TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new 
  DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter 
  Adkison. 
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  sanction and run DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. 
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  events is purely coincidental. © 2005 Wizards of the Coast, Inc and the adventure author or authors. 
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  Dyv6-06 
   
   
  Walpurgis: The Dark Night 
   
  A One-Round D&D LIVING GREYHAWK
  ® 
  Dyvers Regional Adventure 
   
  By Joseph L. Selby 
  Triad Edit: Michael Mockus 
  Circle Edit: Tim Sech 
   
  The Blood Moon heralded the coming of great evil and the Dark Night has arrived. The ever-increasing numbers of the 
  orc horde threaten to overwhelm the Free Army and plunge the city of sails into permanent nightmare. Winter is born, 
  the Dragon awakes, and Death walks anew. A Dyvers regional adventure of graphic horror set in the village of Tricaster 
  and a stage in The Gnarley Threat for APLs 2-12. This event occurs after VTF6-05 Autumn and concurrently with VTF6-
  06 The Earth Dragon Cometh and contains untiered encounters. 
   
  Resources for this adventure [and the authors of those works] include Dyv1-06 Bunny Go Down the Hole by Andrew 
  VanHooreweghe, Dyv4-04 A Dream Given Form by Brad Gardner, Dyv6-01 Festival of the Blood Moon by David 
  Blackwell, and the following adventures by Joseph L. Selby: Dyv5-02 Rising in the East, Dyv5-04INT East vs. West, 
  Dyv5-07 End of the Line, Dyv5-09 What Know You of Peace, Dyv6-01INT The Raising of Southguard, Dyv6-03 
  Forevergreen, VTF6-03 Red on the Horizon, VTF6-05 Autumn, VTF6-06 The Earth Dragon Cometh 
   
  
  Dyv6-06 Walpurgis: The Dark Night 
   
  Page 2 
  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 DM (or usually just DM). 
  Sometimes (and almost all the time in the cases of home 
  events) the senior gamemaster is also the table DM. You 
  don’t have to be a HERALD-LEVEL GM to run this 
  adventure if you are not the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK character. Second player and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2007.  
   
  To learn more about the LIVING GREYHAWK character 
  creation and development, RPGA event sanctioning, and 
  DUNGEONS & DRAGONS REWARDS, visit the RPGA 
  website at www.rpga.com.  
   
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than this 
  section, you’ll know too much about its challenges, which 
  kills the fun. Also, if you’re playing this adventure as part 
  of an RPGA-sanctioned event, reading beyond this point 
  makes you ineligible to do so.  
   
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies of 
  the following D&D books: Player’s Handbook, Dungeon 
  Master’s Guide, and the Monster Manual.  
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. Sidebars contain important 
  information for you, including special instruction on 
  running the adventure. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Full information on NPCs and 
  monsters are given in Appendix 1.  
  Along with this adventure you’ll find a RPGA 
  Table Tracking sheet. If you’re playing this adventure as 
  part of an RPGA-sanctioned event, complete and turn in 
  this sheet to your senior GM directly after play. You’ll also 
  find a LIVING GREYHAWK Adventure Record (AR).  
   
  LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To determine this 
  modified Average Party Level (APL) follow the steps 
  below: 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), other than 
  those brought by virtue of a class ability (such as 
  animal companions, familiars paladin’s mounts) or 
  the warhorse of a character with the Mounted 
  Combat feat, use the sidebar chart to determine the 
  number of levels you add to the sum of step one. Add 
  each character’s animals separately. A single PC may 
  only bring four or fewer animals of this type, and 
  animals with different CRs are added separately.  
  3. 
  Sum the results of step 1 and 2, and divide by the 
  number of characters playing in the adventure. 
  Round up to the nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
  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 
  
  Dyv6-06 Walpurgis: The Dark Night 
   
  Page 3 
  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 1
  st-level characters may find the 
  challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them, and fight for them. 
  Time Units and Upkeep 
  This is a standard one-round Regional adventure, set in 
  Dyvers.  Characters native to Dyvers pay one Time Unit 
  per round, all others pay two Time Units per round.  
  Adventurer’s Standard Upkeep costs 12gp per Time Unit. 
  Rich Upkeep costs 50gp per Time Unit.  Luxury Upkeep 
  costs 100gp per Time Unit. 
   
  Adventurer’s Standard Upkeep costs 12gp per Time 
  Unit.  Rich Upkeep costs 50gp per Time Unit.  Luxury 
  Upkeep costs 100gp 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 scenario. 
   
  A character who does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties by 
  living off the wild.  If the character possesses four or more 
  ranks in the Survival skill and succeeds at a Survival 
  check (DC 20), the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, may 
  refill spell component pouches and healer’s kits, and may 
  restock up to 20 arrows or bolts if the character has at least 
  four ranks in Craft (bowmaking).  The player is allowed to 
  Take 10 on this roll. 
   
  More information about Lifestyle and Upkeep can be 
  found in the “Lifestyle and Upkeep” section of Chapter 3 
  of the Living Greyhawk Campaign Sourcebook. 
  Adventure Background 
  A pattern of events has begun to emerge and Nyderia 
  Ceriwien, the high priestess of the Cathedral of Istus has 
  recognized the signs. In an elaborate and complex ritual, 
  she has attempted to commune with the Lady of Our Fate 
  herself in hopes of divining information that might tip 
  the scales in the battle between Dyvers and Blackthorn 
  and help the city of sales defeat the orcs of the Pomarj. 
   
  The ritual has succeeded, although not exactly how 
  Priestess Nyderia expected. Istus has transported those 
  adventurers that will, in two years time, find themselves 
  in a critical position to decide the fate of Dyvers, to the 
  future. Within this future they may see the ramifications 
  of their failure as well as learn clues that may help them 
  back in the future. 
  Related Adventures 
  Events from the following adventures are referenced or 
  have directly impacted the events of this adventure. 
  Dyv1-06 Bunny Go Down the Hole 
  Dyv4-04 A Dream Given Form 
  Dyv5-02 Rising in the East 
  Dyv5-04INT East vs. West 
  Dyv5-07 End of the Line 
  Dyv5-09 What Know You of Peace 
  Dyv6-01 Festival of the Blood Moon 
  Dyv6-01INT The Raising of Southguard 
  Dyv6-03 Forevergreen 
  VTF6-03 Red on the Horizon 
  VTF6-05 Autumn 
  VTF6-06 The Earth Dragon Cometh 
  Have the players determine whether they’ve played any 
  of these adventures with their character before beginning 
  to save time during the event. 
  Reality vs. Dream 
  No event occurs between Dyv6-05 Black as Night and 
  this adventure to explain the radical change in the 
  regional setting. The characters went to sleep in the city 
  
  Dyv6-06 Walpurgis: The Dark Night 
   
  Page 4 
  of Dyvers in CY 596 and awake in CY 598 when the city is 
  ruled by the Pomarj and has become the slaving hub of 
  the Nyr Dyv. Because of this sudden and inexplicable 
  change, many (most) players will assume that the 
  adventure is only a dream. Most will conduct themselves 
  with the typical wariness and caution that accompanies a 
  seasoned adventurer, but a few may take the thought of a 
  dream as an opportunity to act recklessly, even foolishly, 
  without fear of repercussions or reprisals. 
   
  Although different, Dyv6-06 Walpurgis is not a 
  dream. Istus, the Mother of Our Fate, goddess of destiny, 
  whose church represents the third largest religious 
  organization in the city following Zilchus and Xerbo, has 
  provided the PCs with a prophetic vision of the future, 
  something they can experience first-hand. Anything that 
  affects them within the future state, whether it is energy 
  drain, ability damage, death, or something worse, affects 
  their characters and must be dealt with as per the rules in 
  the most current LGCS. Keep this in mind when making 
  rulings and adjudicating the situation. It is real; it is 
  simply two years forward in a potential future. 
   
  NOTE ON detect magic: Because of the manor in 
  which this adventure is possible, the characters exist in a 
  permanently magical state. This means that any time they 
  cast detect magic, everything they look at detects as 
  magical. A Spellcraft check reveals that this magical aura 
  is Divination magic. Any other magical auras that might 
  also exist can be detected as normal. 
   
  NOTE ON DISBELIEVING: Because this isn’t an 
  illusion, any attempt to “disbelieve” fails.  
  Availability of Spellcasting 
  Because of the nature of this adventure—the Pomarj 
  ruling Dyvers and the adventurers as outlawed rebels—
  no spells, goods, or services are available for purchase 
  until the Conclusion of this adventure unless  specified 
  within the adventure itself. 
   
  Likewise, the “Bull Market” affect that has been 
  present in most Dyvers adventures in CY 596 is not 
  present in this adventure, due to this forward time travel. 
  Golden Finger of 
  the Great Guildmaster 
  The Golden Finger of the Great Guildmaster (from Dyv5-
  05 Riposte teleports a dead character to where the 
  Cathedral of Zilchus used to stand, now just a pile of ash 
  and ruin. It does not return them to CY 596. 
  Blackthorn and the Pomarj 
  Blackthorn is a village in the southeast area of the Gnarley 
  Forest whose location has remained hidden all these 
  years. Although there has been some confusion before 
  (and that confusion was appropriate, given the secret 
  nature of Blackthorn), enough time has passed and 
  enough events occurred for a better understanding of 
  Blackthorn to exist. Blackthorn the village is a forward 
  outpost established by orcs of the Pomarj years ago in 
  preparation of an invasion of Dyvers and the Free Lands. 
  Although there’s minor distinctions between the orcs of 
  Blackthorn and the orcs of the Pomarj (black thorn 
  piercings versus war face paint, for example), Blackthorn 
  orcs are in truth Pomarj orcs. At this point in the storyline 
  as more and more orc warriors arrive from the Pomarj, the 
  two terms are becoming interchangeable. 
  Bad Deep 
  Some time before the Rain of Colorless Fire (an event that 
  occurred a thousand years ago), two Oeridian tribes 
  battled for control of what is now known as the Gnarley 
  Forest. One tribe, called the Gnarle tribe, lived in the 
  forest and strove to be one with nature. The other tribe 
  was controlled by a female druid who wanted complete 
  control of the Gnarley so it could flourish based on her 
  vision. This druid, named Stevros, was relentless in her 
  tyranny, and eventually sought extreme measures to 
  defeat the opposing tribe. 
   
  The two tribes met for battle in the area now known 
  as Bad Deep. Stevros intended to use a new dimension-
  altering spell she learned from the Suel to overlap a 
  portion of the Gray Waste of Hades (another plane of 
  existence known for its desolation and gloom) onto the 
  area inhabited by the defending tribe. The exposure to 
  Hades, plus the extraplanar creatures that would come 
  along for the ride, would easily wipe out the Gnarle tribe. 
   
  However, the Gnarle tribe learned of the plan just in 
  time. They attacked Stevros’ tribe while she was in the 
  middle of casting the spell, destroying her minions and 
  disrupting her spellcasting. The disrupted spell only 
  allowed a small portion of Hades to overlap into the 
  Gnarley, and also bound Stevros’ soul into the casting. 
  This caused the overlap to become permanent, and also 
  turned Stevros into a lich. The negative energy that 
  washed through Stevros quickly corrupted the druid and 
  changed her into a Blighter. 
   
  The Gnarle tribe was at a loss for what to do. They 
  knew little of dimensional magic, and feared (incorrectly) 
  that if they killed Stevros all of Hades would flood into 
  
  Dyv6-06 Walpurgis: The Dark Night 
   
  Page 5 
  the forest. So they used what little magic they knew to 
  keep the plane of Hades from seeping into the forest, and 
  placed the incapacitated Stevros into the heart of a giant 
  darkwood tree. 
   
  After several years, the Gnarle tribe realized the 
  spells keeping Hades at bay had to be renewed on a yearly 
  basis. So they picked a day in fall to meet and renew the 
  spells keeping Bad Deep at bay. This day grew into the 
  celebration known as Brewfest. 
   
  Things were fine for many, many years. The tribe 
  grew and changed into the organization now known as 
  the Gnarley Rangers and the Gnarley Druids. They would 
  defend the forest, and at Brewfest, would meet, celebrate, 
  and renew the spells on Bad Deep. 
   
  In CY 590 (about a year before the events in Dyv1-03 
  The Wrong Place at the Wrong Time), a band of men 
  poaching trees cut down Stevros’ prison, freeing the 
  druid. It wasn’t until CY 594 that Stevros was defeated 
  and the portal to Hades was shut completely. Three years 
  later, though, at the height of the conflict between the 
  Pomarj and the Free People, the death toll had grown so 
  high that the stink of it seeped through the seams created 
  by the closed portal. Great beings from Hades that feast 
  on corpses and raise great armies of undead to do their 
  evil bidding forced the portal back open. With the 
  Gnarleyfolk already engaged against Blackthorn, they 
  were not prepared to handle the undead horde and were 
  quickly destroyed, flanked on both sides by enemies. The 
  magic that has brought the PCs to this point in existence 
  has caused the portal at Bad Deep to open again. As soon 
  as the PCs began the adventure, the undead horde woke 
  and began to move east in search of the last bastion of 
  hope, desiring the sacrifice within so feebly clinging to 
  life. 
  Whisper and Silence, 
  the Tears of the Blood Moon 
  At Weekend in Dyvers 2006, a special AR was awarded to 
  a single character at the end of the interactive, The 
  Raising of Southguard. There were a number of 
  stipulations that went into who received the item, and the 
  final selection was made from a group of ten potential 
  PCs. That one PC now wields Whisper, the Secret of 
  Molaho Khem. This item is the direct antithesis to the 
  item appearing in this adventure, Silence, the Secret 
  Keeper of Molaho Khem. For the DM who has Whisper 
  at his table, this adventure will play out slightly different. 
  Without offering spoiler information, it is simple enough 
  (and obvious enough) to state that Silence’s purpose on 
  Oerth is to find a wielder that will eventually destroy 
  Whisper…and its wielder, if necessary. Because of that, in 
  this adventure, Whisper compels its wielder to prevent 
  anyone from claiming the shards of the Blood Moon that 
  will eventually be forged into Silence. This creates the 
  potential for various acts, some of them evil, to take place. 
  When adjudicating this situation, remember that the PC 
  is compelled to keep the other PCs from claiming Silence. 
  Unless Whisper’s wielder succeeds at his Will save (DC 
  30) and still chooses to commit an evil act, he should not 
  be penalized for his actions. His character should be 
  considered as dominated. If necessary to allow the 
  encounter to run smoothly, run the character yourself so 
  that there are no hard feelings between the players. There 
  is the potential (but hopefully not too much potential) 
  that the compelled character will have to kill one of his 
  party members or at least (more likely) lie and deceive 
  them. More information is included in Encounter 7: The 
  Secret Keeper. 
  Adventure Summary 
  Introduction: The PCs awake to find themselves in a 
  Dyvers utterly different than the one they were in the 
  night before. The invasion from Blackthorn was 
  successful and orcs now rule over the city, a bastion of 
  slavery along the Nyr Dyv and Velverdyva River. 
  Encounter 1 Strange Friends: The PCs are in a tavern 
  operated by a drow that professes to be an ally of theirs. 
  He has agreed to help them escape the city without being 
  captured by the slaver patrols 
  Encounter 2 The Dragon: The acolyte the PCs may have 
  met at the beginning of Dyv5-09 What Know You of 
  Peace is in the city again and recognizes the party. She 
  gives them a new prophecy. 
  Encounter 3 North Slave Road: Leaving the city, the 
  PCs discover that the Great Forest Road has been 
  modified to more closely match its sister counterpart in 
  the Pomarj, forming the North Slave Road. 
  Encounter 4 Winter: Reaching the southern forest, the 
  PCs discover that the magical sway of the Nyr Dyv has 
  lost its hold and snow has fallen in the forest. 
  Encounter 5 Tricaster Days: Arriving at Tricaster, the 
  sun shines for the first time since the PCs awoke in the 
  alternate Dyvers. The villagers are not inclined to leave 
  and are not aware of the situation outside of their own 
  village. Something is…off, though. 
  Encounter 6 Tricaster Nights: At night, all the villagers 
  become ghosts. The city transforms into an alternate 
  reality similar to that of Dyvers proper, with the 
  exception of the area immediately around the well. 
  
  Dyv6-06 Walpurgis: The Dark Night 
   
  Page 6 
  Encounter 7 The Secret Keeper: The source of the 
  inexplicable immunity from the constant nightmare state 
  is traced to the village well. There the PCs may find a 
  fragment of the Blood Moon meteor that separated from 
  the rest of the meteor earlier in the summer. They may 
  even be able to retrieve some of it. 
  Encounter 8 Death: The dead that have been left to rot 
  throughout the forest rise and assault Tricaster. There are 
  too many for the PCs to defeat by themselves, but a 
  combined effort may save the day. 
  Conclusion: The village is destroyed or it isn’t. 
  Introduction 
  Ask the PCs about their involvement in the Dyvers Town 
  & City Project and if they have any NPC family members. 
  Any NPCs the character may normally travel with (such 
  as the adopted daughter Maesha), mounts, animals, 
  animal companions, familiars, cohorts (unless they are 
  one of the six adventurers in the party), and followers are 
  not present when the adventure begins. The PCs have a 
  recollection of going to sleep in whatever room they 
  normally sleep in (if they own a house in one of the 
  villages of the Free Lands, etc, that is where they went to 
  sleep last night, although they wake up in the City of 
  Dyvers. The room looks identical to the one in which 
  they went to sleep, but the window looks out on the city 
  and the door opens up into the Jolly Ogre tavern. 
   
  The summer heat is nearly at its peak. It’s that 
  time of year when many adventurers head to the Land 
  of Black Ice or the territories of the Frost Barbarians. 
  But here you lay, waking from a well-rested night in 
  the Free and Independent City of Dyvers. Sitting on 
  the stand next to you is an invitation a page delivered 
  to you last night from the village of Tricaster’s newly 
  elected council leader, Karessa Quicktoes. It seems 
  you are to be honored guests at their “Festival of 
  Freedom.” 
   
  As the haze of sleep or trance slips from your 
  mind and you truly wake to the day, you realize that 
  no light is shining through the window neither is 
  there a candle or torch burning in your room 
  although your senses swear that you’ve slept the night 
  through. The question grows as you are assaulted by 
  one of the most putrid stenches you’ve ever 
  encountered outside of a troglodyte warren. Although 
  country-folk are taken aback by the smells of a 
  metropolis such as Dyvers, nothing comes to mind to 
  extricate the situation in which you find yourself. 
   
  Give the players Player Handout #1. Each of them 
  begins alone in a separate room and each has received an 
  invitation. 
   
  NOTE: For elves, this all happened during their 
  hours of trance. They did not notice any change in their 
  environment. Equally, although it is dark outside, it is 
  actually morning. Everyone has gotten the rest they need 
  to begin the adventure without penalty. Players are 
  considered to have memorized spells and prayed for spells 
  appropriately as the adventure begins, so no one begins at 
  a disadvantage. 
   
  If the PCs go to the window, continue with the 
  following box text. If they walk outside, skip to 
  Encounter 1: Strange Friends. You can summarize the 
  exterior box text if they leave the building. 
   
  Looking out the window, the mystery becomes 
  surreal. Beyond the glassless opening, the city of 
  Dyvers sprawls in every direction. The throngs of 
  foreigners that have flooded the streets of the city 
  over the past eight months are gone, as are the 
  merchants and mercenaries that line the streets to 
  accommodate them. What you see instead is a decayed 
  city of half-collapsed buildings and smoldering fires. 
  The streets are populated by orcs, hobgoblins, 
  bugbears, and goblins. What humans are in view are 
  chained in slave lines or penned in latticed iron cubes. 
  The fierce snap of whip cracks echo down the streets 
  from every direction, causing the beleaguered captives 
  to cringe in terror and look toward the sky for a divine 
  answer to their ignored prayers. 
   
  Allow the PCs to attempt any skill checks or cast any 
  divinatory spells they wish so that they accept that this is 
  the City of Dyvers and not a dream (pinching or slapping 
  oneself or any of the other PCs has no affect). Once the 
  players are satisfied and ready to continue, proceed to 
  Encounter 1: Strange Friends. 
  Encounter 1: Strange Friends 
  NOTE ON teleport: If The PCs have magical means to 
  escape the city (such as using teleport to transport the 
  entire group out of the city), skip directly to Encounter 3: 
  North Slave Road. If they go directly to Tricaster, skip to 
  Encounter 5: Tricaster Days. 
   
  Stepping out of your room, you find yourself on 
  the second floor of a tavern. A number of other 
  adventures have also emerged, looking as if they too 
  had just awoken from a dream and entered a 
  nightmare. The loud clatter of an iron tankard falling 
  to a bar sounds below. A male drow is waiving a 
  washcloth at you. “What are you doing just walking 
  
  Dyv6-06 Walpurgis: The Dark Night 
   
  Page 7 
  out of your rooms like that? Do you want to be seen?! 
  I told you I would come and get you when it was time 
  to leave.” He looks about warily at the empty tavern. 
  “Well, since you’ve already dressed, gather your things 
  and let us get ready to leave. The sooner you’re out of 
  here, the less risk of me being discovered.” 
  All APLs 
  Smudge: Male drow Rogue 6; hp 26. 
   
  Characters with Dyvers as a home region may make a 
  DC 10 Knowledge (local: Velverdyva, Tuflik, Fals Trade 
  Route) check or Intelligence check to recognize the 
  interior of the Jolly Ogre Inn. Those from out of region 
  may make a DC 16 Knowledge (local: Velverdyva, Tuflik, 
  Fals Trade Route) check or a DC 15 Bardic Knowledge 
  check to know the same. The tavern is extremely popular 
  among the adventuring community, especially members 
  of the Dyvers Anti-Slavery League. It is operated by a 
  retired-adventurer half-orc named Smudge who is 
  notorious for ending brawls as quickly as they start. A DC 
  15 Spot check reveals Smudge’s head hanging mounted 
  above the front door. 
  • 
  The innkeeper says his name is Smudge, although it’s 
  clearly a pseudonym. He does not offer a real name, 
  saying that Smudge has been and still is the 
  proprietor of the Jolly Ogre. 
  • 
  There is time for breakfast and discussion on how to 
  get out of the city, although Smudge warns them to 
  stay away from the door or windows lest someone 
  accidentally discover they are here. 
  o 
  He has closed the tavern for the day. 
  o 
  PCs can also use this opportunity to ask him 
  questions. 
  Smudge is willing to answer as many brief questions as he 
  can, but doesn’t want to linger too long in risk of some 
  slavers ignoring the closed sign and coming in for 
  breakfast. If the PCs want a more comprehensive 
  explanation as to what’s happened, they must succeed at a 
  properly worded Diplomacy check. Information is 
  separated by DC listed below. If they ask him questions 
  that require a Diplomacy check, he simply says, “There is 
  no time for that now. Perhaps when we’ve made it 
  outside the walls.” If they press the matter, then they 
  receive a Diplomacy check. If they wait until they’re 
  outside the walls and then bring up the questions again, 
  the Diplomacy DCs decrease by 10. 
  • 
  If the PCs ask/state that this is a dream, he reassures 
  them that—although they might pray it was a dream 
  they could wake from—it is very real and to treat it as 
  anything other than life-and-death would be to invite 
  enslavement by the Pomarj. 
  • 
  If they question what year it is or when all of this 
  could have happened, he tells them that it is the 
  latter part of what they call Common Year 598 and it 
  happened over the course of the past three years. 
  • 
  If the PCs ask where he thinks they’re going, he tells 
  them that they paid him 500 gp yesterday to help 
  them sneak out of the city and escort them to the 
  edge of the Gnarley Forest. 
  o 
  They had said they were heading for the ruins of 
  Tricaster. 
  o 
  If the PCs look, they are not missing any coin. 
  • 
  Leaving the city is difficult. The slavers keep an iron-
  tight hold on the harbor and the gates. There aren’t 
  very many humans left who are allowed to travel 
  outside of the slave chain gangs. 
  • 
  Dyvers was sacked three months ago. Those who 
  weren’t captured and sold into slavery are most likely 
  dead. An extreme few are still hiding in the city 
  attempting to escape. 
  • 
  Larissa Hunter was killed in the fighting and her 
  corpse was sent to Turrosh Mak as a prize. 
  • 
  Ten thousand orcs now populate the city of sails. 
  Slavers make port regularly at the docks, openly 
  flying the yellow sales. There are also goblins, ogres, 
  hobgoblins, bugbears giants…and worse things 
  living in the city. No drow or duergar remain. 
  Diplomacy check (DC 20) 
  • 
  The first major victory for Blackthorn was the 
  destruction of the village of Tricaster. Everyone who 
  opposed the orcs in that battle was slaughtered, down 
  to the women and children. 
  • 
  Banebridge never even opposed the horde. A great 
  blaze burned the village to the ground before the orcs 
  ever arrived. 
  • 
  Half the Dyvers Free Army quit following the 
  destruction of Banebridge. Many emigrated to the 
  safer ports, the Urnsts and Veluna. 
  • 
  Verbobonc, Greyhawk, and Furyondy abandoned 
  Dyvers, choosing to fortify their own homelands. 
  • 
  The Pax Mercuri—Perrenlander mercenaries that 
  defended 
  the 
  city 
  during 
  the 
  invasion 
  of 
  Admundfort—refused to aid Dyvers a second time 
  once they discovered they were paid with stolen 
  money. 
  
  Dyv6-06 Walpurgis: The Dark Night 
   
  Page 8 
  • 
  The drow and duergar were able to infiltrate the city’s 
  sewer system without being detected, allowing the 
  orcs to begin the battle for the city from within. With 
  its walls compromised and its army depleted, the city 
  fell in a single day. 
  Diplomacy check (DC 30) 
  • 
  It is rumored that Dyvers attempted to assassinate 
  the viscount of Verbobonc and frame Blackthorn in a 
  desperate attempt to spur the Verbobonc military 
  into direct conflict with the horde. 
  • 
  Following the murder of 20 Knights of Furyondy 
  during the One Day War of CY 595, the expulsion of 
  the Knights of the Hart at the war’s conclusion, and 
  the execution of Ethane Leardyn, a knight himself, 
  King Belor IV refused to offer Dyvers any aid, stating 
  that the wicked reap what they sow. 
  • 
  Greyhawk City offered military aid in exchange for 
  Dyvers’ vassalage, but Magister Hunter refused 
  outright, going so far as to arrest a handful of 
  gentryman who conspired to sign an accord with 
  Greyhawk behind her back. 
  • 
  If they insist on knowing what “worse things” are in 
  the city or if they ask who rules the city now, he 
  simply says, “The dragon woke.” 
  • 
  If the PCs ask why he’s helping them or why the 
  drow left, he tells them that the orcs betrayed the 
  drow after the city fell. They were promised a 
  sacrifice, but none was ever given. Those drow that 
  confronted the orcs were destroyed in such a fashion 
  that no other has dared make the attempt again. 
  (Regardless of Diplomacy check, he does not tell the 
  PCs what the sacrifice is or was supposed to be.) 
  Smudge has procured hats of disguise and red robes that 
  they can use (and purchase later if they wish). He 
  suggests that the PCs disguise themselves as members of 
  the Scarlet Brotherhood (if they are not already dressed as 
  such). They are some of the last humans in the city that 
  aren’t chained. He also has scrolls and wands of endure 
  elements as well as cold-weather gear that he’d be willing 
  to sell them to aid in their trek through the Gnarley 
  Forest. (If they ask, it has been snowing in the forest for 
  two years, although he cannot explain why as he’s not 
  from the area and was not aware that it didn’t normally 
  snow there.) 
   
