX 2: APL 6 
  ENCOUNTER 4: DIFFERENT MARKING 
   
  Undead Flan Hero: Spellstiched gravetouched ghoul 
  Ftr6; CR 8; Medium Undead (augmented humanoid) 
  HD 6d12; hp 47; Init +6; Spd 30 ft.; AC 18 (touch 16, 
  flatfooted 12) [+6 Dex, +2 natural armor]; Base Atk +6; 
  Grp +9; Atk +9 melee (1d4+3, claw); Full Atk +9/+9 
  melee (1d4+3, claw) and +7 melee (1d6+1, bite) or +12 
  ranged (spells); SA Ghoul fever, paralysis, spell-like 
  abilities; SQ Darkvision 60 ft., DR 5/magic or silver, SR 
  12, turn resistance +4, undead traits; AL CE; SV Fort +7, 
  Ref +10, Will +6; Str 16, Dex 22, Con -, Int 13, Wis 15, 
  Cha 14. 
   
  Skills and Feats: Climb +11, Jump +11, Ride +13; 
  Improved Initiative, Multiattack, Point Blank Shot, 
  Precise Shot, Rapid Shot, Weapon Focus (longsword), 
  Weapon Focus (shortbow), Weapon Specialization 
  (longsword), Weapon Specialization (shortbow).  
   
  Spell-like Abilities: 1/day–enervation, orb of fire 
  (DC 16), ray of exhaustion (DC 15), vampiric touch; 
  2/day–chill touch (DC 13), Melf’s acid arrow, ray of 
  enfeeblement, scorching ray; CL 6 
   
  Ghoul Fever (Ex): Disease–bite, DC 15 Fort save, 
  incubation period 1 day, damage 1d3 Con and 1d3 Dex. 
   
  Paralysis (Ex): Victims hit by a gravetouched 
  ghoul’s bite or claw must make a successful DC 15 
  Fortitude save or be paralyzed for 1d4+1 rounds. Elves 
  have immunity to this paralysis. 
   
  Possessions: None. 
   
  ENCOUNTER 6: THE NONIZ BURROW 
  Dreamstealer Spawn Follower of the Voice: Male 
  human dreamstealer spawn Ex-Mnk4; CR 6; Medium 
  Undead (augmented humanoid, incorporeal); HD 
  4d12+3; hp 43; Init +6; Spd 40 ft., fly 60 ft. (good); AC 
  19 (touch 19, flat-footed 15) [+5 deflection, +2 Dex, +2 
  Wis]; Base Atk +3; Grp -; Atk +5 melee touch (1d8 and 
  Wisdom drain, fist); Full Atk +3/+3 incorporeal melee 
  touch (1d8 and Wisdom drain, fists); SA Flurry of 
  blows, ki strike (magic), wail of doom wisdom drain; 
  SQ Darkvision 60 ft., evasion, still mind, +2 turn 
  resistance, undead type, unnatural aura; AL NE; SV 
  Fort +4 Ref +6 Will +6; Str -, Dex 15, Con -, Int 11, Wis 
  15, Cha 20. 
   
  Skills and Feats: Balance +9, Concentration +7, 
  Hide +7, Jump +9, Listen +6, Tumble +11; Combat 
  Reflexes, 
  Dodge, 
  Improved 
  Grapple, 
  Improved 
  Initiative, Toughness. 
   
  Wisdom Drain (Su): Living creatures hit by a 
  dreamstealer spawn's incorporeal touch attack must 
  succeed at a DC 17 Will save or suffer 1d6 points of 
  Wisdom drain. Victims of the ability drain suffer 
  terrible nightmares until they recover the lost Wisdom 
  points. The dreamstealer spawn heals 5 points of 
  damage (10 on a critical hit) whenever it drains 
  Wisdom, gaining any excess as temporary hit points.  
   
  Wail of Doom (Sp): 1/day, the dreamstealer may 
  emit a bloodcurdling scream. All those within a 100 ft. 
  spread must make a DC 20 Will save or suffer 5d4 
  points of damage as well as a -2 morale penalty on 
  saving throws for 4 rounds. Affected creatures flee 
  randomly from the dreamstealer spawn and any other 
  dangers that confront them for the same period, with a 
  50% chance of dropping anything in their hands.  
   
  Unnatural 
  Aura 
  (Su): 
  Both 
  wild 
  and 
  domesticated animals can sense the unnatural presence 
  of a dreamstealer spawn at a distance of 30 ft.. 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.  
   
  Undead Type: A dreamstealer spawn is immune 
  to mind-influencing effects, poison, sleep, paralysis, 
  stunning and disease, death effects, necromantic 
  effects and any effect that requires a Fortitude save 
  unless it also works on objects. It is not subject to 
  critical hits, subdual damage, ability damage, energy 
  drain, or death from massive damage. A dreamstealer 
  spawn cannot be raised, and resurrection works only if 
  it is willing.  
   
   
  Possessions: none 
   
  ENCOUNTER 7: CHIEF MORTIGASUS  
  Dreamstealer Spawn Follower of the Voice: Male 
  human dreamstealer spawn Ex-Mnk4; CR 6; Medium 
  Undead (augmented humanoid, incorporeal); HD 
  4d12+3; hp 43; Init +6; Spd 40 ft., fly 60 ft. (good); AC 
  19 (touch 19, flat-footed 15) [+5 deflection, +2 Dex, +2 
  Wis]; Base Atk +3; Grp -; Atk +5 melee touch (1d8 and 
  Wisdom drain, fist); Full Atk +3/+3 incorporeal melee 
  touch (1d8 and Wisdom drain, fists); SA Flurry of 
  blows, ki strike (magic), wail of doom wisdom drain; 
  SQ Darkvision 60 ft., evasion, still mind, +2 turn 
  resistance, undead type, unnatural aura; AL NE; SV 
  Fort +4 Ref +6 Will +6; Str -, Dex 15, Con -, Int 11, Wis 
  15, Cha 20. 
   
  Skills and Feats: Balance +9, Concentration +7, 
  Hide +7, Jump +9, Listen +6, Tumble +11; Combat 
  Reflexes, 
  Dodge, 
  Improved 
  Grapple, 
  Improved 
  Initiative, Toughness. 
   
  Wisdom Drain (Su): Living creatures hit by a 
  dreamstealer spawn's incorporeal touch attack must 
  succeed at a DC 17 Will save or suffer 1d6 points of 
  Wisdom drain. Victims of the ability drain suffer 
  terrible nightmares until they recover the lost Wisdom 
  points. The dreamstealer spawn heals 5 points of 
  damage (10 on a critical hit) whenever it drains 
  Wisdom, gaining any excess as temporary hit points.  
  ONW6-01 Screams of the Damned 
   
  Page 25 
  
   
  Wail of Doom (Sp): 1/day, the dreamstealer may 
  emit a bloodcurdling scream. All those within a 100 ft. 
  spread must make a DC 20 Will save or suffer 5d4 
  points of damage as well as a -2 morale penalty on 
  saving throws for 4 rounds. Affected creatures flee 
  randomly from the dreamstealer spawn and any other 
  dangers that confront them for the same period, with a 
  50% chance of dropping anything in their hands.  
   
  Unnatural 
  Aura 
  (Su): 
  Both 
  wild 
  and 
  domesticated animals can sense the unnatural presence 
  of a dreamstealer spawn at a distance of 30 ft.. 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.  
   
  Undead Type: A dreamstealer spawn is immune 
  to mind-influencing effects, poison, sleep, paralysis, 
  stunning and disease, death effects, necromantic 
  effects and any effect that requires a Fortitude save 
  unless it also works on objects. It is not subject to 
  critical hits, subdual damage, ability damage, energy 
  drain, or death from massive damage. A dreamstealer 
  spawn cannot be raised, and resurrection works only if 
  it is willing.  
   
   
  Possessions: none 
   
  ENCOUNTER 8: THE EBON COVEN 
   
  Darkweaver: 
  CR 
  10; 
  Medium 
  Aberration 
  (Extraplanar); HD 9d8+9; hp 49; Init +4; Spd 20 ft., 
  climb 20 ft, fly 60ft (perfect).; AC 26 (touch 18, flat-
  footed 22) [+4 Dex, +4 deflection, +8 natural]; Base Atk 
  +6; Grp +9; Atk +10 melee (1d4+3, tentacle rake); Full 
  Atk +10/+10/+10/+10 melee (1d4+3, tentacle rake) and 
  +5 melee (1d6+3 plus 2d4 Strength damage, bite); 
  Space/Reach 5ft./5ft. (10ft. with tentacles); SA 
  Improved grab, shadow strands, spell-like abilities, 
  strength damage; SQ All-around vision, cold resistance 
  10, darkvision 60 ft., DR 5/Magic, fast healing 3, 
  shadow jump, shadowstuff armor, SR16, sunlight 
  vunerabilities, tentacle regeneration; AL NE; SV Fort 
  +4, Ref +7, Will +9; Str 17, Dex 18, Con 12, Int 15, Wis 
  16, Cha 17. 
   
  Skills and Feats: Climb +18, Concentration +7, 
  Hide +21, Listen +10, Move Silently +11, Search +9, 
  Spot +10; Alertness, Combat Reflexes, Power Attack, 
  Weapon Finesse. 
   
  Improved Grab (Ex): If a darkweaver hits an 
  opponent at least one size category smaller than itself 
  with a tentacle rake attack, it deals normal damage and 
  attempts to start a grapple as a free action without 
  provoking an attack of opportunity. If it gets a hold, it 
  automatically hits with its bite, dealing 1d6+3 points of 
  damage and 2d4 points of strength damage. Thereafter, 
  the darkweaver has the option to conduct the grapple 
  normally, or simply use its tentacle to grapple the 
  opponent (-20 penalty on grapple check, but the 
  darkweaver is not considered grappled). In either case, 
  each successful grapple check it makes during a 
  successive rounds automatically does bite damage. 
   
  Shadow Strands (Su): At will, a darkweaver can 
  create an aura of weblike , supernatural, semi-solid 
  shadow that emanates outward from it in a 60ft spread. 
  A darkweaver can see normally through the shadow 
  strands, but other creatures have great difficulty doing 
  so. Each full 5 feet of shadow strands grants one-
  quarter concealment. Thus, a creature in the shadow 
  strands 10 feet away from another creature would have 
  one half concealment, and a creature in the shadow 
  strands 20 feet away would have full concealment. A 
  creature in the shadow strands has no concealment 
  from creatures within 5 feet. Creatures with darkvision 
  suffer these effects, and the shadow strands even baffle 
  blindsight, but true seeing allows a creature to see 
  normally through them. 
   
  Any creature that enters this area can freely move 
  toward the darkweaver, but any attempt to move in any 
  other direction is resisted by the semi-solid shadow 
  strands. A creature attempting to move in such a 
  fashion must make a Strength check or an Escape 
  Artist check; the creature can move away from the 
  darkweaver 5 feet for each 5 full points by which its 
  check exceeds 10. If a creature is adjacent to the 
  darkweaver (within 5ft), it can move freely so long as it 
  remains adjacent to the darkweaver. A creature 
  protected by a freedom of movement spell is immune 
  to the constraining effects of the shadow strands. 
   
  The darkweaver can move about as it wishes and 
  bring the area of shadow strands with it. Creatures are 
  not affected by the darkweavers moving the strands, 
  but the direction toward the darkweaver will likely 
  change. 
   
  Creatures within the strands do not need to guess 
  in which direction the darkweaver lies; it becomes 
  immediately obvious when they try to move away and 
  the shadow strands snarl and twist to block all other 
  routes. When a creature without freedom of movement 
  attempts to move against the strands, the darkweaver is 
  immediately aware of its location even if it cannot see 
  the creature due to invisibility. 
   
   
  Darkweavers are immune to other darkweavers’ 
  shadow strands and can see through them. 
   
  Spell-Like Abilities: 3/day–confusion, darkness, 
  suggestion, tongues, web; 1/day–shadow walk. Caster level 
  13th; Save is DC 13 + spell level. 
   
  Strength Damage (Su): Any creature bitten by a 
  darkweaver takes 2d4 strength damage (or 4d4 points 
  on a critical hit). Darkweavers “eat” by sapping a 
  victims strength. 
   
  All-around Vision (Ex): A darkweaver can see in 
  all directions at once. Because of this, it has a +4 racial 
  bonus on Search and Spot checks, and it cannot be 
  flanked. 
   
  Shadow Jump (Su): A darkweaver can travel 
  between shadows as if by means of a dimension door. 
  The limitation is that the magical transport must begin 
  and end in an area with at least some shadow. The 
  darkweaver can shadow jump up to a total of 320 feet 
  per day; this amount can be split up among many 
  ONW6-01 Screams of the Damned 
   
  Page 26 
  
  jumps in 10-foot increments. Thus, a darkweaver that 
  jumps 35 feet would use up 40 feet of its shadow jump 
  limit for the day. 
   
  A darkweaver in its shadow strands always has 
  enough shadow to jump from unless a light source as 
  bright as a daylight spell is brought within 5 feet of it. 
   
  Shadowstuff Armor (Su): A darkweaver is 
  shrouded in a semisolid armor of shadowstuff that 
  grants it a +4 deflection bonus to Armor class and a +10 
  circumstance bonus on Hide checks (included in the 
  statistics above). The shadowstuff armor does not 
  provide concealment, nor does it provide the requisite 
  shadows to make a shadow jump.  
   
  Sunlight Vulnerability (Ex): When exposed to 
  sunlight or to a light equivalent to a daylight spell, a 
  darkweaver takes a -2 morale penalty on all attacks, 
  saves, checks and damage rolls. In addition it does not 
  regain hit points from its fast healing ability. 
   
  A darkweaver’s shadow strands provide the 
  creature with total concealment from light that is 
  outside the shadow strands area. Any magical light 
  source within the shadow strands must be within 5 feet 
  of the darkweaver to affect it, because of the 
  concealment that the shadow strands provide. 
   
  Tentacle Regeneration (Ex): Foes can attack a 
  darkweaver’s 
  tentacles, 
  but 
  only 
  when 
  those 
  appendages are actually holding an opponent. A 
  tentacle has AC27 (touch 19) and can withstand 20 
  points of damage. The loss of a tentacle does not harm 
  the creature (that is, the damage does not apply against 
  its hit point total), and it regrows the limb within a day. 
   
  Possessions: None. 
    
  Lorryn: Female Half-Orc Sor1: CR 1; Medium 
  Humanoid (orc); HD 1d4+2; hp 6; Init +6; Spd 30 ft.; 
  AC 16 (touch 13, flatfooted 14) [+2 armor, +1 
  deflection, +2 Dex, +1 natural armor]; Base Atk +0; Grp 
  +0; Atk +0 melee (1d4/19-20, dagger) or +2 ranged (1d4, 
  sling); Full Atk +0 melee (1d4/19-20, dagger) or +2 
  ranged (1d4, sling) or +0 melee (1d6, quarterstaff); SA 
  Spells; SQ Darkvision 60ft., spells; AL NE; SV Fort +2, 
  Ref +2, Will +1; Str 10, Dex 14, Con 14, Int 10, Wis 8, 
  Cha 15. 
   
  Skills and Feats: Concentration +6, Spellcraft +4, 
  Improved Initiative. 
   
  Spells Known (5/3; Base DC = 12 + spell level): 0-
  acid splash, dancing lights, detect magic; 1st-chill touch, 
  magic missile. 
   
  Possessions: Amulet of natural armor +1, bracers of 
  armor +2, ring of protection +1. 
   
  ENCOUNTER 10: RETURN TO NOTIL 
   
  Talamendes Berserker: Male human Brb4; CR 4; 
  Medium Humanoid (human); HD 4d12+8; hp 43; Init 
  +1; Spd 40 ft.; AC 14 (touch 11, flat-footed 13) [+3 
  armor, +1 Dex]; Base Atk +4; Grp +8; Atk +10 melee 
  (1d12+6/x3, masterwork greataxe) or +8 melee 
  (1d8+6/x3, longspear) or +5 ranged (1d8/x3, longbow); 
  SQ Rage 2/day, trap sense +1, uncanny dodge; AL CN; 
  SV Fort +6, Ref +2, Will +1; Str 18, Dex 12, Con 14, Int 
  10, Wis 10, Cha 9. 
   
  Skills and Feats: Climb +7, Handle Animal +6, 
  Intimidate +6, Listen +5, Spot +1, Swim +7, Survival +7; 
  Power Attack, Sunder, Weapon Focus (greataxe). 
   
  Possessions: 
  Masterwork 
  greataxe, 
  longspear, 
  longbow, 20 arrows, studded leather armor. 
   
  Talamendes Naobhan: Female human Drd4; CR 4; 
  Medium Humanoid (human); HD 4d8+11; hp 34; Init 
  +1; Spd 30 ft.; AC 13 (touch 11, flat-footed 12) [+2 
  armor, +1 Dex]; Base Atk +3; Grp +5; Atk +6 melee 
  (1d8+3, masterwork shortspear); Full Atk +6 melee 
  (1d8+3, masterwork shortspear); SQ Resist nature’s 
  lure, trackless step, wild empathy, woodland stride; AL 
  CN; SV Fort +6 Ref +2 Will +8; Str 14, Dex 12, Con 14, 
  Int 10, Wis 18, Cha 16. 
   
  Skills and Feats: Concentration +9, Diplomacy +5, 
  Heal +9, Knowledge (nature) +11, Spellcraft +7, 
  Survival 
  +13; 
  Combat 
  Casting, 
  Extend 
  Spell, 
  Toughness. 
   
