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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  permission of Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely 
  coincidental. © 2005 Wizards of the Coast, Inc. 
   
  Visit the LIVING GREYHAWK website at www.rpga.com. 
   
  For questions specific to this document, please e-mail your regional representative at contact.shl@iuzlg.com; for LIVING GREYHAWK campaign 
  questions email rpgahq@wizards.com. 
  SHL7-04 
   
   
   
   
   
   
  Shadows of Captivity 
   
  A One-Round Dungeons & Dragons® Living Greyhawk™  
  Shield Lands Regional Adventure 
  Version 0.9 
   
  by Eric Anondson 
   
  Editor: Paul Kulbitski 
  Triad Reviewer: Paul Kulbitski, Martin Valdez 
  Circle Reviewer: Britt F. Frey 
  Playtesters: Ryan Blomquist, Jeremy Feist, David Haga, Greg Simon. 
   
   
  With the dagger Deathtongue in their possession, and chaos in the streets of Az’Halaz, PCs learn of a way out of the 
  Shadowdark. The path takes them to the Mind Pool deep into the heart of the Palace of the Mind Flayer King, so PCs 
  will need quick thinking, quick feet, and a willingness to sacrifice. 
   
  Part 5 of the Shadowdark Saga, it starts immediately after SHL7-03. A one-round Shield Lands Regional adventure set 
  in the Shadowdark for APLs 4–12. 
   
  Resources for this adventure [and the authors of those works] include Az’Halaz City Map [Eric Anondson], 
  Dungeonscape [Jason Buhlman and Rich Burlew], and Lords of Madness [Richard Baker, James Jacobs, Steve Winter]. 
   
  
  SHL7-04 Shadows of Captivity 
   
  Page 1 
  RPGA® SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA event 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 session Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the session DM. You must be at least a 
  HERALD-LEVEL GM to run this adventure. 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, 
  players 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. 
   
  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. 
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2008. 
   
  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 rulebooks: 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. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Refer to Appendix 1 for full 
  information on NPCs and monsters. For your 
  convenience, Appendix 1 is split by APL. 
   
  Along with this adventure, you’ll find a RPGA 
  session tracking sheet. If you’re playing this adventure as 
  part of an RPGA-sanctioned event, complete and turn in 
  this sheet to your senior GM directly after play. You’ll 
  also find a LIVING GREYHAWK adventure record (AR). You 
  need one copy of this for each participating player. 
   
  AVERAGE PARTY LEVEL (APL) 
  See Chapter One of the Living Greyhawk Campaign 
  Sourcebook for details on APLs. If the APL of your group is 
  an odd number, ask them before the adventure begins 
  whether they would like to play the higher or the lower 
  adjacent APL. 
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1st-level characters may find 
  the challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success: 
  1. Enlist a sixth player. 
  2. Advise characters to buy riding dogs to help protect 
  them and fight for them. 
  1. 
   
  TIME UNITS AND UPKEEP 
  This is a standard Regional adventure, set in the Shield 
  Lands. Characters native to that region pay 1 Time Unit 
  per round; all other characters pay 2 Time Units per 
  round. 
   
  More information about Lifestyle and Upkeep can 
  be found in the Living Greyhawk Campaign Sourcebook. 
   
  ADVENTURE BACKGROUND 
  The Shadowdark saga begins with SHL 6-08 Shadows of 
  Memory. At its conclusion the PCs stand astride the Prime 
  Plane and a world of shadows. From their obscured 
  location they witness the traitor Kruptan being shot dead 
  by Graycloaks, and as he dies plummets into a shadowy 
  chasm. 
   
  In SHL 7-01 Falling into Shadows PCs explore the 
  demiplane of the mythical realm of the Shadowdark for 
  their first time encountering denizens and learning about 
  the strange effects this world has upon them and their 
  abilities. 
   
  In SHL 7-02 Shadows of the Mind Flayer King the PCs 
  are caught between the schemes of a tribe of troglodytes 
  and a clan of dark ones, both intent on acquiring the 
  dagger Deathtongue. PCs learn the dagger’s location; it was 
  in the possession of a hive mother beholder. After 
  acquiring the dagger from the beholder, PCs make their 
  way to the City of Az’Halaz, the city where the Mind 
  Flayer King rules. 
   
  In SHL 7-03 Shadows of Intrigue PCs arrive in Az’Halaz 
  and promptly are foisted into the schemes of two rival 
  mind flayer noble houses. The adventure culminates with 
  a three-way battle in the streets of the city between the 
  PCs, the troglodytes, and dark ones from SHL 7-02 over 
  ownership of Deathtongue. 
   
  At the conclusion of SHL 7-03 Shadows of Intrigue 
  PCs are in possession of Deathtongue. Some PCs may 
  have been enslaved or jailed, depending on their 
  
  SHL7-04 Shadows of Captivity 
   
  Page 2 
  decisions. Those not so, are assumed to have returned to 
  the Inn of the Desperate Martyr, while the city of 
  Az’Halaz was thrown into turmoil. The city is on the 
  verge of rebellion thanks to the aid of the PCs and their 
  allies in the city’s Underground. 
   
  ADVENTURE SUMMARY 
  In contrast to the prior Shadowdark adventures, which 
  were open ended, Shadows of Captivity is extremely linear. 
  Now that the PCs are in possession of Deathtongue, this 
  adventure will take PCs to the Mind Pool to destroy it. 
   
  PCs will begin either in the Inn of the Desperate 
  Martyr, or were enslaved or imprisoned due to their 
  actions in SHL 7-03. Wherever PCs are at the beginning, 
  they will be gathered together once again at the Inn. 
   