  Smudge is open to many other suggestions if the PCs 
  are not comfortable disguising themselves as members of 
  the brotherhood. Other potential ideas are listed in the 
  next encounter, and he is willing to help with most, if 
  possible or needed. Other ideas may be suitable based on 
  the abilities of the PCs. The DM should adjudicate these 
  situations based on the information listed below. Once 
  the PCs have decided how they want to leave and made all 
  the necessary preparations, continue to Encounter 2: 
  The Dragon. 
  Encounter 2: The Dragon 
  If the PCs begin asking questions about the city or what 
  happened between Dyvers and the Pomarj—something 
  true members of the Scarlet Brotherhood would already 
  know—allow them to make a DC 14 Spot check to notice 
  that people they are passing are eavesdropping. If they 
  continue to ask questions, Smudge tells them to be quiet 
  before they’re discovered. If they still continue, some 
  nearby orcs see through their disguises. Go to “Fighting 
  their way out of the city” below. 
  Leaving the Jolly Ogre, the state of the city truly 
  strikes you. The smell is overwhelming, a stench of 
  ash, sweat, and blood. In every direction you see 
  destruction, orcs, or slaves. The dead are left to rot in 
  the streets, further victimized by the occasional 
  scavenger that does not mind spoiled meat. The living 
  are in chains, their legs, arms, and necks clasped with 
  iron and their spirits with something far worse…fear. 
   
  That fear becomes tangible when, through the 
  gloom, you see the towers of the Dweomercrafters 
  Guild. Only one of the four towers still stands and 
  wrapped around it rests a dragon larger than any 
  you’ve seen before. Although its body is unmoving, its 
  head slowly sweeps across the city, watching the 
  caravans of flesh move into and out of what was only 
  yesterday the Jewel of the Flanaess. 
   
  Allow the PCs a DC 20 Spot check. Those that are 
  successful see that the dragon has brown scales; DC 40 
  reveals that the scales aren’t actually brown, rather the 
  dragon is made of massive chunks of earth and stone. For 
  those that succeed at the first spot check, a DC 21 
  Knowledge (arcana) check reveals that there are no 
  known brown dragons on Oerth, the closest being a 
  dragon-kin, the earth drake. A DC 20 Knowledge 
  (religion) check reveals that this creature could be some 
  type of creation or proxy for the Earth Dragon, the deity 
  of the Pomarj. 
   
  The PCs may wish to look around and get a better lay 
  of the city. This is possible, but if they linger too long, the 
  orcs begin to take notice. Below is a list of likely things 
  they see here and throughout the city. 
  • 
  An orc slaving party consisting of 8 orcs and 20 
  captives. Captives are separated by size, so halflings 
  and gnomes are chained separately from elves, 
  
  Dyv6-06 Walpurgis: The Dark Night 
   
  Page 9 
  humans, and half-elves. Dwarves are chained with 
  halflings and gnomes, regardless of their size. 
  o 
  There are very few half-orc captives, but there 
  are some. They have been badly beaten and any 
  protruding tusks they once had have been 
  broken off. 
  • 
  A wooden stand has been constructed so that slaves 
  can be displayed and bid on by potential buyers. 
  Buyers include orcs, half-orcs, bugbears, drow, 
  duergar, humans dressed in red robes, and some 
  beings dressed so thoroughly in black that it is 
  impossible to tell what race they are. 
  • 
  Two hobgoblins hold a slave’s chains while a third 
  methodically whips the prisoner. The skin has been 
  torn from the slave’s back and his/her pants are 
  drenched with blood, but the taskmaster shows no 
  signs of ending his scourge. 
  • 
  Two goblin runts are hitting rats with clubs made of 
  leg bones. They are driving the rats away so that they 
  can scavenge the corpse of a dead slave whose body 
  was cast into the gutter. 
  • 
  There is a 60% chance that any building the PCs look 
  for 
  (other 
  than 
  the 
  Jolly 
  Ogre, 
  and 
  the 
  Dweomercrafters Guild, which have already been 
  shown) has been destroyed. Small fires still burn in 
  many collapsed burnings and many others show 
  signs of fire damage. 
  o 
  Knowledge (local: Velverdyva, Tuflik, Fals Trade 
  Route) still finds locations within the city 
  normally, but the DC to find a specific location 
  (DM’s discretion) is increased by 2. 
  NOTE: If the PCs attempt to talk to any of the slaves, the 
  orcs crack down quickly and violently. See “Starting a 
  riot” below for details on what happens.  
   
  Once the PCs have seen everything they wish, they 
  can attempt to make their way out of the city. They 
  should decide how they are going to escape before they 
  leave the Jolly Ogre (Smudge makes sure of this). At the 
  end of this encounter are the results of the most likely 
  tactics. PCs that think outside the box may come up with 
  a different method. The DM should adjudicate these 
  plans as they arise based on the results of other options 
  listed below. There is more to this encounter other than 
  just the escape, so be sure to deal with the slavery auction 
  before continuing to Encounter 3: North Slave Road. 
  THE TEMPLE DISTRICT 
  Taking a circuitous route through the city, you see the 
  flagpole that marked the city’s center at the vast 
  market where merchants from across the Flanaess 
  used to ply their wares. A flag still flies, but that of the 
  grotesque mask of the Pomarj, rather than the proud 
  standard of the Free Lands of Dyvers. Based on your 
  direction and the location of the flag pole, that would 
  place you in what was once the Temple District, 
  although what you find now represents perhaps the 
  worst devastation of the entire city. Ash remains 
  where once great cathedrals raised towers toward the 
  heavens. Anything that was called divine has been 
  destroyed. 
   
  Allow the PCs to make a DC 15 Will save as they pass 
  through the Temple District. Those that are successful see 
  that one large building still stands, although it shimmers 
  in the light much like a mirage. A DC 10 Knowledge 
  (Velverdyva, Tuflik, Fals Trade Route) check, Bardic 
  Knowledge check, or Intelligence check reveals that this 
  was once the Cathedral of Istus. PCs may also attempt a 
  DC 15 Knowledge (religion) check or Bardic Knowledge 
  check to recognize Istus’ holy symbol on the front of the 
  building and know that she is the goddess of fate. If they 
  wish to investigate the building and Smudge is with 
  them, they must succeed at a DC 20 Diplomacy check to 
  convince him to stay with them while they investigate 
  (he does not see the building). Investigating the cathedral 
  reveals that it is not there, having the same substance as 
  an illusion or incorporeality. 
   
  Allow the PCs another DC 20 Spot check. Across 
  from the Cathedral of Istus, there are four holy symbols 
  protruding from the ash. PCs may make a DC 15 
  Knowledge (local: Velverdyva, Tuflik, Fals Trade Route) 
  check or Bardic Knowledge check to know that the 
  Temple of Nerull is across the street from the Cathedral 
  of Istus. The holy symbols are very clearly not Nerull’s or 
  any obvious derivation thereof. A DC 22 Knowledge 
  (religion) check or a DC 10 Bardic Knowledge check 
  reveals that the symbols are of the four elements of the 
  cult of the Greater Elemental Eye, the four factions of the 
  Temple of Elemental Evil that fled to Dyvers after the 
  temple was destroyed. 
  THE AUCTION BLOCK 
  Once the PCs pass the temple district, they enter the city 
  market, a large open area that has dozens of wooden 
  stages constructed in a broad circle. The market is filled 
  with orcs, goblins, kobolds, gnolls, hobgoblins, bugbears, 
  ogres, Rhennee, and red-robed Scarlet Brotherhood. 
   
  NOTE: Regardless of which tactic the PCs use to 
  escape the city, the acolyte of the Earth Dragon 
  recognizes them. 
   
  As long as the method the PCs choose allows them to 
  look around, they participate in this part of the encounter. 
  
  Dyv6-06 Walpurgis: The Dark Night 
   
  Page 10 
  Allow PCs a DC 25 Spot check to notice two distinctive 
  men standing in the crowd. Those that make the check 
  and succeed at a DC 20 Knowledge (local: Velverdyva, 
  Tuflik, Fals Trade Route) check or played the year 1 
  Dyvers mini-missions Crawlspace or Bats in the Belfry 
  recognize the kobold guildmaster of the Dyvers Vermin 
  and Pest Contractors, Laddie Crockhandle. Those that 
  played Dyv1-09 Bragging Rights, DyvInt5-02 Test of 
  Obedience, or Dyv5-09 What Know You of Peace or 
  succeed at a DC 18 Knowledge (local: Velverdyva, Tuflik, 
  Fals Trade Route) check see a familiar-looking man in a 
  red robe standing among the crowd in front of the 
  auction block. Successful PCs may make a DC 16 Wisdom 
  check to recognize Areolas Lasimer, the guildmaster of 
  the cartographer’s guild. He’s dressed in the robes of the 
  Scarlet Brotherhood. The two are speaking to one 
  another, making comments on the various slaves. 
   
  It is the DM’s discretion what skill checks and DCs 
  are appropriate if the PCs wish to approach either of these 
  men. If a character successfully makes his way to either 
  guildmaster and acknowledges himself, they sound the 
  alarm. See “fighting their way out of the city” below for 
  details on combat. 
   
  Give PCs that are residents of Dyvers a DC 10 
  Wisdom check to recognize some of the people being 
  held as slaves. For those PCs from the VTF but not from 
  Dyvers, the DC is 12. For those PCs from outside of the 
  VTF, the DC is 15. For each 2 points above the DC they 
  succeed, they recognize someone else in the crowd. Once 
  each person is put on the block, their names are shouted 
  to the crowd, if the PCs decide to wait and watch. 
   
  NOTE ON REMICK: Worshippers of Kord from 
  Dyvers receive a +4 circumstance bonus to recognize him. 
   
  NOTE ON KELLEN: Gnarley Rangers receive a +4 
  circumstance bonus to recognize him. 
  DC 10 Remick Longtooth (high priest of Kord and a 
  former adventurer). He has been stripped naked 
  and placed in four sets of masterwork manacles. 
  He has also been de-tusked. Final bid: 2000 gp. 
  DC 12 Lord Trass Dagby, the Goblin’s Bane (gentryman, 
  co-owner of the Half Pint Pub, and a former 
  adventurer). This halfling is a number of open 
  wounds trickle blood near his manacles. It seems 
  the iron bracelets are spiked. Every time he tries 
  to wiggle free, he opens a new wound. Final bid: 
  1800 gp. 
  DC 14 Senior Ranger Kellen (from Dyv1-06 Bunny Go 
  Down the Hole, Dyv4-04 A Dream Given Form, 
  Dyv5-09 What Know You of Peace, and Dyv6-03 
  Forevergreen). The ranger is hardly recognizable 
  due to the large amount of burns that cover the 
  left side of his body. Final bid: 150 gp. 
  DC 16 The Dread Pirate Handsome Pete Scoffaw (a local 
  pirate very popular among the adventuring 
  community and a former adventurer himself). 
  Similar to Remick, the pirate stands naked on the 
  block, but the slavers have taken great pleasure in 
  punishing him for his moniker, “Handsome.” 
  Along with being castrated, the holy symbol of 
  Fharlanghn has been burned into the left side of 
  his face. Final bid: 500 gp. 
  DC 18 The kidnapped acolyte of the Earth Dragon (from 
  Dyv5-09 What Know You of Peace). She’s in 
  chains, standing on an auction block. She is 
  dressed in a brown robe, but her foot manacles 
  have a chain that is bolted to the wooden stage. 
  Final bid: 1000 gp (this cannot be overbid, see 
  below). 
  DC 20 Tristan Teleroy III (a self-proclaimed knight and a 
  former adventurer). The halfling’s feet and hands 
  are both bound and he’s hanging upside down 
  from a pole. Whenever an orc guard passes, they 
  spin him on his rope and laugh. Final bid: 250 gp. 
  DC 22 Collin DeMarr (the assistant guildmaster to the 
  Accountants Guild, a priest of Zilchus, and a 
  former adventurer). Unlike the other captives, he 
  is fully dressed in finer garb. Final bid: 750 gp. 
  Purchasing Slaves 
  Although Smudge is adamantly opposed to lingering, the 
  PCs may insist on staying to help free someone they 
  recognize (or just to free someone in general). If Smudge 
  cannot convince them to leave, he leaves without them 
  (although a DC 15 Diplomacy check convinces him to 
  wait for them away from the auction blocks). 
   
  The slaves of interest to the PCs (listed above) are 
  sold one at a time, beginning with Collin DeMarr (on the 
  stage when they arrive) and concluding with Remick 
  Longtooth. As long as PCs make honest bids and don’t act 
  bizarre or out of the ordinary, there is no need to make 
  skill checks. This is a slave auction after all. PCs must bid 
  the listed “Final bid” above or higher to procure each of 
  these individuals. 
   
  NOTE ON FREEING SLAVES: If at any time the 
  PCs free a slave they purchased within view of the 
  occupiers of the city, their disguises are pierced and 
  combat begins (see “fighting their way out of the city” 
  below). Once they’re out of the city, they can free them 
  without threat. If they manage to free them in the city 
  without being seen, the slave is recaptured later. 
  
  Dyv6-06 Walpurgis: The Dark Night 
   
  Page 11 
   
  NOTE ON QUESTIONING SLAVES: The slaves 
  can offer most of the information that Smudge did in 
  Encounter 1: Strange Friends if the PCs did not ask him 
  anything. DM’s discretion exactly what they know. 
   
  NOTE ON SLAVERY: If a PC attempts to purchase 
  or successfully purchases a slave with the intent of 
  keeping it rather than setting it free, mark an Evil Act on 
  his AR once the adventure is over. Regardless of whether 
  slavery is legal in a particular region does not prevent it 
  from being an inherently evil act. 
  The Acolyte 
  If the PCs recognize the acolyte, she makes eye contact 
  with them and shouts the following box text. If the PCs 
  do not recognize her, she first shouts at them, pointing, 
  “You who would escape this prison and leave the 
  nightmare behind. You who are not what you appear, 
  but friends to those forever trapped in this hell. Hear 
  me!” This attracts the attention of the nearby slavers. If 
  the PCs do anything that might otherwise be overlooked 
  (showing undue charity or revealing themselves as non-
  Pomarj races, etc.), they must talk their way out of the 
  encounter or get trapped in combat. See “fighting their 
  way out of the city” below for details about combat. To 
  talk their way out of combat they must succeed at a DC 40 
  Bluff check (this DC is 10 less if they each succeed at a 
  proper DC 20 Disguise check). 
   
  NOTE: This only happens if the PCs draw more 
  attention to themselves. If they continue their charade, 
  the acolyte’s prophecy distracts the slavers enough that 
  they leave the PCs alone. 
   
  The sound of tearing cloth draws the attention of 
  those about you. Shouts in orc accompany the rattling 
  of chains. Atop the wooden stage of the auction block, 
  a young woman dressed in brown robes hovers three 
  feet in the air. Massive brown wings protrude from 
  her back, flapping strongly, pulling her until her 
  chains are taught. Her eyes have rolled back into her 
  head, but it still seems as though she looks right at 
  you. Although a couple guards attempt to stab her 
  with halberds, the heavy leather wings beat them 
  back. 
   
  In a voice mixed between gravel and goddess, she 
  decrees. “Secrets revealed and sacrifice reborn. 
  Treachery revealed and sacrifice yet to be made. Four 
  eyes open and the Deep awakens anew. Defy the 
  mountain and silence the whispers. With gem or 
  shadow a choice must be made. One goes alone, never 
  to return. One must go alone!” 
   
  As long as the PCs don’t draw attention to 
  themselves, the guards focus on the acolyte rather than 
  them. They can continue to the city gates unmolested. If 
  they attempt to rescue or intercede on behalf of the 
  acolyte, the guards become suspicious and demand to 
  know who they are. They must succeed at a DC 40 Bluff 
  check (this DC is 10 less if they succeed at a proper DC 20 
  Disguise check). If they attempt to purchase the acolyte, 
  Areolas Lasimer bids up to 1,000 gp. If the PCs are still 
  bidding, he calls in a favor with the auctioneer and the 
  acolyte is awarded to Lasimer for 1000 gp regardless of the 
  PCs’ bid. If they cause a commotion because of this, they 
  draw unwanted attention to themselves. Unless they can 
  succeed at a DC 40 Bluff check, the guards are alerted to 
  their deception. See “fighting their way out of the city” 
  below for details on combat. 
   
  Details on how to escape the city are listed below 
  under the most likely methods that will be chosen. If the 
  PCs choose a different tactic, use those tactics listed to 
  adjudicate the proper difficulty of the PCs’ plan. Those 
  listed below are not the only ways possible to escape, only 
  the most likely to be used. Once the PCs have escaped the 
  city, continue to Encounter 3: North Slave Road. 
   
  NOTE ON ESCAPING: If the PCs fail to escape the 
  city, they are sold into slavery. They receive the Enslaved 
  award on the AR. 
   
  NOTE ON TOTAL PARTY KILLS: If all the PCs 
  are killed attempting to escape the city, the slavers may 
  bring them back to life. Those PCs that made it to the 
  second combat (defeating the first wave of orcs) are worth 
  more than those of poorer skill. They are brought back to 
  life using a reincarnate spell. The PCs do not have to pay 
  for the casting, but the rules for viable race options still 
  apply as per the most current LGCS. Those PCs that 
  return as a viable race receive the Enslaved award on the 
  AR. 
   
  NOTE ON DISGUISES: The “Hero of Dyvers” and 
  the “Legendary Hero of Dyvers” bonuses to Spot the PC 
  while in disguise do not apply to the occupying force. 
  Disguised as orcs 
  Due to the continued threat of military action from 
  Greyhawk City, the occupying force in Dyvers is more 
  regimented than a typical orc horde. To pass through the 
  gates, parties must submit to inspection and orc warriors 
  must provide signed orders as to where they will be 
  raiding. The PCs must first disguise themselves as one of 
  the occupying races of the city (orcs, half-orcs, 
  hobgoblins, goblins, or bugbears) with a successful DC 20 
  Disguise check each. Half-orcs do not need to make this 
  check. 
   
  If their disguises work, a successful DC 30 Bluff 
  check convinces the guards to let them pass. If the PCs 
  
  Dyv6-06 Walpurgis: The Dark Night 
   
  Page 12 
  are able to produced fake orders (with a successful DC 15 
  Forgery check), they receive a +10 circumstance bonus to 
  their Bluff check. The PCs may instead offer the guards a 
  bribe of 500 gp (total) for passage outside the city. This 
  grants them safe passage out of the city, but the guards 
  alert the scouts along the Gnarley Road, so combat is 
  automatically triggered in Encounter 3: North Slave 
  Road unless the PCs find some way to sneak past the 
  outposts. 
   
  If the gate guards see through the party’s disguises, 
  they attack. See “fighting their way out of the city” below 
  for details on combat. 
  Disguised as Rhennee 
  Aside from the Scarlet Brotherhood, Rhennee slavers are 
  the other group of humans that travel freely through the 
  city. PCs may pass as Rhennfolk with a successful DC 15 
  Disguise check if they attempt to leave through the 
  harbor. Any ship they might have owned isn’t there, 
  though, so they have to make t heir way onto another ship 
  (or buy a ship outright). A DC 30 Diplomacy check or a 
  DC 40 Bluff check convinces a Rhenn barge to let them 
  aboard. They may also bribe the captain with 500 gp 
  (total) to take them to Great Crown Island (PCs will have 
  to devise a way to get back to the mainland themselves—
  adjudicated at the DM’s discretion). They may also buy a 
  keelboat for 3,000 gp. 
  Disguised as Scarlet Brotherhood 
  The Scarlet Brotherhood is the exception to the 
  totalitarian rule of the Pomarj. The orcs have an 
  uncomfortable relationship with the brotherhood and the 
  humans keep mostly to themselves. The orcs do not 
  harass or boss around brotherhood members but keep a 
  careful distance whenever possible. To pass through the 
  gates, parties must submit to a cursory inspection. The 
  PCs must disguise themselves as one of the brotherhood 
  with a successful DC 15 Disguise check. PCs that have the 
  tattoo of the Scarlet Brotherhood from COR4-04 Red 
  Tide receive a +10 circumstance bonus to this check. 
   
  If the gate guards see through the party’s disguises, 
  they attack. See “fighting their way out of the city” below 
  for details on combat. 
  Disguised as slaves 
  No one questions Smudge while he walks the PCs 
  through the city. There is a course exchange between the 
  drow innkeep and the gate guards as to whether he truly 
  owns the slaves or has stolen them. The orcs threaten to 
  confiscate the PCs and keep them as their own slaves. As 
  long as the PCs do not do anything, Smudge successfully 
  navigates the encounter and gets them outside of the city. 
  If the PCs should challenge the guards or speak out as to 
  draw undue attention, stats are listed in Appendix 1 for 
  combat. See “fighting their way out of the city” below for 
  details on combat. 
  Fighting their way out of the city 
  Although Dyvers is built to comfortably host 55,000 
  people, the current population is approximately 10,000. 
  All these, however, are combat-capable. There is a mix of 
  orcs, goblins, hobgoblins, bugbears, and half-orcs with a 
  smattering of drow, duergar, ogres, and giants. In 
  addition, an avatar of the Earth Dragon is present, 
  warding off attempts by the Greyhawk army to retake the 
  city. Attempting to fight one’s way out of the city is 
  nothing short of suicide. It is unlikely that players will be 
  foolish enough to attempt to fight their way out of the 
  city, but to accommodate the foolishness of the few (and 
  the potential failure of those attempting to sneak out of 
  the city), stats for orc slavers are included in the 
  appendices. It is reasonable to assume that other classed 
  races would also participate in combat, but to save space, 
  only the orcs are included. 
   
  NOTE: If the PCs successfully dispatch the first 
  wave of orc attacks (which is more likely at higher APLs), 
  three more groups of orcs join the fray. Triple the number 
  of orcs and repeat the combat. Three rounds into the 
  second combat (or as soon as the second combat ends, if it 
  lasts less than three rounds), the Aspect of the Earth 
  Dragon also joins combat. 
  All APLs (EL 12+) 
  Orc Fighters (6): Male orc Fighter 4; hp 36; see 
  Appendix 1. 
  Orc Wizard: Male orc Wizard 8; hp 33; see Appendix 1. 
  Orc Cleric: Male orc Cleric 10; hp 83; see Appendix 1. 
  After three rounds of the second combat: 
  Aspect of the Earth Dragon: dragon god avatar; 
  hp 1,105; see Appendix 1. 
  Tactics: The orcs are in such a dominating position that 
  they use very few tactics. It avoid inciting a riot among 
  the slaves, they put down all disturbances quickly and 
  violently. They attack the strongest first, ganging up 
  and flanking if possible, dealing as much damage as 
  quickly as possible. No one is spared in an uprising, and 
  they take the time to kill those who have fallen to 
  demoralize any others nearby thinking of causing a 
  commotion. 
   The Aspect of the Earth Dragon, if involved, does 
  little to preserve the lives of the orcs still involved in 
  combat. It breathes its cone of fire and acid, attempting 
  to kill as many as possible. It then begins using spells 
  
  Dyv6-06 Walpurgis: The Dark Night 
   
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  and spell-like abilities or its combat prowess depending 
  on who its facing (spells on fighter-types and combat 
  on spellcasting types) along with its quickened breath 
  weapon to kill any that remain. 
  Hidden in a wagon 
  Smudge tells the PCs that anything large enough to carry 
  a person is searched before leaving the city, so he won’t 
  participate in a plan that includes the PCs hiding under a 
  blanket or anything so amateurish. Any such plans fail 
  and result in combat. See “fighting their way out of the 
  city” above for details on combat. 
   
  If, however, the PCs use magic to hide themselves, 
  such as a portable hole or something similar, these items 
  are not searched and they successfully make their way out 
  of the city. They miss out on the opportunity to hear the 
  acolyte’s next prophecy. Skip directly to Encounter 3: 
  North Slave Road. 
  Sewers 
  Since the Pomarj finally took over Dyvers, citizens have 
  been attempting to use the sewers to escape the city. The 
  orcs actively patrol the sewers. Use the same Hide and 
  Move Silently checks required in “Sneaking” below to 
  avoid sewer patrols. Regardless of whether the PCs are 
  successful, they encounter 2d3 of one of the following 
  oozes (roll 1d6 to determine type) while they go—the 
  ooze population has been skyrocketing given the 
  frequency in which dead bodies are left in the sewers. 
  While encountering the oozes, PCs may make a DC 22 
  Spot check to notice that portions of the ooze are actually 
  shaped like the silhouette of a humanoid. 
  ALL APLs (EL Variable) 
  1. Double the rolled number of gelatinous cubes 
  2. Gelatinous cubes, see Monster Manual p. 201 
  3. Grey oozes, see Monster Manual p. 202 
  4. Ochre jellies, see Monster Manual p. 202 
  5. Black puddings, see Monster Manual p. 201 
  6. Elder black puddings, see Monster Manual p. 201 
  If the PCs do not remain silent while fighting the oozes, 
  they attract the attention of the orc patrols. See “fighting 
  their way out of the city” above for details on combat. 
   
  NOTE: Because the PCs are in the sewers, the Earth 
  Dragon does not engage during the second combat. 
  Instead, on the third round, another group of 8 orcs joins 
  the battle. 
  Starting a riot 
  If the PCs attempt to start a riot through various spells or 
  skills (such as ventriloquism or Disguise checks), the 
  slavers crack down on their captives quickly. The slaves 
  do not try to resist, but stand by passively while those 
  standing beside them are cut down in retribution for 
  causing a commotion. Little happens by way of 
  disturbance. Those slaves killed by the orcs are removed 
  from the slave chains and thrown into the gutter for the 
  rats and the goblins. 
   
  If the PCs are discovered as the ones who attempted 
  to start the disturbance, stats are listed in Appendix 1 for 
  combat. See “fighting their way out of the city” above for 
  details on combat. 
  Sneaking 
  Dyvers has not been magically reinforced since the orcs 
  took it. Although there are thousands of fighting-capable 
  humanoids in the city, there are no magical protections to 
  prevent invisibility and similar illusions from aiding the 
  PCs in their escape. Each PC must succeed at 5 DC 25 
  Hide and Move Silently checks to make it to the walls. 
  Once there, they can attempt 3 DC 25Climb checks to 
  scale the walls (with an additional 3 to climb down) or 
  they can attempt to sneak through the gates while a slave 
  caravan passes through. This latter tactic required 1 DC 35 
  Hide and Move Silently check. 
   