  Spells Prepared: (5/4/3; base DC = 14 + spell level): 
  0-create water, cure minor wound (2), mending, virtue; 1st-
  calm animals, entangle, faerie fire, obscuring mist; 2nd–
  barkskin, flaming sphere, owl’s wisdom.  
   
  Possessions: Masterwork shortspear, leather armor. 
   
  Talamendes Naobhan: Female human Drd5; CR 5; 
  Medium Humanoid (human); HD 5d8+13; hp 44; Init 
  +1; Spd 30 ft.; AC 13 (touch 11, flat-footed 12) [+2 
  armor, +1 Dex]; Base Atk +3; Grp +5; Atk +6 melee 
  (1d8+3, masterwork shortspear); Full Atk +6 melee 
  (1d8+3, masterwork shortspear); SQ Resist nature’s 
  lure, trackless step, wild empathy, wildshape 1/day 
  woodland stride; AL CN; SV Fort +6 Ref +2 Will +8; Str 
  14, Dex 12, Con 14, Int 10, Wis 19, Cha 16. 
   
  Skills and Feats: Concentration +10, Diplomacy +6, 
  Heal +10, Knowledge (nature) +11, Spellcraft +8, 
  Survival 
  +14; 
  Combat 
  Casting, 
  Extend 
  Spell, 
  Toughness. 
   
  Spells Prepared (5/4/3/2; base DC = 14 + spell level): 
  0-create water, cure minor wounds (2), mending, virtue; 1st-
  calm animals, entangle, faerie fire, obscuring mist; 2nd–
  barkskin, flaming sphere, owl’s wisdom; 3rd–call lightning, 
  contagion. 
   
  Possessions: Masterwork shortspear, leather armor, 
  elemental gem (earth), +2 bracers of armor. 
   
  ENCOUNTER 11: DEFENCE OF NOTIL  
  Talamendes Berserker: Male human Brb4; CR 4; 
  Medium Humanoid (human); HD 4d12+8; hp 43; Init 
  +1; Spd 40 ft.; AC 14 (touch 11, flat-footed 13) [+3 
  armor, +1 Dex]; Base Atk +4; Grp +8; Atk +10 melee 
  (1d12+6/x3, masterwork greataxe) or +8 melee 
  (1d8+6/x3, longspear) or +5 ranged (1d8/x3, longbow); 
  SQ Rage 2/day, trap sense +1, uncanny dodge; AL CN; 
  SV Fort +6, Ref +2, Will +1; Str 18, Dex 12, Con 14, Int 
  10, Wis 10, Cha 9. 
  ONW6-01 Screams of the Damned 
   
  Page 27 
  
   
  Skills and Feats: Climb +7, Handle Animal +6, 
  Intimidate +6, Listen +5, Spot +1, Swim +7, Survival +7; 
  Power Attack, Sunder, Weapon Focus (greataxe). 
   
  Possessions: 
  Masterwork 
  greataxe, 
  longspear, 
  longbow, 20 arrows, studded leather armor. 
   
  Talamendes Naobhan: Female human Drd4; CR 4; 
  Medium Humanoid (human); HD 4d8+11; hp 34; Init 
  +1; Spd 30 ft.; AC 13 (touch 11, flat-footed 12) [+2 
  armor, +1 Dex]; Base Atk +3; Grp +5; Atk +6 melee 
  (1d8+3, masterwork shortspear); Full Atk +6 melee 
  (1d8+3, masterwork shortspear); SQ Resist nature’s 
  lure, trackless step, wild empathy, woodland stride; AL 
  CN; SV Fort +6 Ref +2 Will +8; Str 14, Dex 12, Con 14, 
  Int 10, Wis 18, Cha 16. 
   
  Skills and Feats: Concentration +9, Diplomacy +5, 
  Heal +9, Knowledge (nature) +11, Spellcraft +7, 
  Survival 
  +13; 
  Combat 
  Casting, 
  Extend 
  Spell, 
  Toughness. 
   
  Spells Prepared: (5/4/3; base DC = 14 + spell level): 
  0-create water, cure minor wound (2), mending, virtue; 1st-
  calm animals, entangle, faerie fire, obscuring mist; 2nd–
  barkskin, flaming sphere, owl’s wisdom.  
   
  Possessions: Masterwork shortspear, leather armor. 
   
  Talamendes Naobhan: Female human Drd5; CR 5; 
  Medium Humanoid (human); HD 5d8+13; hp 44; Init 
  +1; Spd 30 ft.; AC 13 (touch 11, flat-footed 12) [+2 
  armor, +1 Dex]; Base Atk +3; Grp +5; Atk +6 melee 
  (1d8+3, masterwork shortspear); Full Atk +6 melee 
  (1d8+3, masterwork shortspear); SQ Resist nature’s 
  lure, trackless step, wild empathy, wildshape 1/day 
  woodland stride; AL CN; SV Fort +6 Ref +2 Will +8; Str 
  14, Dex 12, Con 14, Int 10, Wis 19, Cha 16. 
   
  Skills and Feats: Concentration +10, Diplomacy +6, 
  Heal +10, Knowledge (nature) +11, Spellcraft +8, 
  Survival 
  +14; 
  Combat 
  Casting, 
  Extend 
  Spell, 
  Toughness. 
   
  Spells Prepared (5/4/3/2; base DC = 14 + spell level): 
  0-create water, cure minor wounds (2), mending, virtue; 1st-
  calm animals, entangle, faerie fire, obscuring mist; 2nd–
  barkskin, flaming sphere, owl’s wisdom; 3rd–call lightning, 
  contagion. 
   
  Possessions: Masterwork shortspear, leather armor, 
  elemental gem (earth), +2 bracers of armor. 
  ONW6-01 Screams of the Damned 
   
  Page 28 
  
  APPENDIX 3: APL 8
  ENCOUNTER 4: DIFFERENT MARKING 
   
  Spellstiched Blaspheme: CR 10; Medium Undead; 
  HD 18D12+30; hp 147; Init +1; Spd 40 ft.; AC 20 (touch 
  11, flat-footed 15) [+1 Dex, +9 natural armor]; Base Atk 
  +9; Grp +18; Atk +18 melee (1d8+13 plus blasphemous 
  contact, bite); Full Atk +18 melee (1d8+13 plus 
  blasphemous contact, bite); SA Blasphemous contact, 
  erratic charge, spell-Like abilities; SQ Darkvision 60 ft, 
  DR 5/slashing and magic and silver, inescapable 
  craving, undead traits, SR 10, turn resistance +2; AL 
  NE; SV Fort +8, Ref +9, Will +15; Str 28, Dex 12, Con -, 
  Int 5, Wis 15, Cha 10. 
   
  Skills and Feats: Listen +10, Spot +10, Survival +7; 
  Improved Natural Attack (Bite), Improved Toughness, 
  Toughness (4), Track. 
   
  Spell-like Abilities: 1/day-enervation, orb of fire 
  (DC 14), ray of exhaustion (DC 13), vampiric touch; 
  2/day–chill touch (DC 11), Melf’s acid arrow, ray of 
  enfeeblement, scorching ray. CL 18 . 
   
  Blasphemous Contact (Su): Each time a 
  blaspheme bites a non-evil creature, the creature is 
  dazed for 1 round and takes 1d6 points of strength 
  damage. There is no saving throw against this effect. 
   
  Erratic Charge (Ex): When a blaspheme charges, 
  it can make one turn of up to 90 degrees during its 
  movement. All other restrictions on charges still apply. 
  For instance, it cannot pass through a square that 
  blocks or slows movement, or one that contains a 
  creature. A blaspheme must have line of sight to a 
  targeted opponent at the start of its turn. 
   
  Possessions: None. 
   
  ENCOUNTER 6: THE NONIZ BURROW 
  Spawn Follower of the Voice: Male human 
  dreamstealer spawn Ex-Mnk7; CR 9; Medium 
  Humanoid (augmented human, incorporeal); HD 
  7d12+3; hp 65; Init +7; Spd 50 ft., fly 60 ft. (good); AC 
  23 (touch 23, flat-footed 15) [+5 deflection, +3 Dex, +1 
  monk, +4 Wis]; Base Atk +5; Grp -; Atk +8 melee touch 
  (1d8 and Wisdom drain, fists); Full Atk +8 melee touch 
  (1d8 and Wisdom drain, fists) or +7/+7 melee touch 
  (1d8 and Wisdom drain, fists); SA Flurry of blows, ki 
  strike (magic), wail of doom, wisdom drain; SQ 
  Darkvision 60 ft., evasion, still mind, wholeness of 
  body, undead traits, +2 turn resistance, unnatural aura; 
  AL NE; SV Fort +5 Ref +8 Will +11; Str -, Dex 16, Con -, 
  Int 11, Wis 18, Cha 21. 
   
  Skills and Feats: Balance +15, Climb +10, Escape 
  Artist +13, Listen +14, Tumble +13; Combat Reflexes, 
  Dodge, Improved Grapple, Improved Initiative, 
  Improved Trip, Iron Will, Toughness. 
   
  Wisdom Drain (Su): Living creatures hit by a 
  dreamstealer spawn's incorporeal touch attack must 
  succeed at a DC 18 Will save or suffer 1d6 points of 
  Wisdom drain. Victims of the ability drain suffer 
  terrible nightmares until they recover the lost Wisdom 
  points. The dreamstealer spawn heals 5 points of 
  damage (10 on a critical hit) whenever it drains 
  Wisdom, gaining any excess as temporary hit points.  
   
  Wail of Doom (Sp): Once per day, the 
  dreamstealer may emit a bloodcurdling scream. All 
  those within a 100 ft. spread must make a DC 20 Will 
  save or suffer 7d4 points of damage as well as a -2 
  morale penalty on saving throws for 7 rounds. Affected 
  creatures flee randomly from the dreamstealer spawn 
  and any other dangers that confront them for the same 
  period, with a 50% chance of dropping anything in 
  their hands.  
   
  Unnatural 
  Aura 
  (Su): 
  Both 
  wild 
  and 
  domesticated animals can sense the unnatural presence 
  of a dreamstealer spawn 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.  
   
  Undead Traits: A dreamstealer spawn is immune 
  to mind-influencing effects, poison, sleep, paralysis, 
  stunning and disease, death effects, necromantic 
  effects and any effect that requires a Fortitude save 
  unless it also works on objects. It is not subject to 
  critical hits, subdual damage, ability damage, energy 
  drain, or death from massive damage. A dreamstealer 
  spawn cannot be raised, and resurrection works only if 
  it is willing.  
   
  Possessions: none. 
   
  ENCOUNTER 7: CHIEF MORTIGASUS 
  Spawn Follower of the Voice: Male human 
  dreamstealer spawn Ex-Mnk7; CR 9; Medium 
  Humanoid (augmented human, incorporeal); HD 
  7d12+3; hp 65; Init +7; Spd 50 ft., fly 60 ft. (good); AC 
  23 (touch 23, flat-footed 15) [+5 deflection, +3 Dex, +1 
  monk, +4 Wis]; Base Atk +5; Grp -; Atk +8 melee touch 
  (1d8 and Wisdom drain, fists); Full Atk +8 melee touch 
  (1d8 and Wisdom drain, fists) or +7/+7 melee touch 
  (1d8 and Wisdom drain, fists); SA Flurry of blows, ki 
  strike (magic), wail of doom, wisdom drain; SQ 
  Darkvision 60 ft., evasion, still mind, wholeness of 
  body, undead traits, +2 turn resistance, unnatural aura; 
  AL NE; SV Fort +5 Ref +8 Will +11; Str -, Dex 16, Con -, 
  Int 11, Wis 18, Cha 21. 
   
  Skills and Feats: Balance +15, Climb +10, Escape 
  Artist +13, Listen +14, Tumble +13; Combat Reflexes, 
  Dodge, Improved Grapple, Improved Initiative, 
  Improved Trip, Iron Will, Toughness. 
   
  Wisdom Drain (Su): Living creatures hit by a 
  dreamstealer spawn's incorporeal touch attack must 
  succeed at a DC 18 Will save or suffer 1d6 points of 
  Wisdom drain. Victims of the ability drain suffer 
  terrible nightmares until they recover the lost Wisdom 
  points. The dreamstealer spawn heals 5 points of 
  damage (10 on a critical hit) whenever it drains 
  Wisdom, gaining any excess as temporary hit points.  
   
   
  ONW6-01 Screams of the Damned 
   
  Page 29 
  
  Wail of Doom (Sp): Once per day, the dreamstealer 
  may emit a bloodcurdling scream. All those within a 
  100 ft. spread must make a DC 20 Will save or suffer 
  7d4 points of damage as well as a -2 morale penalty on 
  saving throws for 7 rounds. Affected creatures flee 
  randomly from the dreamstealer spawn and any other 
  dangers that confront them for the same period, with a 
  50% chance of dropping anything in their hands.  
   
  Unnatural 
  Aura 
  (Su): 
  Both 
  wild 
  and 
  domesticated animals can sense the unnatural presence 
  of a dreamstealer spawn 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.  
   
  Undead Traits: A dreamstealer spawn is immune 
  to mind-influencing effects, poison, sleep, paralysis, 
  stunning and disease, death effects, necromantic 
  effects and any effect that requires a Fortitude save 
  unless it also works on objects. It is not subject to 
  critical hits, subdual damage, ability damage, energy 
  drain, or death from massive damage. A dreamstealer 
  spawn cannot be raised, and resurrection works only if 
  it is willing.  
   
  Possessions: none. 
   
  ENCOUNTER 8: THE EBON COVEN 
   
  Darkweaver, advanced 11 HD: CR9; Medium 
  Aberration (Extraplanar); HD 11d8+11; hp 60; Init +4; 
  Spd 20ft., Climb 20ft, fly 60ft (perfect).; AC 26 (touch 
  18, flat-footed 22) [+4 deflection, +4 Dex, +8 natural]; 
  Base Atk +8; Grp +11; Atk +12 melee (1d4+3, tentacle 
  rake); Full Atk +12/+12/+12/+12 melee (1d4+3, 
  tentacle rake) and +7 melee (1d6+3 plus Strength 
  damage, bite). Space/Reach 5ft./5ft. (10ft. with 
  tentacles); SA Improved Grab, shadow strands, spell-
  like abilities, strength damage; SQ All-around vision, 
  cold resistance 10, darkvision 60ft, DR 5/Magic, fast 
  healing 3, shadow jump, shadowstuff armor, SR16, 
  sunlight vunerabilities, tentacle regeneration; AL NE; 
  SV Fort +4, Ref +7, Will +10; Str 17, Dex 18, Con 12, Int 
  15, Wis 16, Cha 17. 
   
  Skills and Feats: Climb +20, Concentration +7, Hide 
  +23, Listen +10, Move Silently +13, Search +11, Spot 
  +10; Alertness, Combat Reflexes, Power Attack, 
  Weapon Finesse. 
   
  Improved Grab (Ex): If a darkweaver hits an 
  opponent at least one size category smaller than itself 
  with a tentacle rake attack, it deals normal damage and 
  attempts to start a grapple as a free action without 
  provoking an attack of opportunity. If it gets a hold, it 
  automatically hits with its bite, dealing 1d6+3 points of 
  damage and 2d4 points of strength damage. Thereafter, 
  the darkweaver has the option to conduct the grapple 
  normally, or simply use its tentacle to grapple the 
  opponent (-20 penalty on grapple check, but the 
  darkweaver is not considered grappled). In either case, 
  each successful grapple check it makes during a 
  successive rounds automatically does bite damage. 
   
  Shadow Strands (Su): At will, a darkweaver can 
  create an aura of weblike, supernatural, semi-solid 
  shadow that emanates outward from it in a 60ft spread. 
  A darkweaver can see normally through the shadow 
  strands, but other creatures have great difficulty doing 
  so. Each full 5 feet of shadow strands grants one-
  quarter concealment. Thus, a creature in the shadow 
  strands 10 feet away from another creature would have 
  one half concealment, and a creature in the shadow 
  strands 20 feet away would have full concealment. A 
  creature in the shadow strands has no concealment 
  from creatures within 5 feet. Creatures with darkvision 
  suffer these effects, and the shadow strands even baffle 
  blindsight, but true seeing allows a creature to see 
  normally through them. 
   
  Any creature that enters this area can freely move 
  toward the darkweaver, but any attempt to move in any 
  other direction is resisted by the semi-solid shadow 
  strands. A creature attempting to move in such a 
  fashion must make a DC 20 Strength check or a DC 25 
  Escape Artist check; the creature can move away from 
  the darkweaver 5 feet for each 5 full points by which its 
  check exceeds 10. If a creature is adjacent to the 
  darkweaver (within 5ft.), it can move freely so long as it 
  remains adjacent to the darkweaver. A creature 
  protected by a freedom of movement spell is immune 
  to the constraining effects of the shadow strands. 
   
  The darkweaver can move about as it wishes and 
  bring the area of shadow strands with it. Creatures are 
  not affected by the darkweavers moving the strands, 
  but the direction toward the darkweaver will likely 
  change. 
   
  Creatures within the strands do not need to guess 
  in which direction the darkweaver lies; it becomes 
  immediately obvious when they try to move away and 
  the shadow strands snarl and twist to block all other 
  routes. When a creature without freedom of movement 
  attempts to move against the strands, the darkweaver is 
  immediately aware of its location even if it cannot see 
  the creature due to invisibility. 
   
  Darkweavers are immune to other darkweavers’ 
  shadow strands and can see through them. 
   