  In 
  various 
  Introductions, 
  PCs 
  are 
  given 
  information about the legend of Deathtongue’s connection 
  with the Mind Pool. They are told it is believed that 
  returning Deathtongue to the Mind Pool, from which it 
  sprang, will fracture the planar barriers the Mind Flayer 
  King has imposed, thus allowing PCs to return home. 
   
  One of three ways in to the Palace—In Encounter 
  1, the PCs travel through the sewers of Az’Halaz. PCs 
  enter the Palace through a trapped door. 
   
  One of three ways in to the Palace—In Encounter 
  2, the PCs assault the front door of the Palace of the Mind 
  Flayer King. 
   
  One of three ways in to the Palace—In Encounter 
  3, the PCs are disguised as thralls, are escorted in to the 
  Palace, and fight guards.  
   
  In Encounter 4, PCs encounter guards in the levitate 
  capsule tube chamber on the ground floor. To go up from 
  level to level PCs must use the levitate tubes. 
   
  In Encounter 5, A panicked Mind Flayer King, and 
  elder brain, becomes aware of the PCs presence and 
  attempts to communicate with the PCs to get the PCs to 
  leave. 
   
  In Encounter 6, the PCs are at the Mind Pool and 
  must plunge Deathtongue in. This ends the adventure, 
  SHL 7-05 picks up immediate after the moment of the 
  dagger being returned to the Mind Pool. 
   
  In the Conclusion, the PCs are presented with a 
  selection of mind threads, one of which is Kruptain. 
  From Kruptain’s memories they learn of Simen’s 
  corruption by Zhayne and Kruptain, and also Natan 
  Enerick’s innocence. 
   
  PREPARATION FOR PLAY 
  The DM should take an inventory of the following 
  matters before beginning. 
  • How many Shadow Points do PCs have? — 
  Maximum possible Shadow Points are 4 (see the 
  Shadowdark Appendix). After completing SHL 7-04 
  they will gain an additional Shadow Point. If their last 
  module was not in the Shadowdark Saga then they 
  begin this adventure with 0 Shadow Points. 
  • Do any PCs speak Undercommon? — Few creatures 
  in the Shadowdark speak Common. Note which PCs 
  can speak and/or read Undercommon. 
  • Which PC has Deathtongue? — There can be only 
  one at each table and there must be someone. It is 
  possible, and maybe even likely, that since SHL 7-03 
  the party composition has changed and multiple PCs 
  may have Deathtongue or no PC has it. Use the 
  following to determine which PC carries Deathtongue. 
  • 1st—PC has bearer of Deathtongue checked on an AR. 
  • 2nd—Deathtongue chooses a spellcaster with the highest 
  arcane ability. 
  • 3rd—Deathtongue chooses the highest-level cleric 
  spellcasting ability. 
  • 4th—Deathtongue chooses the highest-level divine 
  spellcasting ability. 
  • 5th—Deathtongue chooses the character with the 
  highest Use Magic Device check. 
  • 6th—Deathtongue chooses the highest character level. 
  • 7th—Deathtongue chooses the highest Int score. 
  • Do PCs have shadow chains from SHL 7-01? — 
  Social skill checks are made at a –4 penalty for PCs 
  who do not possess one. 
  • Do the PCs have the former slave from SHL 7-02, 
  Noni, with them? — If they saved her then she is 
  with them. She can speak Undercommon and has a 
  few contacts in Az’Halaz that could be important. If 
  multiple PCs have taken her as a cohort, there can only 
  be one Noni at the table. If she is not a cohort she will 
  not do more than translate and make introductions to 
  her contacts. If she is not a cohort, she avoids combat 
  by hiding in plain site and keeping out of the way. It is 
  recommended that PCs not bring Noni with them on 
  the infiltration in to the Palace. 
  • Does anyone serve Myoprim from SHL 7-02? — If 
  people let it be known they are agents of Myoprim, 
  they gain a +2 circumstance bonus on social skill 
  checks and a +4 circumstance bonus on Intimidate 
  checks. Myoprim’s name is known to mind flayers of 
  the Shadowdark and they fear her power. Plus, if 
  Myoprim’s agents get into trouble with the “law”, that 
  PC may call on her influence to get them out of 
  trouble. 
  • Did the PCs receive the Gratitude of House 
  Reghez in SHL 7-03? — PCs will receive information 
  about the inside of the Palace. 
  • Did the PCs receive the Gratitude of House 
  Kohmbez in SHL 7-03? — PCs will receive 
  information about the inside of the Palace. 
  • Did any PC finish SHL 7-03 either jailed or sold 
  into slavery? — These PCs will use Introduction A 
  only. Any PC agent of Myoprim jailed or sold into 
  slavery would have been released after a single day and 
  thus will not use Introduction A at all. Also, enslaved 
  or jailed PCs cannot begin the adventure with 
  extended duration spells cast upon them by other PCs, 
  such as hero’s feast. 
  
  SHL7-04 Shadows of Captivity 
   
  Page 3 
  INTRODUCTIONS 
  This adventure involves significant set up before any 
  action or encounters. In the days after the conclusion of 
  SHL 7-03 Shadows of Intrigue the PCs meet various 
  interested groups in the city. The list of things the DM 
  tallies from Preparation for Play above will determine 
  which PCs are involved in each Introduction. 
   
  Troubleshooting 
  The Houses of Reghez and Kohmbez know which PC has 
  Deathtongue. In their packets is information that 
  involves the destruction of Deathtongue. The Houses are 
  aware Deathtongue is sentient and would do its best to 
  prevent its own destruction. To that end each PC that 
  earned the favor of the House was given their own 
  separate packet along with wages at the conclusion of 
  SHL 7-03 Shadows of Intrigue. 
   
  To keep PCs’ suspicions low the DM may wish to 
  pull each PC individually aside, rather than in groups, for 
  their sub-Introductions. 
   
  That said, it is recommended to allow PCs to have 
  prepared spells ahead of time based on the adventure’s 
  blurb. 
   