  If the PCs fail at one of these checks, the orcs are 
  alerted. Stats have been included in Appendix 1 should 
  the PCs be engaged in combat. See “fighting their way out 
  of the city” above for details on combat. 
  Encounter 3: North Slave Road 
  NOTE: This encounter is not meant to be challenging or 
  difficult, but to merely show the players how radically 
  their home has changed. Characters could easily navigate 
  off the beaten path across the fields of the Meadowlands 
  and still arrive at the entrance to the Gnarley Forest. 
  Present the new obstacles to them, and as long as their 
  plan is sound, do not linger too long in this encounter. 
  Continue to Encounter 4: Winter. It takes one day to 
  cross the Meadowlands without magical aid. 
   
  Smudge explains to them the type and number of 
  patrols that they’re likely to encounter on the road. 
   
  Leaving the city offers little in the way of 
  improvement. The first mile south along the Great 
  Forest Road, you pass endless chain gangs, digging a 
  massive pit on either side of the road. Within, bodies 
  burned and bloody from the sack of Dyvers lay piled 
  haphazardly one on top of the other. Other slaves 
  walk with large buckets of lye, coating the bodies in 
  
  Dyv6-06 Walpurgis: The Dark Night 
   
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  an effort to suppress the overwhelm stench of rotting 
  flesh. 
   
  The Slave Road is regularly patrolled by orcs on 
  horseback. There is not enough cover to successfully hide 
  while keeping the road in sight. At the same time, if the 
  group travels beyond sight of the road, it greatly increases 
  their chances of running into a random raiding party 
  wandering the countryside. Below are the most likely 
  tactics a group may use depending on their party makeup. 
  There are three outposts and two traveling groups of 
  guards that the PCs encounter on the Slave road. If they 
  fail at any of these tactics, they trigger combat. Use the 
  stats provided in Encounter 2: The Dragon to represent 
  the guards that confront them. 
  Orc Patrols: All APLs (EL 9) 
  Orc Fighters (6): Male orc Fighter 4; hp 36; see 
  Appendix 1. 
  Orc Outposts: All APLs (EL 12) 
  Orc Fighters (6): Male orc Fighter 4; hp 36; see 
  Appendix 1. 
  Orc Wizard: Male orc Wizard 8; hp 33; see Appendix 1. 
  Orc Cleric: Male orc Cleric 10; hp 83; see Appendix 1. 
  NOTE: Similar to the Wild Coast, natural cover is hard to 
  come by. The grass and wild wheat that was normal to the 
  prairie of the Free Lands have been trampled by orc books 
  and killed with the blood of slain Dyversians. The natural 
  grass that remains is thin and weed-like. It doesn’t 
  provide adequate concealment for characters to Hide. 
  Kill all the guards 
  The party may attempt to simply overwhelm all the 
  opposition they may encounter on the Slave Road. 
  Although this may work at first, eventually the traveling 
  patrols discovers that one of the outposts has been sacked. 
  If this happens, the patrol races down the road riding 
  heavy warhorses. Use the stats listed for Encounter 2: 
  The Dragon, but double the number of orcs appearing. 
  All APLs (EL 14) 
  Orc Fighters (12): Male orc Fighter 4; hp 36; see 
  Appendix 1. 
  Orc Wizards (2): Male orc Wizard 8; hp 33; see 
  Appendix 1. 
  Orc Clerics (2): Male orc Cleric 10; hp 83; see 
  Appendix 1. 
   
  NOTE: If the PCs think of some way to kill the orcs 
  manning one of the stationary outposts, the roaming 
  patrols may not realize what happened. However, the 
  roaming patrols interact with these stationary locations, 
  so simply propping up the bodies is not good enough to 
  fool them. 
  Disguise themselves as a trading caravan/slavers 
  The only trading caravans that travel the North Slave 
  Road are shipping slaves. Chain gangs and wagons 
  outfitted with iron cells travel through the forest from the 
  sacked city of Narwell and other slaver outposts on the 
  Woolly Bay. The PCs need the appropriate items (chains, 
  etc.) to help make a DC 10 Disguise check. If successful, 
  they can travel along the road unmolested. NOTE: If a PC 
  has the magic tattoo from Cor4-04 Red Tide, the group is 
  not required to make a Disguise check. They pass 
  automatically. 
   
  NOTE: If more than two non–half-orc party 
  members are dressed in full plate or armor made from 
  special materials (as long as that armor is visible, chain 
  shirts are commonly worn beneath additional clothing 
  and certain spells and armor enhancements hide armor), 
  the guards attack them regardless of whether they were 
  successful at their ruse. Examples of special materials 
  include adamantine, mithral, dragonhide (or dragonhide 
  equivalents like millipede armor), and star metal. 
  Travel off the path 
  One of the most likely tactics, as the Gnarley Road is the 
  only major road south into the forest. The PCs can move 
  into the prairie of the Free Lands and head back toward 
  the forest and find the road without encountering much 
  danger. Unlike the Wild Coast, the humanoids have 
  taken over the various towns and villages throughout the 
  Free Lands, making travel off-road relatively easy. 
   
  If the PCs simply travel off the path when they reach 
  one of the outposts (there are three of them), they can 
  successfully circumvent these spots (adding 1½ hours to 
  their travel time). This does not prevent them from 
  avoiding the two traveling patrols (there is not enough 
  cover to avoid these patrols without being spotted. Once 
  the party spots the patrols, the patrols spot them. If the 
  party runs into one of these patrols, they must attempt to 
  try and get by them. 
  Attempt Bluff, Diplomacy, or Intimidate 
  A successfully worded Bluff check convinces the orcs to 
  let the party pass. The DC begins at 40 and decreases by 5 
  for each of the following four outposts/mobile guard 
  encounters that the PCs come upon (meaning the final 
  encounter can be passed by a DC 20 check). There is no 
  Diplomacy check capable of convincing the guards to let 
  the group pass. If a PC attempts an Intimidate check, it 
  triggers combat. 
  
  Dyv6-06 Walpurgis: The Dark Night 
   
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  Bribe any guards they come across 
  The guards, like all orcs, are inherently greedy. Because of 
  this, they are willing to look the other way while the party 
  moves past. Each orc must be bribed 100 gp × APL. A 
  properly worded Diplomacy check (DC 40) reduces this 
  cost to only 50 gp × APL per orc. 
  Sabotage the outposts 
  The outposts are made out of stone and wood and are 
  built large enough to hold ten guards for a sustained 
  length of time. The construction, though, is rudimentary. 
  If someone is capable of sneaking into the outpost (with 
  DC 30 Hide and Move Silently checks or by turning 
  invisible), they can make a DC 15 Knowledge 
  (architecture and engineering) check to figure out a way 
  to collapse the roof. Spells such as warp wood or can also 
  damage the ceiling’s support beams. PCs may choose to 
  also use stone shape to simply seal the guards into the 
  outpost, but this sets off the alarm when the outpost is 
  encountered by the next roaming patrol (see “Kill all the 
  guards” above for what happens). 
  Hide/Use invisibility 
  There are enough hills, ridges, and valleys in the Free 
  Lands to provide adequate hiding places for the PCs. They 
  must succeed at DC 35 Spot or Listen checks to notice the 
  roving guards approaching with enough time to hide off 
  the road. As long as the PCs don’t move while the guards 
  ride past, they are not required to make Hide or Move 
  Silently checks. The guards aren’t expecting anyone to be 
  on the road, and aren’t watching that closely. 
   
  PCs may use invisibility to move past the outposts 
  and the roaming guards. Although they are invisible, 
  there’s a chance that the orc cleric at the outpost may spot 
  that “something” is invisible in the area. Make an opposed 
  Hide vs. Spot check (the other orcs do not have a high 
  enough Wisdom to see an invisible opponent). 
   
  NOTE: Although they are invisible, PCs must still 
  succeed at a Move Silently check to sneak past the 
  outposts. (If they don’t think they can make a Move 
  Silently check against the roaming guards, they may stand 
  still and avoid the check all together.) 
  Use environment-affecting spells such as obscuring 
  mist, fog cloud, or control weather 
  Fog banks are extremely uncommon in this part of the 
  Free Lands. Using spells such as obscuring mist or fog 
  cloud immediately alerts the guards that something is 
  amiss. If control weather is used, though, the orcs are not 
  intelligent enough to understand that the storm bank that 
  just moved in is unnatural. A heavy storm is capable of 
  giving the PCs the concealment they need to sneak past 
  the outposts. 
  Travel using spells such as wind walk or phantom 
  steed 
  Unlike spells like fly and air walk, wind walk and 
  phantom steed travel at such a high velocity that the 
  guards on the North Slave Road are incapable of sounding 
  the alarm before the PCs have moved on to the next 
  encounter. These spells successfully bypass the guards on 
  the North Slave Road. 
   
  Once the party has successfully made their way past 
  three roaming patrols and two stationary outposts, read 
  the following box text and then move on to Encounter 4: 
  Winter. 
   
  As you approach the edge of the forest, the 
  temperature drops sharply. Your breath mists the air 
  in front of you and frost covers the bricks beneath 
  your feet. The forest itself is resplendent with snow 
  glistening from the naked tree branches, but the 
  scene is one of false splendor. The forest that is 
  forever green stands before you dead and wilted. 
  Never in its history has the Gnarley Forest dealt with 
  snow for more than a few days, but the trees that stand 
  before you appear as if they were born of perpetual 
  winter. 
   
  NOTE ON WEATHER: It is snowing inside the 
  forest. To continue into the forest unobstructed, the PCs 
  must wear cold-weather gear or be the target of endure 
  elements or similar effects. Otherwise they suffer cold 
  damage as per the Dungeon Masters Guide. 
   
  At this point, Smudge leaves them. He cannot be 
  convinced to continue on with them into the forest. 
  Encounter 4: Winter 
  The forest stretches out to welcome you as you 
  approach. Long, spindly branches like bony fingers 
  lilt from the canopy, scratching at you as you pass. 
  The trees creek in the breeze, and the sounds of 
  animals come suddenly and violently in loud bursts, 
  leaving only the whimpers of prey mortally wounded, 
  desperately clutching to their last throes of life. The 
  Gnarley Forest is an all-together darker place than it 
  once was. The shadows whisper malice, and the road 
  makes a winding path of lost hope. 
   
  The Gnarley Forest is a different place compared 
  with what the PCs have experienced in the past. Although 
  it had been growing wilder for some time now, it has 
  completely transformed, succumbing to the massive 
  amount of death taking place within. Once they enter the 
  
  Dyv6-06 Walpurgis: The Dark Night 
   
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  forest, it is a three day journey to Tricaster (not using 
  magical means). Listed immediately below are the events 
  that happen during the journey within the forest. As long 
  as the PCs stay to the road, they should not experience 
  anything more than what is listed in this encounter. If 
  parties choose to travel off-road (traveling, not just 
  camping), the DM should choose three monsters whose 
  CRs equals the APL at which the players are participating 
  for a random encounter. 
   
  NOTE ON MAGICAL DOMICLES: If the PCs 
  choose to sleep in a magical domicile such as 
  Mordenkainen’s magnificent mansion or Leomund’s tiny 
  hut, they do not encounter Shadrac or experience any 
  random encounters if they don’t have a fire. 
   
  NOTE ON BELTANDER: Like most of the other 
  minor villages in the Free Lands, Beltander was razed. Its 
  residents were either enslaved or killed. When the PCs 
  pass through the village, all they find is a field of white 
  snow. If they dig beneath it, they find ash and ruin. 
  Day 1 
  It snows gently throughout the first day in the forest. 
  The brick of the Slave Road is dusted white. The only 
  thing that differentiates it from the snow-covered 
  ground on either side is the break in the canopy of 
  bare branches. The lack of light shining within the 
  forest deceives onlookers to think that the leaves are 
  still on the trees. In truth, the trees grew so dense 
  before 
  the 
  winter 
  that 
  their 
  branches 
  have 
  intertwined, creating a type of shell over the forest 
  floor. Inside the darkness, sounds of various predators 
  and prey hunting or being hunted scream out 
  constantly. The forest has become an untamed zoo, 
  one creature constantly hunting another, each 
  predator the prey for some larger creature. 
   
  PCs that are members of the Gnarley Rangers, 
  Gnarley Druids, or one of the Elf Clans of the Gnarley 
  meta-orgs may make a DC 21 Knowledge (nature) check 
  to note that many of the more violent sounds coming 
  from within the tree line are from predators not originally 
  native to the forest. 
   
  As long as the PCs stay on the road, they do not 
  encounter any monsters. 
  Night 1 
  Nights in the forest are much like the days. The sounds of 
  predators and prey create a constant din. Unnatural 
  screams, roars, and cries rise and fall each time in greater 
  crescendo. If the PCs do not light a fire, they have a 
  random encounter on each watch that doesn’t have a fire. 
  Pick a single woodland monster (not a dragon) whose CR 
  is equal to APL + 3 or three monsters whose CRs are equal 
  to the APL. 
   
  If the PCs light a fire, only one incident happens all 
  night which is the one that happens on the 2
  nd watch. On 
  2nd watch, the haunting of the forest begins to play tricks 
  on the PCs. A half-fiendish fey uses his powers to toy with 
  the PCs. Allow the PCs on watch to make a DC 15 Listen 
  check to hear what sounds like a young girl’s voice 
  pleading, “Is anyone there? My name Alisan. I’m stuck! 
  Is anyone there? I need help.” If they fail, the night 
  continues on uneventfully. 
   
  NOTE ON DETECT MAGIC: Along with the usual 
  presence of Divination magic, PCs that cast detect magic 
  also detect Conjuration (creation) magic to the right of 
  the campsite. 
   
  NOTE ON SPEAKING TO THE VOICE: If a PC 
  speaks Sylvan or Abyssal, he is able to talk to Shadrac, the 
  creature responsible for this game. A successful DC 25 
  Diplomacy check convinces Shadrac to end his maze and 
  return any PCs that have gone out into the woods. Any 
  threats are simply treated with a laugh along with, “You 
  would not say such things if you knew who my father 
  is.” Shadrac does not tell them who his father is. 
  One PC 
   
  If one PC goes to investigate but another PC is awake 
  and remains in camp, the girl waits until the first 
  character has moved 15 feet into the forest and then says, 
  “Someone is there! I heard you! Can you hear me? I 
  need help. I’m stuck. Why are you walking away? I’m 
  over here.” The voice comes from the opposite direction 
  out of the camp. This repeats for each PC that remains in 
  the camp awake, each time coming from a different 
  direction, and each time becoming more desperate and 
  pleading (“Why are you being so cruel? Why do you hate 
  me?” etc.). 
   
  As long as at least one PC remains in camp awake, the 
  fire does not extinguish. As long as the camp fire is lit, the 
  PCs can make their way back to the campsite without 
  having to make an Intelligence or Survival check. 
  All Awake PCs 
   
  If both/all the PCs enter the forest, their campfire 
  goes out after they’ve gone 15 feet, and they cannot see 
  their campsite even if they have darkvision (the trees 
  have moved to block their view, destroying any tracks 
  that might have existed). Once the fire goes out, the little 
  girl starts laughing, but doesn’t say anything or answer 
  any questions. To find their way back to camp, they must 
  succeed at a DC 20 Intelligence check or cast plane shift 
  (as if they were escaping a maze). If they fail, they must 
  succeed at a DC 15 Survival check or cast know direction 
  
  Dyv6-06 Walpurgis: The Dark Night 
   
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  to determine which way is truly north so they can make 
  their way back to camp. Simply walking back the 
  direction they think they came causes them to become 
  lost and the Survival DC to find their way back increases 
  by 10. If they attempt to shout for the campsite, they hear 
  their own voice echo from behind them, but no one at the 
  camp hears them shout. 
   
  If at any time they pick the wrong direction, the girl 
  says, “That’s one way. I know that way. I know where 
  that leads.” If at any time they pick the right direction, 
  the girl says, “That’s one way, but I don’t know that 
  way. Where does it lead? Are you scared? You should 
  be.” If PCs figure out which comment leads in the right 
  direction, this offers a +2 circumstance bonus to their 
  Intelligence checks and/or Survival checks to find their 
  way out. 
   
  If the PCs don’t make it back to camp, the third 
  watch may not wake up until the morning. Certain 
  affects, such as an elf’s trance or a ring of sustenance, may 
  allow a PC to be awake on this watch. PCs are also used to 
  keeping watch during the night, so humans may be awake 
  out of habit. A successful DC 15 Will save allows the third 
  watch to wake if they are still asleep. If they wake, they 
  find the “lost” PCs standing only 5 feet into the tree line, 
  swaying as if they were in some type of trance. The group 
  may continue with the adventure normally. 
   
  If no one awakens until morning, the PCs must make 
  a DC 17 Survival check with the Track feat to find their 
  friends. If no one in the party has the Track feat (or 
  comparable means of finding their friends, such as 
  various spells), the party may spend the entire day 
  looking for their friends and then finding their way back 
  to the road. This causes them to arrive at Tricaster with 
  the mountain risen and the undead already arrived. There 
  are too many undead for the PCs to destroy by themselves 
  (even with multiple radiant servants in the group). 
  Tricaster is destroyed, and the villagers meet an agonizing 
  and gruesome end. Although the mass of undead is too 
  great to see through, the screams of the dying are loud 
  enough to haunt the PCs for years to come. The PCs 
  receive the Haunted award on the AR. Continue to 
  Conclusion B and the adventure ends. 
   
  NOTE: This only happens if some of the PCs become 
  lost in the forest and the rest of the party is incapable of 
  tracking them without spending the entire day in search 
  of them. If the PCs become lost and then make it back to 
  camp or the rest of the party successfully Tracks them, 
  continue to Encounter 5: Tricaster Days. 
  Day 2 
  The feral sounds beyond the tree line continue on the 
  second day, but nothing comes onto the road to confront 
  the party. Once mid-afternoon has come, a white rabbit 
  hidden beneath a snow-laden bush watches the PCs and, 
  if they make eye contact, it begins thumping its foot, 
  hopping back a few feet and waiting for the PCs to follow. 
  It does this repeatedly until it’s out of sight or until the 
  PCs follow. If the PCs do not follow, evening arrives 
  without further incident. Continue to “Night 2.” If the 
  PCs do follow, continue with the below box text. 
   
  The light disappears as soon as you move beneath 
  the tree line. Ahead, though, a single amber shaft 
  punctures the canopy to set on a large, unnatural 
  mound of snow. The rabbit moves beside it and 
  thumps its leg again, staring at you expectantly. 
   
  NOTE ON DETECT MAGIC: If the PCs cast detect 
  magic, the only new magical aura comes from the rabbit. 
  He radiates Necromancy magic (although he does not 
  appear to be undead, a detect undead spell reveals him as 
  such). 
   
  NOTE SPEAK WITH ANIMALS: The rabbit 
  speaks more intelligently than a regular animal with a 1 or 
  2 Intelligence. “Look what I found. I’m surprised no 
  one has found this place before. He was so important 
  to the forest that I would have thought someone 
  would have sought him out. The fact that he would be 
  left in the snow to rot shows just how much our way 
  of life has truly died.” The rabbit does not speak on 
  whether he is Naimur or offer any other name, but simply 
  laments the passing of the dragon. 
   
  If the PCs push the snow aside, they find the corpse 
  of a green dragon. A DC 45 Knowledge (arcane) check 
  confirms that the beast is a Wyrm, the approximate age of 
  the Gnarley Dragon. A DC 15 Heal check confirms that 
  the dragon is dead. If the PCs clear enough of the snow, 
  they uncover portions where the scales have been split 
  open by massive claw marks. A DC 20 Survival check 
  reaffirms that no normal creatures of the forest could 
  make claw marks that large, although the wounds are 
  only slightly larger than the dragon’s own claws. 
   
  Those PCs that played Dyv1-06 Bunny Go Down the 
  Hole and met the Gnarley Dragon or those that succeed at 
  a DC 30 Knowledge (local: Velverdyva, Tuflik, Fals Trade 
  Route) check can confirm that these are the remains of 
  the Gnarley Dragon. 
   
  If the PCs skin the dragon for its scales, they receive 
  the Cursed of the Gnarley award on the AR. If the PCs 
  bury the body or otherwise resolve its disposition in a 
  respectful way (leaving it undisturbed does not count as 
  resolving its disposition respectfully) or attempt to bring 
  it back to life, they receive the Blessing of the Gnarley 
  award on the AR. 
  
  Dyv6-06 Walpurgis: The Dark Night 
   
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  Raise dead or higher resurrection spells return the 
  dragon to life (but not reincarnate). Once revived, it does 
  not stay long, looking at the PCs and saying “The Earth 
  Dragon cometh” in Common then taking flight. If the 
  PCs cast speak with dead, this is also the only answer they 
  receive. 
   
  Once the PCs find the dragon, the rabbit disappears. 
  The PCs do not see it disappear, only that the next time 
  they look at where it was standing, it is no longer there. 
  There are no tracks to suggest that it moved away. It 
  merely vanished. Once the PCs have finished whatever 
  they want with the dragon, continue with “Night 2.” 
  Night 2 
  Unlike the previous night spent in the forest, the 
  second night is the exact opposite. There is no sound 
  of any kind. No predators or prey, no branches 
  creaking or wind blowing. It is as if the entire world 
  has gone silent 
   
  The fire still crackles and players are capable of 
  speaking to one another, so there’s no magical affect in 
  place. It starts to snow after nightfall, so each watch must 
  tend the fire to keep it lit. If they do not light a fire, there 
  is a single random encounter in the middle of second 
  watch. Select one monster whose CR is equal to APL +5 or 
  three monsters whose CRs are APL + 2. As long as they 
  have a fire lit, though, nothing happens. 
  Day 3 
  On the third day, the weather worsens. Heavy snow 
  begins to fall. Movement is quartered and visibility is only 
  5 feet. Anyone 5 feet away has partial concealment (20% 
  miss chance) while anyone more than 5 feet away has 
  total concealment (50% miss chance). By mid day there is 
  2 feet of snow on the ground. The PCs must make the 
  usual accommodations for cold weather or suffer the 
  effects as per the Dungeon Master’s Guide, page 302. 
  Although the snow falls heavy and quick, there is 
  little wind during the day, creating an even blanket of 
  white across the ground. It is with some peculiarity, 
  then, the moaning of a wind pushing through the 
  trees comes from up ahead. Gradually, the moan 
  changes from that of the wind to a melancholy voice. 
   
  “Kiiiiiiilllllllllllllll mmeeeeeeeeeeee,” it laments, 
  the 
  voice 
  rising 
  and 
  falling. 
  “Kiiiiiiiiiiillllll 
  mmmeeeeeeeeeeee.” 
   
  The moaning is coming from Winter, the druid 
  formerly calling himself Autumn that died at the hands of 
  adventurers in a preconceived sacrifice in an effort to 
  bring winter to the Gnarley Forest. The transformation 
  wasn’t what Autumn had expected, though. Following his 
  death, an adventurer placed a magic acorn in his mouth 
  and turned him into a tree. This only compounded the 
  “transformation” he thought he had seen in a divine 
  vision. Rather than coming back as some celestial being, 
  he turned into an undead monstrosity, half-sealed in a 
  tree. Some of his followers, the Children of Winter, were 
  also killed by the same adventurers that slew him. Those 
  that survived committed ritual suicide after his death, and 
  have also turned into undead, although they are not 
  burdened by being trapped in a tree. 
   
  Once they hear the moaning, the PCs may take what 
  action they feel is appropriate in this situation, moving 
  forward to find the source, or using stealth to attempt to 
  discover what’s happening. Winter’s canopy is thirty feet 
  in diameter, so there is no snow around his trunk and 
  movement is normal. This also removes concealment, 
  though, and anyone Hiding that isn’t also invisible is seen 
  by the Children of Winter once he enters the clearing. 
   
  PCs may circumvent this encounter, but by doing so, 
  they fail to stop the snow from falling. Unless they have 
  magical means (such as water walk or phantom steed at 
  the appropriate caster level) to traverse the snow 
  unimpeded, they arrive at Tricaster too late. They see the 
  undead horde from Bad Deep destroy the village and 
  receive the Haunted award on the AR. 
   
  If they enter the clearing about Winter’s trunk, 
  continue with this encounter. 
  The snow stops suddenly as you walk beneath the 
  boughs of what at first seems like a large tree. It takes 
  a second to fully comprehend what rises up before 
  you. A mighty oak tree with bark as black as pitch 
  punches through the forest canopy. Rivulets of black 
  sap slowly ebb down the gnarled wood. Protruding 
  out of the side, an elderly man hangs naked. His arms 
  are pinned above him; they end at his wrists where his 
  body fuses with the tree. The same is true of his feet 
  just above the ankles. His flesh has melted away at his 
  joints, exposing rotten bone-on-bone. His rib cage 
  shows clearly through open wounds in his chest, 
  maggots crawling along the hole and flies buzzing 
  about in the air. His eyes are sunken pits of rot, 
  puddles of tar dripping despair. “Kiilll me,” the 
  monstrosity moans. 
   
  From behind the creature, elf-looking forms 
  creep out of the darkness. It only takes a second to see 
  that they too lack the spark of true life. They gnash 
  their teeth, hissing and attack. 
  APL 2 (EL 5) 
   
  Children of Winter (3): gravetouched ghoul Druid 
  1; hp 12; see Appendix 1. 
  
  Dyv6-06 Walpurgis: The Dark Night 
   
  Page 19 
   
  Undead Animal Companions (3): skeleton wolf; hp 
  13; see Appendix 1. 
  APL 4 (EL 7) 
   
  Children of Winter (3): gravetouched ghoul Druid 
  2; hp 19; see Appendix 1. 
   
  Undead Animal Companions (3): skeleton wolf; hp 
  13; see Appendix 1. 
  APL 6 (EL 9) 
   
  Children of Winter (4): gravetouched ghoul Druid 
  3; hp 26; see Appendix 1. 
   
  Undead Animal Companions (4): skeleton wolf; hp 
  26; see Appendix 1. 
  APL 8 (EL 11) 
   
  Children of Winter (4): gravetouched ghoul Druid 
  5; hp 40; see Appendix 1. 
   
  Undead Animal Companions (4): skeleton wolf; hp 
  26; see Appendix 1. 
  APL 10 (EL 13) 
   
  Children of Winter (4): gravetouched ghoul Druid 
  7; hp 54; see Appendix 1. 
   
  Undead Animal Companions (4): skeleton wolf; hp 
  39; see Appendix 1. 
  APL 12 (EL 15) 
   
  Children of Winter (4): gravetouched ghoul Druid 
  9; hp 68; see Appendix 1. 
   
  Undead Animal Companions (4): skeleton wolf; hp 
  52; see Appendix 1. 
  Tactics: The Children use their animal companions to 
  create a melee barrier between themselves and the PCs. 
  They then use their spell power, as best as possible, to kill 
  the PC. If the PCs close within melee range, the Children 
  use what spells would be appropriate or their paralysis 
  special ability, whichever is proving more effective. 
   