  Spell-Like Abilities: 3/day-confusion, darkness, 
  suggestion, tongues, web; 1/day- shadow walk. Caster level 
  13th; Save is DC13+spell level. 
   
  Strength Damage (Su): Any creature bitten by a 
  darkweaver takes 2d4 strength damage (or 4d4 points 
  on a critical hit). Darkweavers “eat” by sapping a 
  victims strength. 
   
  All-around Vision (Ex): A darkweaver can see in 
  all directions at once. Because of this, it has a +4 racial 
  bonus on Search and Spot checks, and it cannot be 
  flanked. 
   
  Shadow Jump (Su): A darkweaver can travel 
  between shadows as if by means of a dimension door. 
  The limitation is that the magical transport must begin 
  and end in an area with at least some shadow. The 
  darkweaver can shadow jump up to a total of 320 feet 
  per day; this amount can be split up among many 
  ONW6-01 Screams of the Damned 
   
  Page 30 
  
  jumps in 10-foot increments. Thus, a darkweaver that 
  jumps 35 feet would use up 40 feet of its shadow jump 
  limit for the day. 
   
  A darkweaver in its shadow strands always has 
  enough shadow to jump from unless a light source as 
  bright as a daylight spell is brought within 5 feet of it. 
   
  Shadowstuff Armor (Su): A darkweaver is 
  shrouded in a semisolid armor of shadowstuff that 
  grants it a +4 deflection bonus to Armor class and a +10 
  circumstance bonus on Hide checks (included in the 
  statistics above). The shadowstuff armor does not 
  provide concealment, nor does it provide the requisite 
  shadows to make a shadow jump. The armor disappears 
  in an antimagic field, but it returns as soon as the 
  darkweaver is out of the field. 
   
  Sunlight Vulnerability (Ex): When exposed to 
  sunlight or to a light equivalent to a daylight spell, a 
  darkweaver takes a -2 morale penalty on all attacks, 
  saves, checks and damage rolls. In addition it does not 
  regain hit points from its fast healing ability. 
   
  A darkweaver’s shadow strands provide the 
  creature with total concealment from light that is 
  outside the shadow strands area. Any magical light 
  source within the shadow strands must be within 5 feet 
  of the darkweaver to affect it, because of the 
  concealment that the shadow strands provide. 
   
  Tentacle Regeneration (Ex): Foes can attack a 
  darkweaver’s 
  tentacles, 
  but 
  only 
  when 
  those 
  appendages are actually holding an opponent. A 
  tentacle has AC27 (touch 19) and can withstand 20 
  points of damage. The loss of a tentacle does not harm 
  the creature (that is, the damage does not apply against 
  its hit point total), and it regrows the limb within a day. 
   
  Possessions: none. 
   
  Lorryn: Female Half-Orc Sor10; CR 10; Medium 
  Humanoid (orc); HD 10d4+20; hp 51; Init +6; Spd 30 
  ft.; AC 18 (touch 14, flatfooted 16) [+3 armor, +2 
  deflection, +2 Dex, +1 natural]; Base Atk +5; Grp +5; 
  Atk +5 melee (1d4/19-20, dagger); Full Atk +5 melee 
  (1d4/19-20, dagger) or +7 ranged (1d4, sling) or +5 
  melee (1d6, quarterstaff); SA Spells; SQ Darkvision 
  60ft., Spells; AL NE; SV Fort +8, Ref +8, Will +9; Str 10, 
  Dex 14, Con 14, Int 10, Wis 8, Cha 18. 
   
  Skills and Feats: Concentration +15, Spellcraft +13, 
  Empower Spell, Improved Initiative, Improved 
  Unarmed Strike, Deflect Arrows 
   
  Sorcerer Spells Known (6/7/7/7/6/3; base DC = 14 + 
  spell level): 0-acid splash, dancing lights, daze, detect magic, 
  flare, mage hand, message, ray of frost, touch of fatigue; 1st-
  chill touch, colour spray, magic missile, ray of enfeeblement, 
  grease; 2nd-blindness/deafness, invisibility, scorching ray; 
  3rd–dispel magic, fireball, hold person; 4th–dimension door, 
  phantasmal killer; 5th-dominate person. 
   
  Possessions: Amulet of natural armor +1, bracers of 
  armor +3, cloak of charisma +2, ring of protection +2, vest of 
  resistance +3. 
  ENCOUNTER 10: RETURN TO NOTIL 
   
  Talamendes Berserker: Male human Brb4; CR 4; 
  Medium Humanoid (human); HD 4d12+8; hp 43; Init 
  +1; Spd 40 ft.; AC 14 (touch 11, flat-footed 13) [+3 
  armor, +1 Dex]; Base Atk +4; Grp +8; Atk +10 melee 
  (1d12+6/x3, masterwork greataxe) or +8 melee 
  (1d8+6/x3, longspear) or +5 ranged (1d8/x3, longbow); 
  SQ Rage 2/day, trap sense +1, uncanny dodge; AL CN; 
  SV Fort +6, Ref +2, Will +1; Str 18, Dex 12, Con 14, Int 
  10, Wis 10, Cha 9. 
   
  Skills and Feats: Climb +7, Handle Animal +6, 
  Intimidate +6, Listen +5, Spot +1, Swim +7, Survival +7; 
  Power Attack, Sunder, Weapon Focus (greataxe). 
   
  Possessions: 
  Masterwork 
  greataxe, 
  longspear, 
  longbow, 20 arrows, studded leather armor. 
   
  Talamendes Naobhan: Female human Drd7; CR 7; 
  Medium Humanoid (human); HD 7d8+17; hp 64; Init 
  +1; Spd 30 ft.; AC 13 (touch 11, flat-footed 12) [+2 
  armor, +1 Dex]; Base Atk +5; Grp +7; Atk +8 melee 
  (1d6+3, masterwork shortspear); Full Atk +8 melee 
  (1d6+3, masterwork shortspear); SA Spells; SQ wild 
  empathy, woodland stride, trackless step, resist nature’s 
  lure, wildshape 3/day; AL CN; SV Fort +7 Ref +3 Will 
  +9; Str 14, Dex 12, Con 14, Int 10, Wis 19, Cha 16. 
   
  Skills and Feats: Concentration +12, Diplomacy +8, 
  Heal +10, Knowledge (nature) +14, Spellcraft +9, 
  Survival +14; Combat Casting, Extend Spell, Quicken 
  Spell, Toughness. 
   
  Spells Prepared (6/5/4/3/2; base DC = 14 + spell 
  level): 0-create water, cure minor wounds (2), light, 
  mending, resistance, virtue; 1st-calm animals, entangle, faerie 
  fire, obscuring mist, pass without trace; 2nd–barkskin, 
  flaming sphere, heat metal, owl’s wisdom; 3rd–call lightning, 
  contagion, magic fang greater; 4th–flame strike, ice storm. 
   
  Possessions: Masterwork shortspear, leather armor, 
  bracers of armor +2. 
   
  Talamendes Naobhan: Female human Drd4; CR 4; 
  Medium Humanoid (human); HD 4d8+11; hp 34; Init 
  +1; Spd 30 ft.; AC 13 (touch 11, flat-footed 12) [+2 
  armor, +1 Dex]; Base Atk +3; Grp +5; Atk +6 melee 
  (1d8+3, masterwork shortspear); Full Atk +6 melee 
  (1d8+3, masterwork shortspear); SQ Resist nature’s 
  lure, trackless step, wild empathy, woodland stride; AL 
  CN; SV Fort +6 Ref +2 Will +8; Str 14, Dex 12, Con 14, 
  Int 10, Wis 18, Cha 16. 
   
  Skills and Feats: Concentration +9, Diplomacy +5, 
  Heal +9, Knowledge (nature) +11, Spellcraft +7, 
  Survival 
  +13; 
  Combat 
  Casting, 
  Extend 
  Spell, 
  Toughness. 
   
  Spells Prepared: (5/4/3; base DC = 14 + spell level): 
  0-create water, cure minor wound (2), mending, virtue; 1st-
  calm animals, entangle, faerie fire, obscuring mist; 2nd–
  barkskin, flaming sphere, owl’s wisdom.  
   
  Possessions: Masterwork shortspear, leather armor. 
   
  ONW6-01 Screams of the Damned 
   
  Page 31 
  
  ENCOUNTER 11: DEFENCE OF NOTIL  
  Talamendes Berserker: Male human Brb4; CR 4; 
  Medium Humanoid (human); HD 4d12+8; hp 43; Init 
  +1; Spd 40 ft.; AC 14 (touch 11, flat-footed 13) [+3 
  armor, +1 Dex]; Base Atk +4; Grp +8; Atk +10 melee 
  (1d12+6/x3, masterwork greataxe) or +8 melee 
  (1d8+6/x3, longspear) or +5 ranged (1d8/x3, longbow); 
  SQ Rage 2/day, trap sense +1, uncanny dodge; AL CN; 
  SV Fort +6, Ref +2, Will +1; Str 18, Dex 12, Con 14, Int 
  10, Wis 10, Cha 9. 
   
  Skills and Feats: Climb +7, Handle Animal +6, 
  Intimidate +6, Listen +5, Spot +1, Swim +7, Survival +7; 
  Power Attack, Sunder, Weapon Focus (greataxe). 
   
  Possessions: 
  Masterwork 
  greataxe, 
  longspear, 
  longbow, 20 arrows, studded leather armor. 
   
  Talamendes Naobhan: Female human Drd7; CR 7; 
  Medium Humanoid (human); HD 7d8+17; hp 64; Init 
  +1; Spd 30 ft.; AC 13 (touch 11, flat-footed 12) [+2 
  armor, +1 Dex]; Base Atk +5; Grp +7; Atk +8 melee 
  (1d6+3, masterwork shortspear); Full Atk +8 melee 
  (1d6+3, masterwork shortspear); SA Spells; SQ wild 
  empathy, woodland stride, trackless step, resist nature’s 
  lure, wildshape 3/day; AL CN; SV Fort +7 Ref +3 Will 
  +9; Str 14, Dex 12, Con 14, Int 10, Wis 19, Cha 16. 
   
  Skills and Feats: Concentration +12, Diplomacy +8, 
  Heal +10, Knowledge (nature) +14, Spellcraft +9, 
  Survival +14; Combat Casting, Extend Spell, Quicken 
  Spell, Toughness. 
   
  Spells Prepared (6/5/4/3/2; base DC = 14 + spell 
  level): 0-create water, cure minor wounds (2), light, 
  mending, resistance, virtue; 1st-calm animals, entangle, faerie 
  fire, obscuring mist, pass without trace; 2nd–barkskin, 
  flaming sphere, heat metal, owl’s wisdom; 3rd–call lightning, 
  contagion, magic fang greater; 4th–flame strike, ice storm. 
   
  Possessions: Masterwork shortspear, leather armor, 
  bracers of armor +2. 
   
  Talamendes Naobhan: Female human Drd4; CR 4; 
  Medium Humanoid (human); HD 4d8+11; hp 34; Init 
  +1; Spd 30 ft.; AC 13 (touch 11, flat-footed 12) [+2 
  armor, +1 Dex]; Base Atk +3; Grp +5; Atk +6 melee 
  (1d8+3, masterwork shortspear); Full Atk +6 melee 
  (1d8+3, masterwork shortspear); SQ Resist nature’s 
  lure, trackless step, wild empathy, woodland stride; AL 
  CN; SV Fort +6 Ref +2 Will +8; Str 14, Dex 12, Con 14, 
  Int 10, Wis 18, Cha 16. 
   
  Skills and Feats: Concentration +9, Diplomacy +5, 
  Heal +9, Knowledge (nature) +11, Spellcraft +7, 
  Survival 
  +13; 
  Combat 
  Casting, 
  Extend 
  Spell, 
  Toughness. 
   
  Spells Prepared: (5/4/3; base DC = 14 + spell level): 
  0-create water, cure minor wound (2), mending, virtue; 1st-
  calm animals, entangle, faerie fire, obscuring mist; 2nd–
  barkskin, flaming sphere, owl’s wisdom.  
   
  Possessions: Masterwork shortspear, leather armor. 
   
  ONW6-01 Screams of the Damned 
   
  Page 32 
  
  APPENDIX 4: APL 10 
  ENCOUNTER 4: DIFFERENT MARKING 
   
  Spellstiched Blaspheme, advanced 26 HD: Medium 
  Undead; CR 12; HD 26d12+44; hp 201; Init +1; Spd 40 
  ft.; AC 21(touch 12, flat-footed 15) [+2 Dex, +9 natural]; 
  Base Atk +13; Grp +22; Atk +22 melee (1d8+13 plus 
  blasphemous contact, bite); Full Atk +22 melee (1d8+13 
  plus blasphemous contact, bite); SA Blasphemous 
  contact, erratic charge, spell-Like abilities; SQ 
  Darkvision 60 ft., DR 5/slashing and magic and silver, 
  inescapable craving, undead traits, SR 10, turn 
  resistance +2; AL NE; SV Fort +10, Ref +12, Will +19; 
  Str 28, Dex 14, Con -, Int 5, Wis 15, Cha 10. 
   
  Skills and Feats: Listen +14, Spot +14, Survival +7, 
  Improved Natural Attack (Bite), Improved Toughness, 
  Toughness (6), Track. 
   
  Spell-like Abilities: 1/day-enervation, orb of fire 
  (DC 14), ray of exhaustion (DC 13), vampiric touch; 
  2/day–chill touch (DC 11), Melf’s acid arrow, ray of 
  enfeeblement, scorching ray. CL20. 
   
  Blasphemous Contact (Su): Each time a 
  blaspheme bites a nonevil creature, the creature is 
  dazed for 1 round and takes 1d6 points of strength 
  damage. There is no saving throw against this effect. 
   
  Erratic Charge (Ex): When a blaspheme charges, 
  it can make one turn of up to 90 degrees during its 
  movement. All other restrictions on charges still apply. 
  For instance, it cannot pass through a square that 
  blocks or slows movement, or one that contains a 
  creature. A blaspheme must have line of sight to a 
  targeted opponent at the start of its turn. 
   
  Possessions: none. 
   
  ENCOUNTER 6: THE NONIZ BURROW 
  Spawn Follower of the Voice: Male human 
  dreamstealer spawn Ex-Mnk7; CR 9; Medium 
  Humanoid (augmented human, incorporeal); HD 
  7d12+3; hp 65; Init +7; Spd 50 ft., fly 60 ft. (good); AC 
  23 (touch 23, flat-footed 15) [+5 deflection, +3 Dex, +1 
  monk, +4 Wis]; Base Atk +5; Grp -; Atk +8 melee touch 
  (1d8 and Wisdom drain, fists); Full Atk +8 melee touch 
  (1d8 and Wisdom drain, fists) or +7/+7 melee touch 
  (1d8 and Wisdom drain, fists); SA Flurry of blows, ki 
  strike (magic), wail of doom, wisdom drain; SQ 
  Darkvision 60 ft., evasion, still mind, wholeness of 
  body, undead traits, +2 turn resistance, unnatural aura; 
  AL NE; SV Fort +5 Ref +8 Will +11; Str -, Dex 16, Con -, 
  Int 11, Wis 18, Cha 21. 
   
  Skills and Feats: Balance +15, Climb +10, Escape 
  Artist +13, Listen +14, Tumble +13; Combat Reflexes, 
  Dodge, Improved Grapple, Improved Initiative, 
  Improved Trip, Iron Will, Toughness. 
   
  Wisdom Drain (Su): Living creatures hit by a 
  dreamstealer spawn's incorporeal touch attack must 
  succeed at a DC 18 Will save or suffer 1d6 points of 
  Wisdom drain. Victims of the ability drain suffer 
  terrible nightmares until they recover the lost Wisdom 
  points. The dreamstealer spawn heals 5 points of 
  damage (10 on a critical hit) whenever it drains 
  Wisdom, gaining any excess as temporary hit points.  
   
  Wail of Doom (Sp): Once per day, the 
  dreamstealer may emit a bloodcurdling scream. All 
  those within a 100 ft. spread must make a DC 20 Will 
  save or suffer 7d4 points of damage as well as a -2 
  morale penalty on saving throws for 7 rounds. Affected 
  creatures flee randomly from the dreamstealer spawn 
  and any other dangers that confront them for the same 
  period, with a 50% chance of dropping anything in 
  their hands.  
   
  Unnatural 
  Aura 
  (Su): 
  Both 
  wild 
  and 
  domesticated animals can sense the unnatural presence 
  of a dreamstealer spawn 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.  
   
  Undead Traits: A dreamstealer spawn is immune 
  to mind-influencing effects, poison, sleep, paralysis, 
  stunning and disease, death effects, necromantic 
  effects and any effect that requires a Fortitude save 
  unless it also works on objects. It is not subject to 
  critical hits, subdual damage, ability damage, energy 
  drain, or death from massive damage. A dreamstealer 
  spawn cannot be raised, and resurrection works only if 
  it is willing.  
   
  Possessions: none. 
    
  Mind Killer: CR10; Medium Undead (incorporeal); 
  HD 8d12; hp 61; Init +6; Spd 60ft. Fly (Good); AC 17 
  (touch 17, flat-footed 15) [+5 deflection, +2 Dex]; Base 
  Atk +6; Grp -; Atk +8 melee touch (1d4 plus Wisdom 
  drain, tentacle); Full Atk +8/+8/+8/+8 melee touch 
  (1d4 plus Wisdom drain, tentacle); SA mind blast, 
  psionics, wail of doom, Wisdom drain; SQ Incorporeal 
  traits, SR25, telepathy 100ft., +2 turn resistance, 
  undead traits, unnatural aura; SV Fort +2, Ref 4, Will, 
  +9; Str -, Dex 14, Con -, Int 19, Wis 17, Cha 21. 
   