  Lengthy duration spells can be cast ahead of time on 
  party members, except those PCs who begin this 
  adventure enslaved or jailed. 
   
  INTRODUCTION A: YOU WERE ENSLAVED! 
  If there were any PCs who were jailed or enslaved at the 
  conclusion of SHL 7-03 Shadows of Intrigue, then you will 
  need to use this Introduction for them. Pull aside any 
  PCs who finished SHL 7-03 Shadows of Intrigue as jailed or 
  sold into slavery. Such PCs are not kept with the general 
  slave population. Those slaves have already been 
  processed and are housed in much improved conditions 
  compared to where the PCs are 
   
  Creatures who are found guilty of some infraction 
  are initially kept in the oppressive processing pits until it 
  is decided when such creatures are ready for sale. 
   
  Keep the following in mind about the processing 
  pits: 
  • This pit has a permanent anti-magic field active. 
  • This pit has a permanent silence spell active. 
  • Guards communicate to slaves via their telepathy. 
  • The walls are 50-ft. high and have been smoothed 
  perfectly flat. 
  • It is unsanitary; flies buzz about, no one bathes, a 
  depression in the center is used for bathroom needs. 
  • Food is delivered by dumping enough food in to the 
  pit from above, with slaves left to fight each other for 
  scraps. 
  • Each occupant’s possessions have been taken away. 
  • Each occupant now wears a loincloth and is manacled. 
  • There is a single thrall guard at each pit. If needed, the 
  thrall guard can call over up to four mind flayers to 
  tame any unrest in the pit. Which is done with a 
  telepathic warning, followed up by repeated mind 
  blasts. 
   
  For PCs who did not played 7-02 Shadows of the Mind 
  Flayer King or 7-03 Shadows of Intrigue prior to this 
  adventure, read or paraphrase the following, and then 
  continue with the read aloud passage that comes next. 
   
  You don’t remember how this happened. You take 
  great care not to let this happen, you know you 
  didn’t let your guard down. You made camp, but 
  soon, out of the shadows an ambush was launched. 
  The numbers were too great, the struggle was brief, 
  and that is all you remember of that. Ever since, it 
  has been nothing but hooded blackness while you 
  were being transported. 
   
  Continue with reading with the next passage. 
   
  For everyone who ended 7-03 jailed or enslaved, read 
  or paraphrase the following. 
   
  You have lost track of time, though you have had 
  eight feedings. You quickly learned that this is how 
  the other slaves track the passage of time. It makes 
  sense; it is the one routine that has seemed like 
  clockwork. You, like most others, sleep when not 
  eating. 
   
  Not being able to hear sounds in the pit is not 
  something that everyone seems to be able to handle 
  well. Everyone communicates with hand gestures, 
  which is difficult enough. Fights often happen out 
  of frustration. 
   
  The 
  silence 
  makes 
  it 
  all 
  the 
  more 
  impressionable when the guards telepathically 
  “speak”. You only hear “shouts” when fighting 
  breaks out, and when the fighting doesn’t stop 
  promptly your mind is assaulted along with 
  everyone in the pit. There is nothing so effecting at 
  ending a riot as a mind flayer’s mind blast from 
  above. The threat of a mind blast is often enough to 
  get other slaves to jump in on a fight to stop it lest 
  the whole pit be subjected to the mental assault. 
   
  After you don’t know how long . . . a voice speaks 
  in your mind. 
   
  “There you are, I am so sorry it has taken so 
  long. You are needed. I would have been here sooner 
  but Az’halaz is in chaos. The Mind Flayer King will 
  fall and a new House will assume the throne. For 
  this, you will have a role. Now, you will need to 
  remember what I am to tell you: ‘Emptiness will 
  lead you home’. 
   
  “Tomorrow you will be released. Be ready.” 
   
  There was something familiar in the voice but 
  your exhausted mind can’t place it, but your hopes 
  have been raised. You return to your routine of sleep 
  and eating. 
   
  Two feedings later you hear a guard’s familiar 
  voice barking in your mind. 
   
  “To the door. Now!” 
  
  SHL7-04 Shadows of Captivity 
   
  Page 4 
   
  Above you, you see the peering heads of four 
  mind flayers and a handful of thrall guards. 
   
  Troubleshooting 
  The precise process is not terribly important to what 
  happens next. But what happens next is that PCs are 
  brought out (one at a time if there happen to be more 
  than one PC), subjected to repeated mind blasts until they 
  succumb, knocked unconscious, and blindfolded. They 
  are then delivered to Introduction F; they do not get any 
  other sub-Introductions. 
   
  Note: Remember that PC agents of Myoprim do not 
  use Introduction A. If Myoprim’s agents finished SHL 7-
  03 Shadows of Intrigue jailed or enslaved, they are released 
  after a single night and instead end up with as many sub-
  Introductions as they qualify for. 
   
  All PCs who begin this adventure from this 
  Introduction option start with the exhausted condition 
  (DMG p.300). 
   
  INTRODUCTION B: HOUSE REGHEZ’S PACKET 
  PCs will get this sub-Introduction if they: 
  • Do not carry Deathtongue. 
  • Received the Gratitude of House Reghez. 
   
  Read or paraphrase the following: 
   
  In your time in Az’Halaz you quickly learned 
  the benefit of subtlety and appearances. You 
  received your wages and packet of information from 
  Malemnic-ez with gratitude but didn’t open it in his 
  presence. 
   
  You took leave and went out to celebrate your 
  well-earned wage at bars around town. Chaos grew 
  through the evening as slaves rebelled and the 
  Houses’ maneuvering spilt over to the city streets. 
  You were busy keeping your head down to not 
  attract much attention. 
   
  It was not until a few days later when you got 
  enough privacy to open your packet. 
   