  NOTE ABOUT ANIMAL COMPANIONS: The 
  animal companions’ Devotion ability confers a +4 Turn 
  Resistance as long as its companion druid is still alive…or 
  undead, as the case may be. 
  Treasure: 
  APL 2 – L: 2 gp, C: 0 gp, M: +2 leather ×3 (346 gp), ring of 
  feather falling ×3 (183 gp). 
  APL 4 – L: 0 gp, C: 0 gp, M: +2 leather ×3 (346 gp), boots 
  of elvenkind ×3 (208 gp), cloak of elvenkind ×3 (208 gp), 
  ring of feather falling ×3 (183 gp). 
  APL 6 – L: 2 gp, C: 0 gp, M: +2 leather ×4 (346 gp), boots 
  of elvenkind ×4 (208 gp), cloak of elvenkind ×4 (208 gp), 
  pearl of power (1st level) ×4 (83 gp), periapt of wisdom +4 
  ×4 (1333 gp), ring of feather falling ×4 (183 gp). 
  APL 8 – L: 2 gp, C: 0 gp, M: +2 leather ×4 (346 gp), boots 
  of elvenkind ×4 (208 gp), cloak of elvenkind ×4 (208 gp), 
  goggles of lifesight ×4 (167 gp ), pearl of power (1st level) 
  ×4 (83 gp ), periapt of wisdom +4 ×4 (1333 gp ), ring of 
  counterspells ×4 (333 gp ), ring of feather falling ×4 (183 
  gp ). 
  APL 10 – L: 2 gp, C: 0 gp, M: +2 leather ×4 (346 gp ), boots 
  of elvenkind ×4 (208 gp ), cloak of elvenkind ×4 (208 gp ), 
  goggles of lifesight ×4 (167 gp ), pearl of power (1st level) 
  ×4 (83 gp ), pearl of power (2nd level) ×4 (333 gp ), pearl 
  of power (3rd level) ×4 (750 gp ), periapt of wisdom +4 ×4 
  (1333 gp ), ring of counterspells ×4 (333 gp ), ring of 
  feather falling ×4 (183 gp ). 
  APL 12 – L: 2 gp, C: 0 gp, M: +2 leather ×4 (346 gp ), boots 
  of elvenkind ×4 (208 gp ), cloak of elvenkind ×4 (208 gp ), 
  goggles of lifesight ×4 (167 gp ), pearl of power (1st level) 
  ×4 (83 gp ), pearl of power (2nd level) ×4 (333 gp ), pearl 
  of power (3rd level) ×4 (750 gp ), pearl of power (4th 
  level) ×4 (1333 gp ), periapt of wisdom +6 ×4 (3000 gp ), 
  ring of counterspells ×4 (333 gp ), ring of feather falling 
  ×4 (183 gp ). 
  Winter begs for death even after the Children of Mercy 
  are destroyed. If the PCs succeed at a DC 20 Diplomacy 
  check (or offer to kill him in exchange for information), 
  they can distract him from his death wish long enough to 
  figure out whom he is and what’s happened. 
  • 
  His name is Winter. In his previous life, he was 
  called Autumn. He was killed by adventurers in 596. 
  • 
  His death was a component of a complex ritual 
  sacrifice to a deity he thought was called Winter. He 
  had been promised to be reincarnated as a celestial in 
  service of the god, but when he awoke, he was 
  undead. 
  o 
  He can’t explain how he became trapped in the 
  tree. That part no one has been able to figure out. 
  • 
  The snows began as soon as he was reborn as Winter. 
  From all things dead, life is reborn. If he dies, 
  perhaps he will discover his spring. The season has 
  not changed for two years. 
  • 
  He begged the orcs and the other humanoids to kill 
  him as they passed. He asked the werebears to kill 
  him after Beltander was destroyed. But the orcs just 
  mocked him and the Children of Winter, who were 
  much more populous at the beginning, slew all the 
  werebears. 
  
  Dyv6-06 Walpurgis: The Dark Night 
   
  Page 20 
  • 
  Dyvers fell quickly, he heard. It was said that the 
  Rhennee betrayed the city, helping the slavers sneak 
  past the wall through the sewers. He does not know 
  if that is true. He has not left the forest since his 
  rebirth. 
  • 
  The fey folk fell quickly once the Gnarley Dragon 
  was slain. The Earth Dragon left his mountain at 
  Blackthorn and slaughtered the Gnarley Dragon, 
  tearing its heart out while they battled in the air. 
  o 
  Many fey gathered to watch the combat, putting 
  their last hopes in the forest’s most powerful 
  defender. When he died, they stood shell-
  shocked. The Earth Dragon incinerated them in 
  plumes of fire and acid. 
  o 
  The forest has been void of sentient creatures 
  ever since. 
  • 
  The elven clans, giving in to fear and setting the fault 
  of the orcish invasion solely on the city-dwellers 
  began raiding villages in the western part of the 
  forest, burning Twilight Falls to the ground. 
  • 
  The mayor of Ketter’s Hearth was executed for 
  sedition, aiding the elves in their violent rebellion 
  against the viscounty. 
  • 
  The orcs and the goblins and the ogres and all the 
  evil races of the night rule now. Any who had the 
  misfortune to survive have been enslaved. 
  • 
  Please kill me. 
  NOTE: See above for results if the PCs do not kill Winter. 
  It does not stop snowing unless he is put to final death. 
  He is the focus that allows it to snow. 
   
  Once the PCs have killed Winter, the snow stops 
  falling and the temperature noticeably rises so that they 
  no longer need winter gear (although the snow is natural, 
  so it doesn’t immediately disappear, but begins to melt). 
  Once the PCs are ready, continue to Encounter 5. 
  Encounter 5: Tricaster Days 
  As the PCs get closer to Tricaster, the snow melts away. 
  By the time they get to the village itself, the snow is 
  completely melted and the trees surrounding the area 
  have actually begun to bloom again. Although the sun 
  hasn’t pierced the clouds, the day is generally brighter 
  than it was before Winter was slain. 
   
  NOTE ON TIME: Unless the PCs are traveling 
  magically, they should arrive in Tricaster only a few hours 
  before sunset. This should give them enough time to 
  speak to the various NPCs and investigate the village, 
  without causing them to wait too long before night falls. 
  If they decide to attempt a Gather Information check, 
  rather than speaking to the NPCs listed below, they learn 
  some of the information provided (DM’s discretion), but 
  night falls without allowing them time to travel much of 
  the village. 
   
  NOTE ON BAD DEEP: If the PCs magically 
  traveled to Tricaster (teleport, wind walk, or phantom 
  steed for example) so that they arrive in the village the 
  same day they awoke in Dyvers, the undead horde in Bad 
  Deep is still two days to the west.  
   
  IMPORTANT NOTE ON TRUE SEEING: If any 
  PC is using true seeing at any point during this 
  encounter, they see the truth of Tricaster. Use the 
  descriptions offered in Encounter 6: Tricaster Nights to 
  properly describe the village and its citizens. Also a PC 
  with true seeing does not need to touch any of the 
  buildings listed under “Places” to hear/smell any of the 
  affects. They are a constant presence any time they 
  approach that particular building. 
   
  A beacon of hope in this world of permanent 
  nightmare, the flag of the Free Lands of Dyvers can be 
  seen flying in the distance. Up ahead, the village of 
  Tricaster still stands, its walls rising resolute within 
  the forest. 
   
  A number of villagers, including Mayor Margus and 
  Atorin Seffren, have turned out to see who is approaching 
  the walls. They question what the PCs are doing there. If 
  the PCs tell them they received an invitation from 
  Karessa Quicktoes, they may make a DC 10 Diplomacy 
  check to be permitted into the town. If they don’t 
  mention the invitation, they must succeed at a DC 40 
  Bluff or Diplomacy check. 
   
  Mayor Margus is the first person to greet them when 
  they come through the gate, although he’s quick to tell 
  them that Karessa Quicktoes was assassinated over a year 
  ago. He’s curious as to how they came about their 
  invitations (and inspects it to see if it’s a forgery). 
   
  NOTE: This is a free-form role playing encounter. 
  There are a number of places and people listed below 
  along with a greater explanation as to what might have 
  happened. They meet with the Mayor of Tricaster, as well 
  as “the old woman.” Those people who participated in 
  Dyv5-02 Rising in the East see Atorin Seffren in the 
  crowd with a DC 15 Spot check. Those PCs that 
  participated in Dyv1-06 Bunny Go Down the Hole, Dyv4-
  04 A Dream Given Form, or Dyv5-09 What Know you of 
  Peace, or are a member of the Gnarley Druids, Gnarley 
  Rangers, or any of the Gnarley Elf Clans may make a DC 
  20 Spot check to notice Naimur, one of the three High 
  Druids of the forest, at the rear of the crowd. (Those who 
  
  Dyv6-06 Walpurgis: The Dark Night 
   
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  played the adventure know that Naimur died at the 
  beginning of Dyv5-09 What Know You of Peace.) 
  Otherwise, there is nothing in this encounter that 
  dictates where the PCs should go, although if they 
  investigate enough their attention should eventually turn 
  to the well. Allow the PCs to spend as much time 
  exploring the village as they want and then continue on 
  to Encounter 6: Tricaster Nights. 
  PEOPLE 
  If the PCs tell any of the villagers the whole story of 
  what’s happened and that they’re not from this time, the 
  villagers don’t take them seriously. Some may say that 
  they’ve also experienced the days disappearing, one into 
  the other, but none of them accept that the PCs are 
  actually from CY 596. 
  Mayor Margus 
  The first person to greet the PCs as soon as they arrive 
  at the gate to Tricaster is a man that identifies himself 
  as Mayor Margus. PCs may make a DC 10 Knowledge 
  (local: Velverdyva, Tuflik, Fals Trade Route) or 
  Intelligence check to recognize the mayor as the 
  former magister of Dyvers, Margus. He was voted out 
  of office by the Gentry Council and replaced by Larissa 
  Hunter over ten years ago. 
   
  NOTE: Players can make a DC 12 Wisdom check 
  to remember that their invitation to Tricaster was from 
  High Councilwoman Karessa Quicktoes and not from 
  Mayor Margus (Tricaster has no mayor). 
   
  Margus is able to confirm many of the things the 
  PCs have already learned. The orcs succeeded at their 
  conquest in the Gnarley and moved into the 
  Meadowlands. They sacked Dyvers with more 
  subterfuge than anyone gave them credit for. Those city 
  leaders that hadn’t left or been assassinated were killed 
  during the fighting or captured and sold into slavery. 
  What remains of the Dyversian resistance is here in the 
  village, the last free place in the Free Lands. 
   
  The one thing that Margus does not confirm is that 
  Tricaster was ever destroyed. He claims that it has only 
  been razed once, at the end of CY 594. It has managed 
  to remain intact ever since. 
  • 
  Karessa Quicktoes was betrayed by an adventurer 
  and killed during the defense of the village early in 
  597. While she was defending the town, he walked 
  up behind her and stabbed her in the back with a red 
  sword. 
  • 
  He was elected mayor of Tricaster after the rest of the 
  town council was killed during the incursion. 
  • 
  Margus did not leave Dyvers when the Gentry 
  Council voted him out of office. He had been 
  kidnapped by Derreg Lord Pengallen and voted out 
  of office in abstention. 
  o 
  A band of adventurers rescued him in Greyhawk 
  City at the end of CY 595. 
  • 
  Many people did not believe Dyvers would fall. 
  Political enemies used the turmoil to further their 
  agendas, some of them going so far as to kill key city 
  figures. This only weakened the city when the horde 
  advanced beyond the Meadowlands. 
  • 
  Once the orcs seized Dyvers, they stopped caring 
  about the forest. There are few altercations with the 
  Pomarj now. The greater threat is from the creatures 
  that live in the forest, predators that grew massive 
  from all the dead available to them. 
  • 
  The last year and a half seem like a blur, just one day 
  after another struggling for survival. He only has a 
  clear memory of the past four days. The explosion 
  this morning that woke them is the only thing to 
  break the monotony. At first they thought it was an 
  orc attack, but could find no evidence of an attack or 
  anything else. The appearance of adventurers 
  certainly explains it, though, as they are responsible 
  for all kinds of sounds and occurrences. 
  If the PCs tell Margus that they didn’t cause any kind of 
  explosion, he insists that they go see “the Old Woman.” 
  She is their wisest priestess, but she fell into a coma 
  four days ago. Perhaps the PCs’ arrival has heralded her 
  awakening. 
  The Old Woman 
  The old woman rests on a resplendent feather bed, 
  dressed in shimmering white samite. Her hands are 
  folded together on her stomach, and she breathes 
  steadily but slowly. The only jewelry she is wearing is a 
  platinum holy symbol. PCs may make a DC 15 
  Knowledge (religion) check to recognize the symbol as 
  that of Istus, the goddess of fate. PCs may make a DC 
  15Knowledge (local: Velverdyva, Tuflik, Fals Trade 
  Route) check, a DC 20 Knowledge (nobility and 
  royalty) check, or a DC 15 Bardic Knowledge check to 
  recognize the woman as Nyderia Ceriwien, the high 
  priestess of Istus in the city of Dyvers. 
   
  She does not respond to any external stimuli nor 
  can her coma be broken with dispel magic or any other 
  type of spell. If the PCs cast detect magic, however, 
  they must make a DC 15 Fortitude save or go blind for 
  1d10 hours. The light emanating from her body is so 
  bright that it is difficult to focus on any specific auras. 
  
  Dyv6-06 Walpurgis: The Dark Night 
   
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  The character must make a DC 25 Concentration check 
  or fail to see the magical aura. (Even after a successful 
  Concentration check, a Spellcraft check must be made 
  as normal.) 
   
  If the PCs haven’t already learned about the Old 
  Woman, any villager can tell them that she is their 
  wisest priestess (most of the others being only 
  acolytes). She fell into a coma four days ago and hasn’t 
  stirred since. 
   
  NOTE ON WAKING THE OLD WOMAN: 
  Some PCs may feel that their purpose is to wake the old 
  woman to get themselves home, which is partially true. 
  Once the woman wakes, they vision ends, but Nyderia 
  did not intentionally create this possible future for the 
  PCs and has no control over when it ends. The PCs are 
  not able to wake her regardless of their efforts. 
  • 
  She cannot be moved from her bed nor can her 
  body be manipulated (her arms do not move from 
  their current position). 
  • 
  Her holy symbol cannot be removed. 
  • 
  If the bed is turned on its side, she does not fall 
  out. 
  • 
  The bed cannot be moved from the building. 
   
  NOTE ON THE OLD WOMAN’S IDENTITY: 
  If the PCs inform Mayor Margus, Lord Seffren or any 
  of the other villagers that the “Old Woman” is actually 
  Nyderia Ceriwien, they don’t believe them. They say 
  she has never demonstrated the abilities of such a 
  powerful cleric. Perhaps the two just looked similar. 
  (Nyderia Ceriwien: Cleric 10/Divine Oracle 8) 
  Lord Atorin Seffren 
  If the characters participated in Dyv5-02 Rising in the 
  East, they recognize Atorin Seffren (if none of them 
  have, he relates that a band of adventurers saved him 
  and most of his family from assassins). He’s quite fond 
  of adventurers, although a DC 12 Sense Motive check 
  reveals that he has little spirit left and he’s putting on 
  his best face for the PCs. 
   Atorin is able to relate the deaths of his family and 
  most of the Gentry Council that did not flee. The Big 5 
  (Grandhearth, Maltrus, Navoy, Grift, and Herall) all led 
  troops into battle, but were cut down or captured and 
  enslaved. Lesser gentry houses attempted to flee, but 
  Verbobonc, Greyhawk, and Furyondy all refused them 
  entry. Most that did escape left for the Urnsts or the 
  Shield Lands. 
   Atorin Seffren rode with Lord Herall, as the two 
  were best friends and in-laws. Kael led a band of savage 
  soldiers, hand-picked by him. They were called the Red 
  Arrows and were the last portion of the Free Army to 
  fall. What few of them survived the final battle helped 
  Atorin escape to Tricaster after Kael Herall was 
  disintegrated. (The lack of high level casters after the 
  fall of Dyvers made most of the war deaths a permanent 
  affair, something the wealthy citizens of the Free Lands 
  never truly had to accept before.) The last of them died 
  of his wounds some time ago, so Atorin is the last. 
   Some of the villagers still call him Lord Seffren, but 
  he simply goes by Atorin. There’s not much to be lord 
  of these days, and the conduct of the Gentry Council 
  before the fall of Dyvers was shameful at best. Constant 
  squabbling over tactics and contracts and conscripting 
  soldiers rather than relying on volunteers. By the time 
  the orcs arrived, the Shipwrights Guild had been 
  contracted to fortify the southern defenses of the city, 
  although they knew nothing of siegecraft. 
   Since his arrival in Tricaster, everything seems a blur, 
  one day after the next. With so many people dead or 
  gone, life doesn’t seem worth living. He’s glad he isn’t 
  burdened by the memories of the days passing. 
  Naimur, High Druid of the Forest 
  Residents of Dyvers or Verbobonc know automatically 
  that Naimur was killed at the end of CY 594. Anyone 
  else may make a DC 10 Knowledge (local: Velverdyva, 
  Tuflik, Fals Trade Route) check or Intelligence check to 
  know the same. His body was left hanging on a spear 
  outside the southern gate of the City of Dyvers (in 
  Dyv5-09 What Know You of Peace). 
   
  Naimur only speaks in what sounds like gibberish. 
  It is no known language, but if a PC casts speak with 
  animals, he can understand Naimur clearly, although 
  the gnome occasionally goes rigid every time he hears a 
  loud noise. 
   
  “Carrots? Do you have carrots? Carrots would 
  taste really good. Ooo, do you have lettuce? Lettuce? 
  Or cabbage? Do you have any cabbage? That would 
  be so good. What was that? A wolf? …no, no we’re 
  safe. So, do you have any carrots?” 
   
  There is no skill or spell that can cause Naimur to 
  participate in an intelligent conversation. For all intents 
  and purposes, he should be considered to have an 
  Intelligence of 1. 
  PLACES 
  The Broken Chain (NE corner of the town square) 
  Holy symbols of Trithereon and Wenta flank a dancing 
  half-orc on the sign outside. Members of the Dyvers 
  Anti-Slavery League recognize the sign. Not only is this 
  
  Dyv6-06 Walpurgis: The Dark Night 
   
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  a tavern, but it is a cover for the DASL as well. Like the 
  other buildings, none of the doors or windows open. If 
  a PC touches the building, he hears what sounds like a 
  pig grunting and a woman crying and begging, “No, oh 
  please no. Gods no!” 
  Divine Delights Bakery (NW corner of the town square) 
  A wooden sign with ornate lettering and a loaf of bread 
  mark the town’s bakery. Like the rest of the buildings, 
  the PCs cannot open the doors or windows. Any PC 
  that touches the building smells the overwhelming 
  odor of burning flesh. If a PC can understand Goblin, 
  he hears “Don’t burn it now. I want to feel the blood 
  drip down my chin when I’m eatin’.” 
  Housing 
  There are 22 Grand Houses (two of which are built like 
  trees and one that is an elaborate tower), 6 Simple 
  Houses, and 246 Cottages. From a distance, the PCs can 
  observe villagers moving in and out of their houses, but 
  never a building close enough for them to reach in one 
  round. If the PCs ask or even demand that a villager 
  take them inside their house, they receive one of two 
  responses. On a DC 15 Diplomacy, Bluff, or Intimidate 
  check or a bribe of 10 wheatsheafs, the villager tells the 
  PCs they’re always welcome. They open the door and 
  walk in, but when the PCs step forward, the door is 
  closed. If they fail the check, the villager tells them he 
  doesn’t condone strangers in his home and quickly 
  excuses himself. 
   
  If the PCs attempt to use magic or similar effects: 
  dimension door, passwall, teleport, shadow leap, or 
  abundant step, etc., the attempt fails. They appear 
  outside the building. The door cannot be picked. If the 
  PCs attempt to break into the buildings, any damage 
  (caused by a weapon or an attempted Break check) 
  causes bits of the house to flake off. A DC 13 Search 
  check reveals the flakes are actually ash. The areas 
  where the ash fell off show signs of burn marks. The 
  PCs are not able to break into the buildings, though. 
  After the appropriate amount of damage has been dealt 
  to the building, it simply collapses into a mound of ash. 
  If a villager was inside, a DC 20 Search check finds the 
  skeletal remains of the NPC within the rubble (a DC 15 
  Heal check confirms that the remains are at least two 
  years old). 
   
  If a PC is inside a building when it collapses, he 
  takes 1d10 points of damage and is covered in ash. 
   
  If the PCs collapse a building and then leave, the 
  next time they see the area, the building has returned. 
  Any villager that might have been found as a corpse 
  within the wreckage also returns as normal. 
   
  NOTE: Even if a PC is a resident of Tricaster, he is 
  not able to enter his own home. 
  Imperial Mark Casino and Bar (SE corner of the town 
  square) 
  See “Housing” above for the effects if PCs attempt to 
  enter the Imperial Mark Casino. There are additional 
  affects, though. Any PC that touches the building 
  begins hearing children scream, and then two women 
  speaking loudly, trying to calm them. 
   
  “It’ll be all right, children. It’ll be all right! 
  Virella, help me calm them. Look up here, children. 
  Look up here. Auntie Virella and Auntie Sara are 
  going to tell you a story, but we need you to stay 
  quiet and stay still. Can you do that for us?” The 
  screaming begins to calm, except for a single young 
  girl. “Come now dearest, none of that. Come, tell me 
  your name. Maesha? Oh now that’s a pretty name—
  ” The woman is interrupted by a loud wooden 
  thump, someone beating against the door. Wood 
  splinters and the children begin to scream again; 
  this time, both women join them. The voices fade 
  away quickly, one disappearing after the other, left 
  in eternal silence by the sickening thud of axe 
  against flesh. “Gods be merciful,” the woman 
  whispers. And then there is only silence. 
  Mayor’s Grand House (SW corner of the town square) 
  This manor is the only building whose doors open for 
  the PCs. If they walk in, though, they walk into a 
  bedroom, rather than the foyer of a manor house. See 
  “The Old Woman” above for details about this location. 
  The Stream (east side of town) 
  Tricaster’s wall forms a horseshoe, ending at a stream 
  on its east side. Beyond that, the earth falls away into 
  the quarry from which the village took its stone to 
  make its walls. It creates a tall ridge line and a natural 
  wall and moat. Unlike the man-made structures of the 
  area, the PCs can enter the stream or move past it, 
  jumping or flying to the bank on the other side and the 
  steep slope into the quarry. It is 10 feet across the 
  stream and there is enough room for a single person to 
  stand on the other side. If PC touches the stream, the 
  water turns red as if it were filled with blood. 
  The Walls 
  Looking at the walls, they appear completely normal, 
  even touching it brings none of the strange effects that 
  happen above. However, if a PC attempts to walk on the 
  wall (something the villagers appear to do with ease), 
  the stone underfoot feels rough and uneven, as if large 
  amounts of gravel had been spread around (although 
  
  Dyv6-06 Walpurgis: The Dark Night 
   
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  none is visible). If a PCs walks near the edge, there is a 
  50% chance that they find a hole in the wall that they 
  don’t see. They must succeed at a DC 15 Reflex save or 
  fall 30 feet to the ground below. 
  The Watch Barracks (northeast corner of the town) 
  No one goes near the watch barracks, although at the 
  same time, no one overtly attempts to avoid the watch 
  barracks. Simply put, anyone walking in that direction 
  chooses a path that intentionally misses the barracks. 
  Like the other buildings in town, none of the doors or 
  windows open. Any PC that touches the building, 
  though, hears a loud voice coming from within. The 
  voice is speaking Orc. A PC that understands Orc may 
  make a DC 24 Knowledge (religion) check to recognize 
  the words as part of a sacrificial ritual to the Earth 
  Dragon. The PC may also make a DC 30 Listen check to 
  hear a soft murmuring, the sound of someone gagged 
  attempting to shout. 
  THINGS 
  The Flagpole (along the center road, next to the stream) 
  From a distance, the flagpole appears just like it did 
  from outside the town. It’s a tall, single pole with the 
  flag of Dyvers flying above it. When the PCs approach, 
  though, allow them to make a DC 20 Spot check. Those 
  that are successful see the same flag of Dyvers buried 
  under loose earth at the bottom of the flagpole. The 
  fabric is burnt and weathered with age. Looking up, the 
  flagpole is shattered at about seven feet tall and no flag 
  is flying. If the PCs back up ten feet or more, though, 
  the flagpole and the Dyvers flag both reappear. 
  The Well (in the center of town) 
  Approaching the well, the world around the PCs seems 
  less gloomy, as if the sun had come out from behind 
  clouds (although looking up, the sun has not come out). 
  If a PC touches the well, the entire party (whether they 
  touched it or not) hear, “I am returned. Blessings be 
  upon you.” Everyone within range of the well is 
  subject to a bless spell. 
   Any good aligned PC within five feet of the well also 
  hears “Have you come for me?” echoing from the 
  well. If the PCs want to investigate the well further, 
  this information is described in Encounter 7: The 
  Secret Keeper, although Encounter 6: Tricaster 
  Nights still occurs once the sun has set. It is okay to 
  run Encounter 7 before you run Encounter 6. 
  After three hours have passed, the sun begins to set. 
  Whether the PCs are done investigating the village or 
  not, proceed to Encounter 6: Tricaster Nights. 
  Encounter 6: Tricaster Nights 
  If you have the player that wields Whisper at your table, 
  give him Player Handout #2. This handout should not be 
  given to anyone else or shared with the group, although 
  there is a copy as DM’s Handout #1 for your reference. 
  They do not have the ability to know any of these 
  instructions, although if a player asks for a DC 17 Sense 
  Motive check, reveals that his attitude has suddenly 
  changed as if subject to a magical compulsion. He does 
  not radiate magic from a compulsion, though. 
   
  And towering above it all, deep within the forest, 
  a single stone monolith rises to spread its shadow 
  across the Gnarley, a mountain whose peak twists and 
  curls giving the illusion of a dragon’s head. Its shadow 
  reaches across the forest and falls on Tricaster. About 
  you, the buildings disintegrate, falling into piles of 
  ash. The villagers—most thrown to the ground and 
  many screaming in fear—change. Their flesh melts 
  away and they become insubstantial. Everyone here is 
  dead. 
   