  Skills and Feats: Concentration +10, Hide +10, 
  Intimidate +11, Knowledge (Arcana) +12, Listen +11, 
  Move Silently +10, Sense Motive +7, Spot +11; Combat 
  Castling, Improved Initiative, Weapon Finesse. 
   
  Mind Blast (Sp): This psionic attack is a cone 60ft 
  long. Anyone caught in this cone must succeed on a 
  DC 19 Will save or be stunned for 3d4 rounds. Mind 
  Killers often hunt using this power and then drag off 
  one or two of their stunned victims to feed upon. The 
  save DC is charisma based. This ability is equivalent of 
  a 4th lvl spell. 
   
  Psionics (Sp): At will–charm monster (DC19), 
  detect thoughts (DC17), levitate, plane shift (DC 20), 
  suggestion (DC18). Effective caster level is 8th. 
  ONW6-01 Screams of the Damned 
   
  Page 33 
  
   
  Wail of Doom (Sp): 1/day, the Mind Killer may 
  emit a bloodcurdling scream. All those within a 100 ft. 
  spread must make a DC 19 Will save or suffer 8d4 
  points of damage. Affected creatures also suffer a -2 
  morale penalty on saving throws for 8 rounds as well as 
  fleeing randomly from the Mind Killer and any other 
  dangers that confront them for the same period, with a 
  50% chance of dropping anything in their hands. 
   
  Wisdom Drain (Su): Living creatures hit by a 
  Mind Killers incorporeal touch attack must succeed at 
  a DC 19 Will save or suffer 1d6 points of Wisdom 
  drain. Victims of the ability drain suffer terrible 
  nightmares until they recover the lost Wisdom points. 
  The mind killer heals 5 points of damage (10 on a 
  critical hit) whenever it drains Wisdom, gaining any 
  excess as temporary hit points. 
   
  Unnatural 
  Aura 
  (Su): 
  Both 
  wild 
  and 
  domesticated animals can sense the unnatural presence 
  of a Mind Killer 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.  
   
  Undead Traits: A mind killer is immune to mind-
  influencing effects, poison, sleep, paralysis, stunning 
  and disease, death effects, necromantic effects and any 
  effect that requires a Fortitude save unless it also works 
  on objects. It is not subject to critical hits, subdual 
  damage, ability damage, energy drain, or death from 
  massive damage. It cannot be raised, and resurrection 
  works only if it is willing. 
   
  Possessions: None. 
   
  ENCOUNTER 7: CHIEF MORTIGASUS  
  Spawn Follower of the Voice: Male human 
  dreamstealer spawn Ex-Mnk7; CR 9; Medium 
  Humanoid (augmented human, incorporeal); HD 
  7d12+3; hp 65; Init +7; Spd 50 ft., fly 60 ft. (good); AC 
  23 (touch 23, flat-footed 15) [+5 deflection, +3 Dex, +1 
  monk, +4 Wis]; Base Atk +5; Grp -; Atk +8 melee touch 
  (1d8 and Wisdom drain, fists); Full Atk +8 melee touch 
  (1d8 and Wisdom drain, fists) or +7/+7 melee touch 
  (1d8 and Wisdom drain, fists); SA Flurry of blows, ki 
  strike (magic), wail of doom, wisdom drain; SQ 
  Darkvision 60 ft., evasion, still mind, wholeness of 
  body, undead traits, +2 turn resistance, unnatural aura; 
  AL NE; SV Fort +5 Ref +8 Will +11; Str -, Dex 16, Con -, 
  Int 11, Wis 18, Cha 21. 
   
  Skills and Feats: Balance +15, Climb +10, Escape 
  Artist +13, Listen +14, Tumble +13; Combat Reflexes, 
  Dodge, Improved Grapple, Improved Initiative, 
  Improved Trip, Iron Will, Toughness. 
   
  Wisdom Drain (Su): Living creatures hit by a 
  dreamstealer spawn's incorporeal touch attack must 
  succeed at a DC 18 Will save or suffer 1d6 points of 
  Wisdom drain. Victims of the ability drain suffer 
  terrible nightmares until they recover the lost Wisdom 
  points. The dreamstealer spawn heals 5 points of 
  damage (10 on a critical hit) whenever it drains 
  Wisdom, gaining any excess as temporary hit points.  
   
  Wail of Doom (Sp): Once per day, the 
  dreamstealer may emit a bloodcurdling scream. All 
  those within a 100 ft. spread must make a DC 20 Will 
  save or suffer 7d4 points of damage as well as a -2 
  morale penalty on saving throws for 7 rounds. Affected 
  creatures flee randomly from the dreamstealer spawn 
  and any other dangers that confront them for the same 
  period, with a 50% chance of dropping anything in 
  their hands.  
   
  Unnatural 
  Aura 
  (Su): 
  Both 
  wild 
  and 
  domesticated animals can sense the unnatural presence 
  of a dreamstealer spawn 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.  
   
  Undead Traits: A dreamstealer spawn is immune 
  to mind-influencing effects, poison, sleep, paralysis, 
  stunning and disease, death effects, necromantic 
  effects and any effect that requires a Fortitude save 
  unless it also works on objects. It is not subject to 
  critical hits, subdual damage, ability damage, energy 
  drain, or death from massive damage. A dreamstealer 
  spawn cannot be raised, and resurrection works only if 
  it is willing.  
   
  Possessions: none. 
    
  Mind Killer: CR10; Medium Undead (incorporeal); 
  HD 8d12; hp 61; Init +6; Spd 60ft. Fly (Good); AC 17 
  (touch 17, flat-footed 15) [+5 deflection, +2 Dex]; Base 
  Atk +6; Grp -; Atk +8 melee touch (1d4 plus Wisdom 
  drain, tentacle); Full Atk +8/+8/+8/+8 melee touch 
  (1d4 plus Wisdom drain, tentacle); SA mind blast, 
  psionics, wail of doom, Wisdom drain; SQ Incorporeal 
  traits, SR25, telepathy 100ft., +2 turn resistance, 
  undead traits, unnatural aura; SV Fort +2, Ref 4, Will, 
  +9; Str -, Dex 14, Con -, Int 19, Wis 17, Cha 21. 
   
  Skills and Feats: Concentration +10, Hide +10, 
  Intimidate +11, Knowledge (Arcana) +12, Listen +11, 
  Move Silently +10, Sense Motive +7, Spot +11; Combat 
  Castling, Improved Initiative, Weapon Finesse. 
   
  Mind Blast (Sp): This psionic attack is a cone 60ft 
  long. Anyone caught in this cone must succeed on a 
  DC 19 Will save or be stunned for 3d4 rounds. Mind 
  Killers often hunt using this power and then drag off 
  one or two of their stunned victims to feed upon. The 
  save DC is charisma based. This ability is equivalent of 
  a 4th lvl spell. 
   
  Psionics (Sp): At will–charm monster (DC19), 
  detect thoughts (DC17), levitate, plane shift (DC 20), 
  suggestion (DC18). Effective caster level is 8th. 
   
  Wail of Doom (Sp): 1/day, the Mind Killer may 
  emit a bloodcurdling scream. All those within a 100 ft. 
  spread must make a DC 19 Will save or suffer 8d4 
  points of damage. Affected creatures also suffer a -2 
  morale penalty on saving throws for 8 rounds as well as 
  fleeing randomly from the Mind Killer and any other 
  dangers that confront them for the same period, with a 
  50% chance of dropping anything in their hands. 
  ONW6-01 Screams of the Damned 
   
  Page 34 
  
   
  Wisdom Drain (Su): Living creatures hit by a 
  Mind Killers incorporeal touch attack must succeed at 
  a DC 19 Will save or suffer 1d6 points of Wisdom 
  drain. Victims of the ability drain suffer terrible 
  nightmares until they recover the lost Wisdom points. 
  The mind killer heals 5 points of damage (10 on a 
  critical hit) whenever it drains Wisdom, gaining any 
  excess as temporary hit points. 
   
  Unnatural 
  Aura 
  (Su): 
  Both 
  wild 
  and 
  domesticated animals can sense the unnatural presence 
  of a Mind Killer 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.  
   
  Undead Traits: A mind killer is immune to mind-
  influencing effects, poison, sleep, paralysis, stunning 
  and disease, death effects, necromantic effects and any 
  effect that requires a Fortitude save unless it also works 
  on objects. It is not subject to critical hits, subdual 
  damage, ability damage, energy drain, or death from 
  massive damage. It cannot be raised, and resurrection 
  works only if it is willing. 
   
  Possessions: None. 
   
  ENCOUNTER 8: THE EBON COVEN 
   
  Darkweaver, advanced 17 HD: CR11; Medium 
  Aberration (Extraplanar); HD 17d8+34; hp 110; Init +4; 
  Spd 20ft., Climb 20ft, fly 60ft (perfect); AC 27 (touch 
  19, flat-footed 22) [+4 deflection, +4 Dex, +8 natural]; 
  Base Atk +12; Grp +15; Atk +18 melee (1d4+3, tentacle 
  rake); Full Atk +18/+18/+18/+18 melee (1d4+3, 
  tentacle rake) and +12 melee (1d6+3 plus Strength 
  damage, bite); Space/Reach 5ft./5ft. (10ft. with 
  tentacles); SA Improved Grab, shadow strands, spell-
  like abilities, strength damage; SQ All-around vision, 
  cold resistance 10, darkvision 60ft, DR 5/Magic, fast 
  healing 3, shadow jump, shadowstuff armor, SR16, 
  sunlight vunerabilities, tentacle regeneration; AL NE ; 
  SV Fort +6, Ref +10, Will +13; Str 17, Dex 20, Con 12, 
  Int 15, Wis 16, Cha 17. 
   
  Skills and Feats: Climb +26, Concentration +7, Hide 
  +29, Listen +10, Move Silently +19, Search +17, Spot 
  +10; Alertness, Combat Reflexes, Improved Toughness, 
  Power Attack, Weapon Finesse, Weapon Focus 
  (tentacle).  
   
  Improved Grab (Ex): If a darkweaver hits an 
  opponent at least one size category smaller than itself 
  with a tentacle rake attack, it deals normal damage and 
  attempts to start a grapple as a free action without 
  provoking an attack of opportunity. If it gets a hold, it 
  automatically hits with its bite, dealing 1d6+3 points of 
  damage and 2d4 points of strength damage. Thereafter, 
  the darkweaver has the option to conduct the grapple 
  normally, or simply use its tentacle to grapple the 
  opponent (-20 penalty on grapple check, but the 
  darkweaver is not considered grappled). In either case, 
  each successful grapple check it makes during a 
  successive rounds automatically does bite damage. 
   
  Shadow Strands (Su): At will, a darkweaver can 
  create an aura of weblike , supernatural, semi-solid 
  shadow that emanates outward from it in a 60ft spread. 
  A darkweaver can see normally through the shadow 
  strands, but other creatures have great difficulty doing 
  so. Each full 5 feet of shadow strands grants one-
  quarter concealment. Thus, a creature in the shadow 
  strands 10 feet away from another creature would have 
  one half concealment, and a creature in the shadow 
  strands 20 feet away would have full concealment. A 
  creature in the shadow strands has no concealment 
  from creatures within 5 feet. Creatures with darkvision 
  suffer these effects, and the shadow strands even baffle 
  blindsight, but true seeing allows a creature to see 
  normally through them. 
   
  Any creature that enters this area can freely move 
  toward the darkweaver, but any attempt to move in any 
  other direction is resisted by the semi-solid shadow 
  strands. A creature attempting to move in such a 
  fashion must make a Strength check or an Escape 
  Artist check; the creature can move away from the 
  darkweaver 5 feet for each 5 full points by which its 
  check exceeds 10. If a creature is adjacent to the 
  darkweaver (within 5ft), it can move freely so long as it 
  remains adjacent to the darkweaver. A creature 
  protected by a freedom of movement spell is immune 
  to the constraining effects of the shadow strands. 
   
  The darkweaver can move about as it wishes and 
  bring the area of shadow strands with it. Creatures are 
  not affected by the darkweavers moving the strands, 
  but the direction toward the darkweaver will likely 
  change. 
   
  Creatures within the strands do not need to guess 
  in which direction the darkweaver lies; it becomes 
  immediately obvious when they try to move away and 
  the shadow strands snarl and twist to block all other 
  routes. When a creature without freedom of movement 
  attempts to move against the strands, the darkweaver is 
  immediately aware of its location even if it cannot see 
  the creature due to invisibility. 
   
  Darkweavers are immune to other darkweavers’ 
  shadow strands and can see through them. 
   
  Spell-Like Abilities: 3/day-confusion, darkness, 
  suggestion, tongues, web; 1/day-shadow walk. Caster level 
  13th; Save is DC 13 + spell level. 
   
  Strength Damage (Su): Any creature bitten by a 
  darkweaver takes 2d4 strength damage (or 4d4 points 
  on a critical hit). Darkweavers “eat” by sapping a 
  victims strength. 
   
  All-around Vision (Ex): A darkweaver can see in 
  all directions at once. Because of this, it has a +4 racial 
  bonus on Search and Spot checks, and it cannot be 
  flanked. 
   
  Shadow Jump (Su): A darkweaver can travel 
  between shadows as if by means of a dimension door. 
  The limitation is that the magical transport must begin 
  and end in an area with at least some shadow. The 
  darkweaver can shadow jump up to a total of 320 feet 
  per day; this amount can be split up among many 
  ONW6-01 Screams of the Damned 
   
  Page 35 
  
  jumps in 10-foot increments. Thus, a darkweaver that 
  jumps 35 feet would use up 40 feet of its shadow jump 
  limit for the day. 
   
  A darkweaver in its shadow strands always has 
  enough shadow to jump from unless a light source as 
  bright as a daylight spell is brought within 5 feet of it. 
   
  Shadowstuff Armor (Su): A darkweaver is 
  shrouded in a semisolid armor of shadowstuff that 
  grants it a +4 deflection bonus to Armor class and a +10 
  circumstance bonus on Hide checks (included in the 
  statistics above). The shadowstuff armor does not 
  provide concealment, nor does it provide the requisite 
  shadows to make a shadow jump. The armor disappears 
  in an antimagic field, but it returns as soon as the 
  darkweaver is out of the field. 
   
  Sunlight Vulnerability (Ex): When exposed to 
  sunlight or to a light equivalent to a daylight spell, a 
  darkweaver takes a -2 morale penalty on all attacks, 
  saves, checks and damage rolls. In addition it does not 
  regain hit points from its fast healing ability. 
   
  A darkweaver’s shadow strands provide the 
  creature with total concealment from light that is 
  outside the shadow strands area. Any magical light 
  source within the shadow strands must be within 5 feet 
  of the darkweaver to affect it, because of the 
  concealment that the shadow strands provide. 
   
  Tentacle Regeneration (Ex): Foes can attack a 
  darkweaver’s 
  tentacles, 
  but 
  only 
  when 
  those 
  appendages are actually holding an opponent. A 
  tentacle has AC 27 (touch 19) and can withstand 20 
  points of damage. The loss of a tentacle does not harm 
  the creature (that is, the damage does not apply against 
  its hit point total), and it regrows the limb within a day. 
   
  Possessions: None. 
   
  Lorryn: Female Half-Orc Sor12; CR 12; Medium 
  Humanoid (orc); HD 12d4+24; hp 61; Init +6; Spd 30 
  ft.; AC 18 (touch 14, flat-footed 16) [+3 armor, +2 
  deflection, +2 Dex, +1 natural]; Base Atk +6; Grp +6; 
  Atk +6 melee (1d4/19-20, dagger); Full Atk +6/+1 
  melee (1d4/19-20, dagger) or +8 ranged (1d4, sling) or 
  +6/+1 melee (1d6, quarterstaff); SA Spells; SQ 
  Darkvision 60 ft., spells; AL NE; SV Fort +9, Ref +9, 
  Will +10; Str 10, Dex 14, Con 14, Int 10, Wis 8, Cha 21. 
   
  Skills and Feats: Concentration +17, Spellcraft +15; 
  Empower Spell, Improved Counterspell, Improved 
  Initiative, Improved Unarmed Strike, Deflect Arrows. 
   
  Spells Known (6/8/7/7/7/6/3; base DC = 15 + spell 
  level): 0-acid splash, dancing lights, daze, detect magic, flare, 
  mage hand, message, ray of frost, touch of fatigue; 1st-chill 
  touch, colour spray, magic missile, ray of enfeeblement, grease; 
  2nd-blindness/deafness, glitterdust, invisibility, scorching ray; 
  3rd–dispel magic, fireball, hold person, vampiric touch; 4th–
  dimension door, phantasmal killer, polymorph; 5th-baleful 
  polymorph, dominate person; 6th-chain lightning. 
   
  Possessions: Amulet of natural armor +1, bracers of 
  armor +3, cloak of charisma +4, ring of protection +2, vest of 
  resistance +3. 
   
  ENCOUNTER 10: RETURN TO NOTIL 
   
  Galai Iorn Warrior: Male human Brb8; CR 8; 
  Medium Humanoid (human); HD 8d12+16; hp 100; 
  Init +5; Spd 40 ft.; AC 14 (touch 17, flat-footed 17) [+4 
  Dex]; Base Atk +8; Grp +12; Atk +15/+10 melee (1d12+8 
  plus 2d6 vs. good/x3 + Poison, +1 unholy greataxe) or 
  +13/+8 melee (1d8+7/x3, longspear) or +8 ranged 
  (1d8/x3, longbow); SQ Rage 3/day, trap sense +2, 
  improved uncanny dodge, uncanny dodge, DR 1/-, 
  10/adamantium; AL NE; SV Fort +10, Ref +7, Will +7; 
  Str 20, Dex 18, Con 14, Int 10, Wis 16, Cha 9. 
   