  This PC receives Player Handout #1. 
   
  Troubleshooting 
  It may be necessary to pull PCs that get this sub-
  Introduction aside and give them their handout. 
   
  Note: The PC carrying Deathtongue does not get to 
  read this Player Handout; it is not in their packet (if they 
  received one). 
   
  INTRODUCTION C: HOUSE REGHEZ’S PACKET 
  A PC will get this sub-Introduction if he, or she: 
  • Carries Deathtongue. 
  • Received the Gratitude of House Reghez. 
   
  In your time in Az’Halaz you quickly learned the 
  benefit of subtlety and appearances. You received 
  your wages and packet of information from 
  Malemnic-ez with gratitude but didn’t open it in his 
  presence. 
   
  You took leave and went out to celebrate your 
  well-earned wage at bars around town. Chaos grew 
  through the evening as slaves rebelled and the 
  Houses’ maneuvering spilt over to the city streets. 
  You were busy keeping your head down to not 
  attract much attention. 
   
  It was not until a few days later when you got 
  enough privacy to open your packet. 
   
  This PC receives Player Handout #2. 
   
  Troubleshooting 
  It may be necessary to pull the PC that gets this sub-
  Introduction aside and give them the handout. 
   
  INTRODUCTION D: HOUSE KOHMBEZ’S PACKET 
  PCs will get this sub-Introduction if they: 
  • Do not carry Deathtongue. 
  • Received the Gratitude of House Kohmbez. 
   
  You could tell Siveralis-ez did not wish for you to 
  open your packet right then. You thanked him for 
  the wage and the packet and withdrew to celebrate 
  your deeds. 
   
  However, the city of Az’Halaz was descending to 
  chaos, no small thanks to your actions. The anti-
  slavery underground’s agitation led to riots all over 
  the city. The Houses had to put down their slaves 
  and took the opportunity to strike out at their rivals. 
  Your celebration was necessarily kept sedate as you 
  tried to stay out of the riots and crossfire. 
   
  A few days later you eventually found some 
  privacy and were able to open the packets. 
   
  This PC receives Player Handout #3. 
   
  Troubleshooting 
  It may be necessary to pull PCs that get this sub-
  Introduction aside and give them their handout. 
   
  Note: The PC carrying Deathtongue does not get to 
  read this Player Handout; it is not in their packet (if they 
  received one). 
   
  INTRODUCTION E: HOUSE KOHMBEZ’S PACKET 
  A PC will get this sub-Introduction if he, or she: 
  • Carries Deathtongue. 
  • Received the Gratitude of House Kohmbez. 
   
  You could tell Siveralis-ez did not wish for you to 
  open your packet right then. You thanked him for 
  the wage and the packet and withdrew to celebrate 
  your deeds. 
   
  However, the city of Az’Halaz was descending to 
  chaos, no small thanks to your actions. The anti-
  slavery underground’s agitation led to riots all over 
  
  SHL7-04 Shadows of Captivity 
   
  Page 5 
  the city. The Houses had to put down their slaves 
  and took the opportunity to strike out at their rivals. 
  Your celebration was necessarily kept sedate as you 
  tried to stay out of the riots and crossfire. 
   
  A few days later you eventually found some 
  privacy and were able to open the packets. 
   
  This PC receives Player Handout #4. 
   
  Troubleshooting 
  It may be necessary to pull the PC that gets this sub-
  Introduction aside and give them the handout. 
   
  INTRODUCTION F: FREE AND EASY 
  Every PC except those who were enslaved will get this 
  Introduction. 
   
   
  It has been a nearly week since the Houses of 
  Reghez and Kohmbez had their facilities attacked. 
  Both leveled accusations, implicating the other in 
  their misfortunes. Slaves are rebelling; less powerful 
  Houses are making their moves against the others, 
  and there is fighting in the streets. In the chaos, you 
  have seen new outsiders come to the Inn of the 
  Desperate Martyr for safety and others have 
  departed hoping to find other accommodations. 
   
  You can’t be sure, but you believe word has 
  gotten out that you possess Deathtongue. It’s in the 
  way unfamiliar faces look at you, there is a new look 
  of fear in their eyes . . . or maybe it is respect. 
   
  The havoc in the streets has gotten worse each 
  new day. Most of which is likely the result of 
  planning by Koto, cleric of Trithereon, head of the 
  anti-slavery underground. You are holed up in the 
  Inn of the Desperate Martyr, finishing breakfast in 
  the overcrowded common room when Koto points 
  to each of you. 
   
  “Follow me!” he shouts, leading you to a side 
  room. As Koto departs for a side room a menacing 
  ogre mage appears, he glares suspiciously, and 
  silently, around the room as he sets himself squarely 
  to block the front door. 
   
  Koto ducks his head back in. “Come along, I 
  don’t have time to wait. You will want to hear this.” 
   
  Gor’ic: male dark ogre mage sorcerer 8 
  Koto: half-orc cleric 7 of Trithereon 
   
  Following Koto, PCs follow him to a back hallway, down 
  many flights of stairs deep below the Inn. The walls are 
  carved from stone. PCs are finally led to a room, bare 
  except for a large table with chairs and three other doors, 
  one in each wall. 
   
  Give PCs this moment to introduce themselves. 
   
  “Groups I have connections with want to work with 
  you. They are very pleased with what you 
  accomplished last week and they believe you are 
  best situated to conduct the operation we in mind.” 
   
  Koto pauses, as [the number is six plus any 
  enslaved PCs] figures enter from behind Koto—A 
  dark kobold, a dark goblin, a dark troglodyte, a dark 
  dwarf, and two mind flayers. [Include the race of any 
  enslaved PC. Koto directs any enslaved PC to sit with or 
  stand next to the other PCs.] 
   