  The walls still exist, although they are badly 
  damaged, and large chunks of the stone have fallen away. 
  The stone is badly scored from fire. The buildings have all 
  collapsed into large piles of white ash. None of these areas 
  resonate any heat. Any fires that have been here are long 
  since past. There is one exception to this desolation. The 
  town well, and everything within 60 feet of it, still stands. 
  Broken Chain Tavern 
  There are various skeletons strewn about this building. 
  Divine Delights Bakery 
  At first, there doesn’t seem to be any remains in this 
  building, but looking in the kitchen, a number of 
  blackened skeletons folded in half and shoved into the 
  bakery’s ovens. 
  Imperial Mark Casino and Bar 
  Looking inside the casino, a number of skeletal figures 
  lay on the ground, most of them the size of children. 
  Mayor’s Grand House 
  The scene in the mayor’s manor is the same it appeared 
  in Encounter 5: Tricaster Days. 
  The PCs may speak to any of the NPCs listed above as 
  well. There are noticeable differences though. Chief 
  among them, the ghosts do not radiate an aura of fear. PCs 
  do not need to make a Will save to be able to speak to 
  them. Also, Naimur’s intelligence is that befitting the 
  High Druid of the Forest. There are certain aspects that all 
  
  Dyv6-06 Walpurgis: The Dark Night 
   
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  the NPCs share. That is listed first. Other more specific 
  information is listed beneath their names. 
  • 
  They do not remember speaking to the PCs ever 
  before. 
  • 
  They have been living in a constant state of gloom for 
  as long as they can remember. Without the sun, it has 
  been impossible to measure the passage of time, but 
  their damnation already feels like eternity. 
  • 
  They never see the sun. The buildings have been 
  destroyed for the entirety of their memory. 
  • 
  They are not surprised if the PCs tell them they are 
  dead. It’s more consoling to know that they are dead 
  and that the Oerth has not fallen into a layer of the 
  Abyss. 
  • 
  PC spellcasters can, based on the information they’ve 
  gathered so far, assume that the NPCs have been 
  dead for so long as to require a resurrection rather 
  than a simple raise dead spell. Any attempts to return 
  any of the villagers fails (for reasons that will be 
  explained in an adventure next year). 
  • 
  None of them acknowledge the well being any 
  different from the rest of the village. 
  • 
  The Old Woman appeared four days ago. They 
  cannot touch her. She has never been awake and has 
  never spoken to any of them. 
  Mayor Margus 
  • 
  I have been dead before, but it felt different then. I 
  remember the light calling to me, but both times I 
  ignored it. I was not done living. It did not take long 
  for the “tug of life” to draw me back to my body the 
  first time, but I have not felt that this time. 
  Naimur 
  • 
  He remembers his death at the end of CY 595. He 
  didn’t actually die in Tricaster. A strange creature 
  that he had never seen before, something that would 
  come from a nightmare and not a forest, attacked 
  him while he was sleeping. It had ten tentacles and 
  each one pierced his soft fur like a porcupine’s 
  needle. Once he saw to it that his body was properly 
  buried, he wandered the forest. Things changed, 
  though, and the Gnarley grew a dangerous place, 
  even for the spirit of a druid. He eventually made his 
  way to Tricaster. Once he arrived, he couldn’t leave. 
  He’s tried often, but something prevents him from 
  passing beyond the town wall or the stream. 
  Atorin Seffren 
  • 
  When I rode with the Red Arrows, Kael consoled me 
  after we sacked an orcish encampment near the 
  horde’s rear. Although there were a few warriors, 
  most we killed were females and their young. I felt 
  guilty, even though they were orcs. Kael told me that, 
  once you die, your pity never returns with you. He 
  first died when he was 16. I wonder how long he 
  lived in a hell like this before he returned. I 
  understand, now, that anyone would lose his pity if 
  subjected to this life. 
  If the PCs haven’t explored the well yet, continue to 
  Encounter 7: The Secret Keeper. If they have already 
  finished that encounter, the rest of the night passes 
  uneventfully. Continue to Encounter 8: Death. 
  Encounter 7: The Secret 
  Keeper 
  Give the wielder of Whisper Player Handout #2 if you 
  have not done so already. He has special instructions for 
  this encounter. 
   
  See “The Well” in Encounter 5: Tricaster Days for 
  information on what happens if the PCs physically 
  interact with the well. 
   
  If the PCs go to the well during the night, it is the 
  one part of the village that does not transform. There is an 
  illumination about the well that makes it seem like 
  daytime when standing near the well. All buildings 
  within a 60-foot radius of the well have not deteriorated 
  like the rest of the village. The townsfolk refuse to go 
  anywhere near the well during the night, although they 
  do not explain why this is nor acknowledge that they are 
  avoiding the well. 
   
  The well is 60 feet deep with at least ten feet of 
  standing water at the bottom. A meteorite containing a 
  chunk of red adamantine crashed into the well the night 
  before (the explosion that Mayor Margus heard). 
   
  If the PCs have the ability to see into the darkness or 
  have a light source that can illuminate 30 feet down, they 
  may make a DC 17 Spot check to notice portions of the 
  well wall have been broken away by a forceful impact. A 
  DC 16 Knowledge (architecture and engineering) check 
  confirms that the wall is stable and can bear weight if a PC 
  wants to attempt to climb down. 
   
  Silence, the Secret Keeper of Molaho Khem is an 
  intelligence contained within the adamantine. All Good 
  aligned PCs feel compelled to climb into the well and find 
  whatever it is that is down there. To resist this 
  compulsion, they must succeed at a DC 30 Will save. All 
  
  Dyv6-06 Walpurgis: The Dark Night 
   
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  Neutral aligned PCs do not want to climb into the well, 
  although they do not fear what’s within. To resist this 
  compulsion, they must also succeed at a DC 30 Will save. 
   
  Climbing down the wall without a robe requires a 
  DC 15 Climb check. A light source reflects off of the well 
  water so that it’s impossible to see what’s beneath the 
  surface. If there is no light source being used, a dim red 
  light glows from within the water. The meteorite is stuck 
  in the mud and requires a DC 10 Strength check to be 
  pulled out. This is 10 feet under the water, so the PC must 
  also hold is breath (see the Dungeon Master’s Guide for 
  more details). 
   
  Silence will only be chosen by one PC that meets 
  certain requirements. If no PCs meet this requirement, 
  then he refuses to be wielded by any of them. If a Neutral 
  aligned PC attempts to wield Silence, he suffers 3 
  negative levels until he lets go of the item. 
  Host Requirements 
  • 
  Dyvers as a home region 
  • 
  Proficiency with a bludgeoning weapon (mace, 
  warhammer, flail, but not a shield) 
  • 
  Neutral Good Alignment 
  o 
  If not Neutral Good, Lawful Good 
  o 
  If not Lawful Good, Chaotic Good 
  IMPORTANT NOTE: Only one PC can lay claim to 
  Silence, the Secret Keeper of Molaho Khem. If more than 
  one person qualifies to claim Silence, it does not spur 
  them to violent means, but they must find a way to decide 
  who is the best choice (a character that will still be active 
  in 2008 will benefit most by claiming Silence). 
   
  NOTE: This adamantine cannot be combined with 
  the “Tear of the Blood Moon” or the “Tear of Molaho 
  Khem” adamantine from Dyv6-01INT The Raising of 
  Southguard. 
  At any time that they are in the well or holding the metal, 
  the PCs may ask Silence questions, whether they’ve laid 
  claim to the meteorite or not. It has no understanding of 
  what’s happened to bring the PCs forward in time or any 
  specific information regarding its purpose. 
  • 
  I am Silence, the Secret Keeper. 
  • 
  Those secrets that are whispered in the dark must be 
  kept quiet, lest they sow the seeds of deceit. 
  • 
  I am born of Molaho Khem, he who was and would 
  be again. 
  • 
  (If a PC meets the requirements to claim Silence), I 
  have come for you. There is a duty we must 
  undertake. 
  NOTE: Removing the metal from the well does not 
  diminish the divine properties that have been bestowed 
  on the well. Whether the PCs take the metal or not, the 
  effects described in Encounter 8: Death do not change. 
   
  If the PCs went here before Encounter 6: Tricaster 
  Nights, go back and complete that encounter. Once that’s 
  finished or if they’ve already completed that encounter, 
  nothing else of interest happens during the night. They 
  may rest, recover spells, etc. The undead horde arrives at 
  mid-morning the following day. Continue to Encounter 
  8: Death when the mountain rises. 
  Encounter 8: Death 
  Have the PCs make a DC 20 Balance check. Those who 
  fail are knocked prone as the ground beneath their feet 
  begins to shake, cracking open, slipping back and forth. 
   
  Since your arrival in this strange reality, a shadow 
  has blotted out the sun, reaching with an unholy 
  purpose across the Free Lands from border to border, 
  the source forever unknown…until now. The earth 
  shakes as if Moradin himself had struck it with his 
  hammer. It buckles beneath your feet, sliding back 
  and forth. Large chunks of bedrock spear upward, 
  breaking through to the surface. Shortly thereafter, 
  rising above the treeline far to the east of the village, 
  you see a vast, singular mountain pierce the horizon. 
  At its summit, the mount is peaked with an abnormal 
  shape of clustered rocks. Illuminated in the constant 
  twilight, the outcropping appears clearly as the head 
  of a massive dragon. The acolyte’s words hang heavy 
  on the air. The dragon has awoken. 
   
  As the earthquake passes, the sounds of people 
  screaming continue to fill the air. It takes a moment 
  to regain composure, but if finally becomes clear. The 
  screams are coming from the opposite side of the 
  village. 
  The PCs can move to the opposite side of the village in 
  only a couple of rounds. Once there, they can see the 
  villagers fighting off undead attempting to climb over the 
  walls. If anyone goes on top of the walls (or is in some 
  other way able to get a vantage point above the walls, such 
  as flying), they see a horde of undead as far as the eye can 
  see in every direction. 
   
  NOTE ON NOT FIGHTING: If the PCs choose not 
  to fight the undead but instead retreat into the village, the 
  
  Dyv6-06 Walpurgis: The Dark Night 
   
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  undead listed below do not pursue them, but begin 
  slaughtering other villagers nearby 
   
  NOTE ON THE WELL: If the PCs sound the retreat 
  for all the villagers to go to the well, they can still fight 
  these undead rather than sacrificing the townsfolk. In 
  addition, there are certain negative effects on the undead 
  (see below). In addition, certain positive effects benefit 
  the PCs. Any caster standing within five feet of the well 
  has all his Conjuration (healing) spells maximized. 
  Anyone standing within five feet of the well that attempts 
  to turn undead automatically improves to a Greater 
  Turning, destroying rather than turning the undead. 
  Lastly, anyone drawing water from the well with the 
  bucket and throwing it at the undead like bless water, 
  must make a ranged touch attack with a –4 penalty (as an 
  improvised weapon penalty). If he successfully hits, the 
  undead is automatically destroyed. 
  All APLs (EL a lot) 
  Undead Horde: a horde of undead; hp 350,000. 
  APL 2 (EL 5) 
   
  Desiccators (3): Small undead; hp 26; see Appendix 
  1. 
  APL 4 (EL 7) 
   
  Entombers (2): Medium undead; hp 52; see 
  Appendix 1. 
  APL 6 (EL 9) 
   
  Entombers (4): Medium undead; hp 52; see 
  Appendix 1. 
  APL 8 (EL 11) 
   
  Atropal Scion: Medium undead; hp 67; see 
  Appendix 1. 
  APL 10 (EL 13) 
   
  Atropal Scions (2): Medium undead; hp 67; see 
  Appendix 1. 
  APL 12 (EL 15) 
   
  Angel of Decay: Large undead; hp 198; see Appendix 
  1. 
  Tactics: The undead have no specific tactics, descending 
  on the village with the intent of killing everyone. In the 
  first round, they attack the closest opponent, using their 
  individual undead abilities to greatest effect. If a 
  particular PC is doing more damage or otherwise 
  preventing the undead from succeeding (physical attacks, 
  damage-dealing spells, or buffs and healing spells that are 
  making the PCs more resilient), the undead creature 
  focuses on that character. 
   
  NOTE ON Total Party Entombed: If all PCs in the 
  party are entombed by the Entomber’s special ability, the 
  undead does not take the time to kill them all, but 
  continues into the village to find more victims. The scene 
  begins to fade and the PCs are removed from harm. 
  Continue to Conclusion B. 
  Treasure: 
  APL 2 – L: 0 gp, C: 0 gp, 0 gp. 
  APL 4 – L: 0 gp, C: 0 gp, M: belt of strength +4 ×2 (1333 
  gp), ring of protection +2 ×2 (667 gp). 
  APL 6 – L: 0 gp, C: 0 gp, M: belt of strength +4 ×4 (1333 
  gp), boots of speed ×4 (1000 gp), ring of protection +3 ×4 
  (1500 gp). 
  APL 8 – L: 0 gp, C: 0 gp, M: cloak of charisma +4 (1333 gp), 
  headband of intellect +4 (1333 gp). 
  APL 10 – L: 0 gp, C: 0 gp, M: cloak of charisma +6 ×2 
  (3000 gp), headband of intellect +6 ×2 (3000 gp). 
  APL 12 – L: 0 gp, C: 0 gp, M: belt of strength +4 (1333 gp), 
  cloak of charisma +6 (3000 gp), goggles of day (375 gp), 
  ring of evasion (2083 gp). 
   
  Once the PCs defeat their undead assailants, the true 
  horde of undead from Bad Deep breech the wall. The 
  undead should not immediately attack the PCs. Give 
  them a moment to understand they our overwhelmed and 
  allow them to retreat. Although some PCs may believe 
  they can defeat the mass of dead (especially radiant 
  servants and other classes specialized in turning), the 
  horde embodies all the creatures that have died in the 
  Gnarley Forest over the course of the last three years. In 
  regard to turning attempts, the average HD is 5, so it is 
  possible for the PCs to turn or destroy some of the undead 
  as they attempt to scale the walls of Tricaster, but there 
  are 
  thousands, 
  and 
  intelligent 
  characters should 
  understand quickly that defeating the mass of undead is 
  beyond their abilities. 
   
  The rest of the wall does not share your success, 
  however. Cries go out from both sides of you. The 
  village has been set ablaze. The fire needs to be put 
  out or the entire village will be destroyed. 
   
  Although certain spells may temporarily work to 
  slow the blaze (such as quench or create water), there is 
  too much fire to be completely doused in this fashion. 
  The PCs can see townsfolk running toward the center of 
  town. By this point, the PCs should have figured out that 
  there is something special about the well. If the PCs call 
  for the townspeople to retreat toward the center of town, 
  they gather around the well. This area is blessed by a 
  divine entity and it is difficult for the undead to approach. 
  Any Turn Resistance the undead might have had is 
  
  Dyv6-06 Walpurgis: The Dark Night 
   
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  negated and they suffer a –4 penalty to their Turn 
  Resistance. They also act as if under the effects of a slow 
  spell. This does not diminish their numbers, however, 
  and any group attempting to battle them directly will 
  eventually be overwhelmed. Allow the PCs to make a DC 
  14 Spot check once the town has formed a bucket brigade. 
  Undead that are splashed by the well water are reeling 
  back in pain. The water system of the town has blessed. If 
  the PCs take a bucket of water and throw it directly at the 
  undead (ranged touch attack with a –4 improvised 
  weapon penalty), the creature is destroyed completely. 
  Water elementals and spells such as create water cast 
  while near the well act as blessed water and destroy the 
  creatures as well. 
   
  If the PCs succeed in stemming the tide of undead, 
  continue to Conclusion A. If the PCs simply fight until 
  they are overwhelmed, they witness the destruction of 
  Tricaster and receive the Haunted award on the AR. 
  Continue to Conclusion B. 
  Conclusion A 
  If the PCs successfully defend Tricaster, read the 
  following. 
  A shaft of light explodes from the village well, 
  piercing the gloom, pushing the dark clouds away. 
  The light grows so strong that eventually, the village 
  melts into a field of pure white light. As the light 
  fades and your vision returns, you find yourself in a 
  familiar-looking room, the same that greeted you 
  when this whole nightmare began. Looking out the 
  window, you do not see an enslaved city of Dyvers, 
  however, but the village of Tricaster preparing for its 
  Festival of Freedom. Children push hoops with sticks, 
  chase each other about the streets, and laugh merrily. 
  It wasn’t a dream, but something…else. What that 
  means is hard to know, whether you witnessed the 
  future or actually participated in it, changing events 
  in the past so that the children now skipping across 
  the dirt road might continue to enjoy the sunlight a 
  little longer is hard to say. What is clear, though, is 
  that Tricaster is alive still and the sun is shining. Life, 
  for the moment, continues on. 
   
  Deep within the Gnarley, off the beaten path, an 
  inhuman scream rings out across brook and dale. A 
  man once dead arises, his body half-fused with a 
  young oak tree. About him, the earth begins to churn. 
  Clawed fingers of undead corpses dig their way out of 
  their graves. Above them, it begins to snow. 
   
  The Beginning of the End? 
   
  Conclusion B 
  If the PCs fail to defend Tricaster or show up after the 
  undead horde has arrived, read the following. 
  The scene is the stuff of nightmares. Whether it has 
  been one year or three, for the second time, Tricaster 
  is ablaze. What few have survived the inferno 
  desperately flee the village, but have little means to 
  overcome the horde of undead that has surrounded it. 
  The roar of the fire is not enough to drown out the 
  screams of horror from those that had the misfortune 
  to survive. Corpses of humans, elves, and orcs alike 
  coalesce about the town, feasting on the still-ripe flesh 
  of their captives. 
   
  For all that you would or might have done to help 
  them, your feet remain unmoving, lead weights 
  unmovable by the mightiest titan. Although you do 
  not hear it, nor do you see anyone else about, you have 
  the clear impression that a nearby woman is crying. 
  The village’s destruction fades, and you find yourself 
  in a familiar-looking room, the same that greeted you 
  when this whole nightmare began. Looking out the 
  window, you do not see an enslaved city of Dyvers, 
  however, but the village of Tricaster preparing for its 
  Festival of Freedom. Children push hoops with sticks, 
  chase each other about the streets, and laugh merrily. 
  It wasn’t a dream, but something…else. The squeals of 
  children at play sound like faint echoes of the cries of 
  the damned. In the early morning light, you know 
  that all these people are going to die. 
   
  Deep within the Gnarley, off the beaten path, an 
  inhuman scream rings out across brook and dale. A 
  man once dead arises, his body half-fused with a 
  young oak tree. About him, the earth begins to churn. 
  Clawed fingers of undead corpses dig their way out of 
  their graves. Above them, it begins to snow. 
   
  The Beginning of the End 
  
  Dyv6-06 Walpurgis: The Dark Night 
   
  Page 29 
  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 
  role playing) to each character. 
  Encounter 2: The Dragon 
  Successfully escape Dyvers 
   
  APL 2 – 150 xp. 
   
  APL 4 – 210 xp. 
   
  APL 6 – 270 xp. 
   
  APL 8 – 330 xp. 
   
  APL 10 – 390 xp. 
   
  APL 12 – 450 xp. 
  Encounter 4: Winter 
  Survive the trip through the Gnarley 
   
  APL 2 – 150 xp. 
   
  APL 4 – 210 xp. 
   
  APL 6 – 270 xp. 
   
  APL 8 – 330 xp. 
   
  APL 10 – 390 xp. 
   
  APL 12 – 450 xp. 
  Encounter 8: Death 
  Defeat the hordes of Bad Deep 
   
  APL 2 – 150 xp. 
   
  APL 4 – 210 xp. 
   
  APL 6 – 270 xp. 
   
  APL 8 – 330 xp. 
   
  APL 10 – 390 xp. 
   
  APL 12 – 450 xp. 
  Story Award 
  Discover that the orcs of Blackthorn betrayed the drow 
  and the UnderOerth is participating with the expectation 
  of payment rather than military goals. 
   
  APL 2 – 90 xp. 
   
  APL 4 – 135 xp. 
   
  APL 6 – 180 xp. 
   
  APL 8 – 225 xp. 
   
  APL 10 – 270 xp. 
   
  APL 12 – 315 xp. 
  Total Possible Experience 
   
  APL 2 – 450 xp. 
   
  APL 4 – 675 xp. 
   
  APL 6 – 900 xp. 
   
  APL 8 – 1125 xp. 
   
  APL 10 – 1350 xp. 
   
  APL 12 – 1575 xp. 
  Treasure Summary 
  During an adventure, characters come upon treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information about 
  the loot, coins, and magic items that make up the 
  encounter’s treasure. 
  The loot total is the number of gold pieces each character 
  gains if the foes are plundered of all their earthly 
  possessions.  Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold.  If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the local 
  watch, and so on), characters may return to retrieve loot.  If 
  the characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
  The coin total is the number of gold pieces each character 
  gains if they take the coin available.  A normal adventuring 
  party can usually gather this wealth in a round or so.  If for 
  some reason, they pass up this treasure, the coin total is 
  subtracted from the encounter totals given below. 
  Next, the magic items are listed.  Magic item treasure is the 
  hardest to adjudicate, because they are varied and because 
  characters may want to use them during the adventure. 
  Many times characters must cast identify, analyze dweomer 
  or similar spell to determine what the item does and how to 
  activate it.  In the case of potions, they may use Spellcraft to 
  identify them.  Other times they may attempt to use the 
  item blindly.  If the magic item is consumable (a potion, 
  scroll, magic bolts, etc.) and the item is used before the end 
  of the adventure, its total is subtracted from the adventure 
  totals below. 
  Once you have subtracted the value for unclaimed treasure 
  from each encounter add it up and that is the number of 
  gold pieces a characters total and coin value increase at the 
  end of the adventure.  Write the total in the GP Gained field 
  of the adventure certificate.  Because this is a Regional 
  
  Dyv6-06 Walpurgis: The Dark Night 
   
  Page 30 
  scenario, characters may spend additional Time Units to 
  practice professions or create items immediately after the 
  adventure so this total may be modified by other 
  circumstances. 
  L:  Looted gear from enemy 
  C:  Coin, Gems, Jewelry, and other valuables 
  M:  Magic Items (sell value)  
  Encounter 4: Winter 
  APL 2 – L: 2 gp, C: 0 gp, M: +2 leather ×3 (346 gp), ring of 
  feather falling ×3 (183 gp). 
  APL 4 – L: 0 gp, C: 0 gp, M: +2 leather ×3 (346 gp ), boots 
  of elvenkind ×3 (208 gp ), cloak of elvenkind ×3 (208 gp ), 
  ring of feather falling ×3 (183 gp ). 
  APL 6 – L: 2 gp, C: 0 gp, M: +2 leather ×4 (346 gp ), boots 
  of elvenkind ×4 (208 gp ), cloak of elvenkind ×4 (208 gp ), 
  pearl of power (1st level) ×4 (83 gp ), periapt of wisdom +4 
  ×4 (1333 gp ), ring of feather falling ×4 (183 gp ). 
  APL 8 – L: 2 gp, C: 0 gp, M: +2 leather ×4 (346 gp ), boots 
  of elvenkind ×4 (208 gp ), cloak of elvenkind ×4 (208 gp ), 
  goggles of lifesight ×4 (167 gp ), pearl of power (1st level) 
  ×4 (83 gp ), periapt of wisdom +4 ×4 (1333 gp ), ring of 
  counterspells ×4 (333 gp ), ring of feather falling ×4 (183 
  gp ). 
  APL 10 – L: 2 gp, C: 0 gp, M: +2 leather ×4 (346 gp ), boots 
  of elvenkind ×4 (208 gp ), cloak of elvenkind ×4 (208 gp ), 
  goggles of lifesight ×4 (167 gp ), pearl of power (1st level) 
  ×4 (83 gp ), pearl of power (2nd level) ×4 (333 gp ), pearl 
  of power (3rd level) ×4 (750 gp ), periapt of wisdom +4 ×4 
  (1333 gp ), ring of counterspells ×4 (333 gp ), ring of 
  feather falling ×4 (183 gp ). 
  APL 12 – L: 2 gp, C: 0 gp, M: +2 leather ×4 (346 gp ), boots 
  of elvenkind ×4 (208 gp ), cloak of elvenkind ×4 (208 gp ), 
  goggles of lifesight ×4 (167 gp ), pearl of power (1st level) 
  ×4 (83 gp ), pearl of power (2nd level) ×4 (333 gp ), pearl 
  of power (3rd level) ×4 (750 gp ), pearl of power (4th 
  level) ×4 (1333 gp ), periapt of wisdom +6 ×4 (3000 gp ), 
  ring of counterspells ×4 (333 gp ), ring of feather falling 
  ×4 (183 gp ). 
  Encounter 8: Death 
  APL 2 – L: 0 gp, C: 0 gp, 0 gp. 
  APL 4 – L: 0 gp, C: 0 gp, M: belt of strength +4 ×2 (1333 gp 
  ), ring of protection +2 ×2 (667 gp ). 
  APL 6 – L: 0 gp, C: 0 gp, M: belt of strength +4 ×4 (1333 gp 
  ), boots of speed ×4 (1000 gp ), ring of protection +3 ×4 
  (1500 gp ). 
  APL 8 – L: 0 gp, C: 0 gp, M: cloak of charisma +4 (1333 gp 
  ), headband of intellect +4 (1333 gp ). 
  APL 10 – L: 0 gp, C: 0 gp, M: cloak of charisma +6 ×2 
  (3000 gp ), headband of intellect +6 ×2 (3000 gp ). 
  APL 12 – L: 0 gp, C: 0 gp, M: belt of strength +4 (1333 gp ), 
  cloak of charisma +6 (3000 gp ), goggles of day (375 gp ), 
  ring of evasion (2083 gp ). 
   
  Total Possible Treasure 
   
  APL 2 
  450 gp 
   
  APL 4 
  650 gp 
   
  APL 6 
  900 gp 
   
  APL 8 
  1,300 gp 
   
  APL 10 
  2,300 gp 
   
  APL 12 
  3,300 gp 
   
   
   
  
  Dyv6-06 Walpurgis: The Dark Night 
   
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  Appendix 1: NPC Stats 
  All APLs
  ENCOUNTER 2: The Dragon 
  Aspect of the Earth Dragon: CR N/A; Colossal 
  dragon (native outsider); HD 50d12+750; hp 1,105; Init 
  +5; Spd 40 ft., fly 200 ft. (clumsy); AC 51, touch 7, flat-
  footed 46 (–8 size, +5 Dex, +44 natural); Base Atk +50; 
  Grp +88; Atk +72 melee (4d8+22, bite); Full Atk +72 
  melee (4d8+22, bite), +70/+70 (4d6+11, 2 claws), 
  +70/+70 (2d8+11, 2 wings), and +70 (4d6+33, tail slap); 
  Space/Reach 30 ft./20 ft. (30 ft. with bite); SA breath 
  weapon, crush, frightful presence, spell-like abilities, 
  spells, tail sweep; SQ blindsense, damage reduction 
  20/−, darkvision 120 ft., immunity to sleep and 
  paralysis, keen senses, low-light vision, spell resistance 
  34, stone hide; AL NE; SV Fort +42, Ref +32, Will +40; 
  Str 55, Dex 20, Con 41, Int 36, Wis 37, Cha 36. 
   