  Skills and Feats: Climb +14, Handle Animal +6, 
  Intimidate +9, Listen +8, Spot +5, Swim +14, Survival 
  +14; Cleave, Improved Initiative, Power Attack, 
  Weapon Focus (greataxe).   
   
  Galai Iorn Poison: Contact; DC 22; Initial 
  Damage unconsciousness 1d4 hours; Secondary 
  Damage 2d6 Con; Price n/a. 
   
  Possessions: +1 unholy greataxe, +2 cloak of resistance, 
  longspear, longbow, 2 applications of Galai Iorn 
  poison, Galai Iorn tattoo. 
   
  ENCOUNTER 11: DEFENCE OF NOTIL  
  Galai Iorn Warrior: Male human Brb8; CR 8; 
  Medium Humanoid (human); HD 8d12+16; hp 100; 
  Init +5; Spd 40 ft.; AC 14 (touch 14, flat-footed 17) [+4 
  Dex, +3 Armor]; Base Atk +8; Grp +12; Atk +15/+10 
  melee (1d12+8 plus 2d6 vs. good/x3 + Poison, +1 unholy 
  greataxe) or +13/+8 melee (1d8+7/x3, longspear) or +8 
  ranged (1d8/x3, longbow); SQ Rage 3/day, trap sense 
  +2, improved uncanny dodge, uncanny dodge, DR 1/-, 
  10/adamantium; AL NE; SV Fort +10, Ref +7, Will +7; 
  Str 20, Dex 18, Con 14, Int 10, Wis 16, Cha 9. 
   
  Skills and Feats: Climb +14, Handle Animal +6, 
  Intimidate +9, Listen +8, Spot +5, Swim +14, Survival 
  +14; Cleave, Improved Initiative, Power Attack, 
  Weapon Focus (greataxe).   
   
  Galai Iorn Poison: Contact; DC 22; Initial 
  Damage unconsciousness 1d4 hours; Secondary 
  Damage 2d6 Con; Price n/a. 
   
  Possessions: +1 unholy greataxe, +2 cloak of resistance, 
  longspear, longbow, 2 applications of Galai Iorn 
  poison, Galai Iorn tattoo, studded leather armor 
  ONW6-01 Screams of the Damned 
   
  Page 36 
  
  APPENDIX 5: APL 12
  ENCOUNTER 4: DIFFERENT MARKING 
   
  Spellstiched Blaspheme, advanced 34 HD: CR 14; 
  Medium Undead; HD 34d12+63; hp 260; Init +1; Spd 
  40 ft.; AC 21 (touch 12, flat-footed 15) [+2 Dex, +9 
  natural]; Base Atk +17; Grp +27; Atk +26 melee (1d8+15 
  plus blasphemous contact, bite); Full Atk +27 melee 
  (1d8+15 
  plus 
  blasphemous 
  contact, 
  bite); 
  SA 
  Blasphemous contact, erratic charge, spell-like abilities; 
  SQ Darkvision 60 ft, DR 5/slashing and magic and 
  silver, inescapable craving, undead traits, SR 10, turn 
  resistance +2; AL NE; SV Fort +13, Ref +15, Will +23; 
  Str 30, Dex 14, Con -, Int 5, Wis 15, Cha 10. 
   
  Skills and Feats: Listen +14, Spot +14, Survival +7; 
  Improved Natural Attack (Bite), Improved Toughness, 
  Toughness (9), Track. 
   
  Spell-like Abilities: 1/day-enervation, orb of fire 
  (DC 14), ray of exhaustion (DC 13), vampiric touch; 2/day–
  chill touch (DC 11), Melf’s acid arrow, ray of enfeeblement, 
  scorching ray. CL 20 . 
   
  Blasphemous Contact (Su): Each time a 
  blaspheme bites a nonevil creature, the creature is 
  dazed for 1 round and takes 1d6 points of strength 
  damage. There is no saving throw against this effect. 
   
  Erratic Charge (Ex): When a blaspheme charges, 
  it can make one turn of up to 90 degrees during its 
  movement. All other restrictions on charges still apply. 
  For instance, it cannot pass through a square that 
  blocks or slows movement, or one that contains a 
  creature. A blaspheme must have line of sight to a 
  targeted opponent at the start of its turn. 
   
  Possessions: none. 
   
  ENCOUNTER 6: THE NONIZ BURROW 
  Spawn Follower of the Voice: Male human 
  dreamstealer spawn Ex-Mnk7; CR 9; Medium 
  Humanoid (augmented human, incorporeal); HD 
  7d12+3; hp 65; Init +7; Spd 50 ft., fly 60 ft. (good); AC 
  23 (touch 23, flat-footed 15) [+5 deflection, +3 Dex, +1 
  monk, +4 Wis]; Base Atk +5; Grp -; Atk +8 melee touch 
  (1d8 and Wisdom drain, fists); Full Atk +8 melee touch 
  (1d8 and Wisdom drain, fists) or +7/+7 melee touch 
  (1d8 and Wisdom drain, fists); SA Flurry of blows, ki 
  strike (magic), wail of doom, wisdom drain; SQ 
  Darkvision 60 ft., evasion, still mind, wholeness of 
  body, undead traits, +2 turn resistance, unnatural aura; 
  AL NE; SV Fort +5 Ref +8 Will +11; Str -, Dex 16, Con -, 
  Int 11, Wis 18, Cha 21. 
   
  Skills and Feats: Balance +15, Climb +10, Escape 
  Artist +13, Listen +14, Tumble +13; Combat Reflexes, 
  Dodge, Improved Grapple, Improved Initiative, 
  Improved Trip, Iron Will, Toughness. 
   
  Wisdom Drain (Su): Living creatures hit by a 
  dreamstealer spawn's incorporeal touch attack must 
  succeed at a DC 18 Will save or suffer 1d6 points of 
  Wisdom drain. Victims of the ability drain suffer 
  terrible nightmares until they recover the lost Wisdom 
  points. The dreamstealer spawn heals 5 points of 
  damage (10 on a critical hit) whenever it drains 
  Wisdom, gaining any excess as temporary hit points.  
   
  Wail of Doom (Sp): Once per day, the 
  dreamstealer may emit a bloodcurdling scream. All 
  those within a 100 ft. spread must make a DC 20 Will 
  save or suffer 7d4 points of damage as well as a -2 
  morale penalty on saving throws for 7 rounds. Affected 
  creatures flee randomly from the dreamstealer spawn 
  and any other dangers that confront them for the same 
  period, with a 50% chance of dropping anything in 
  their hands.  
   
  Unnatural 
  Aura 
  (Su): 
  Both 
  wild 
  and 
  domesticated animals can sense the unnatural presence 
  of a dreamstealer spawn 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.  
   
  Undead Traits: A dreamstealer spawn is immune 
  to mind-influencing effects, poison, sleep, paralysis, 
  stunning and disease, death effects, necromantic 
  effects and any effect that requires a Fortitude save 
  unless it also works on objects. It is not subject to 
  critical hits, subdual damage, ability damage, energy 
  drain, or death from massive damage. A dreamstealer 
  spawn cannot be raised, and resurrection works only if 
  it is willing.  
   
  Possessions: none. 
    
  Mind Killer: CR10; Medium Undead (incorporeal); 
  HD 8d12; hp 61; Init +6; Spd 60ft. Fly (Good); AC 17 
  (touch 17, flat-footed 15) [+5 deflection, +2 Dex]; Base 
  Atk +6; Grp - ; Atk +8 melee touch (1d4 plus Wisdom 
  drain, tentacle); Full Atk +8/+8/+8/+8 melee touch 
  (1d4 plus Wisdom drain, tentacle); SA mind blast, 
  psionics, wail of doom, Wisdom drain; SQ Incorporeal 
  traits, SR25, telepathy 100ft., +2 turn resistance, undead 
  traits, unnatural aura; SV Fort +2, Ref 4, Will, +9; Str -, 
  Dex 14, Con -, Int 19, Wis 17, Cha 21. 
   
  Skills and Feats: Concentration +10, Hide +10, 
  Intimidate +11, Knowledge (Arcana) +12, Listen +11, 
  Move Silently +10, Sense Motive +7, Spot +11; Combat 
  Castling, Improved Initiative, Weapon Finesse. 
   
  Mind Blast (Sp): This psionic attack is a cone 60ft 
  long. Anyone caught in this cone must succeed on a 
  DC 19 Will save or be stunned for 3d4 rounds. Mind 
  Killers often hunt using this power and then drag off 
  one or two of their stunned victims to feed upon. The 
  save DC is charisma based. This ability is equivalent of 
  a 4th lvl spell. 
   
  Psionics (Sp): At will–charm monster (DC19), detect 
  thoughts (DC17), levitate, plane shift (DC 20), suggestion 
  (DC18). Effective caster level is 8th. 
  ONW6-01 Screams of the Damned 
   
  Page 37 
  
   
  Wail of Doom (Sp): 1/day, the Mind Killer may 
  emit a bloodcurdling scream. All those within a 100 ft. 
  spread must make a DC 19 Will save or suffer 8d4 
  points of damage. Affected creatures also suffer a -2 
  morale penalty on saving throws for 8 rounds as well as 
  fleeing randomly from the Mind Killer and any other 
  dangers that confront them for the same period, with a 
  50% chance of dropping anything in their hands. 
   
  Wisdom Drain (Su): Living creatures hit by a 
  Mind Killers incorporeal touch attack must succeed at 
  a DC 19 Will save or suffer 1d6 points of Wisdom 
  drain. Victims of the ability drain suffer terrible 
  nightmares until they recover the lost Wisdom points. 
  The mind killer heals 5 points of damage (10 on a 
  critical hit) whenever it drains Wisdom, gaining any 
  excess as temporary hit points. 
   
  Unnatural 
  Aura 
  (Su): 
  Both 
  wild 
  and 
  domesticated animals can sense the unnatural presence 
  of a Mind Killer 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.  
   
  Undead Traits: A mind killer is immune to mind-
  influencing effects, poison, sleep, paralysis, stunning 
  and disease, death effects, necromantic effects and any 
  effect that requires a Fortitude save unless it also works 
  on objects. It is not subject to critical hits, subdual 
  damage, ability damage, energy drain, or death from 
  massive damage. It cannot be raised, and resurrection 
  works only if it is willing. 
   
  Possessions: None. 
   
  ENCOUNTER 7: CHIEF MORTIGASUS  
  Spawn Follower of the Voice: Male human 
  dreamstealer spawn Ex-Mnk7; CR 9; Medium 
  Humanoid (augmented human, incorporeal); HD 
  7d12+3; hp 65; Init +7; Spd 50 ft., fly 60 ft. (good); AC 
  23 (touch 23, flat-footed 15) [+5 deflection, +3 Dex, +1 
  monk, +4 Wis]; Base Atk +5; Grp -; Atk +8 melee touch 
  (1d8 and Wisdom drain, fists); Full Atk +8 melee touch 
  (1d8 and Wisdom drain, fists) or +7/+7 melee touch 
  (1d8 and Wisdom drain, fists); SA Flurry of blows, ki 
  strike (magic), wail of doom, wisdom drain; SQ 
  Darkvision 60 ft., evasion, still mind, wholeness of 
  body, undead traits, +2 turn resistance, unnatural aura; 
  AL NE; SV Fort +5 Ref +8 Will +11; Str -, Dex 16, Con -, 
  Int 11, Wis 18, Cha 21. 
   
  Skills and Feats: Balance +15, Climb +10, Escape 
  Artist +13, Listen +14, Tumble +13; Combat Reflexes, 
  Dodge, Improved Grapple, Improved Initiative, 
  Improved Trip, Iron Will, Toughness. 
   
  Wisdom Drain (Su): Living creatures hit by a 
  dreamstealer spawn's incorporeal touch attack must 
  succeed at a DC 18 Will save or suffer 1d6 points of 
  Wisdom drain. Victims of the ability drain suffer 
  terrible nightmares until they recover the lost Wisdom 
  points. The dreamstealer spawn heals 5 points of 
  damage (10 on a critical hit) whenever it drains 
  Wisdom, gaining any excess as temporary hit points.  
   
  Wail of Doom (Sp): Once per day, the 
  dreamstealer may emit a bloodcurdling scream. All 
  those within a 100 ft. spread must make a DC 20 Will 
  save or suffer 7d4 points of damage as well as a -2 
  morale penalty on saving throws for 7 rounds. Affected 
  creatures flee randomly from the dreamstealer spawn 
  and any other dangers that confront them for the same 
  period, with a 50% chance of dropping anything in 
  their hands.  
   
  Unnatural 
  Aura 
  (Su): 
  Both 
  wild 
  and 
  domesticated animals can sense the unnatural presence 
  of a dreamstealer spawn 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.  
   
  Undead Traits: A dreamstealer spawn is immune 
  to mind-influencing effects, poison, sleep, paralysis, 
  stunning and disease, death effects, necromantic 
  effects and any effect that requires a Fortitude save 
  unless it also works on objects. It is not subject to 
  critical hits, subdual damage, ability damage, energy 
  drain, or death from massive damage. A dreamstealer 
  spawn cannot be raised, and resurrection works only if 
  it is willing.  
   
  Possessions: none. 
    
  Mind Killer: CR10; Medium Undead (incorporeal); 
  HD 8d12; hp 61; Init +6; Spd 60ft. Fly (Good); AC 17 
  (touch 17, flat-footed 15) [+5 deflection, +2 Dex]; Base 
  Atk +6; Grp -; Atk +8 melee touch (1d4 plus Wisdom 
  drain, tentacle); Full Atk +8/+8/+8/+8 melee touch 
  (1d4 plus Wisdom drain, tentacle); SA mind blast, 
  psionics, wail of doom, Wisdom drain; SQ Incorporeal 
  traits, SR25, telepathy 100ft., +2 turn resistance, undead 
  traits, unnatural aura; SV Fort +2, Ref 4, Will, +9; Str -, 
  Dex 14, Con -, Int 19, Wis 17, Cha 21. 
   
  Skills and Feats: Concentration +10, Hide +10, 
  Intimidate +11, Knowledge (Arcana) +12, Listen +11, 
  Move Silently +10, Sense Motive +7, Spot +11; Combat 
  Castling, Improved Initiative, Weapon Finesse. 
   
  Mind Blast (Sp): This psionic attack is a cone 60ft 
  long. Anyone caught in this cone must succeed on a 
  DC 19 Will save or be stunned for 3d4 rounds. Mind 
  Killers often hunt using this power and then drag off 
  one or two of their stunned victims to feed upon. The 
  save DC is charisma based. This ability is equivalent of 
  a 4th lvl spell. 
   
  Psionics (Sp): At will–charm monster (DC19), detect 
  thoughts (DC17), levitate, plane shift (DC 20), suggestion 
  (DC18). Effective caster level is 8th. 
   
  Wail of Doom (Sp): 1/day, the Mind Killer may 
  emit a bloodcurdling scream. All those within a 100 ft. 
  spread must make a DC 19 Will save or suffer 8d4 
  points of damage. Affected creatures also suffer a -2 
  morale penalty on saving throws for 8 rounds as well as 
  fleeing randomly from the Mind Killer and any other 
  dangers that confront them for the same period, with a 
  50% chance of dropping anything in their hands. 
  ONW6-01 Screams of the Damned 
   
  Page 38 
  
   
  Wisdom Drain (Su): Living creatures hit by a 
  Mind Killers incorporeal touch attack must succeed at 
  a DC 19 Will save or suffer 1d6 points of Wisdom 
  drain. Victims of the ability drain suffer terrible 
  nightmares until they recover the lost Wisdom points. 
  The mind killer heals 5 points of damage (10 on a 
  critical hit) whenever it drains Wisdom, gaining any 
  excess as temporary hit points. 
   
  Unnatural 
  Aura 
  (Su): 
  Both 
  wild 
  and 
  domesticated animals can sense the unnatural presence 
  of a Mind Killer 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.  
   
  Undead Traits: A mind killer is immune to mind-
  influencing effects, poison, sleep, paralysis, stunning 
  and disease, death effects, necromantic effects and any 
  effect that requires a Fortitude save unless it also works 
  on objects. It is not subject to critical hits, subdual 
  damage, ability damage, energy drain, or death from 
  massive damage. It cannot be raised, and resurrection 
  works only if it is willing. 
   
  Possessions: None. 
   
  ENCOUNTER 8: THE EBON COVEN 
   
  Darkweaver, advanced 25 HD: CR13; Medium 
  Aberration (Extraplanar); HD 25d8+50; hp 172; Init +4; 
  Spd 20ft., Climb 20ft, fly 60ft (perfect); AC 27 (touch 
  19, flat-footed 22) [+4 deflection, +4 Dex, +8 natural); 
  Base Atk +18; Grp +21; Atk +25 melee (1d6+3, tentacle 
  rake); Full Atk +25/+25/+25/+25 melee (1d6+3, tentacle 
  rake) and +20 melee (1d6+3 plus Strength damage, 
  bite); Space/Reach 5ft/5ft (10ft with tentacles); SA 
  Improved grab, shadow strands, spell-like abilities, 
  strength damage; SQ All-around vision, cold resistance 
  10, darkvision 60 ft., DR 5/Magic, fast healing 3, 
  shadow jump, shadowstuff armor, SR16, sunlight 
  vunerabilities, tentacle regeneration; AL NE; SV Fort 
  +9, Ref +14, Will +17; Str 17, Dex 22, Con 12, Int 15, 
  Wis 16, Cha 17. 
   