  “First, let me admit that this operation is the 
  brainchild 
  of 
  mine. 
  Of 
  the 
  anti-slavery 
  underground”, he gestures to the humanoids, “and 
  other allies,” he gestures to the mind flayers. “It is 
  our belief that the Mind Flayer King is going to be 
  usurped soon. The Houses Reghez and Kohmbez 
  each are in position to seize the throne, House 
  Ithlez has begun withdrawing its meager support 
  for the current king—the king is from their House. 
   
  “The Palace of the Mind Flayer King has been 
  losing guardians because they are being pulled back 
  to House Ithlez’s domain. This is important because 
  we have planned an operation to strike at the source 
  of the Mind Flayer’s King’s power. The Mind Pool. 
   
  “Our operation requires inserting a small team 
  into the Palace who will search out the Mind Pool 
  and destroy it. Destroying the Mind Pool will not 
  only sever the current king’s power, whichever 
  House is the victor will be denied its power as well. 
   
  “We want you to accept this role, that you be the 
  ones to infiltrate the Palace to destroy the Mind 
  Pool. Will you?” 
   
  For PCs that do not accept, the adventure is over. Feel 
  free to kill some time by running through a selection of 
  APL-appropriate encounters from SHL 7-03 Shadows of 
  Intrigue if you have it, for no experience, as the PCs fight 
  in the streets of the city. That is outside the scope of this 
  adventure. 
   
  For PCs that accept, there are three options for 
  infiltrating the Palace—disguised and walking in, 
  assaulting the entrance and fighting in, or sneaking in 
  through the sewers. 
   
  Troubleshooting 
  PCs clearly should have some questions. Here are some 
  basic details. 
   
  What about enslaved PCs’ equipment? 
   
  Koto and the others are in possession of the 
  equipment but withholding it until PCs agree to take part 
  in the operation. However, even if PCs decline, the 
  equipment will be handed over with deep regret. 
   
  Who is everyone? 
  • The dark kobold and dark goblin are fed up with their 
  people being repeatedly enslaved and treated like food. 
  They will help PCs sneak in through the sewers. 
  • The dark dwarf and dark troglodyte are representatives 
  of Shadowdark tribes that have suffered at the hands of 
  the Shadow Elf allies of House Kohmbez. They want to 
  
  SHL7-04 Shadows of Captivity 
   
  Page 6 
  ensure that House Kohmbez does not rise to the 
  Kingship. This group will help PCs assault the front 
  entrance. 
  • The mind flayers, unbelievably, are members of House 
  Ithlez. House Ithlez has withdrawn support for the 
  current Mind Flayer King; the king is from their 
  House. The current king had ruled ruthlessly, severely 
  punishing the other Houses that defied him. House 
  Ithlez’s fortunes had many setbacks and now no longer 
  possess the means to support the king. The past 
  excesses of the king make House Ithlez a likely target 
  for retribution when he is unseated. House Ithlez want 
  the PCs to infiltrate and destroy the Mind Pool so that 
  the successor king doesn’t have its power to wield 
  against them. These mind flayers will help the PCs 
  enter with disguises. 
   
  How are we getting in? 
  • The kobolds and goblins are very familiar with the 
  sewers of Az’Halaz. They are filled with vermin, oozes, 
  and hazards. They will safely lead PCs to the sewer 
  connection to the Palace. From there PCs, are on their 
  own. The sewer entrance is certainly trapped. 
  • The dwarf and troglodyte tribes are adept at mining 
  and construction. They have many useful explosive 
  devices. Their plan involves luring guard troops out of 
  the Palace; while the gates are up, use their devices to 
  permanently damage the gates. Jamming them open 
  allowing PCs to race in. 
  • The mind flayer’s plan is to disguise the PCs as their 
  thralls. Walk in to the Palace under the pretext that the 
  PCs are gifts to the King. The mind flayer’s counsel 
  against their plan if there are any PCs that radiate an 
  aura of good. 
   
  How do the PCs get back out? 
   
  PCs will have to plan for it themselves. Likely, they 
  will need to improvise. 
   
  Where is the Mind Pool? 
   
  Inside, near the top of the Palace. 
   
  What happens when the Mind Pool is destroyed? 
   
  It’s anyone’s guess. Obviously, it has never been 
  done before. 
   
  How will the Mind Pool be destroyed? 
   
  Again, no one knows, though everyone is convinced 
  the PCs will come up with a solution. The mind flayers 
  are convinced the method for destroying the Mind Pool 
  will be clear when the PCs reach the Mind Pool. 
   
  When do we start? 
   
  Payment? Loot all they want from the Palace. Surely 
  no one will miss anything that gets taken after the Mind 
  Pool is destroyed. 
   
  When do we start? 
   
  All helpers are ready right now and want to start as 
  soon as possible. Helpers are willing to delay for up to an 
  hour; this is long enough for exhausted PCs to improve to 
  fatigued. If PCs wish to cast spells on fellow party 
  members at this point that will be fine. 
   
  However, the operation must take place today 
  because conditions are perfect—who knows if the king 
  falls and another House takes over. Any delay could 
  prove disastrous. 
   
  1: SHH! SNEAKING IN . . . 
  PCs choosing to sneak into the Palace get this encounter. 
   
  Your guides were anxious to get started. Everyone in 
  the basement anti-slavery headquarters wished you 
  all good luck. You are led out a side door, through a 
  network of corridors and up to a secret door. Your 
  guides pause and instruct you to strengthen your 
  constitution . . . the odor can be hard to take. It 
  opens slowly and the stench enters your corridor 
  like a roiling cloud. 
   
  PCs must make a DC 12 Fort save or become nauseated. 
  If they fail, their nausea continues until after they have 
  left the sewer air 10 minutes. PCs need to make a Fort 
  save any time they reenter the sewer air. 
   