  Skills and Feats: Bluff +66, Concentration +68, 
  Decipher 
  Script 
  +66, 
  Diplomacy 
  +68, 
  Gather 
  Information 
  +68, 
  Intimidate 
  +68, 
  Jump 
  +75, 
  Knowledge (arcana) +66, Knowledge (dungeoneering) 
  +66, Knowledge (history) +66, Knowledge (local: 
  Oerth) +66, Knowledge (planes) +66, Knowledge 
  (religion) +66, Listen +66, Sense Motive +66, Spellcraft 
  +68, Spot +66; Cleave, Combat Brute*, Dodge, Elusive 
  Target*, Great Cleave, Flyby Attack, Hover, Improved 
  Bull Rush, Improved Sunder, Maximize Breath 
  Weapon*, Mobility, Power Attack, Quicken Breath 
  Weapon*, Snatch, Widen Spell, Wingover. 
   
  Breath Weapon (Su): 60-ft. cone, damage 30d10 
  acid and 30d10 fire (simultaneously), Reflex DC 42 
  (one save only) half. 
   
  Crush: Area 30 ft. by 30 ft.; Large or smaller 
  opponents take 4d8+33 points of bludgeoning damage, 
  and must succeed on a DC 42 Reflex save or be pinned; 
  grapple bonus +88. 
   
  Frightful Presence (Su): 360-ft. radius, HD 49 or 
  less, Will DC 48 negates. 
   
  Snatch: The Earth Dragon can choose to start a 
  grapple when it hits with a claw or bite attack, as 
  though it had the improved grab special attack. If the 
  dragon gets a hold on a creature Large or smaller, it 
  squeezes each round for automatic bite or claw damage 
  (4d8+22 or 4d6+11). A snatched opponent held in the 
  creature’s mouth is not allowed a Reflex save against 
  the creature’s breath weapon, if it has one. 
   
  The dragon can drop a creature it has snatched as a 
  free action or use a standard action to fling it aside. A 
  flung creature travels 120 feet and takes 12d6 points of 
  damage. If the dragon flings a snatched opponent 
  while flying, the opponent takes this amount or falling 
  damage, whichever is greater. 
   
  Spell-Like Abilities: 1/day—monstrous thrall*; 
  3/day—discern location, dominate monster, legend 
  lore; at will—charm person, detect thoughts, find the 
  path, heal, locate object, suggestion, zone of truth; save 
  DC 23 + spell level. 
   
  Spells Known (6/10/9/9/9/9/8/8/8/8; save DC = 
  23 + spell level): 0—acid splash, dancing lights, daze, 
  detect magic, detect poison, mage hand, open/close, 
  prestidigitation, ray of frost; 1st—feather fall, grease, 
  magic 
  missile, 
  orb 
  of 
  acid 
  (lesser)*, 
  ray 
  of 
  enfeeblement; 2nd—glitterdust, Melf’s acid arrow, 
  scorching ray, swift invisibility*, Tasha’s hideous 
  laughter; 3rd—dispel magic, lightning bolt, fireball, 
  vampiric touch; 4th—arc of lightning*, burning 
  blood*, orb of acid*, orb of fire*; 5th—hold monster, 
  Rary’s telepathic bond, teleport, vitriolic sphere*; 6th—
  chain lightning, greater dispel magic, true seeing; 
  7th—forcecage, plane shift, waves of exhaustion; 8th—
  blackfire*, horrid wilting, maze; 9th—gate, wail of the 
  dragon (banshee), wish. 
   
  Stone Hide: The Earth Dragon’s skin is stone, not 
  flesh. Spells and effects with an elemental subtype deal 
  damage as if they were affecting an object. It is 
  immune to critical hits, sneak attack, and nonlethal 
  damage as well as death by massive damage. 
   
  Possessions: 
  divine 
  authority, 
  Dyvers, 
  orc 
  followers, amulet of energy admixture, cloak of 
  displacement-major, ring of freedom of movement, 
  ring of regeneration. 
  *See Appendix 2: New Rules Items 
  Orc Fighters (6): Male orc Fighter 4; CR 4; Medium 
  humanoid (orc); HD 4d10+8; hp 36; Init +2; Spd 20 ft.; 
  AC 17, touch 12, flat-footed 15; Base Atk +4; Grp +12; 
  Atk/Full Atk +11 melee (2d4+10, spiked chain); AL NE; 
  SV Fort +5, Ref +3, Will +2; Str 23, Dex 14, Con 12, Int 
  6, Wis 8, Cha 6. 
  
  Dyv6-06 Walpurgis: The Dark Night 
   
  Page 32 
   
  Skills and Feats: Intimidate +5; Dodge, Exotic 
  Weapon 
  Proficiency 
  (spiked 
  chain), 
  Improved 
  Toughness*, Iron Will, Power Attack. 
   
  Possessions: Short sword, chain mail, +1 spiked 
  chain. 
  *See Appendix 2: New Rules Items 
   
  Orc Wizard: Male orc Wizard 8; CR 8; Medium 
  humanoid (orc); HD 8d4+8; hp 33; Init +2; Spd 30 ft.; 
  AC 12, touch 12, flat-footed 10; Base Atk +4; Grp +5; 
  Atk/Full Atk +5 melee (1d4+1, dagger); Space/Reach: 5 
  ft./5 ft.; SQ Darkvision 60ft.; AL NE; SV Fort +4, Ref +4 
  Will +6; Str 12, Dex 14, Con 10, Int 18, Wis 10, Cha 6. 
   
  Skills and Feats: Concentration +14, Decipher 
  Script +5, Knowledge (arcana) +14, Knowledge (local: 
  Core) +14, Spellcraft +16, Use Magic Device +9; 
  Endurance, Improved Toughness*, Empower Spell, 
  Scribe Scroll, Skill Focus (Concentration). 
   
  Wizard spells prepared (4/5/4/4/3; save DC = 14 + 
  spell level): 0—acid splash, detect magic, ray of frost, 
  read magic; 1st—backbiter*, magic missile, ray of 
  enfeeblement, shield, true strike; 2nd—fireburst*, fox’s 
  cunning, scorching ray, wall of gloom*; 3rd—
  empowered false life, empowered magic missile, 
  empowered ray of enfeeblement, greater mage armor*; 
  4th—dimension door, phantasmal killer, wrack*. 
   
  Possessions: 
  Dagger, 
  rat 
  familiar, 
  spell 
  components, scroll of acid orb, lesser* (x3). 
  *See Appendix 2: New Rules Items 
   
  Orc Cleric of the Earth Dragon: Male orc cleric 10; 
  CR 10; Medium humanoid (orc); HD 10d8+30; hp 83; 
  Init +1; Spd 20 ft.; AC 20, touch 11, flat-footed 19; Base 
  Atk/Grp: +8/+10; Atk +10 melee (1d8+2, heavy mace); 
  Full Atk +10/+5 melee (1d8+2, heavy mace); 
  Space/Reach: 5 ft./5 ft.; SQ Darkvision 60ft.; AL LE; SV 
  Fort +9, Ref +4, Will +11; Str 14, Dex 12, Con 14, Int 6, 
  Wis 18, Cha 6. 
   
  Skills and Feats: Concentration +15; Combat 
  Casting, Improved Toughness*, Profane Boost*, Spell 
  Focus (necromancy). 
   
  Spells prepared (5/5+1/5+1/4+1/4+1/2+1; save DC 
  14 [15 necromancy] + spell level): 0—create water, cure 
  minor wounds, detect magic, read magic, virtue; 1st—
  bless, cure light wounds, divine favor, resurgence*, 
  shield of faith, sound burst, sanctuary
  †; 2nd—cure 
  moderate wounds, death knell, deific vengeance, owl’s 
  wisdom, gust of wind
  †; 3rd—cure serious wounds, 
  dispel magic, invisibility purge, wrack*, call lightning
  †; 
  4th—cure critical wounds, freedom of movement, 
  poison, recitation*, ice storm
  †; 5th—greater vigor*, slay 
  living, spell resistance
  †. 
   
  †Domain spell. Domains: [Protection (You can 
  generate a protective ward as a supernatural ability. 
  Grant someone you touch a resistance bonus equal to 
  your cleric level on his or her next saving throw. 
  Activating this power is a standard action. The 
  protective ward is an abjuration effect with a duration 
  of 1 hour that is usable once per day); Weather* 
  (Inclement weather has less of an effect on you. Rain 
  and snow don’t penalize your Spot and Search checks. 
  You can move through snow-covered and icy terrain at 
  your normal movement. Wind effects, whether natural 
  or magical, affect you as if you were one size category 
  larger.)]. 
   
  Possessions: Heavy mace, dagger, holy symbol of 
  the Earth Dragon, +1 chainmail, +1 heavy steel shield. 
  *See Appendix 2: New Rules Items 
   
   
  
  Dyv6-06 Walpurgis: The Dark Night 
   
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  APL 2 
  ENCOUNTER 4: WINTER 
  Children of Winter (2): undead gravetouched* ghoul 
  druid 1; CR 2; Medium undead; HD 1d12; hp 12; Init 
  +5; Spd 30 ft.; AC 21, touch 15, flat-footed 16 (+5 Dex, 
  +2 natural, +4 leather armor +2); Base Atk +0; Grp +3; 
  Atk +5 ranged touch (1d6+2/x2, produce flame); Full 
  Atk +5 ranged touch (1d6+2/x2, produce flame) and +1 
  melee (1d6+3/x2, bite); SA Ghoul fever, paralysis; SQ 
  Nature sense, turn resistance +2, wild empathy, 
  woodland stride, undead traits; Space/Reach 5 ft./5 ft.; 
  AL N; SV Fort +2, Ref +5, Will +6; Str 17, Dex 20, Con 
  —, Int 10, Wis 19, Cha 13. 
   
  Skills and Feats: Concentration +4, Knowledge 
  (arcane) +2, Knowledge (nature) +4, Survival +7; 
  Energy Substitution (cold)
  B, Multiattack
  B, Point Blank 
  Shot. 
   
  Spells prepared (3/2; save DC = 14 + spell level): 
  0—create water, detect magic, mending; 1st—
  entangle, produce flame (cold). 
   
  Possessions: dagger, club, holy symbol of winter, 
  despair and melancholy, sense of loss, acceptance of 
  death, leather armor +2, ring of feather falling. 
  *See Appendix 2: New Rules Items 
   
  Ghoul Fever (Su): Disease—bite, DC 12Fortitude 
  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 respects. 
  A humanoid of 4 HD 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 DC 
  12 Fortitude save or be paralyzed for 1d4+1 rounds. 
  Elves have immunity to this paralysis. 
   
  Children Animal Companions (2): wolf skeleton; 
  Medium undead; HD 2d12; hp 13; Init +7; Spd 50 ft.; 
  AC 15, touch 13, flat-footed 12 (+3 Dex, +2 natural); 
  Base Atk +1; Grp +2; Atk/Full Atk +2 melee (1d6+1/x2, 
  bite); SQ Damage reduction 5/bludgeoning, darkvision 
  60 ft., immunity to cold, link, share spells, undead 
  traits; Space/Reach 5 ft./5 ft.; AL N; SV Fort +0, Ref +3, 
  Will +3; Str 13, Dex 17, Con —, Int  —, Wis 10, Cha 1. 
   
  Skills and Feats: —; Improved Initiative. 
   
  ENCOUNTER 8: DEATH 
  Desiccator*: CR 2; Small undead (Water); HD 4d12; hp 26; 
  Init +5; Spd 20 ft., swim 60 ft.; AC 15, touch 12, flat-footed 14 
  (+1 size, +1 Dex, +3 natural); Base Atk/Grp: +2/+1; Atk/Full 
  Atk +6 melee (1d6, slam) plus fatigue; Space/Reach: 5 ft./5 
  ft.; SA Desiccating breath, fatiguing touch; SQ Darkvision 60 
  ft., elemental turning vulnerability, inescapable craving, 
  undead traits; AL NE; SV Fort +1, Ref +2, Will +4; Str 16, Dex 
  12, Con —, Int 8, Wis 11, Cha 13. 
   
  Skills and Feats: Listen +7, Search +7, Spot +7; Ability 
  Focus (desiccating breath), Improved Initiative. 
   
  A desiccator opens combat with its breath weapon, 
  seeking to weaken opponents’ resistance to its fatiguing 
  touch. 
   
  Desiccating Breath (Su): 15-foot cone of desiccating air 
  every 1d4 rounds, damage 1 Con, Fortitude DC 15 negates. 
  (Creatures with the water subtype take a –4 penalty on this 
  save.) The save DC is Charisma-based and includes a +2 
  bonus from the Ability Focus feat. 
   
  Fatiguing Touch (Su): The slam of a desiccator, in 
  addition to dealing 1d6 points of damage, makes living 
  creatures fatigued. A DC 13 Fortitude saves negates the 
  fatigue but not the damage. (Creatures with the water 
  subtype take a –4 penalty on this save.) If the victim fails the 
  save, the desiccator also gains 5 temporary hit points, which 
  last for up to 1 hour. A creature already fatigued cannot 
  become exhausted as a result of this touch. The save DDC is 
  Charisma-based. 
   
  Elemental Turning Vulnerability (Ex): A character 
  who can turn undead and also turn water creatures gains a +2 
  bonus on turning checks to turn a desiccator. A character 
  who can rebuke undead and also rebuke water creatures 
  gains a +2 bonus on turning checks to rebuke a desiccator. 
   
  Inescapable Craving: A desiccator has an inescapable 
  craving (see the Undead Metabolism section in Chapter 1 of 
  Libris Mortis) for water, which it absorbs by using its 
  fatiguing touch ability. 
  *See Appendix 2: New Rules Items 
   
   
  
  Dyv6-06 Walpurgis: The Dark Night 
   
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  APL 4 
  ENCOUNTER 4: WINTER 
  Children of Winter (3): undead gravetouched* ghoul 
  druid 2; CR 3; Medium undead; HD 2d12; hp 19; Init 
  +5; Spd 30 ft.; AC 21, touch 15, flat-footed 16 (+5 Dex, 
  +2 natural, +4 leather armor +2); Base Atk +1; Grp +4; 
  Atk +5 ranged touch (1d6+2/x2, produce flame); Full 
  Atk +5 ranged touch (1d6+2/x2, produce flame) and +2 
  melee (1d6+3/x2, bite); SA Ghoul fever, paralysis; SQ 
  Nature sense, turn resistance +2, undead traits, wild 
  empathy, woodland stride; Space/Reach 5 ft./5 ft.; AL 
  N; SV Fort +3, Ref +5, Will +7; Str 17, Dex 20, Con —, 
  Int 10, Wis 19, Cha 13. 
   
  Skills and Feats: Concentration +5, Knowledge 
  (arcane) +2, Knowledge (nature) +5, Survival +8; 
  Energy Substitution (cold)
  B, Multiattack
  B, Point Blank 
  Shot. 
   
  Spells prepared (4/3; save DC = 14 + spell level): 
  0—create water, detect magic, mending, virtue; 1st—
  entangle, produce flame (cold) (x2). 
   
  Possessions: dagger, club, holy symbol of winter, 
  despair and melancholy, sense of loss, acceptance of 
  death, boots of elvenkind, cloak of elvenkind, leather 
  armor +2, ring of feather falling. 
  *See Appendix 2: New Rules Items 
   
  Ghoul Fever (Su): Disease—bite, DC 12 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 respects. 
  A humanoid of 4 HD 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 DC 
  12 Fortitude save or be paralyzed for 1d4+1 rounds. 
  Elves have immunity to this paralysis. 
   
  Children Animal Companions (4): wolf skeleton; 
  Medium undead; HD 2d12; hp 13; Init +7; Spd 50 ft.; 
  AC 15, touch 13, flat-footed 12 (+3 Dex, +2 natural); 
  Base Atk +1; Grp +2; Atk/Full Atk +2 melee (1d6+1/x2, 
  bite); SQ Damage reduction 5/bludgeoning, darkvision 
  60 ft., immunity to cold, link, share spells, undead 
  traits; Space/Reach 5 ft./5 ft.; AL N; SV Fort +0, Ref +3, 
  Will +3; Str 13, Dex 17, Con —, Int  —, Wis 10, Cha 1. 
   
  Skills and Feats: —; Improved Initiative. 
  ENCOUNTER 8: DEATH 
  Entombers* (2): CR 5; Medium undead; HD 8d12; hp 52; 
  Init +0; Spd 30 ft., burrow 10 ft.; AC 23, touch 12, flat-footed 
  23 (+11 natural, +2 deflection); Base Atk +4; Grp +13; 
  Atk/Full Atk +12 melee (1d6+12, slam plus entomb); 
  Space/Reach: 5 ft./5 ft.; SA Entomb, exhume; SQ Damage 
  reduction 5/silver, darkvision 60 ft., undead traits; AL LE; SV 
  Fort +4, Ref +4, Will +8; Str 27, Dex 10, Con —, Int 6, Wis 
  14, Cha 15. 
   
  Skills and Feats: Hide +7, Listen +8, Move Silently +7, 
  Spot +8; Alertness, Great Fortitude, Lightning Reflexes. 
   
  Possessions: Belt of strength +4, ring of protection +2. 
   
  Entomb (Su): Whenever an entomber succeeds on a 
  slam attack, it can attempt to entomb its foe. The foe must 
  make a DC 16 Reflex save or be pounded bodily into a 
  shallow grave. The save DC is Charisma-based. This ability 
  doesn’t work in locations with a basement or open level 
  immediately below, nor can the creature entomb victims in 
  magical, living, or animate materials, or materials with a 
  hardness higher than 8. 
   
  The upthrust bulge of cracked flooring material, earth, 
  or stone reveals the location of the victim to compatriots. 
  Two standard actions spent clearing away the broken 
  flooring material reveals the entombed victim, who can use 
  his or her next action to stand from a prone (and dusty) 
  position). Attempting to rescue a friend in this way can 
  provoke attacks of opportunity. 
   
  The victim is treated as if pinned by an opponent (the 
  earth) with a grappling check of 20. Breaking free of the first 
  the “pin” and then the “grapple” allows the victim to stand 
  from a prone position on his or her next round. If 
  compatriots of the victim have partially cleared away the 
  covering material, then the victim need only make a single 
  check before standing from the prone position. Each round 
  the victim spends fully or partially entombed is a round in 
  which the victim suffocates (see Suffocation, page 304 of the 
  Dungeon Master’s Guide). 
   
  Exhume (Su): When an entomber spends a standard 
  action and touches the top of a grave or space where a 
  creature is buried no deeper than 10 feet, the body 
  immediately rises to the surface, leaving no hole or tunnel. A 
  body is not harmed when brought to the surface in this 
  manner. 
  *See Appendix 2: New Rules Items 
  
  Dyv6-06 Walpurgis: The Dark Night 
   
  Page 35 
  APL 6 
  ENCOUNTER 4: WINTER 
  Children of Winter (4): undead gravetouched* ghoul 
  druid 3; CR 4; Medium undead; HD 3d12; hp 26; Init 
  +5; Spd 40 ft.; AC 21, touch 15, flat-footed 16 (+5 Dex, 
  +2 natural, +4 leather armor +2); Base Atk +2; Grp +5; 
  Atk +5 melee touch (1d8+1/18-20 x2, flame blade) or +7 
  ranged touch (1d6+3/x2, produce flame); Full Atk +5 
  melee touch (1d8+1/18-20 x2, flame blade) or +7 
  ranged touch (1d6+3/x2, produce flame) and +3; SA 
  Ghoul fever, paralysis; SQ Nature sense, trackless step, 
  turn resistance +2, undead traits, wild empathy, 
  woodland stride; Space/Reach 5 ft./5 ft.; AL N; SV Fort 
  +3, Ref +6, Will +9; Str 17, Dex 20, Con —, Int 10, Wis 
  23, Cha 13. 
   
  Skills and Feats: Concentration +6, Knowledge 
  (arcane) +3, Knowledge (nature) +5, Survival +10; 
  Energy Substitution (cold)
  B, Multiattack
  B, Point Blank 
  Shot, Precise Shot. 
   
  Spells prepared (4/4/3; save DC = 16 + spell level): 
  0—create water, detect magic, mending, virtue; 1st—
  entangle, longstrider, produce flame (cold) (x2); 2nd—
  barkskin, flame blade (cold), flaming sphere (cold). 
   
  Possessions: dagger, club, holy symbol of winter, 
  despair and melancholy, sense of loss, acceptance of 
  death, boots of elvenkind, cloak of elvenkind, leather 
  armor +2, pearl of power-1st level, periapt of wisdom 
  +4, ring of feather falling. 
  *See Appendix 2: New Rules Items 
   
  Ghoul Fever (Su): Disease—bite, DC 12 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 respects. 
  A humanoid of 4 HD 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 DC 
  12 Fortitude save or be paralyzed for 1d4+1 rounds. 
  Elves have immunity to this paralysis. 
   
  Children Animal Companions (4): wolf skeleton; 
  Medium undead; HD 4d12; hp 26; Init +8; Spd 50 ft.; 
  AC 18, touch 14, flat-footed 14 (+4 Dex, +4 natural); 
  Base Atk +2; Grp +4; Atk/Full Atk +4 melee (1d8+3/x2, 
  bite); SQ Damage reduction 5/bludgeoning, darkvision 
  60 ft., evasion, immunity to cold, link, share spells, undead 
  traits; Space/Reach 5 ft./5 ft.; AL N; SV Fort +1, Ref +5, Will 
  +4; Str 14, Dex 19, Con —, Int  —, Wis 10, Cha 1. 
   
  Skills and Feats: —; Improved Initiative, Improved 
  Natural Weapon (bite). 
  ENCOUNTER 8: DEATH 
  Entombers* (4): CR 5; Medium undead; HD 8d12; hp 52; 
  Init +0; Spd 30 ft., burrow 10 ft.; AC 24, touch 13, flat-footed 
  24 (+11 natural, +3 deflection); Base Atk +4; Grp +13; 
  Atk/Full Atk +12 melee (1d6+12, slam plus entomb); 
  Space/Reach: 5 ft./5 ft.; SA Entomb, exhume; SQ Damage 
  reduction 5/silver, darkvision 60 ft., undead traits; AL LE; SV 
  Fort +4, Ref +4, Will +8; Str 27, Dex 10, Con —, Int 6, Wis 
  14, Cha 15. 
   
  Skills and Feats: Hide +7, Listen +8, Move Silently +7, 
  Spot +8; Alertness, Great Fortitude, Lightning Reflexes. 
   
  Possessions: Belt of strength +4, boots of speed, ring of 
  protection +3. 
   
  Entomb (Su): Whenever an entomber succeeds on a 
  slam attack, it can attempt to entomb its foe. The foe must 
  make a DC 16 Reflex save or be pounded bodily into a 
  shallow grave. The save DC is Charisma-based. This ability 
  doesn’t work in locations with a basement or open level 
  immediately below, nor can the creature entomb victims in 
  magical, living, or animate materials, or materials with a 
  hardness higher than 8. 
   
  The upthrust bulge of cracked flooring material, earth, 
  or stone reveals the location of the victim to compatriots. 
  Two standard actions spent clearing away the broken 
  flooring material reveals the entombed victim, who can use 
  his or her next action to stand from a prone (and dusty) 
  position). Attempting to rescue a friend in this way can 
  provoke attacks of opportunity. 
   
  The victim is treated as if pinned by an opponent (the 
  earth) with a grappling check of 20. Breaking free of the first 
  the “pin” and then the “grapple” allows the victim to stand 
  from a prone position on his or her next round. If 
  compatriots of the victim have partially cleared away the 
  covering material, then the victim need only make a single 
  check before standing from the prone position. Each round 
  the victim spends fully or partially entombed is a round in 
  which the victim suffocates (see Suffocation, page 304 of the 
  Dungeon Master’s Guide). 
   
  Exhume (Su): When an entomber spends a standard 
  action and touches the top of a grave or space where a 
  creature is buried no deeper than 10 feet, the body 
  immediately rises to the surface, leaving no hole or tunnel. A 
  
  Dyv6-06 Walpurgis: The Dark Night 
   
  Page 36 
  body is not harmed when brought to the surface in this 
  manner. 
   
  *See Appendix 2: New Rules Items 
  
  Dyv6-06 Walpurgis: The Dark Night 
   
  Page 37 
  APL 8 
  ENCOUNTER 4: WINTER 
  Children of Winter (4): undead gravetouched* ghoul 
  druid 5; CR 6; Medium undead; HD 5d12; hp 40; Init 
  +5; Spd 40 ft.; AC 21, touch 15, flat-footed 16 (+5 Dex, 
  +2 natural, +4 leather armor +2); Base Atk +3; Grp +6; 
  Atk/Full Atk +6 melee touch (1d8+2/18-20 x2, flame 
  blade) or +8 ranged touch (1d6+5/x2, produce flame); 
  Full Atk +6 melee touch (1d8+2/18-20 x2, flame blade) 
  or +8 ranged touch (1d6+5/x2, produce flame) and +4 
  melee (1d6+3/x2, bite); SA Ghoul’s fever, paralysis; SQ 
  Nature sense, resist nature’s lure, trackless step, turn 
  resistance +2, undead traits, wild empathy, wild shape 
  1/day, woodland stride; Space/Reach 5 ft./5 ft.; AL N; 
  SV Fort +4, Ref +6, Will +11; Str 17, Dex 20, Con —, Int 
  10, Wis 24, Cha 13. 
   
  Skills and Feats: Concentration +8, Knowledge 
  (arcane) +3, Knowledge (nature) +4, Survival +11; 
  Energy Substitution (cold)
  B, Multiattack
  B, Point Blank 
  Shot, Precise Shot. 
   
  Spells prepared (5/5/4/2; save DC = 17 + spell 
  level): 0—create water, cure minor wounds, detect 
  magic, mending, virtue; 1st—entangle, longstrider, 
  produce flame (cold) (x2), shillelagh; 2nd—animal 
  trance, barkskin, flame blade (cold), flaming sphere 
  (cold); 3rd—call lightning (cold), wind wall. 
   
  Possessions: dagger, club, holy symbol of winter, 
  despair and melancholy, sense of loss, acceptance of 
  death, boots of elvenkind, cloak of elvenkind, goggles 
  of lifesight*, leather armor +2, pearl of power-1st level, 
  periapt 
  of 
  wisdom 
  +4, 
  ring 
  of 
  counterspells 
  (glitterdust), ring of feather falling. 
  *See Appendix 2: New Rules Items 
   
  Ghoul Fever (Su): Disease—bite, DC 13 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 respects. 
  A humanoid of 4 HD 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 DC 
  13 Fortitude save or be paralyzed for 1d4+1 rounds. 
  Elves have immunity to this paralysis. 
   
  Children Animal Companions (4): wolf skeleton; Medium 
  undead; HD 4d12; hp 26; Init +8; Spd 50 ft.; AC 18, touch 14, 
  flat-footed 14 (+4 Dex, +4 natural); Base Atk +2; Grp +4; 
  Atk/Full Atk +4 melee (1d8+3/x2, bite); SQ Damage 
  reduction 5/bludgeoning, darkvision 60 ft., evasion, 
  immunity to cold, link, share spells, undead traits; 
  Space/Reach 5 ft./5 ft.; AL N; SV Fort +1, Ref +5, Will +4; Str 
  14, Dex 19, Con —, Int  —, Wis 10, Cha 1. 
   