  Skills and Feats: Climb +34, Concentration +7, Hide 
  +37, Listen +10, Move Silently +27, Search +26, Spot 
  +10; Alertness, Combat Reflexes, Power Attack, 
  Weapon Finesse, Weapon Focus (tentacle), Weapon 
  Focus (bite), Improved Natural Attack (tentacle), 
  Improved Toughness. 
   
  Improved Grab (Ex): If a darkweaver hits an 
  opponent at least one size category smaller than itself 
  with a tentacle rake attack, it deals normal damage and 
  attempts to start a grapple as a free action without 
  provoking an attack of opportunity. If it gets a hold, it 
  automatically hits with its bite, dealing 1d6+3 points of 
  damage and 2d4 points of strength damage. Thereafter, 
  the darkweaver has the option to conduct the grapple 
  normally, or simply use its tentacle to grapple the 
  opponent (-20 penalty on grapple check, but the 
  darkweaver is not considered grappled). In either case, 
  each successful grapple check it makes during a 
  successive rounds automatically does bite damage. 
   
  Shadow Strands (Su): At will, a darkweaver can 
  create an aura of weblike , supernatural, semi-solid 
  shadow that emanates outward from it in a 60ft. spread. 
  A darkweaver can see normally through the shadow 
  strands, but other creatures have great difficulty doing 
  so. Each full 5 ft. of shadow strands grants one-quarter 
  concealment. Thus, a creature in the shadow strands 10 
  ft. away from another creature would have one half 
  concealment, and a creature in the shadow strands 20 
  ft. away would have full concealment. A creature in the 
  shadow strands has no concealment from creatures 
  within 5 ft.. Creatures with darkvision suffer these 
  effects, and the shadow strands even baffle blindsight, 
  but true seeing allows a creature to see normally 
  through them. 
   
  Any creature that enters this area can freely move 
  toward the darkweaver, but any attempt to move in any 
  other direction is resisted by the semi-solid shadow 
  strands. A creature attempting to move in such a 
  fashion must make a Strength check or an Escape 
  Artist check; the creature can move away from the 
  darkweaver 5 feet for each 5 full points by which its 
  check exceeds 10. If a creature is adjacent to the 
  darkweaver (within 5ft.), it can move freely so long as it 
  remains adjacent to the darkweaver. A creature 
  protected by a freedom of movement spell is immune 
  to the constraining effects of the shadow strands. 
   
  The darkweaver can move about as it wishes and 
  bring the area of shadow strands with it. Creatures are 
  not affected by the darkweavers moving the strands, 
  but the direction toward the darkweaver will likely 
  change. 
   
  Creatures within the strands do not need to guess 
  in which direction the darkweaver lies; it becomes 
  immediately obvious when they try to move away and 
  the shadow strands snarl and twist to block all other 
  routes. When a creature without freedom of movement 
  attempts to move against the strands, the darkweaver is 
  immediately aware of its location even if it cannot see 
  the creature due to invisibility. 
   
  Darkweavers are immune to other darkweavers’ 
  shadow strands and can see through them. 
   
  Spell-Like Abilities: 3/day-confusion, darkness, 
  suggestion, tongues, web; 1/day-shadow walk. Caster level 
  13th; Save = DC 13 + spell level. 
   
  Strength Damage (Su): Any creature bitten by a 
  darkweaver takes 2d4 strength damage (or 4d4 points 
  on a critical hit). Darkweavers “eat” by sapping a 
  victims strength. 
   
  All-around Vision (Ex): A darkweaver can see in 
  all directions at once. Because of this, it has a +4 racial 
  bonus on Search and Spot checks, and it cannot be 
  flanked. 
   
  Shadow Jump (Su): A darkweaver can travel 
  between shadows as if by means of a dimension door. 
  The limitation is that the magical transport must begin 
  and end in an area with at least some shadow. The 
  darkweaver can shadow jump up to a total of 320 feet 
  per day; this amount can be split up among many 
  ONW6-01 Screams of the Damned 
   
  Page 39 
  
  jumps in 10-foot increments. Thus, a darkweaver that 
  jumps 35 feet would use up 40 feet of its shadow jump 
  limit for the day. 
   
  A darkweaver in its shadow strands always has 
  enough shadow to jump from unless a light source as 
  bright as a daylight spell is brought within 5 feet of it. 
   
  Shadowstuff Armor (Su): A darkweaver is 
  shrouded in a semisolid armor of shadowstuff that 
  grants it a +4 deflection bonus to Armor class and a +10 
  circumstance bonus on Hide checks (included in the 
  statistics above). The shadowstuff armor does not 
  provide concealment, nor does it provide the requisite 
  shadows to make a shadow jump. The armor disappears 
  in an antimagic field, but it returns as soon as the 
  darkweaver is out of the field. 
   
  Sunlight Vulnerability (Ex): When exposed to 
  sunlight or to a light equivalent to a daylight spell, a 
  darkweaver takes a -2 morale penalty on all attacks, 
  saves, checks and damage rolls. In addition it does not 
  regain hit points from its fast healing ability. 
   
  A darkweaver’s shadow strands provide the 
  creature with total concealment from light that is 
  outside the shadow strands area. Any magical light 
  source within the shadow strands must be within 5 feet 
  of the darkweaver to affect it, because of the 
  concealment that the shadow strands provide. 
   
  Tentacle Regeneration (Ex): Foes can attack a 
  darkweaver’s 
  tentacles, 
  but 
  only 
  when 
  those 
  appendages are actually holding an opponent. A 
  tentacle has AC27 (touch 19) and can withstand 20 
  points of damage. The loss of a tentacle does not harm 
  the creature (that is, the damage does not apply against 
  its hit point total), and it regrows the limb within a day. 
   
  Possessions: None. 
   
  Lorryn: Female Half-Orc Sor14; CR 14; Medium 
  Humanoid (orc); HD 14d4+28; hp 68; Init +6; Spd 30 
  ft.; AC 16 (touch 12, flatfooted 14) [+3 armor, +2 Dex, 
  +1 natural]; Base Atk +7; Grp +7; Atk +7 melee (1d4/19-
  20, dagger) or +7 ranged (1d4, sling); Full Atk +7 melee 
  (1d4/19-20, dagger) or +7 ranged (1d4, sling) or +7/+2 
  melee (1d6, quarterstaff); SA Spells; SQ Darkvision 
  60ft, Spells; AL NE; SV Fort +9, Ref +9, Will +19; Str 10, 
  Dex 14, Con 14, Int 10, Wis 8, Cha 21. 
   
  Skills and Feats: Concentration +19, Spellcraft +17, 
  Empower Spell, Improved Counterspell, Improved 
  Initiative, Improved Unarmed Strike, Deflect Arrows. 
   
  Spells Known (6/8/7/7/7/7/5/3; base DC = 15 + 
  spell level): 0-acid splash, dancing lights, daze, detect magic, 
  flare, mage hand, message, ray of frost, touch of fatigue; 1st-
  chill touch, colour spray, magic missile, ray of enfeeblement, 
  grease; 
  2nd-blindness/deafness, 
  glitterdust, 
  invisibility, 
  scorching ray; 3rd–dispel magic, fireball, hold person, 
  vampiric touch; 4th–dimension door, phantasmal killer, 
  polymorph; 5th-baleful polymorph, dominate person, cone of 
  cold; 6th-chain lightning, Otiluke’s freezing sphere; 7th–
  prismatic spray. 
   
  Possessions: Amulet of natural armor +1, bracers of 
  armor +3, cloak of charisma +4, vest of resistance +3. 
   
  ENCOUNTER 10: RETURN TO NOTIL 
   
  Galai Iorn Warrior: Male human Brb11; CR 11; 
  Medium Humanoid (human); HD 11d12+33; hp 132; 
  Init +1; Spd 40 ft.; AC 14 (touch 14, flat-footed 17) [+4 
  Dex]; Base Atk +11; Grp +16; Atk +18 (1d12+8/19-
  20/x3, +1 unholy greataxe) or +16 melee (1d8+7/x3, 
  longspear) or +5 ranged (1d8/x3, longbow); Full Atk 
  +18/+13/+8 
  melee 
  (1d12+8/19-20/x3, 
  +1 
  unholy 
  greataxe) or +16/+11/+6 melee (1d8+7/x3, longspear) or 
  +15/+10/+5 ranged (1d8/x3, longbow); SQ DR 2/- and 
  DR 10/adamantium, greater rage 3/day, trap sense +3, 
  improved uncanny dodge, uncanny dodge; AL NE; SV 
  Fort +12, Ref +9, Will +9; Str 20, Dex 18, Con 16, Int 10, 
  Wis 16, Cha 9. 
   
  Skills and Feats: Climb +17, Handle Animal +9, 
  Intimidate +12, Listen +11, Spot +4, Swim +16, Survival 
  +17; 
  Die-Hard, 
  Endurance, 
  Improved 
  Critical 
  (greataxe), Power Attack, Weapon Focus (greataxe). 
   
  Possessions: +1 unholy greataxe, longspear, longbow, 
  20 arrows, cloak of resistance +2, 2 applications of Galai 
  Iorn poison, Galai Iorn tattoos. 
   
  ENCOUNTER 11: DEFENCE OF NOTIL  
  Galai Iorn Warrior: Male human Brb11; CR 11; 
  Medium Humanoid (human); HD 11d12+33; hp 132; 
  Init +1; Spd 40 ft.; AC 14 (touch 14, flat-footed 17) [+4 
  Dex]; Base Atk +11; Grp +16; Atk +18 (1d12+8/19-
  20/x3, +1 unholy greataxe) or +16 melee (1d8+7/x3, 
  longspear) or +5 ranged (1d8/x3, longbow); Full Atk 
  +18/+13/+8 
  melee 
  (1d12+8/19-20/x3, 
  +1 
  unholy 
  greataxe) or +16/+11/+6 melee (1d8+7/x3, longspear) or 
  +15/+10/+5 ranged (1d8/x3, longbow); SQ DR 2/- and 
  DR 10/adamantium, greater rage 3/day, trap sense +3, 
  improved uncanny dodge, uncanny dodge; AL NE; SV 
  Fort +12, Ref +9, Will +9; Str 20, Dex 18, Con 16, Int 10, 
  Wis 16, Cha 9. 
   
  Skills and Feats: Climb +17, Handle Animal +9, 
  Intimidate +12, Listen +11, Spot +4, Swim +16, Survival 
  +17; 
  Die-Hard, 
  Endurance, 
  Improved 
  Critical 
  (greataxe), Power Attack, Weapon Focus (greataxe). 
   
  Possessions: +1 unholy greataxe, longspear, longbow, 
  20 arrows, cloak of resistance +2, 2 applications of Galai 
  Iorn poison, Galai Iorn tattoos. 
   
   
   
   
   
  ONW6-01 Screams of the Damned 
   
  Page 40 
  
  APPENDIX 6: NEW RULE ITEMS
  ITEMS 
   
   
   
   
   
  Galai Iorn Tattoos 
  Any recipient of the Galai Iorn tattoos must become 
  neutral evil in alignment, thus they cannot be taken by 
  any Living Greyhawk PC. 
   
  The Galai Iorn tattoos provide the bearer the 
  ability to call on the power of their dark druidic powers 
  once per day.  Granting them the mixed benefit of 
  Barkskin and Stoneskin as cast by a Druid of 7th level. 
   
  Faint Abjuration and Necromancy; CL 7th; 
  Barkskin, Stoneskin, Tatoo Magic Feat; Price 44,200 gp; 
  Creator must be Galai Iorn in origin and of Neutral 
  Evil alignment. 
   
  MONSTERS  
   
   
   
   
  Blaspheme 
  (Source: Libris Mortis, page 85) 
  Medium Undead 
  Hit Dice: 18d12+30 (147 hp)  
  Initiative: +1 
  Speed: 40 ft. (8 squares) 
  Armor Class:  20 (+1 Dex, +9 natural), touch 11, flat-
  footed 15 
  Base Attack/Grapple: +9/+18 
  Attack: Bite +18 melee (1d8+13 plus blasphemous 
  contact) 
  Full Attack: Bite +18 melee (1d8+13 plus blasphemous 
  contact) 
  Space/Reach: 5 ft./5 ft. 
  Special Attacks: Blasphemous contact, erratic charge 
  Special Qualities: Darkvision 60 ft., damage reduction 
  5/slash, immunity to cold, inescapable craving, undead 
  traits 
  Saves: Fort +6, Ref +7, Will +13 
  Abilities: Str 28, Dex 12, Con ----, Int 5, Wis 15, Cha 10 
  Skills: Listen +10, Spot +10, Survival +7 
  Feats: Improved Natural Attack (bite), Improved 
  Toughness†, Toughness (4), Track 
  Environment: Cold plains or cold hills 
  Organisation: Solitary or pair 
  Challenge Rating: 9 
  Treasure: None 
  Alignment: Always neutral evil 
  Advancement: 19-36 HD (Medium) 
  Level Adjustment: ---- 
  †Described under “New Feats”. 
   
  Crafted in bygone days by power-mad wizards 
  searching to create the perfect undead guardians, 
  blasphemes still roam forgotten areas, seeking to 
  destroy nonevil creatures with their blasphemous bite. 
   They are most likely to be encountered near ruins of 
  ancient cities where magic was valued more highly 
  than personal liberty or morals.  If the secret of 
  creating or calling a blaspheme into the world exists, it 
  is buried in just such location. 
   
  Each blaspheme is created with parts from 
  multiple ancient corpses, with teeth specially harvested 
  from sacrifices to evil powers.  However, blasphemes 
  are not hulking, slow-moving constructs; rather, they 
  are lithe and deadly, aware of their surroundings and 
  capable of directing their own actions. 
   
  Blasphemes stand just under 7 feet tall and weigh 
  about 190 pounds. 
   
  Blasphemes speak common. 
   
  Combat 
  A blaspheme resonates with evil power, the focus of 
  which is concentrated in its teeth.  Thus, blasphemes 
  charge into combat in almost every situation, 
  attempting to bite their victims as quickly as possible. 
   
  Blasphemous Contact (Su): Each time a 
  blaspheme bites a nonevil creature, the creature is 
  dazed for 1 round and takes 1d6 points of Strength 
  damage.  There is no saving throw against this effect. 
   
  Erratic Charge (Ex):  When a blaspheme charges, 
  it can make one turn of up to 90 degrees during its 
  movement.  All other restrictions on charges still 
  apply. For instance, it cannot pass through a square that 
  blocks or slows movement, or one that contains a 
  creature.  A blaspheme must have line of sight to a 
  targeted opponent at the start of its turn. 
   
  Darkweaver 
  (Source: Fiend Folio, page 39) 
  Medium-Size Aberration (Extraplanar) 
  Hit Dice: 9d8+9 (49 hp) 
  Initiative: +4 
  Speed: 20 ft., climb 20 ft. 
  AC: 26 (+4 Dex, +8 natural, +4 deflection), touch 18, 
  flat-footed 22 
  Base Attack/Grapple: +6/+9 
  Attack:  Tentacle rake +10 melee 
  Full Attack: 4 tentacle rakes +10 melee and bite +5 
  melee 
  Damage: Tentacle 1d4+3, bite 1d6+3 plus Strength 
  damage 
  Face/Reach: 5 ft./5 ft. (10 ft. with tentacles) 
  Special Attacks: Improved grab, shadow strands, 
  spell-like abilities, Strength damage 
  Special Qualities: All-around vision, cold resistance 
  10, darkvision 60 ft., DR 5/+1, fast healing 3, shadow 
  jump, 
  shadowstuff 
  armor, 
  SR 
  16, 
  sunlight 
  vulnerability, tentacle regeneration 
  Saves: Fort +4, Ref +7, Will +9 
  Abilities: Str 17, Dex 18, Con 12, Int 15, Wis 16, Cha 
  17 
  Skills: Climb +18, Concentration +7, Hide +21, Listen 
  +10, Moves Silently +11, Search +9, Spot +10 
  Feats: Alertness, Combat Reflexes, Power Attack, 
  Weapon Finesse 
  Climate/Terrain: Any land (plane of Shadow) 
  Organisation: Solitary or coven (2-4) 
  ONW6-01 Screams of the Damned 
   
  Page 41 
  
  Challenge Rating: 10 
  Treasure: Standard 
  Alignment: Usually neutral evil 
  Advancement: 10-15 HD (medium-size); 16-27 HD 
  (Large) 
   
  Darkweavers are sinister and alien begins from the 
  Plane of Shadow that have found that the Material 
  Plane offers far more plentiful hunting grounds than 
  their home. Relatively new arrivals to the Material 
  Plane, the darkweavers seek to learn more about the 
  Material Plane and the power of the creatures that 
  reside there so that they can make a bid for control. 
   
  Few creatures that have seen a darkweaver truly 
  understand what it looks like. Every darkweaver 
  resides in a thicket of writhing, supernatural shadows, 
  and a creature must delve into the benighted depths of 
  this darkness to find it. At the center of this area, a 
  curious explorer might catch a glimpse of a spiderlike 
  form that is wreathed in protective shifting darkness. 
   