  Stepping in, you notice the sewer is remarkably 
  wide; at least 20-ft. from wall to wall. Unfortunately, 
  it is filled with a murky soup. It is clear that if you 
  are going to go forth, you will be making your way 
  on a 6-inch-wide ledge. Your kobold and goblin 
  guides enthusiastically rush in to the sewer, waving 
  you to follow. 
   
  PCs are led along a route that takes them through 
  multiple intersections, down numerous stretches, across 
  many makeshift bridges, all along a slimy ledge. 
   
  The corridors are circular tubes, 20-ft.-diameter. The 
  murky sewage is about 7-ft.-deep. The ledges are 6-inches-
  wide, and coated with slick slime. The walls and ceiling 
  are also slippery. The following information will be 
  relevant for certain PC actions. 
   
  • DC 30 Climb checks on walls and ceiling. Because the 
  walls are severely slippery slippers of spider climb are 
  ineffective, however the spider climb spell functions 
  normally. 
  • DC 10 Swim checks in sewage. PCs enlarged to Large-
  size (tall) do not require Swim checks. 
  • DC 12 Fort save when coming in contact with sewage, 
  or contract filth fever (DMG 292). Any time a PC fails a 
  Balance check by more than 5 along the ledge they 
  must roll this check. 
  • DC 14 Fort save when ingesting any sewage, or 
  contract blinding slimy doom (DMG 292). Any time a PC 
  fails a Swim check, or make an action that submerges 
  
  SHL7-04 Shadows of Captivity 
   
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  their head below the surface of the sewage, they must 
  roll this save. 
  • DC 16 Fort same when coming in contact with sewage, 
  or contract blinding sickness (DMG 292). 
   
  The route PCs are led down involves multiple Balance 
  checks. Failure by more than 5 means the PC falls into 
  the sewage. No single Balance check suffices because the 
  circumstances change frequently. Over an hour’s 
  traveling the Balance checks follow this order: 
   
  • DC 15, initial 6-inch-wide ledge. 
  • DC 12, a slime-covered 12-inch-wide ledge. 
  • DC 14, a slime-covered, sloped, 12-inch-wide crossing. 
  • DC 17, a simple slime-covered 6-inch-wide ledge. 
  • DC 14, another slime-covered, sloped, 12-inch-wide 
  crossing. 
  • DC 10, a 6-inch-wide ledge. 
   
  After this hour-long passage, the PCs are delivered to a 
  platform. The platform dimensions vary based on APL, 
  read the trap description in Appendix 1 for the dimensions! 
  Before departing, the dark kobolds and dark goblins give 
  each PC three potions of levitation, telling the PCs that 
  mind flayers use their levitation ability to travel from level 
  to level. Lastly, the guides remind the PCs that the 
  entrance here is trapped; they how it works precisely, but 
  they can describe how what the corpses look like when 
  the trapped platform opens again. The dark kobolds 
  believe the traps are magical in nature. 
   
  TRAP 
  The traps are all encounter traps; each APL has a distinct 
  and unique trap that alters the size and shape of the room, 
  as well as the appearance. Dungeonscape p. 121 specifies 
  that making a Disable Device check on encounter traps 
  do not take the standard 2d4 rounds. Instead it takes: 
  • 1 round on a single attack source. 
  • 1d4 rounds on a central disarm location. 
   
  APL 4 (EL 6) 
  Spiked Ceiling Trap: CR 6; Appendix 1. 
   
  APL 6 (EL 8) 
  Flame Jet Trap: CR 8; Appendix 1. 
   
  APL 8 (EL 10) 
  Razor Pendulum Trap: CR 10; Appendix 1. 
   
  APL 10 (EL 12) 
  Dispelling Pit Trap: CR 12; Appendix 1. 
   
  APL 12 (EL 14) 
  Glacial Jet Trap: CR 14; Appendix 1. 
   
  DEVELOPMENT 
  No matter the noise created, PCs do not alert any guards 
  within the Palace; most guards provided from House 
  Ithlez have been recalled. While PCs are infiltrating, 
  other allies (the dwarves and troglodytes are creating a 
  diversion outside the gates). PCs enter the lower levels 
  without meeting opposition. Still, PCs must not delay. 
   
  Past the trap, PCs find themselves in the lowest 
  levels of the Palace. Where they pass many abandoned 
  rooms whose purpose is to collect and dispose or hide 
  things. 
   
  The route passes by—not through—large chambers 
  collecting waste from latrines and garbage disposals far 
  above. Some are collections of leftover body parts after 
  the brains have been eaten, or failed experiments. A DC 
  15 
  Knowledge 
  (dungeoneering) 
  or 
  Knowledge 
  (architecture and engineering) identifies that open 
  flames could cause an explosion, due to the gases from 
  the decomposition. Casting any fire spell in a waste room 
  causes an explosion dealing 8d6 damage in a 20-foot 
  radius, centered on the source of fire. Fireball explodes at 
  the caster as the bead appears at the caster’s finger. 
   
  None of these rooms are part of the PCs’ mission. 
  Feel free to allow PCs to explore if you believe there is 
  time. All they encounter are vermin swarms that do not 
  count towards adventure experience and no treasure. 
   
  APL 4 (EL 1) 
  Spider Swarm (1): hp 9; Monster Manual 239. 
   
  APL 6 (EL 2) 
  Rat Swarm (1): hp 13; Monster Manual 239. 
   
  APL 8 (EL 4) 
  Centipede Swarm (1): hp 31; Monster Manual 238. 
   
  APL 10 (EL 6) 
  Centipede Swarm (2): hp 31 each; Monster Manual 238. 
   
  APL 12 (EL 8) 
  Centipede Swarm (4): hp 31 each; Monster Manual 238. 
   
  PCs eventually emerge in the room in Encounter 4. 
  