  Skills and Feats: —; Improved Initiative, Improved 
  Natural Weapon (bite). 
   
  ENCOUNTER 8: DEATH 
  Atropal Scion*: CR 11; Medium undead; HD 9d12+9; hp 67; 
  Init +6; Spd Fly 30 ft.; AC 25, touch 17, flat-footed 23 (+2 
  Dex, +8 natural, +5 deflection); Base Atk +4; Grp +5; Atk/Full 
  Atk +6 melee (1d8+1, slam); Space/Reach: 5 ft./5 ft.; SA 
  Death gaze, negative energy aura, spell-like abilities; SQ 
  Damage reduction 10/adamantine, darkvision 60 ft., fast 
  healing 8, rebuke undead 5/day (+5, 2d6+14, 9th), undead 
  traits, unholy grace; AL CE; SV Fort +9, Ref +13, Will +18; 
  Str 13, Dex 15, Con —, Int 20, Wis 22, Cha 24. 
   
  Skills and Feats: Knowledge (arcane) +8, Knowledge 
  (religion) +8, Listen +11, Move Silently +10, Spot +11; 
  Alertness, Improved Initiative, Improved Toughness*, 
  Lightning Reflexes 
   
  Possessions: cloak of charisma +4, headband of intellect 
  +4 
   
  Death Gaze (Su): Death, range 60 feet; Fortitude DC 21 
  negates. The save DC is Charisma-based. Humanoids who 
  die from this attack are transformed into wights 24 hours 
  later. 
   
  Negative Energy Aura (Su): A 60-foot-radius negative 
  energy aura surrounds an atropal scion. All undead in the 
  aura (including the atropal scion) are treated as if they have 
  +4 turn resistance and fast healing 5. Living creatures in the 
  aura are treated as having two negative levels unless they 
  have some sort of negative energy protection or protection 
  from evil. Creatures with 2 or less HD fall dead in the 
  negative energy aura (and, at the atropal scion’s option, rise 
  as wights under the atropal scion’s command 1 minute later). 
   
  Rebuke Undead (Su): An atropal scion can rebuke or 
  command undead as a cleric of the same level as the atropal 
  scion’s HD. 
   
  Spell-Like Abilities: 3/day—animate dead, create 
  undead, cone of cold (DC 20), desecrate, dispel magic, 
  invisibility, plane shift, speak with dead, teleport. Caster 
  level 9th. 
  
  Dyv6-06 Walpurgis: The Dark Night 
   
  Page 38 
   
  Unholy Grace (Su): An atropal scion adds its 
  Charisma modifier as a bonus on all its saving throws 
  and as a deflection bonus to its Armor Class. 
  *See Appendix 2: New Rules Items 
  
  Dyv6-06 Walpurgis: The Dark Night 
   
  Page 39 
  APL 10
  ENCOUNTER 4: WINTER 
  Children of Winter (4): undead gravetouched* ghoul 
  druid 7; CR 8; Medium undead; HD 7d12; hp 54; Init 
  +5; Spd 40 ft.; AC 21, touch 15, flat-footed 16 (+5 Dex, 
  +2 natural, +4 leather armor +2); Base Atk +5; Grp +8; 
  Atk +8 melee touch (1d8+3/18-20 x2, flame blade) or 
  +10 ranged touch (1d6+5/x2, produce flame); Full Atk 
  +8/+8 ranged touch (1d6+5/x2, produce flame) and +6 
  melee (1d6+3/x2, bite); SA Ghoul’s fever, paralysis; SQ 
  Nature sense, resist nature’s lure, trackless step, turn 
  resistance +2, undead traits, wild empathy, wild shape 
  3/day, woodland stride; Space/Reach 5 ft./5 ft.; AL N; 
  SV Fort +5, Ref +7, Will +12; Str 17, Dex 20, Con —, Int 
  10, Wis 24, Cha 13. 
   
  Skills and Feats: Concentration +10, Knowledge 
  (arcane) +5, Knowledge (nature) +6, Survival +12; 
  Energy Substitution (cold)
  B, Multiattack
  B, Point Blank 
  Shot, Precise Shot, Rapid Shot. 
   
  Spells prepared (6/6/5/4/2; save DC = 17 + spell 
  level): 0—create water (x2), cure minor wounds, detect 
  magic, mending, virtue; 1st—entangle, faerie fire, 
  longstrider, produce flame (cold) (x2), shillelagh; 
  2nd—animal trance, barkskin, creeping cold*, flame 
  blade (cold), flaming sphere (cold); 3rd—call lightning 
  (cold), poison, spike growth, wind wall; 4th—greater 
  creeping cold*, ice storm. 
   
  Possessions: dagger, club, holy symbol of winter, 
  despair and melancholy, sense of loss, acceptance of 
  death, boots of elvenkind, cloak of elvenkind, goggles 
  of lifesight*, leather armor +2, pearl of power-1st level, 
  pearl of power-2nd level, pearl of power-3rd level, 
  periapt 
  of 
  wisdom 
  +4, 
  ring 
  of 
  counterspells 
  (glitterdust), ring of feather falling. 
  *See Appendix 2: New Rules Items 
   
  Ghoul Fever (Su): Disease—bite, DC 14 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 respects. 
  A humanoid of 4 HD 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 DC 14 Fortitude 
  save or be paralyzed for 1d4+1 rounds. Elves have immunity 
  to this paralysis. 
   
  Children Animal Companions (4): wolf skeleton; Medium 
  undead; HD 6d12; hp 39; Init +9; Spd 50 ft.; AC 21, touch 15, 
  flat-footed 16 (+5 Dex, +6 natural); Base Atk +3; Grp +8; 
  Atk/Full Atk +8 melee (1d8+3/x2, bite); SQ Damage 
  reduction 5/bludgeoning, darkvision 60 ft., devotion, 
  evasion, immunity to cold, link, share spells, undead traits; 
  Space/Reach 5 ft./5 ft.; AL N; SV Fort +2, Ref +7, Will +5; Str 
  15, Dex 20, Con —, Int  —, Wis 10, Cha 1. 
   
  Skills and Feats: —; Improved Initiative, Improved 
  Natural Weapon (bite), Weapon Finesse. 
   
  ENCOUNTER 8: DEATH 
  Atropal Scion* (2): CR 11; Medium undead; HD 9d12+9; hp 
  67; Init +6; Spd Fly 30 ft.; AC 25, touch 17, flat-footed 23 (+2 
  Dex, +8 natural, +5 deflection); Base Atk +4; Grp +5; Atk/Full 
  Atk +6 melee (1d8+1, slam); Space/Reach 5 ft./5 ft.; SA Death 
  gaze, negative energy aura, spell-like abilities; SQ Damage 
  reduction 10/adamantine, darkvision 60 ft., fast healing 8, 
  rebuke undead 5/day (+5, 2d6+14, 9th), undead traits, unholy 
  grace; AL CE; SV Fort +10, Ref +14, Will +19; Str 13, Dex 15, 
  Con —, Int 22, Wis 22, Cha 26. 
   
  Skills and Feats: Knowledge (arcane) +8, Knowledge 
  (religion) +8, Listen +11, Move Silently +10, Spot +11; 
  Alertness, Improved Initiative, Improved Toughness*, 
  Lightning Reflexes 
   
  Possessions: cloak of charisma +6, headband of intellect 
  +6 
   
  Death Gaze (Su): Death, range 60 feet; Fortitude DC 22 
  negates. The save DC is Charisma-based. Humanoids who 
  die from this attack are transformed into wights 24 hours 
  later. 
   
  Negative Energy Aura (Su): A 60-foot-radius negative 
  energy aura surrounds an atropal scion. All undead in the 
  aura (including the atropal scion) are treated as if they have 
  +4 turn resistance and fast healing 5. Living creatures in the 
  aura are treated as having two negative levels unless they 
  have some sort of negative energy protection or protection 
  from evil. Creatures with 2 or less HD fall dead in the 
  negative energy aura (and, at the atropal scion’s option, rise 
  as wights under the atropal scion’s command 1 minute later). 
  
  Dyv6-06 Walpurgis: The Dark Night 
   
  Page 40 
   
  Rebuke Undead (Su): An atropal scion can 
  rebuke or command undead as a cleric of the same 
  level as the atropal scion’s HD. 
   
  Spell-Like Abilities: 3/day—animate dead, create 
  undead, cone of cold (DC 21), desecrate, dispel magic, 
  invisibility, plane shift, speak with dead, teleport. 
  Caster level 9th. 
   
  Unholy Grace (Su): An atropal scion adds its 
  Charisma modifier as a bonus on all its saving throws 
  and as a deflection bonus to its Armor Class. 
  *See Appendix 2: New Rules Items 
  
  Dyv6-06 Walpurgis: The Dark Night 
   
  Page 41 
  APL 12 
  ENCOUNTER 4: WINTER 
  Children of Winter (4): undead gravetouched* ghoul 
   druid 9; CR 10; Medium undead; HD 9d12; hp 68; Init 
  +5; Spd 40 ft.; AC 21, touch 15, flat-footed 16 (+5 Dex, 
  +2 natural, +4 leather armor +2); Base Atk +6; Grp +10; 
  Atk +10 melee touch (1d8+4/18-20 x2, flame blade) or 
  +11 ranged touch (1d6+5/x2, produce flame); Full Atk 
  +10/+5 melee touch (1d8+4/18-20 x2, flame blade) or 
  +9/+9/+4 ranged touch (1d6+5/x2, produce flame) and 
  +8 melee (1d6+4/x2, bite); SA Ghoul’s fever, paralysis; 
  SQ Nature sense, resist nature’s lure, trackless step, 
  turn resistance +2, undead traits, venom immunity, 
  wild empathy, wild shape 3/day, wild shape Large, 
  woodland stride; Space/Reach 5 ft./5 ft.; AL N; SV Fort 
  +6, Ref +8, Will +14; Str 18, Dex 20, Con —, Int 10, Wis 
  26, Cha 13. 
   
  Skills and Feats: Concentration +12, Knowledge 
  (arcane) +6, Knowledge (nature) +7, Survival +16; 
  Energy Substitution (cold)
  B, Multiattack
  B, Corrupted 
  Wild Shape*, Point Blank Shot, Precise Shot, Rapid 
  Shot. 
   
  Spells prepared (6/6/6/5/4/2; save DC = 18 + spell 
  level): 0—create water (x2), cure minor wounds, detect 
  magic, mending, virtue; 1st—entangle, faerie fire, 
  longstrider, produce flame (cold) (x2), shillelagh; 
  2nd—animal trance, barkskin, bull’s strength, creeping 
  cold*, flame blade (cold), flaming sphere (cold); 3rd—
  call lightning (cold), poison (x2), wind wall; 4th—
  dispel magic, flame strike (cold), greater creeping 
  cold*, ice storm; 5th—baleful polymorph, insect 
  plague. 
   
  Possessions: dagger, club, holy symbol of winter, 
  despair and melancholy, sense of loss, acceptance of 
  death, boots of elvenkind, cloak of elvenkind, goggles 
  of lifesight*, leather armor +2, pearl of power-1st level, 
  pearl of power-2nd level, pearl of power-3rd level, pearl 
  of power-4th level, periapt of wisdom +6, ring of 
  counterspells (glitterdust), ring of feather falling. 
  *See Appendix 2: New Rules Items 
   
  Ghoul Fever (Su): Disease—bite, DC 15 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 respects. 
  A humanoid of 4 HD 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 DC 15 Fortitude 
  save or be paralyzed for 1d4+1 rounds. Elves have immunity 
  to this paralysis. 
   
  Children Animal Companions (4): wolf skeleton; Medium 
  undead; HD 8d12; hp 52; Init +10; Spd 50 ft.; AC 24, touch 
  16, flat-footed 18 (+6 Dex, +8 natural); Base Atk +4; Grp +10; 
  Atk/Full Atk +10 melee (1d8+3/x2, bite); SQ Damage 
  reduction 5/bludgeoning, darkvision 60 ft., devotion, 
  evasion, immunity to cold, link, share spells, undead traits; 
  Space/Reach 5 ft./5 ft.; AL N; SV Fort +2, Ref +9, Will +6; Str 
  16, Dex 22, Con —, Int  —, Wis 10, Cha 1. 
   
  Skills and Feats: —; Improved Initiative, Improved 
  Natural Weapon (bite), Weapon Finesse. 
   
  ENCOUNTER 8: DEATH 
  Angel of Decay*: CR 15; Large undead; HD 26d12+29; hp 
  198; Init +6; Spd 30 ft., fly 50 ft. (poor); AC 28, touch 15, flat-
  footed 26 (–1 size, +2 Dex, +13 natural, +4 deflection); Base 
  Atk +13; Grp +37; Atk† +23 melee (2d6+20, claw); Full Atk† 
  +23/+23 melee (2d6+20, 2 claws) and +18/+18 melee 
  (1d6+12, 2 wing slams) plus rotting touch; Space/Reach 10 
  ft./10 ft.; SA Rotting aura, rotting touch; SQ Damage 
  reduction 10/adamantine and magic, darkvision 60 ft., 
  evasion, spell resistance 25, undead traits, unholy grace; AL 
  CE; SV Fort +17, Ref +21, Will +29; Str 41, Dex 14, Con —, 
  Int 20, Wis 20, Cha 24. 
   
  Skills and Feats: Concentration +29, Diplomacy +9, 
  Hide +18, Knowledge (arcane) +29, Listen +29, Move 
  Silently +26, Search +29, Sense Motive +29, Spellcraft +31, 
  Spot +29, Survival +5 (+7 following tracks); Cleave, Combat 
  Reflexes, Great Fortitude, Improved Initiative, Improved 
  Toughness*, Iron Will, Lightning Reflexes, Power Attack, 
  Toughness. 
   
  Possessions: belt of strength +4, cloak of charisma +6, 
  goggles of day, ring of evasion 
  †includes adjustments for Power Attack feat 
  *See Appendix 2: New Rules Items 
   
  Rotting Aura (Su): When the creature is not flying, 
  rivulets of vile corruption stream from an angel of decay’s 
  body, constantly regenerating and renewing a pool of 
  odiferous rot all around the creature. 
  
  Dyv6-06 Walpurgis: The Dark Night 
   
  Page 42 
   
  An angel of decay’s pool of rot is a 14-foot-radius 
  spread. Any corporeal creature standing on the ground 
  within that area must make a DC 24 Reflex saving 
  throw each round or take 5d6 points of damage (half 
  that on a successful save) as its flesh begins to succumb 
  to decay. The creature must also succeed on a 
  subsequent DC 24 Will saving throw (regardless of 
  whether it succeeds on the first save) or be nauseated 
  for 1 round. 
   
  In each round that a creature takes damage from 
  an angel of decay’s rotting aura, the angel of decay 
  heals 5 points of damage per victim. 
   
  Rotting Touch (Su): An angel of decay that hits a 
  single foe with more than one attack in a round rots its 
  opponent’s flesh. This effect automatically deals an 
  extra 1d6+6 points of damage and heals the angel of 
  decay of 5 points of damage. 
   
  Unholy Grace (Su): An angel of decay adds its 
  Charisma modifier as a bonus on all its saving throws 
  and as a deflection bonus to its Armor Class. (The 
  statistics block already reflects these bonuses.) 
  *See Appendix 2: New Rules Items 
   
   
  
  Dyv6-06 Walpurgis: The Dark Night 
   
  Page 43 
  Appendix 2: New Rules Item
  Feats, as presented in Complete Divine 
  Profane Boost [Divine]: You can channel negative 
  energy to increase the power of inflict wounds spells cast 
  near you. 
   
  Prerequisite: Ability to rebuke undead. 
   
  Benefit: You can spend a rebuke attempt as a 
  standard action to place an aura of negative energy upon 
  each creature within a 60-ft. burst. Any inflict spell cast on 
  one of these creatures before the end of your next turn is 
  automatically maximized, with no adjustment to the 
  spell’s level or casting time. 
   
  Feats, as presented in Complete Warrior 
  Combat Brute [Tactical]: You employ strength and 
  leverage to great effect in battle. 
   
  Prerequisites: Improved Sunder, Power Attack, base 
  attack bonus +6. 
   
  Benefit: The Combat Brute feat enables the use of 
  three tactical maneuvers. 
    Advancing Blows: To use this maneuver, you must make 
  a successful bull rush attempt against a foe. During the 
  next round, all your attacks against that foe gain a +1 
  bonus on attack and damage rolls for each square your 
  bull rush moved that foe. For example, if you pushed an 
  orc back 10 (2 squares) feet with a bull rush, you would 
  gain a +2 bonus on attack and damage rolls against that 
  orc on the following round. 
    Sundering Cleave: To use this maneuver, you must 
  destroy a foe’s weapon or shield with a successful sunder 
  attempt (see page 158 of the Player’s Handbook). If you do 
  so, you gain an immediate additional melee attack against 
  the foe. The additional attack is with the same weapon 
  and at the same attack bonus as the attack that destroyed 
  the weapon or shield. 
    Momentum Swing: To use this maneuver, you must 
  charge a foe in the first round, and you must make and 
  attack using your Power Attack feat in the second round. 
  The penalty you take on your attack roll must be –5 or 
  worse. Your attacks during the second round gain a bonus 
  equal to your attack roll penalty ×1½, or ×3 if using a two-
  handed weapon, or a one-handed weapon wielded in two 
  hands. For instance, if you choose to take a –6 penalty on 
  your attack roll, you can deal an extra 9 points of damage, 
  or an extra 18 points if you are using a two-handed 
  weapon, or a one-handed weapon wielded in two hands. 
   
  Special: A fighter may select Combat Brute as one of 
  his fighter bonus feats. 
   
  Elusive Target [Tactical]: Trying to land a blow 
  against you can be a maddening experience. 
   
  Prerequisites: Dodge, Mobility, base attack bonus +6. 
   
  Benefit: The Elusive Target feat enables the use of 
  three tactical maneuvers. 
    Negate Power Attack: To use this maneuver, you must 
  designate a specific foe to be affected by your Dodge feat. 
  If that foe uses the Power Attack feat against you, the foe 
  gains no bonus on the damage roll but still takes the 
  corresponding penalty on the attack roll. 
    Diverting Defense: To use this maneuver, you must be 
  flanked and you must designate one of the flanking 
  attackers to be affected by your Dodge feat. The first 
  attack of the round from the designated attacker 
  automatically misses you and may strike the other 
  flanking foe instead; the attacking creature makes an 
  attack roll normally, and its ally is considered flat-footed. 
  If the designated attacker is making a full attack against 
  you, its second and subsequent attacks function normally. 
    Cause Overreach: To use this maneuver, you must 
  provoke an attack of opportunity from a foe by moving 
  out of a threatened square. If the foe misses you, you can 
  make a free trip attempt against this foe, and the foe does 
  not get a chance to trip you if your attempt fails. 
   
  Improved 
  Toughness 
  [General]: 
  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. 
   
  Feats, as presented in Draconomicon 
  Maximize Breath [Metabreath]: You can take a 
  full-round action to use your breath weapon to maximum 
  effect. 
   
  Prerequisites: Con 17, breath weapon. 
   
  Benefit: If you use your breath weapon as a full-
  round action, all variable, numeric effects of the attack are 
  maximized. A maximize breath weapon deals maximum 
  
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  damage, lasts for the maximum time, or the like. For 
  example, an old silver dragon using a maximized cold 
  breath weapon (damage 16d8) deals 128 points of damage. 
  An old silver dragon using a maximized paralysis gas 
  breath weapon (duration 1d6+8 rounds) paralyzes 
  creatures for 14 rounds if they fail their saving throw. 
   
  The DCs for saving throws against your breath 
  weapon are not affected. 
   
  When you use this feat, add +3 to the number of 
  rounds you must wait before using your breath weapon 
  again. 
   
  This feat stacks with the effects of breath weapons 
  enhanced with other meta-breath feats but does not 
  maximize them. For example, a maximized breath weapon 
  further enhanced by the Tempest Breath feat produces 
  the type of wind effect noted in that feat description, but 
  the velocity of the wind is not also maximized. 
   
  Special: You cannot use this feat and the Quicken 
  Breath feat on the same breath weapon at the same time. 
   
  Quicken Breath [Metabreath]: You can loose your 
  breath weapon with but a thought 
   
  Prerequisites: Con 19, breath weapon. 
   
  Benefit: Using your breath weapon is a free action. 
   
  When using this feat, add +4 to the number of 
  rounds you must wait before using your breath weapon 
  again. 
   
  Feats, as presented in Libris Mortis 
  Corrupted Wild Shape [Monstrous]: You have 
  learned to use the necromantic energy that powers y our 
  undead form to overcome the inability of undead 
  creatures to wild shape. You can assume the form of an 
  undead, rotten creature with the use of your wild shape 
  ability. 
   
  Prerequisites: Undead type, wild shape class feature 
   
  Benefits: You can use your wild shape ability even 
  though you are undead. The ability functions just as if you 
  were a living creature using the ability, with the following 
  exceptions. 
   
  You do not gain a Constitution score in the new 
  form, and you retain all the immunities of the undead 
  type while in your new form. The form you assume looks 
  half-decayed, with missing patches of fur and rotted, 
  worm-eaten flesh. While you are in this form, the rank 
  odor of death hangs around you. 
   
  Normal: Since it is based on the polymorph spell, 
  wild shape works only on living creatures. 
   
  Spells, as presented in Spell Compendium 
  Arc of Lightning 
  Conjuration (Creation) [Electricity] 
  Level: Druid 4, sorcerer/wizard 5, Windstorm 5 
  Components: V, S, M/DF 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft. /2 levels) 
  Area: A line between two creatures 
  Duration: Instantaneous 
  Saving Throw: Reflex half 
  Spell Resistance: No 
  This bolt deals 1d6 points of electricity damage per caster 
  level (maximum 15d6) to both creatures and to anything 
  in the line between them. 
   
  Both creatures must be in range, and you must be 
  able to target them both (as if this spell had them as its 
  targets). Draw the line from any corner in one creature’s 
  space to any corner in the other’s space. The bolt affects 
  all squares in this line. 
   
  Arcane Material Component: Two small iron rods. 
   
  Backbiter 
  Necromancy 
  Level: Sorcerer/wizard 1 
  Components: V, S, F 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft. /2 levels) 
  Target: One weapon 
  Duration: 1 round/level or until discharged 
  Saving Throw: Will negates; see text 
  Spell Resistance: Yes (object) 
  You cast this spell on any melee weapon. The next time 
  that weapon is used to make a melee attack, its haft twists 
  around so that the weapon strikes the wielder instead. 
  The weapon hits automatically, and no attack roll is made. 
   
  The wielder gets no warning or knowledge of the 
  spell’s effect on his weapon, and although he makes the 
  attack, the self-dealt damage can’t be consciously reduced 
  (though damage reduction applies) or changed to 
  nonlethal damage. Once the weapon attacks its wielder 
  (whether successfully or not), the spell is discharged. 
   
  Magic weapons targeted by this spell receive a Will 
  save. An item in a creature’s possession uses its own Will 
  save bonus or its wielder’s bonus, whichever is higher. 
   
  Focus: A dagger. 
   
  Blackfire 
  Necromancy [Evil] 
  Level: Sorcerer/wizard 8 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft. /level) 
  Effect: Ray 
  Duration: 1 round/level 
  
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  Saving Throw: Fortitude partial and Reflex negates; see 
  text 
  Spell Resistance: Yes 
  You must succeed on a ranged touch attack with the ray 
  to strike a target. On a successful attack, a living target is 
  engulfed in chill black flames that feed on the fuel of 
  their victim’s life force. A creature engulfed in blackfire 
  must make a successful Fortitude save each round that the 
  spell is in effect or take 1d4 points of Constitution 
  damage and become nauseated. A creature that makes its 
  Fortitude save takes no damage for that round and is 
  sickened instead. In addition to its effects on the subject, 
  blackfire can spread rapidly. Each round on its turn, any 
  living creature adjacent to a creature engulfed in blackfire 
  must succeed on a Reflex save or become engulfed itself. 
   
  Any creature that has its Constitution reduced to 0 or 
  lower by the spell can be returned to life only by true 
  resurrection or wish, the caster of which must succeed on 
  a DC 30 caster level check to restore the victim to life. If a 
  creature succeeds on its Fortitude save in 3 consecutive 
  rounds, the blackfire affecting it gutters out. The black 
  flames cannot otherwise be extinguished by normal 
  means (such as immersion in water or smothering), but 
  antimagic field, a successful dispel magic, remove curse, 
  or break enchantment snuffs it out. As well, a creature 
  protected by death ward has immunity to blackfire’s 
  effects. 
   
  Material Component: A pinch of dust from a vampire 
  destroyed by sunlight. 
   
  Burning Blood 
  Necromancy 
  Level: Sorcerer/wizard 4 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft. /level) 
  Target: One living creature; see text 
  Duration: 1 round/level (D) 
  Saving Throw: Fortitude partial; see text 
  Spell Resistance: Yes 
  You taint a living creature’s blood with a hot, corrosive 
  infusion; dealing 1d8 points of acid damage and 1d8 
  points of fire damage per round. The subject can attempt a 
  Fortitude save each round to negate the damage, but a 
  successful save does not prevent damage in future rounds. 
  Searing pain limits the subject to a single move action in 
  any round when it fails its Fortitude save. 
   
  Burning blood does not affect creatures of the 
  construct, elemental, ooze, plant, or undead types. 
   
  Material Component: A drop of blood and a pinch of 
  saltpeter. 
   
  Creeping Cold 
  Transmutation [Cold] 
  Level: Druid 2 
  Components: V, S, F 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft. /2 levels) 
  Target: Once creature 
  Duration: 3 rounds 
  Saving Throw: Fortitude half 
  Spell Resistance: Yes 
  The subject takes 1d6 cumulative points of cold damage 
  per round (that is, 1d6 on the 1
  st round, 2d6 on the second 
  round, and 3d6 on the third). Only one save is allowed 
  against the spell; if successful, it halves the damage each 
  round. 
   
  Focus: A small glass or pottery vessel worth at least 
  25 gp filled with ice, snow, or water. 
   
  Creeping Cold, Greater 
  Transmutation [Cold] 
  Level: Druid 4 
  Components: V, S, F 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft. /2 levels) 
  Target: Once creature 
  Duration: See text 
  Saving Throw: Fortitude half 
  Spell Resistance: Yes 
  This spell is the same as creeping cold, but the duration 
  increases by 1 round during which the subject takes 4d6 
  points of cold damage. If you are at least 15
  th level, the 
  spell lasts for 5 rounds and deals 5d6 points of cold 
  damage. If you are at least 20
  th level, the spell lasts for 6 
  rounds and deals 6d6 points of cold damage. 
   
  Fireburst 
  Evocation [Fire] 
  Level: Sorcerer/wizard 2 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: 10 ft. 
  Effect: Burst of fire extending 10 ft. from you 
  Duration: Instantaneous 
  Saving Throw: Reflex half 
  Spell Resistance: Yes 
  Fireburst causes a powerful explosion of flame to burst 
  from you, damaging anyone within 10 feet of you. All 
  creatures and objects within that area, except for you and 
  any creatures or objects that share your space, take 1d8 
  points of fire damage per caster level (maximum 5d8). 
   