  The true form of a darkweaver resembles a spider 
  in only in the vaguest fashion.  Its fleshy, gray-skinned 
  body is divided into two segments, each with four 
  tentacles.  Clusters of spiderlike eyes cover all sides of 
  its front section, and the underside contains a mouth 
  with deadly fangs.  A darkweaver usually walks on all 
  eight tentacles, but it can rear its front section up and 
  move about, which frees its front tentacles to attack 
  foes or manipulate objects. 
   
  Darkweaver 
  speak 
  Abyssal, 
  Common, 
  and 
  Infernal. 
   
  Combat 
  A darkweaver relies heavily on its ability to shroud the 
  battle field in a web of shadow.  Capable of seeing 
  through the shadows it creates, a darkweaver prefers to 
  hide in the effect and lure prey in with suggestion.  If 
  prey refuses to enter the shadow strands, a darkweaver 
  relies on darkness and confusion to make the creature 
  hesitate while it moves the area of shadow strands over 
  it.  When a creature is close to the center of the effect, 
  the darkweaver rears up and lashes out with its front 
  four tentacles, hoping to ensnare the foe and sap its 
  strength. 
   
  Improved Grab (Ex): If a darkweaver hits an 
  opponent that is at least one size category smaller than 
  itself with a tentacle rake attack, it deals normal 
  damage and attempts to start a grapple as a free action 
  without provoking an attack of opportunity (grapple 
  bonus +9).  If  it gets a hold, it automatically hits with 
  its bite, dealing 1d6+3 points of damage and 2d4 points 
  of Strength damage.  Thereafter, the darkweaver has 
  the option to conduct the grapple normally, or simply 
  use its tentacle to grapple the opponent (-20 penalty on 
  grapple check, but the darkweaver is not considered 
  grappled).  In either case, each successful grapple 
  check it makes during successive rounds automatically 
  deals bite damage. 
   
  Shadow Stands (Su): At will, a darkweaver can 
  create an aura of weblike, supernatural, semisolid 
  shadow that emanates outward from it in a 60-foot 
  spread.  A darkweaver can see normally through the 
  shadow stands, but other creatures have great difficulty 
  doing so.  Each full 5 feet of shadow strands 10 feet 
  away from another creature would have one-half  
  concealment, and a creature in the shadow strands 20 
  feet away would have total concealment.  A creature in 
  the shadow strands has no concealment from creatures 
  within 5 feet.  Creatures with shadow strands even 
  baffle blindsight, but true seeing allows a creature to see 
  normally through them. 
   
  Any creature that enters this area can freely move 
  towards the darkweaver, but any attempt to move in 
  any other direction is resisted by the semisolid shadow 
  strands.  A creature attempting to move in such a 
  fashion must make a Strength check or an Escape 
  Artist check; the creature can move away from the 
  darkweaver 5 feet for each full 5 points by which the 
  check result exceeds 10.  If a creature is adjacent to the 
  darkweaver (within 5 feet), it can move freely so long 
  as it remains adjacent to the darkweaver.  A creature 
  protected by a freedom of movement  spell is immune to 
  the constraining effects of the shadow strands. 
   
  The darkweaver can move about as it wishes and 
  bring the area of shadow strands with it.  Creatures are 
  not affected by the darkweaver’s moving the strands, 
  but the direction toward the darkweaver will likely 
  change. 
   
  Creatures within the stands do not need to guess 
  in which direction the darkweaver lies; it becomes 
  immediately obvious when they try to move away and 
  the shadow strands snarl and twist to block all other 
  routes.  When a creature without freedom of movement 
  attempts to move against the strands, the darkweaver is 
  immediately aware of its location even if it cannot see 
  the creature due to invisibility. 
   
  Darkweavers are immune to other darkweavers’ 
  shadow strands and can see through them. 
   
  Spell-Like Abilities: 3/day ---- confusion, darkness, 
  suggestion, tongues, web;  1/day --- shadow walk.  Caster 
  level 13th; save DC 13+ spell level. 
   
  Strength Damage (Su):  Any creature bitten by a 
  darkweaver takes 2d4 points of Strength damage (or 
  4d4 points on a critical hit).  Darkweavers “eat” by 
  sapping a victim’s strength. 
   
  All-Around Vision (Ex):  A darkweaver can see in 
  all directions at once.  Because of this, it has a +4 racial 
  bonus on Search and Spot checks, and it cannot be 
  flanked. 
   
  Fast Healing (Ex):  As long as it has at least 1 hit 
  point, a darkweaver regains lost hit points at the rate of 
  3 per round.  Fast healing does not restore hit points 
  lost from starvation, thirst, or suffocation, and it does 
  not allow a darkweaver to regrow or reattach lost body 
  parts. 
   
  Shadow Jump (Su):  A darkweaver can travel 
  between shadows as if by means of a dimension door.  
  ONW6-01 Screams of the Damned 
   
  Page 42 
  
  The limitation is that the magical transport must begin 
  and end in an area with a least some shadow.  The 
  darkweaver can shadow jump up to a total of 320 feet 
  per day; this amount can be split up among many 
  jumps in 10-foot increments.  Thus, a darkweaver that 
  shadow jumps 35 feet would use up 40 feet of its 
  shadow jump limit for the day. 
   
   A darkweaver in its shadow strands always has 
  enough shadow to jump from unless a light source as 
  bright as a daylight spell is brought within 5 feet of it. 
   
  Shadowstuff Armor (Su):  A darkweaver is 
  shrouded in a semisolid armor of shadowstuff that 
  grants it a +4 deflection bonus to Armor Class and a +10 
  circumstance bonus on Hide checks (included in the 
  statistics above). The shadowstuff armor does not 
  provide concealment, nor does it provide the requisite 
  shadows to make a shadow jump.  This armor 
  disappears in an antimagic field, but it returns as soon as 
  the darkweaver is out of the field. 
   
  Sunlight Vulnerability (Ex):  When exposed to 
  sunlight or to light equivalent to a daylight spell, a 
  darkweaver takes a -2 morale penalty on all attacks, 
  saves, checks, and damage rolls.  In addition, it does not 
  regain hit points from its fast healing ability. 
   
  A darkweaver’s shadow strands provide the 
  creature with total concealment from light that is 
  outside the shadow strands’ area.  Any magical light 
  source within the shadow strands must be 5 feet of the 
  darkweaver to  affect it because of the concealment the 
  shadow strands provide. 
   
  Tentacle Regeneration (Ex):  Foes can attack a 
  darkweaver’s 
  tentacles, 
  but 
  only 
  when 
  those 
  appendages are actually holding an opponent.  A 
  tentacle has an AC of 27 (touch 19) and can withstand 
  20 points of damage.  The loss of a tentacle does not 
  harm the creature (that is, the damage does not apply 
  against its hit point total), and it regrows the limb 
  within the day. 
   
  Skills:  A darkweaver has a +8 bonus on Climb 
  checks and can always choose to take 10 on Climb 
  checks, even if rushed or threatened. 
   
  Darkweaver Society 
  Darkweavers are loners by nature, but they often keep 
  dangerous predators as “pets.”  When a darkweaver saps 
  all of a creature’s strength (reducing its Strength score 
  to 0 and rendering is helpless), it often carries the 
  creature away and locates a large carnivore of a tribe of 
  evil creatures willing to eat its catch.  The darkweaver 
  then ensnares the predator in its shadow strands, 
  forcing the predator to move toward it.  When it comes 
  close, the darkweaver drops its still-living prey as a 
  reward and steps back, allowing the creature to feed on 
  the weakened foe.  The darkweaver repeats this activity 
  several times until the predator comes to rely on it for 
  food and views it as an ally.  The darkweaver’s tongues 
  and suggestion abilities often help to cement this 
  relationship.  Darkweavers’ lairs are often guarded by 
  such predators, and it isn’t know for a tribe of 
  predatory creatures, such as trolls, to come to worship a 
  darkweaver and aid it as it pursues its dream of 
  dominance over others. 
   
  TEMPLATES  
   
   
   
   
  Dreamstealer Spawn Template 
  (Source: Creighton Broadhurst & Paul Looby) 
  Dreamstealer spawn are madness made manifest - 
  living creatures consumed by nightmares. Creatures 
  killed by a dreamstealer rise as dreamstealer spawn 
  within 1d4 days. Thus they can take many forms. 
  Dreamstealer spawn appear as inky black clouds 
  shaped to roughly match the form of their original 
  body from which ebon tendrils snake, continually 
  forming and reforming.  
   
  Dreamstealer spawn can speak the languages they 
  knew in life, but their voices are sound high pitched, 
  distorted and tortured.  
   
  Creating a Dreamstealer spawn 
  "Dreamstealer spawn" is a template that can be any 
  living corporeal creature (referred to hereafter as the 
  "base creature"). The base creature's type becomes 
  "undead" and its subtype "incorporeal." It uses the base 
  creature's statistics and special abilities except as noted 
  here. 
   
  Hit Dice: All the base creature's Hit Dice become 
  d12s. 
   
  Speed: Dreamstealer spawn have a fly speed of 60 
  feet, unless the base creature has a higher fly speed, 
  with good maneuverability.  
   
  AC: The dreamstealer spawn loses any natural 
  armor bonus the base creature possesses, but it gains a 
  deflection bonus equal to its Charisma bonus or +1, 
  whichever is higher.  
   
  Attacks: The dreamstealer spawn retains all the 
  attacks of the base creature, those that rely on physical 
  contact become incorporeal touch attacks.  
   
  Damage: The dreamstealer spawn's incorporeal 
  touch attacks deal the same damage as that the original 
  physical attack, though if they do less than 1d4 damage 
  they now do 1d4 damage. In addition recipients of the 
  physical attacks also suffer the effect of Wisdom Drain 
  (see below). 
   
  Special Attacks: The dreamstealer spawn retains 
  all the special attacks of the base creatures. A 
  dreamstealer spawn gains the wisdom drain and wail of 
  doom abilities described below. Saves have a DC of 10 + 
  1/2 dreamstealer spawn HD + dreamstealer spawn 
  Charisma modifier unless noted otherwise.  
   
  Wisdom Drain (Su): Living creatures hit by a 
  dreamstealer spawn incorporeal touch attack must 
  succeed at a Will save or suffer 1d6 points of 
  permanent Wisdom drain. Victims of the ability drain 
  suffer terrible nightmares until they recover the lost 
  Wisdom points. The dreamstealer heals 5 points of 
  damage (10 on a critical hit) whenever it drains 
  Wisdom, gaining any excess as temporary hit points.  
  ONW6-01 Screams of the Damned 
   
  Page 43 
  
   
  Wail of Doom (Sp): Once per day, the dreamstealer 
  may emit a bloodcurdling scream. All those within a 
  100 foot spread must make a Will save (DC = 15 + 
  Charisma bonus of the dreamstealer spawn) or suffer 
  5d4 points of damage or 1d4 points of damage per 
  dreamstealer spawn Hit Dice, whichever is greater. 
  Affected creatures also suffer a -2 morale penalty on 
  saving throws for 1 round per dreamstealer spawn Hit 
  Dice as well as fleeing randomly from the dreamstealer 
  spawn and any other dangers that confront them for 
  the same period, with a 50% chance of dropping 
  anything in their hands. 
   
  Special Qualities: A dreamstealer spawn has all 
  the special qualities of the base creature and those 
  listed below, and gains the undead type and 
  incorporeal subtype. 
   
  Unnatural Aura (Su): Both wild and domesticated 
  animals can sense the unnatural presence of a 
  dreamstealer spawn 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.  
   
  Turn Resistance (Ex): A dreamstealer spawn has a +2 
  turn resistance. 
   
  Saves: Same as the base creature 
   
  Abilities: Same as the base creature, except that 
  the 
  dreamstealer 
  spawn 
  has 
  no 
  Strength 
  or 
  Constitution score, and its Charisma score increases by 
  +4. 
   
  Skills: Same as the base creature 
   
  Feats: Same as the base creature 
   
  Climate/Terrain: Any land and underground 
   
  Organization: Solitary, gang (2-5), or pack (6-11) 
   
  Challenge Rating: Same as base creature +2 
   
  Treasure: None 
   
  Alignment: Always neutral evil 
   
  Advancement: Same as the base creature 
   
  Gravetouched Ghoul  
  (Source: Libris Mortis, page 103) 
  Like traditional ghouls, gravetouched ghouls haut 
  graveyards, battlefields, and other places rich with  the 
  carrion for which they hunger.  These terrible 
  creatures lurk wherever the stench of death hangs 
  heavy, ready to devour the unwary. 
   
  Ghouls are said to be created upon the death of a 
  living sentient being who savored the taste to the flesh 
  of other sentient creatures.  This assertion may or may 
  not be true, but it does explain the disgusting behavior 
  of these anthropophagous undead.  Some believe that 
  anyone of exceptional debauchery and wickedness 
  runs the risk of becoming a gravetouched ghoul.  The 
  transformation from living beings into fell creatures of 
  the night has warped their minds, making them 
  cunning and feral. 
   
  While most humanoids who engage in such 
  activities and return from the grave are mere ghouls , 
  in rare occasions the creation of a ghoul briefly draws 
  the attention of Doresain, King of the Ghouls.  When 
  this happens, the newly formed ghoul does not possess 
  the standard Monster Manual statistics for a ghoul, but 
  instead the base creature gains this gravetouched ghoul 
  template.  These template creature are said to be 
  “touched by the King.”  The DM decides when this 
  occurs. 
   
  Creating A Gravetouched Ghoul 
  “Gravetouched ghoul” is an acquired template that can 
  be added to any corporeal aberration, fey, giant, 
  humanoid, or monstrous humanoid with Intelligence 
  and Charisma scores of 3 or higher (referred to 
  hereafter as the base creature). 
   
  A gravetouched ghoul speaks all the languages it 
  spoke in life (usually Common).  It has all the base 
  creature’s statistics and special abilities except as noted 
  here. 
   
  Size and Type:  The creature’s type changes to 
  undead, and it gains the augmented subtype.  Do not 
  recalculate base attack bonus, saves, or skill points.  
  Size is unchanged. 
   
  Hit Dice:   Increase to d12 
   
  Armor Class:  The base creature’s natural armor 
  bonus improves by 2. 
   
  Attack:  A gravetouched ghoul retains all the 
  attacks of the base creature and also gains a bite and 
  two claw attacks if it didn’t already have them.  If the 
  base creature uses weapons, the gravetouched ghoul 
  retains this ability.  A creature with natural weapons 
  retains those natural weapons.  A gravetouched ghoul 
  fighting without weapons uses its bite attack.  A 
  gravetouched ghoul armed with a weapon uses its bite 
  or weapon as it desires. 
   
  Full Attack:  A gravetouched ghoul fighting 
  without weapons uses its bite and two claws to attack.  
  If armed with a weapon, it chooses whether to use the 
  weapon or use its natural attacks. 
   
  Damage:  Gravetouched ghouls have bite and 
  claw attacks.  If the base creature does not have this 
  attack form, use the appropriate damage value from the 
  table below according to the gravetouched ghoul’s size. 
   Creatures that have other kinds of natural weapons 
  retain their old damage values or use the appropriate 
  value from the table below, whichever is better. 
   
  Size 
  Bite Damage 
  Claw Damage 
  Fine 
  1 
  --- 
  Diminutive 
  1d2 
  1 
  Tiny 
  1d3 
  1d2 
  Small 
  1d4 
  1d3 
  Medium 
  1d6 
  1d4 
  Large 
  1d8 
  1d6 
  Huge 
  2d6 
  1d8 
  Gargantuan 
  2d8 
  2d6 
  Colossal 
  4d6 
  2d8 
   
   
  Special Attacks: A gravetouched ghoul retains all 
  the special attacks of the base creature and gains those 
  described below. Saves have a DC of 10 + ½ the 
  ONW6-01 Screams of the Damned 
   
  Page 44 
  
  gravetouched ghouls HD + gravetouched ghouls Cha 
  modifier unless otherwise noted. 
   
  Ghoul Fever (Su) : Disease---bite, Fortitude save, 
  incubation period 1/day, damage 1d3 Con and 1d3 
  Dex. 
   
  An afflicted humanoid who dies of ghoul fever 
  rises as a ghoul at the next midnight. A humanoid who 
  becomes a ghoul in this way retains none of the 
  abilities it possessed in life. It is not under the control 
  of any other ghouls, but it hungers for the flesh of the 
  living and behaves like a normal ghoul in all other 
  respects. A humanoid of a 4HD or higher rises as a 
  ghast, rather than a ghoul. 
   
  Paralysis (Ex): Victims hit by a gravetouched 
  ghoul’s bite or claw attack must make a successful 
  Fortitude save or be paralyzed for 1d4+1 rounds. Elves 
  have immunity to this paralysis. 
   
  Special Qualities: A  gravetouched ghoul retains 
  all the special qualities of the base creature and gains 
  those described below. 
   
  Turn Resistance (Ex) : A gravetouched ghoul has a 
  +2 turn resistance. 
   
  Abilities: Increase from base creature as follows: 
  Str +2, Dex +4, Int +2, Wis +4, Cha +2. As an undead 
  creature a gravetouched has not constitution score. 
   
  Feats: A gravetouched ghoul retains all its feats, 
  and it gains Multiattack as a bonus feat. 
   
  Environment : Any usually the same as the base 
  creature. 
   
  Organization : Solitary, gang (2-4 ghouls plus 1 
  gravetouched ghoul), or pack (7-12 ghouls plus 1-4 
  gravetouched ghouls). 
   
  Challenge Rating: Same as base creature +1 
   
  Alignment: Base creatures alignment changes to 
  chaotic evil 
   
  Level Adjustment: Same as base creature +2 
   
  Spellstitched Creatures 
  (Source: Complete Arcane, page 161) 
  “Spellstitched” is an acquired template that can be 
  added to any corporeal undead with a wisdom score of 
  10 or higher (referred to hereafter as the base creature). 
   