  SHL7-04 Shadows of Captivity 
   
  Page 8 
  2: HAVE FUN STORMING THE PALACE! 
  The encounter takes place outside the Palace’s entrance 
  in the open clearing. After the PCs choose this option, 
  everyone except Koto, the dwarf, and troglodyte depart to 
  allow the planning to commence. 
   
  The dwarfs let the PCs know that they have some 
  special grenades designed to jam the gates when they are 
  opened, preventing the gates from being able to be 
  closed. 
   
  While the entire city is under a dimensional lock, 
  preventing teleporting into the city, teleporting around the 
  city is possible except around the Palace grounds. There 
  is an additional lock on the clearing surrounding the 
  Palace that prevents teleportation cast any conjuration 
  (summoning) spells, supernatural abilities, or spell-like 
  abilities within the city. The dimensional lock also prevents 
  all Conjuration (summoning) everywhere in the city. 
   
  The dwarfs explain their plan because they speak 
  Common; the troglodytes do not. Their intent is to 
  marshal a small contingent in front of the Palace 
  entrance. It is to be large enough to attract attention and 
  small enough to lure forces out from the Palace to deal 
  with the troublemakers. Once the troops are lured out, 
  the ambush will be sprung. The success of breaking in 
  partly rests on some expensive enchanted arrows of 
  disintegration. The troglodytes shoot these arrows at the 
  gate, disintegrating the mechanisms operating the gates. 
  This allows the PCs to rush in with the entrance wide 
  open and the resistance they would have otherwise 
  encountered on the way in stuck outside bogged down in 
  skirmishes with the dwarf and troglodyte forces. 
   
  The anti-slavery forces give the PCs three potions of 
  levitate each, telling the PCs that mind flayers levitate 
  between Palace levels so the PCs will need to use them. 
   
  Once initiated, the encounter flows as follows: 
  • Before Initiative: With PCs hiding in city buildings 
  hundreds of feet away, dwarfs, troglodytes, and other 
  random humanoids in positions in front of the gate. 
  The ogre mage, Gor’ic, is with the PCs in hiding and 
  casts haste on the PCs in the round the PCs leave 
  hiding, should be Round Six. Gor’ic advises against 
  flying noting that archers will target flyers. If PCs 
  look, they notice the Palace has no arrow slits. 
  • Rounds One through Four: Allied humanoids  
  marshaled in front of the gate begin by launching 
  grenade like munitions at the Palace. This does no 
  structural damage and is only intended to draw 
  guards out. 
  • Round Five: Gate opens; waves of thrall guards rush 
  out to engage the rioting humanoids. 
  • Round Six: Troglodytes in the rioting crowd shoot the 
  arrows of disintegration at the gate. Many cubic feet 
  disintegrates jamming the gate device open. Dozens 
  of arrow slits in the Palace high above the ground are 
  stone shaped open. PCs should begin rushing from 
  their hiding locations this round. 
  • Round Seven: Arrows begin raining down from 
  Palace. The clearing surrounding palace is within 
  bow range. There are forty arrow slits with coverage 
  of the PCs’ route and the skirmish. The priority of 
  the archers is to shoot fliers first then the 
  skirmishers. Archers target any flying PC. Divvy 
  archers’ attention equally between available fliers if 
  there is more than one flying PC, but no more than 
  ten archers per PC. Each archer’s attack bonuses are 
  as such: 
  • 
  APL 4: +4 
  • 
  APL 6: +6/+1 
  • 
  APL 8: +6/+6/+1 
  • 
  APL 10: +8/+8/+3 
  • 
  APL 12: +10/+10/+5 
  • Each arrow that successfully hits deals 1d6+1 damage. 
  As long as PCs do not try to fly, only three arrows 
  target the PCs (choose randomly) because the 
  primary attention of the archers is on the massed 
  skirmish. 
   
  PCs have 300 feet to cross to the safety gate. Initiative is 
  not terribly important until PCs enter the tunnel beyond 
  the gate. However, the first PC to enter the corridor of 
  the gate initiates the following text and Initiative should 
  be rolled. 
   
  As you round the wall you look into the corridor 
  spotting a [minotaur, mind flayer, or ulitharid] 
  struggling with a lever along the wall some 35 feet 
  away. A band of reinforcements is rushing down the 
  tunnel and it looks like they will emerge soon. But 
  then, the head of [minotaur, mind flayer, or ulitharid] 
  working with the lever swiftly looks your way. You 
  are seen. 
   
  TRAP 
  At all APLs there is a trap within the space of the 
  entrance. Unless a mind flayer is not within the space of 
  the trap (a 20-ft. by 20-ft. area at entrance), any creature 
  within the area is targeted by a greater dispel magic from 
  the stone face from the ceiling above the corridor. The 
  trap’s difficulty scales with the PCs’ levels and is figured 
  in with the challenge difficulty of the creature encounter. 
   
  Any PC with stonecunning, such as dwarves, will get 
  an automatic Search attempt when passing under the 
  stone face to find the trap. 
   
  ALL APLs 
  Dispelling Pad: Magical; detection (true seeing); 
  automatic reset; spell effect (greater dispel magic), APL+3 
  caster level wizard; Search DC APL+15; Disable Device 
  DC APL+17 (stone face); Destruction AC 28, hp 54, 
  hardness 8 (stone face); Dispel DC APL+12 (stone face). 
  
  SHL7-04 Shadows of Captivity 
   
  Page 9 
  CREATURES 
  APL 4 (EL 6) 
  Minotaur (1): hp 39; Monster Manual 188. 
  Grimlocks (2): hp 11 each; Monster Manual 140. 
   
  APL 6 (EL 8) 
  Minotaurs (2): hp 39 each; Monster Manual 188. 
  Grimlocks (5): hp 13 each; Monster Manual 140. 
   