  Material Component: A bit of sulfur. 
   
  Invisibility, Swift 
  Illusion (Glamer) 
  
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  Level: Assassin 2, bard 1 
  Components: V 
  Casting Time: 1 swift action 
  Range: Personal 
  Target: You 
  Duration: 1 round 
  This spell functions like invisibility (Player’s Handbook p. 
  245) except as noted above. 
   
  Monstrous Thrall 
  Enchantment (Compulsion) [Mind-Affecting] 
  Level: Domination 9 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft. /level) 
  Target: One creature 
  Duration: 24 hours/level 
  Saving Throw: Will negates 
  Spell Resistance: Yes 
  This spell functions like true domination (Spell 
  Compendium page 224), except that the subject can be 
  any creature and is permanently dominated if it fails its 
  initial Will save. A subject ordered to take an action 
  against its nature receives a saving throw with a –4 
  penalty to resist taking that particular action. If the save 
  succeeds, the subject still remains your thrall despite its 
  minor mutiny. Once a subject makes a successful saving 
  throw to resist a specific order, it makes all future saving 
  throws to resist taking that specific action without a 
  penalty. 
   
  Orb of Acid 
  Conjuration (Creation) [Acid] 
  Level: Sorcerer/wizard 4, warmage 4 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft. /2 levels) 
  Effect: One orb of acid 
  Duration: Instantaneous 
  Saving Throw: Fortitude partial 
  Spell Resistance: No 
  An orb of acid about 3 inches across shoots from your 
  palm at its target; dealing 1d6 points of acid damage per 
  caster level (maximum 15d6). You must succeed on a 
  ranged touch attack to hit your target. 
   
  A creature struck by the orb takes damage and 
  becomes sickened by the acid’s noxious fumes for 1 
  round. A successful Fortitude save negates the sickened 
  effect but does not reduce the damage. 
   
  Orb of Acid, Lesser 
  Conjuration (Creation) [Acid] 
  Level: Sorcerer/wizard 1, warmage 1 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft. /2 levels) 
  Effect: One orb of acid 
  Duration: Instantaneous 
  Saving Throw: Fortitude partial 
  Spell Resistance: No 
  An orb of acid about 2 inches across shots from your palm 
  at its target, dealing 1d8 points of damage. You must 
  succeed on a ranged touch attack to hit your target. 
   
  For every two caster levels beyond 1st, your orb deals 
  an additional 1d8 points of damage: 2d8 at 3rd level, 3d8 
  at 5th level, 4d8 at 7th level, and the maximum of 5d8 at 
  9th level or higher. 
   
  Orb of Fire 
  Conjuration (Creation) [Fire] 
  Level: Sorcerer/wizard 4, warmage 4 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft. /2 levels) 
  Effect: One orb of acid 
  Duration: Instantaneous 
  Saving Throw: Fortitude partial 
  Spell Resistance: No 
  An orb of fire about 3 inches across shoots from your 
  palm at its target; dealing 1d6 points of fire damage per 
  caster level (maximum 15d6). You must succeed on a 
  ranged touch attack to hi your target. 
   
  A creature struck by the orb takes damage and 
  becomes dazed by the fire for 1 round. A successful 
  Fortitude save negates the dazed effect but does not 
  reduce the damage. 
  Reference: Complete Arcane, page 115. 
   
  Vitriolic Sphere 
  Conjuration (Creation) [Acid] 
  Level: Sorcerer/wizard 5 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Long (400 ft. + 40 ft. /level) 
  Area: 10-ft.-radius burst 
  Duration: Instantaneous, see text 
  Saving Throw: Reflex partial; see text 
  Spell Resistance: No 
  Affected creatures take 6d6 points of acid damage. 
  Creatures that succeed on their Reflex saving throws take 
  half of this damage. Creatures that fail their Reflex saves 
  take full damage, and also take 6d6 points of acid damage 
  in each of the following 2 rounds. 
   
  Material Component: A tiny glass vial filled with 
  aqua regia. 
  Reference: Complete Arcane, page 128. 
  
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  Wall of Gloom 
  Illusion (Shadow) [Darkness, Fear, Mind-Affecting] 
  Level: Sorcerer/wizard 2 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft. /level) 
  Effect: A straight wall whose area is up to one 10-f. 
  square/level 
  Duration: Concentration + 1 round/level 
  Saving Throw: None 
  Spell Resistance: No 
  You create a barrier of ominous shadow that obscures 
  vision and blocks line of sight, including darkvision. The 
  wall is insubstantial, so creatures an move through it 
  without penalty. 
   
  Wall of gloom counters or dispels any light spell of 
  equal or lower level. 
   
  Material Component: A bit of fleece from a black 
  sheep. 
   
  Wrack 
  Necromancy [Evil] 
  Level: Cleric 4, sorcerer/wizard 5 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Area: One humanoid 
  Duration: 1 round/level +3d10 minutes; see text 
  Saving Throw: Fortitude negates 
  Spell Resistance: Yes 
  Your touch causes your target to experience excruciating 
  pain. For the duration of the spell, the subject falls prone 
  and is blinded and helpless. Even when the spell ends, the 
  subject is still shaken for 3d10 minutes. 
   
  Monsters as Presented in Libris Mortis 
  Angel of Decay 
  A mockery of a true angel, an angel of decay may appear 
  similar to an angelic outsider only by happenstance, not 
  design. It is an undead creature that is powered by decay. 
   
  When a healthy creature softens, crumbles, and 
  liquefies in death, an indefinable essence wafts away like 
  putrid steam off stagnant beach sand. This decomposing 
  flesh radiates an essential energy in its dissipation, and an 
  angel of decay can extract the power resident therein. 
   
  An angel of decay stands about 9 feet tall and weighs 
  between 500 and 700 pounds. 
   
  Angels of decay speak Common and Abyssal. 
  Angel of Decay: CR 15; Large undead; HD 26d12+29; hp 
  198; Init +6; Spd 30 ft., fly 50 ft. (poor); AC 28, touch 15, 
  flat-footed 26 (–1 size, +2 Dex, +13 natural, +4 deflection); 
  Base Atk/Grp: +13/+35; Atk† +21 melee (2d6+18, claw); 
  Full Atk† +21/+21 melee (2d6+18, 2 claws) and +16/+16 
  melee (1d6+11, 2 wing slams) plus rotting touch; 
  Space/Reach: 10 ft./10 ft.; SA Rotting aura, rotting touch; 
  SQ Damage reduction 10/adamantine and magic, 
  darkvision 60 ft., spell resistance 25, undead traits, unholy 
  grace; AL CE; SV Fort +14, Ref +18, Will +26; Str 37, Dex 
  14, Con —, Int 20, Wis 20, Cha 18. 
   
  Skills and Feats: Concentration +29, Diplomacy +6, 
  Hide +18, Knowledge (arcane) +29, Listen +29, Move 
  Silently +26, Search +29, Sense Motive +29, Spellcraft +31, 
  Spot +29, Survival +5 (+7 following tracks); Cleave, 
  Combat Reflexes, Great Fortitude, Improved Initiative, 
  Improved Toughness*, Iron Will, Lightning Reflexes, 
  Power Attack, Toughness. 
  †includes adjustments for Power Attack feat 
  *See Appendix 2: New Rules Items 
   
  An angel of decay prefers to wade into combat, 
  literally, since when it touches down, it produces a 
  constantly renewing pool of liquid corruption. An angel 
  of decay normally attacks using its Power Attack feat, 
  taking a –5 penalty on its attack rolls and gaining a +5 
  bonus on damage rolls. 
   
  Rotting Aura (Su): When the creature is not flying, 
  rivulets of vile corruption stream from an angel of decay’s 
  body, constantly regenerating and renewing a pool of 
  odiferous rot all around the creature. 
   
  An angel of decay’s pool of rot is a 14-foot-radius 
  spread. Any corporeal creature standing on the ground 
  within that area must make a DC 24 Reflex saving throw 
  each round or take 5d6 points of damage (half that on a 
  successful save) as its flesh begins to succumb to decay. 
  The creature must also succeed on a subsequent DC 24 
  Will saving throw (regardless of whether it succeeds on 
  the first save) or be nauseated for 1 round. 
   
  In each round that a creature takes damage from an 
  angel of decay’s rotting aura, the angel of decay heals 5 
  points of damage per victim. 
   
  Rotting Touch (Su): An angel of decay that hits a 
  single foe with more than one attack in a round rots its 
  opponent’s flesh. This effect automatically deals an extra 
  1d6+6 points of damage and heals the angel of decay of 5 
  points of damage. 
   
  Unholy Grace (Su): An angel of decay adds its 
  Charisma modifier as a bonus on all its saving throws and 
  
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  as a deflection bonus to its Armor Class. (The statistics 
  block already reflects these bonuses.) 
   
  Atropal Scion 
  Atropal scions are clots of divine flesh given form and 
  animation by bleak-hearted gods of death. When a 
  stillborn godling rises spontaneously as an undead, a great 
  abomination is born. If that abomination is defeated, but 
  any fragment or cast-off bit of flesh remains, an atropal 
  scion may yet arise from those fragments, lessened in 
  power from its divine beginnings, but no less hateful for 
  its stature. 
   
  An atropal scion is a power to be reckoned with, and 
  once animate in the world, seeks power over both life and 
  unlife in an unrelenting bid for domination that only its 
  lifeless tissue is able to sustain. 
   
  Atropal scions speak Common, Abyssal, Infernal, and 
  Celestial. 
  Atropal Scion: CR 11; Medium undead; HD 9d12+9; hp 
  67; Init +6; Spd Fly 30 ft.; AC 25, touch 17, flat-footed 23 
  (+2 Dex, +8 natural, +5 deflection); Base Atk/Grp: +4/+5; 
  Atk/Full Atk +6 melee (1d8+1, slam); Space/Reach: 5 ft./5 
  ft.; SA Death gaze, negative energy aura, spell-like 
  abilities; 
  SQ 
  Damage 
  reduction 
  10/adamantine, 
  darkvision 60 ft., fast healing 8, rebuke undead 5/day (+5, 
  2d6+14, 9th), undead traits, unholy grace; AL CE; SV Fort 
  +7, Ref +11, Will +16; Str 13, Dex 15, Con —, Int 16, Wis 
  22, Cha 20. 
   
  Skills and Feats: Knowledge (arcane) +8, Knowledge 
  (religion) +8, Listen +11, Move Silently +10, Spot +11; 
  Alertness, Improved Initiative, Improved Toughness*, 
  Lightning Reflexes 
  *See Appendix 2: New Rules Items 
  A soul-numbing cold comes before and follows an atropal 
  scion. The life energy of heroic creatures is suppressed in 
  its foul aura, and the life force of lesser creatures is 
  extinguished. It directs its spell-like abilities and death 
  gaze upon those foes its mere presence cannot kill. 
   
  Death Gaze (Su): Death, range 60 feet; Fortitude DC 
  19 negates. The save DC is Charisma-based. Humanoids 
  who die from this attack are transformed into wights 24 
  hours later. 
   
  Negative Energy Aura (Su): A 60-foot-radius 
  negative energy aura surrounds an atropal scion. All 
  undead in the aura (including the atropal scion) are 
  treated as if they have +4 turn resistance and fast healing 
  5. Living creatures in the aura are treated as having two 
  negative levels unless they have some sort of negative 
  energy protection or protection from evil. Creatures with 
  2 or less HD fall dead in the negative energy aura (and, at 
  the atropal scion’s option, rise as wights under the atropal 
  scion’s command 1 minute later). 
   
  Rebuke Undead (Su): An atropal scion can rebuke 
  or command undead as a cleric of the same level as the 
  atropal scion’s HD. 
   
  Spell-Like Abilities: 3/day—animate dead, create 
  undead, cone of cold (DC 18), desecrate, dispel magic, 
  invisibility, plane shift, speak with dead, teleport. Caster 
  level 9th. 
   
  Unholy Grace (Su): An atropal scion adds its 
  Charisma modifier as a bonus on all its saving throws and 
  as a deflection bonus to its Armor Class. 
   
  Desiccator 
  Desiccators are the dried-out undead remnants of 
  creatures of elemental water. They long to quench their 
  tremendous thirst with the precious fluids of living 
  creatures. 
   
  Thanks to their withered forms, desiccators are 
  sometimes mistaken for mummies, although they wear 
  none of the wrappings common to those creatures. 
  Cursed to remain forever bereft of the watery form it had 
  in life, the desiccator envies and despises all living things. 
   
  Most desiccators stand about 4 feet tall but weigh 
  only 30 to 40 pounds. They speak Aquan. 
  Desiccator: CR 2; Small undead (Water); HD 4d12; hp 26; 
  Init +5; Spd 20 ft., swim 60 ft.; AC 15, touch 12, flat-footed 
  14 (+1 size, +1 Dex, +3 natural); Base Atk/Grp: +2/+1; 
  Atk/Full Atk +6 melee (1d6, slam) plus fatigue; 
  Space/Reach: 5 ft./5 ft.; SA Desiccating breath, fatiguing 
  touch; SQ Darkvision 60 ft., elemental turning 
  vulnerability, inescapable craving, undead traits; AL NE; 
  SV Fort +1, Ref +2, Will +4; Str 16, Dex 12, Con —, Int 8, 
  Wis 11, Cha 13. 
   
  Skills and Feats: Listen +7, Search +7, Spot +7; Ability 
  Focus (desiccating breath), Improved Initiative. 
   
  A desiccator opens combat with its breath weapon, 
  seeking to weaken opponents’ resistance to its fatiguing 
  touch. 
   
  Desiccating Breath (Su): 15-foot cone of desiccating 
  air every 1d4 rounds, damage 1 Con, Fortitude DC 15 
  negates. (Creatures with the water subtype take a –4 
  penalty on this save.) The save DC is Charisma-based and 
  includes a +2 bonus from the Ability Focus feat. 
  
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  Fatiguing Touch (Su): The slam of a desiccator, in 
  addition to dealing 1d6 points of damage, makes living 
  creatures fatigued. A DC 13 Fortitude saves negates the 
  fatigue but not the damage. (Creatures with the water 
  subtype take a –4 penalty on this save.) If the victim fails 
  the save, the desiccator also gains 5 temporary hit points, 
  which last for up to 1 hour. A creature already fatigued 
  cannot become exhausted as a result of this touch. The 
  save DDC is Charisma-based. 
   
  Elemental Turning Vulnerability (Ex): A character 
  who can turn undead and also turn water creatures gains a 
  +2 bonus on turning checks to turn a desiccator. A 
  character who can rebuke undead and also rebuke water 
  creatures gains a +2 bonus on turning checks to rebuke a 
  desiccator. 
   
  Inescapable 
  Craving: 
  A 
  desiccator 
  has 
  an 
  inescapable craving (see the Undead Metabolism section 
  in Chapter 1 of Libris Mortis) for water, which it absorbs 
  by using its fatiguing touch ability. 
   
  Entomber 
  Entombers are undead animated by necromancers who 
  prefer to leave the dirty work to their servants. The 
  entombers are perfect for putting bodies in the ground, or 
  bringing them out, depending on the needs of their 
  masters. They usually inhabit cemeteries, catacombs, or 
  other places where many corpses might be found. Unless 
  specially commanded otherwise, entombers treat all 
  living creatures as subjects for their entombing power. 
   
  Entombers are filthy, streaked with dirt, and 
  sometimes even bits of desiccated flesh (not their own), 
  jewelry, and other small bits taken from the bodies they 
  exhume or entomb. They stink of both carrion and 
  embalming alchemical fluids. Closer scrutiny reveals 
  their lips are sewn shut. 
   
  Most entombers are about 6 feet tall and weigh about 
  160 pounds. 
   
  Entombers understand Common, but their lips are 
  sewn shut, so they cannot speak. 
  Entombers: CR 5; Medium undead; HD 8d12; hp 52; Init 
  +0; Spd 30 ft., burrow 10 ft.; AC 21, touch 10, flat-footed 
  21 (+11 natural); Base Atk/Grp: +4/+11; Atk/Full Atk +10 
  melee (1d6+9, slam) plus entomb; Space/Reach: 5 ft./5 ft.; 
  SA Entomb, exhume; SQ Damage reduction 5/silver, 
  darkvision 60 ft., undead traits; AL LE; SV Fort +4, Ref +4, 
  Will +8; Str 23, Dex 10, Con —, Int 6, Wis 14, Cha 15. 
   
  Skills and Feats: Hide +7, Listen +8, Move Silently +7, 
  Spot +8; Alertness, Great Fortitude, Lightning Reflexes 
   
  In melee combat, an entomber’s fist is a powerful 
  weapon. However, the fear associated with entombers is 
  more due to their ability to entomb foes with their attack. 
   
  Entomb (Su): Whenever an entomber succeeds on a 
  slam attack, it can attempt to entomb its foe. The foe must 
  make a DC 16 Reflex save or be pounded bodily into a 
  shallow grave. The save DC is Charisma-based. This ability 
  doesn’t work in locations with a basement or open level 
  immediately below, nor can the creature entomb victims 
  in magical, living, or animate materials, or materials with 
  a hardness higher than 8. 
   
  The upthrust bulge of cracked flooring material, 
  earth, or stone reveals the location of the victim to 
  compatriots. Two standard actions spent clearing away 
  the broken flooring material reveals the entombed victim, 
  who can use his or her next action to stand from a prone 
  (and dusty) position). Attempting to rescue a friend in 
  this way can provoke attacks of opportunity. 
   
  The victim is treated as if pinned by an opponent (the 
  earth) with a grappling check of 20. Breaking free of the 
  first the “pin” and then the “grapple” allows the victim to 
  stand from a prone position on his or her next round. If 
  compatriots of the victim have partially cleared away the 
  covering material, then the victim need only make a 
  single check before standing from the prone position. 
  Each round the victim spends fully or partially entombed 
  is a round in which the victim suffocates (see Suffocation, 
  page 304 of the Dungeon Master’s Guide). 
   
  Exhume (Su): When an entomber spends a standard 
  action and touches the top of a grave or space where a 
  creature is buried no deeper than 10 feet, the body 
  immediately rises to the surface, leaving no hole or 
  tunnel. A body is not harmed when brought to the surface 
  in this manner. 
   
  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 
  
  Dyv6-06 Walpurgis: The Dark Night 
   
  Page 50 
   
  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 
  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 o 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 
  Tiny 
  1d3 
  1d2 
  Small 
  1d4 
  1d3 
  Medium 
  1d6 
  1d4 
  Large 
  1d8 
  1d6 
   
  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 
  gravetouched ghoul’s HD + gravetouched ghoul’s 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 respects. A humanoid 
  of 4 HD 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 +2 
  turn resistance 
   
  Diet Dependent: Gravetouched ghouls are diet 
  dependent (see the Undead Metabolism section in 
  Chapter 1 of Libris Mortis) upon flesh. 
   
  Abilities: Increase from the base creature as follow: 
  Str +2, Dex +4, Int +2, Wis +4, Cha +2. As an undead 
  creature, a gravetouched ghoul has no Constitution score. 
   
  Feats: A gravetouched ghoul retains all its feats, and 
  it gains Multiattack as a bonus feat. 
   
   
  
  Dyv6-06 Walpurgis: The Dark Night 
   
  Page 51 
  DM’s Handout #1 
   
  This is a copy of the instructions for the character that wields Whisper. To resist each of the 
  items listed below, you must succeed at a Will save as dictated by the AR listing for Whisper. 
  There is a possibility that the PC will be forced to attack one or more of the other players at 
  the table. This is a domination effect and does not cause the character to be removed from 
  play. Likewise, PCs are permitted to defend themselves in whatever means they deem 
  necessary (governed by alignment restrictions, of course). If Chris or the group he is playing 
  with are uncomfortable handling this situation themselves, you should take Chris’s 
  character and run him as an NPC under the domination effect of Whisper until the 
  encounter is resolved. 
   
  1) As soon as you get within sight of Tricaster’s well, you are aware that an enemy rests within. 
  Whispers flood your mind, telling you that you are not safe in Tricaster. No one else can hear these 
  whispers. 
  Do what must be done to end this strange dream as quickly as possible! You’re not safe. Not 
  safe! End this nightmare no matter what it takes. No matter what it takes! One of these 
  villagers must know what’s happening. Make them tell you. They hold the secret. Make 
  them tell. Do what needs to be done and leave this place. You are not safe! 
   
  2) If the rest of the party wants to investigate the well, you tell them that you don’t think it’s safe. 
  There’s clearly something unnatural about the situation. Perhaps you’re in an alternate dimension, 
  where everything good seems bad and everything bad seems good. Very clearly, such a nice looking 
  well must hold some terrible horror within it. 
   
  If they insist on investigating the well, though, you go with them and make sure you participate 
  in any direct interaction with the well. If it is proposed to go into the well, you volunteer to go first. 
  If they suggest someone else, you insist that you’re the most capable to go into the well, the most 
  likely to survive if it really is something dangerous. If they allow you to go into the well, you find the 
  piece of red adamantine and use Whisper to sunder it. If someone else enters the well and discovers 
  the piece of adamantine, you feel compelled to obtain the metal. This might be by brute force, 
  wrestling it away from them, or it may be subterfuge, stealing it from their bag (waiting for them to 
  sleep will take too long, so subterfuge must happen as soon as possible). You will not let them keep 
  the metal, though, and will kill them if that’s what it takes. Whisper’s Luck bonus comes into effect 
  when attempting to attack the red metal or the person holding it. 
   
  3) At no time can you hold or possess the red chunk of adamantine unless you are moving the item 
  into a position to be destroyed. If you attempt to possess the item and not destroy it, you begin 
  suffering the negative effects of a geas spell. 
   
  4) Whomever holds that metal is your enemy. They want to kill you. You’ll kill them first. 
  They are the enemy. They’ll cause the city to fall. They aid the aliens. They are in league with 
  the outsiders. Kill them. They must not be permitted to hold the red tear. Kill them! 
  
  Dyv6-06 Walpurgis: The Dark Night 
   
  Page 52 
  Player Handout #1 
   
  INVITATION 
  Our Heroes, 
   The citizens of Tricaster humbly request 
  your presence at the first Festival of 
  Freedom, celebrating the rebuilding and 
  prosperous growth of the village. We 
  acknowledge that without the aid of 
  adventurers like yourself, Tricaster may 
  have remained in ruins and many of our 
  neighbors we now consider family might 
  not be here. You are always welcome here. 
   
  Cordially yours, 
  Karessa Quicktoes 
  High Councilwoman 
  Tricaster Town Council 
  
  Dyv6-06 Walpurgis: The Dark Night 
   
  Page 53 
  Player Handout #2 
   
  Instructions for the character that wields Whisper. To resist each of the items listed below, 
  you must succeed at a Will save as dictated by the AR listing for Whisper. 
   
  1) As soon as you get within sight of Tricaster’s well, you are aware that an enemy rests within. 
  Whispers flood your mind, telling you that you are not safe in Tricaster. No one else can hear these 
  whispers. 
  Do what must be done to end this strange dream as quickly as possible! You’re not safe. Not 
  safe! End this nightmare no matter what it takes. No matter what it takes! One of these 
  villagers must know what’s happening. Make them tell you. They hold the secret. Make 
  them tell. Do what needs to be done and leave this place. You are not safe! 
   
  2) If the rest of the party wants to investigate the well, you tell them that you don’t think it’s safe. 
  There’s clearly something unnatural about the situation. Perhaps you’re in an alternate dimension, 
  where everything good seems bad and everything bad seems good. Very clearly, such a nice looking 
  well must hold some terrible horror within it. 
   
  If they insist on investigating the well, though, you go with them and make sure you participate 
  in any direct interaction with the well. If it is proposed to go into the well, you volunteer to go first. 
  If they suggest someone else, you insist that you’re the most capable to go into the well, the most 
  likely to survive if it really is something dangerous. If they allow you to go into the well, you find the 
  piece of red adamantine and use Whisper to sunder it. If someone else enters the well and discovers 
  the piece of adamantine, you feel compelled to obtain the metal. This might be by brute force, 
  wrestling it away from them, or it may be subterfuge, stealing it from their bag (waiting for them to 
  sleep will take too long, so subterfuge must happen as soon as possible). You will not let them keep 
  the metal, though, and will kill them if that’s what it takes. Whisper’s Luck bonus comes into effect 
  when attempting to attack the red metal or the person holding it. 
   
  3) At no time can you hold or possess the red chunk of adamantine unless you are moving the item 
  into a position to be destroyed. If you attempt to possess the item and not destroy it, you begin 
  suffering the negative effects of a geas spell. 
   
  4) Whomever holds that metal is your enemy. They want to kill you. You’ll kill them first. 
  They are the enemy. They’ll cause the city to fall. They aid the aliens. They are in league with 
  the outsiders. Kill them. They must not be permitted to hold the red tear. Kill them! 
  
  Dyv6-06 Walpurgis: The Dark Night 
   
  Page 54 
  Map of the Free Lands of Dyvers 
   
  
  Dyv6-06 Walpurgis: The Dark Night 
   
  Page 55 
  Map of the Village of Tricaster 
   
   
  
  Dyv6-06 Walpurgis: The Dark Night 
   
  Page 56 
  Critical Events Summary 
   
  • 
  Did the PCs think they were in a dream? 
  YES 
  NO 
   
  • 
  If so, did they actrecklessly? 
  YES 
  NO 
   
  • 
  Were they stupid enough to try and fight their way out of Dyvers? 
  YES 
  NO 
   
  • 
  Did the PCs attack Smudge for being a drow? 
  YES 
  NO 
   
  • 
  Did the recognize Areolas Lassimer or Laddie Crockhandle? 
  YES 
  NO 
   
  • 
  Did the PCs wander off the Gnarley Road during the night? 
  YES 
  NO 
   
  • 
  If so, did they get lost? 
  YES 
  NO 
   
  • 
  Did the PCs follow the white rabbit? 
  YES 
  NO 
   
  • 
  If so, did they recognize the corpse of the Gnarley Dragon? 
  YES 
  NO 
   
  • 
  If so, did they skin it? 
  YES 
  NO 
   
  • 
  Did the PCs kill Winter? 
  YES 
  NO 
   
  • 
  If so, did he have to convince them to do so? 
  YES 
  NO 
   
  • 
  Did the PCs realize something was funny about the well? 
  YES 
  NO 
   
  • 
  Did the PCs find the Secret Keeper in the well? 
  YES 
  NO 
   
  • 
  Was the wielder of Whisper at the table? 
  YES 
  NO 
   
  • 
  If so, was there an altercation? 
  YES 
  NO 
   
  • 
  Did the PCs defeat the undead horde? 
  YES 
  NO 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Dyvers/596/Normal Scenarios/DYV6-06 - Walpurgis (APL 2-12)/DYV6-06 - Walpurgis.pdf