  A spellstitched creature uses all the base creature’s 
  statistics and abilities except as noted here. 
   
  Special Attacks: A spellstitched creature retains 
  all the special attacks of the base creature and gains the 
  following special attack. 
   
  Spell-Like Abilities: A spellstitched creature can 
  be imbued with spell-like abilities according to its 
  Wisdom as indicated on the table below. Any spells 
  selected must be from the conjuration, evocation, or 
  necromancy school. The number of spell-like abilities 
  is cumulative; for example, a spellstitched undead with 
  a wisdom of 12 can cast two 2nd-level spells four times 
  per day and two 1st-Level spells four times per day. 
  Caster level equals the creatures Hit Dice. 
   
  Wisdom 
  Example 
  Undead 
  Spells 
  Imbued 
  Times 
  per Day 
  10 
  Skeleton, 
  Zombie 
  Two 
  1st-
  Level 
  4 
  11 – 12 
  Bodak 
  Two 2nd-
  Level 
  4 
  13 – 14 
  Ghoul, 
  Ghast 
  Two 3rd-
  Level 
  2 
  15 – 16 
  Devourer 
  Two 4th-
  Level 
  2 
  17 – 18 
  Some 
  Liches 
  Two 5th-
  Level 
  2 
  19 
  or 
  higher 
  Nightshad
  e 
  One 6th-
  Level 
  1 
   
  The creator of a spellstitched creature decides how to 
  allocate the spells known against the number of times 
  per day spells of each level can be cast, and once made, 
  this determination cannot be changed. For example, if 
  a spellstitched skeleton has cause fear usable once per 
  day and shocking grasp usable three times per day 
  imbued as its 1st-level spell-like abilities, its creator 
  cannot later change either the spells or how frequently 
  each can be used (to two per day each, for example). 
   
  Special Qualities: A spellstitched creature retains 
  all the special qualities of the base creature and gains 
  the following special qualities. 
   
  Damage Reduction (Ex): Spellstitched creatures with 
  1 – 3 HD have no damage reduction, those with 4 – 11 
  HD have damage reduction of 5/magic or silver, and 
  those with 12 or more HD have damage reduction 
  5/magic and silver. 
   
  Spell Resistance (Ex): A spellstitched creature has 
  spell resistance equal to 10 + the base creature’s 
  Charisma modifier. 
   
  Turn Resistance (Ex): A spellstitched creature gains 
  +2 turn resistance (added to the base creature’s turn 
  resistance, if any). 
   
  Saves: Spellstitched creatures get a +2 profane 
  bonus on all saving throws. 
   
  Challenge Rating: Same as base creature +1. 
   
  NEW FEATS  
   
   
   
   
  Energy Substitution [Metamagic] 
  (Source: Complete Arcane, page 79) 
  You can modify an energy-based spell to use another 
  type of energy instead. 
   
  Prerequisites: Knowledge (arcana) 5 ranks, any 
  metamagic feat. 
   
  Benefit: Choose one type of energy (acid, cold, 
  electricity, or fire). You can then modify any spell with 
  an energy descriptor to use the chosen type of energy 
  instead. An energy substituted spell uses a spell slot of 
  the spell’s normal level. The spell’s descriptor changes 
  to the new energy type-for example, a fireball composed 
  of cold energy is an evocation [cold] spell. 
   
  Special: You can gain this feat multiple times, 
  choosing a different type of energy each time. 
  ONW6-01 Screams of the Damned 
   
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  Improved Toughness 
  (Source: Complete Warrior, page 101) 
  You are significantly tougher than normal. 
   
  Prerequisite: Base Fortitude save Bonus +2 
   
  Benefit: You gain a number of hit points equal to 
  your current Hit Dice. Each time you gain a HD (such 
  as by gaining a level), you gain 1 additional hit point. If 
  you lose a HD (such as by losing a level), you lose 1 hit 
  point permanently. 
   
  Special: 
  A 
  Fighter 
  may 
  select 
  Improved 
  Toughness as one of his fighter bonus feats. 
   
  Split Ray [Metamagic] 
  (Source: Complete Arcane, page 83) 
  Your ray spells can affect an additional target. 
   
  Prerequisite: Any metamagic feat. 
   
  Benefit: You can cause any ray spell to fire one 
  additional ray beyond the number normally allowed. 
  The additional ray requires a separate ranged touch 
  attack roll to hit and deals damage as normal. It can be 
  fired at the same target as the first ray or at a different 
  target, but all rays must be aimed at targets within 30 
  feet of each other and fires simultaneously. 
   
  A split ray spell uses a spell slot two levels higher 
  than the spell’s actual level. 
   
  Transdimensional Spell [Metamagic] 
  (Source: Complete Arcane, page 84) 
  You can cast spells that affect targets lurking is 
  coexistent planes and extradimensional spaces whose 
  entrances fall within the spell’s area. 
   
  Benefit: A transdimensional spell has its full 
  normal effect on incorporeal creatures, creatures on 
  the Ethereal plane or the Plan of Shadow, and creatures 
  within an extradimensional space in the spell’s area. 
  Such creatures include ethereal creatures, creatures 
  that are blinking or shadow walking, manifested 
  ghosts, and creatures within extradimensional spaces 
  such as rope trick, portable hole or familiar pocket. 
   
  You must be able to perceive a creature to target it 
  with a transdimensional spell, but you do not need to 
  perceive a creature to catch it in the area of a burst, 
  cone , emanation, or spread. 
   
  A transdimensional spell uses up a spell slot one 
  level higher than the spell’s actual level. 
   
  Normal: Only force spells and effects can affect 
  ethereal creatures and no Material Plane attack affects 
  creatures on the Plane of Shadow or in an enclosed 
  extradimensional space. There is a 50% chance that any 
  spell other than a force effect fails against an 
  incorporeal creature. 
   
  ONW6-01 Screams of the Damned 
   
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  APPENDIX 7: MAPS
  ENCOUNTER 6: THE NONIZ BURROW 
   
   
   
  ONW6-01 Screams of the Damned 
   
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  ENCOUNTER 8: THE EBON COVEN 
   
  ONW6-01 Screams of the Damned 
   
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  APPENDIX 8:  
  THE HEADLANDS AT A GLANCE
  The Headlands of Onnwal are the home to the last 
  vestiges of the first human inhabitants of the 
  Dragonshead. Known as Headlanders to the people of 
  the Lowlands, these Flan tribes have herded their 
  animals and dwelt in their stone hillforts since before 
  the Aerdi Conquest. Despite this, little is known of 
  them or their customs among the lowlanders, the Flan 
  either having been beneath the dignity of most 
  scholars and sages as an object of study or the 
  Headlands too tortuous and difficult to traverse. It is 
  know that they are divided into three tribes, namely 
  the Ventonii [Ao'n Venteneach in the Flan], the 
  Dumanonii [Ao'n Dumanadh] and the Talamendes 
  [Ao'n Talaman]. Collectively they call themselves the 
  Ao'n Iornadh, the People of the Dreaming. Though 
  these tribes generally live in peace with each other, 
  their warriors are known for being fierce and fearless 
  when confronted.  
   
  There is a long standing enmity between the 
  Headlanders and the Dwur and Noniz of the 
  Headlands, the cause of which appears to be lost into 
  the mists of time. The Dwur will not speak of it while 
  the Flan recount legends of the days when Wyrms 
  ruled the land. While the truth may never be known, 
  the dislike between the peoples is no lie. 
   
  ROLES WITHIN THE AO'N IORNADH 
  Each member of the clan has an honour-price, called 
  the Dirae. This is an expression of their standing 
  within the clan, related to their role in clan life, their 
  deeds and the deeds of their ancestors and kin. 
   
  The highest honour price is the Raidh (chieftain), 
  which is always a male. All Raidhs of the Ao’n Iornadh 
  are considered husbands of Beory, and as such are 
  subject to judgments by the Naobhan. 
   
  Te Naobhan (meaning the Sacred to the Flan) are 
  also called Soothsayers by the lowlanders. These are the 
  religious leaders of the Ao'n Iornadh. They are 
  exclusively female and overwhelmingly worship Beory, 
  the Oerth Mother, often in the form of a bear totem. 
  Offerings are made to the other gods of the Flan, 
  especially Pelor (Na'athair - the Father or Sky Father), 
  Obad-Hai (Na'rasdha - the Warder) and Rao (Na'lubach 
  - the Cunning) in the form of animal totems (eagle, 
  mountain lion and wolf respectively). The Naobhan 
  not only lead the Ao in religious ceremonies, but are 
  also midwives, healers, teachers, keepers of the law and 
  arbiters of dispute (including rights of succession to 
  the title of Riadh). 
   
  The Naobhan alone may call the Riadh to question 
  and can call for a Riadh to be deposed if his rule has not 
  been successful or blessed with good fortune. The 
  Naobhan are second only to the Riadh in Dirae, 
  theoretically, though often the people of the clan will 
  listen to the Naobhan before a weak Riadh.  
  Seniority 
  is determined by the strength of the powers granted by 
  Beory. 
   
  Bards make up the ranks of the Filid, the Learned. 
  These are the keepers of genealogies and histories of 
  the clan, which they learn orally and pass on to their 
  pupils. The Filid, normally male, are subservient to the 
  Naobhan, but are above the Saidh and equal to the 
  Airetuisedh] in Dirae.  
   
  Warriors of the clan are named Saidh - literally 
  spears. They are accorded great respect and have a high 
  Honour-price. Great warriors can go on to become 
  members of the Riadh's retinue (Airetuisedh) or even 
  the Riadh, typically by ritual combat approved by the 
  Naobhan. 
   
  Those born with magic in their blood are for some 
  reason shunned and feared by the Ao'n Iornadh. 
  Though females are taken by the Naobhan and trained 
  to use their powers for the good of nature. On the 
  other hand male children are either killed by the 
  Naobhan at birth or as soon as they are discovered to 
  manifest such powers. Only a handful survive as exiles.  
   
  TRIBES OF THE HEADLANDS 
   
  Ventonii (A’on Venteneach) 
  Riadh: Mortitgastis 
  Tribal Marking: Blue scar 
  Residing in the eastern spine of the Headlands the 
  Ventonii are generally peaceful tribe of farmers and 
  hunters. What does distinguish this tribe is their claim 
  to an ancient relic rumoured to be taken from the 
  invading suel known as the Onnwi. A large standard 
  made of lion skin, the Ventonii know it as Rashta’s 
  Brother. They have interred the artifact within their 
  sacred mound of Creg y Bedw, calling it Rashta’s 
  Brother for some unknown reason. The cave is used as 
  a testing ground for new spears of the tribe. 
   
  Dumanonii (A’on Venteneach) 
  Riadh: Gwallam 
  Tribal Marking: Green cloud 
  This peaceful tribe claims territories south of the 
  Ventonii lands, and like their neighbours lives mainly 
  by fishing, farming and hunting, trading with 
  lowlanders at the annual Brewfest fair. 
   
  Gwallam and Mortitgastis are old rivals – saidhs 
  have come to blows over accusations of cattle theft on 
  both sides.  
   
  ONW6-01 Screams of the Damned 
   
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  Talamendes (A’on Talaman) 
  Riadh: Awran Bloodreaver 
  Tribal Marking: Red spear 
  Residing in the southern section of the Headlands the 
  Talamendes are the most war-like tribe of the tribes, 
  save for the degenerate Galai Iorn.  
   
  Initiation into the Talamendes tribe is brutal, with 
  new spears having to undergo Beory’s Cycle, an 
  assembly of all available Talamendes saidhs. The 
  initiate is to walk the line of tribesmen, being beaten 
  by the butts of each warrior’s spear, or occasionally 
  feeling the point of the spears as well. Those who fall 
  are cast out from the tribe. It is also practice for 
  enemies to coat their spear tips in venom, but should 
  the initiate survive the poison long enough to reach 
  the end of the Cycle and the ministrations of the 
  Niadh the offending siadh’s life is forfeit to the new 
  spear. 
   
  The lands of the Talamendes are closest to the 
  dwur of the citadels and the frequent clashes have 
  hardened the Talamendes. Mercy and defeat are almost 
  foreign concepts to the red tribe and they have little to 
  do with their northern brethren. Their Raidh, Awran 
  Bloodreaver, a cunning warrior who took leadership of 
  the tribe shortly after being given his spear, is 
  distinguished as the slayer of the leader of the dwur 
  warcompany known as the Gilded Hammers of 
  Sarakast.  
   
  Galai Iorn 
  Riadh: Unknown 
  Tribal Marking: Black tattoos from head to foot 
  The degenerate Galai Iorn are thought to be some kind 
  of in-bred throw back to earlier times. Existing within 
  the relatively unexplored centre of the Headlands only 
  a few glimpses of the mysterious Headlanders have 
  been forthcoming in the past couple of decades. 
  Recently fatigued and wide-eyed travellers remarked 
  that they were attacked by darkness itself at the behest 
  of the Galai Iorn. 
   
  Descriptions of the Galai Iorn vary from hunched, 
  black tattooed in-bred humans, with there even being 
  wild accounts of their skin being grey and their eyes 
  glowing in the darkness. 
   
  The Galai Iorn are shunned by the other three 
  tribes, dismissed as a throwback to darker times. They 
  are cannibals – feeding off dwur or Flan flesh 
  whenever it becomes available. 
   
  ONW6-01 Screams of the Damned 
   
  Page 50 
  
  APPENDIX 9:  
  THE GUEST LIST FOR THE FASKEL−KELDAS WEDDING
  The following is a description of various NPCs that the 
  PCs can speak with during Encounter 1: The Evening’s 
  Festivities. 
   
  Gellen Cadwale: Duke of the Azure Coast and Glaive 
  Superior of the Order of the Golden Sun. 
   
  Appearance: Of medium build and 5’9” Gellen 
  Cadwale appears to have aged beyond his years. His 
  steely grey hair is subtly whitening, and his brow is 
  now furrowed. Gellen’s countenance is always serious 
  now and his grey eyes seem to stare into the distance - 
  to the outward observer he seems to bear the mark of 
  one who carries the fate of the world on its shoulders. 
   
  Personality: Certainly he claims to carry the fate of 
  the knighthood, if not the world on his shoulders. 
  Gellen was unwittingly responsible for the murder of 
  all but a few of the Glaives of Azharadian during the 
  fall of Onnwal. Trying to redeem for his error he is 
  weary. He has a feeling his time as Glaive Superior will 
  be short and he is beginning to find a certain peace in 
  the inevitability. 
   
  Halrend Lorendrenn: Baron Dunheern, Glaive 
  Valorous of the Order of the Golden Sun. 
   
  Appearance: A striking 6’3”, of strong build and 
  with prominent Oeridian features, Halrend has the 
  bearing and posture of a professional soldier, for which 
  House Lorendrenn has a strong tradition. Indeed the 
  family crest bears a golden bolt, symbolising its 
  dedication to the ideals of Heironeous and Azharadian. 
   
  Personality: Halrend is no exception - he fought 
  with distinction in Idee during the wars. Since the 
  events of the Glaive trilogy he has made peace with 
  Gellen and agrees that the Order needs new blood. If 
  asked he mentions a year ago he would have never 
  thought he and Gellen could be breaking bread 
  together, though privately he has concerns that Gellen 
  is not himself. He heard the Glaive Superior talking to 
  no-one, mentioning he saw Gellen talking to himself 
  and muttering the words, “Soon”, seemingly to 
  invisible comrades. 
   
  Tarnedas of the Gulls 
   
  Appearance: Tarnedas is clad in a simple white robe. 
  His hair is white and falls unkempt about his 
  shoulders. Lines of age and care mark his sun-kissed 
  face, yet there is a look of absolute peace and serenity 
  in his intense blue eyes that touches any that look 
  upon him to the heart of their being.  
   
  Personality: Tarnedas believes himself to be the 
  messenger of Phaulkon on the Oerth and divines his 
  Master's will from the calls of the birds around him - 
  whom he calls the Parliament of Birds. He is 
  otherworldly, utterly serene, calm, unhurried, wise and 
  detached. He speaks cryptically and rarely gives a 
  direct answer, preferring often to answer it by posing 
  another question in return. 
   
  Every PC who is able to see Tarnedas must make a 
  DC 20 Will save or be affected by the awe and 
  reverence of Tarnedas. The effects are similar to that of 
  a charm person spell. 
   
  With Tarnedas is Dynarra, a follower of the Path of the 
  Talon (which teaches unarmed combat in the Suel 
  tradition). 
   
  ONW6-01 Screams of the Damned 
   
  Page 51 
  
  CAMPAIGN CONSEQUENCES 
  Please submit your consequences to onnwal@blueyonder.co.uk and please reproduce the questions in your mail 
   
  1) 
  Did Falinreth survive the module (if of course Falinreth was present)? 
   
  2) 
  Was Andrui allowed to study Falinreth 
   
  3) 
  Did the PC’s evacuate or help protect the city? 
   
  4) 
  Did Tarendas die? 
   
  5)  Did the PC’s disrupt the ritual? 
   
  6)  Did the PC’s retrieve the black stones? 
   
  7) 
  Did the PC’s retrieve the Standard? 
   
   
  ONW6-01 Screams of the Damned 
   
  Page 52 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Onnwal/596/Normal Scenarios/ONW6-01 - Screams of the Damned (APL 6-12)/ONW6-01 - Screams of the Damned.pdf