  APL 8 (EL 10) 
  Mind Flayer (1): hp 44; Monster Manual 238. 
  Minotaurs (2): hp 39 each; Monster Manual 188. 
  Grimlocks (2): hp 13 each; Monster Manual 140. 
   
  APL 10 (EL 12) 
  Mind Flayers (2): hp 44 each; Monster Manual 238. 
  Minotaur (3): hp 39 each; Monster Manual 188. 
  Grimlocks (5): hp 13 each; Monster Manual 140. 
   
  APL 12 (EL 14) 
  Mind Flayers (1): hp 44 each; Monster Manual 238. 
  Ulitharid (1): hp 90 each; Appendix 1. 
  Minotaur (3): hp 39 each; Monster Manual 188. 
  Grimlocks (5): hp 13 each; Monster Manual 140. 
   
  Tactics 
  At APLs 4 and 6 it is a minotaur at the lever. APLs 8 and 
  10 it is a mind flayer, and APL 12 it is the ulitharid. 
  Everything else is exactly 60 feet from the entrance, and 
  running. All enemies not blocked by the creature at the 
  lever charge the PCs. 
   
  At APLs 8+, before the reinforcements go in the 
  round, the mind flayer/ulitharid at the lever unleashes a 
  mind blast at the PCs. 
   
  Minotaurs and grimlocks fight to the death. All but 
  one mind flayer also fights to the death. The remaining 
  mind flayer/ulitharid, when it sees the PCs near victory, 
  unleashes a mind blast one more time and then flees into 
  the Palace to alert others of the successful breach. 
   
  DEVELOPMENT 
  Encounter 4 follows this. Skip Encounter 3. If any mind 
  flayer or ulitharid escape, you can have the escaped mind 
  flayer or ulitharid reappear to engage the PCs when they 
  least expect it. 
  3: JUST WALK RIGHT IN 
  This is not a good options if every PC cannot have a 
  Disguise check raised to meet a DC 17 Spot. Read below 
  for all of the factors that could raise a PCs’ score. The 
  mind flayer’s know quite well how good a PCs’ disguise is 
  and counsel the PCs to choose another option. 
   
  If the PCs can pull off the Disguises, when PCs 
  choose this option, the other NPCs around the table nod 
  in approval. All then depart, except for Koto and the two 
  House Ithlez mind flayers. Moments later Gor’ic, the 
  ogre mage sorcerer, brings in enough disguise kits for 
  each PC (and cohort if necessary), as well as three potions 
  of levitate per PC. The potions are intended for PCs to use 
  to travel between Palace floors. 
   
  The mind flayers’ plan is to have the PCs disguise 
  themselves to seem to be the mind flayer’s thralls. Again, 
  the mind flayers counsel against this option if there are 
  any PCs who radiate an aura of good. 
   
  Over an hour, the mind flayers brief the PCs on the 
  demeanor of a thrall. Even though the PCs will have 
  minor disguise elements, the primary method of fooling 
  those manning the gate is by bluffing. If the PCs stick 
  precisely to the mind flayer’s instructions, the Spot check 
  will not be needed. If you think the PCs are acting 
  suspicious,  
   
  The opposed Spot check PCs much overcome with 
  Disguise is 17 (guards are taking 10 with 7 in Spot). Koto 
  has Gor’ic bring in scrolls of disguise self for those who 
  might be able to use the scrolls to help themselves. 
   
  • Disguise kit: +2 
  • 5 or more ranks in Bluff: +2 
  • Disguise only needs minor details: +5 
  • Charisma score: Variable 
  • Disguise self (spell or hat of disguise): +10 
   
  DMs should consider that the mind flayers’ instructions 
  add enough to exceed the gate guard’s Spot check vs. 
  Disguise as well as the Sense Motive vs. Bluff. When PCs 
  are ready, read or paraphrase the following: 
   
  The Ithlez mind flayers are eager to get you inside. 
  Koto leads you through some passages that take you 
  to another building in the city, can’t have you seen 
  walking out of his Inn with mind flayers. Koto 
  wishes you good fortune as you depart. 
   
  You can feel the anxiety of the city. You know 
  that mind flayers have been attacked in the city by 
  rivals or by rioters. With a wink, Koto assured you 
  that the rioters would leave you alone, and the other 
  Houses would be kept busy elsewhere in the city. 
   
  Your guides march you straight towards the 
  Palace, across the clearing surrounding the Palace. 
  The Palace towers high above the city as it is carved 
  within the massive cavern’s central column. The 
  mind flayers proceed directly to the gate at the base 
  of the Palace. The gates open as you near, clearly the 
  
  SHL7-04 Shadows of Captivity 
   
  Page 10 
  guards recognize the mind flayers. Within you see a 
  minotaur standing at a lever. 
   
  “Stay put,” one of the mind flayer’s speak into 
  your mind. You halt as the mind flayer walks 
  forward a few steps, and then halts. 
   
  “Now continue.” 
   
  Strange, you think to yourself. You continue 
  along down a twenty-foot wide corridor that takes 
  you to a cavernous circular chamber. Seems about 
  eighty feet in diameter and maybe hundreds of feet 
  high. There are six transparent tubes embedded in 
  the walls that run along the to the ceiling. You are 
  led to a corridor opposite the chamber that takes 
  you through a maze of hallways. 
   
  “Thralls are kept here,” you hear in your mind. A 
  minotaur guard escorts you into a barred room, 
  locks the door, and departs. Your mind flayer escorts 
  follows behind the minotaur to leave. 
   
  “You are on your own now. Do not delay.” 
   
  You hear the lock to your door click. 
   
  “Prepare! Guards are on the way!” 
   
  The final departing mind flayer hit the lock with a knock 
  spell. This also tripped an alarm spell effect inherent to 
  this room. PCs have two rounds to prep while the guards 
  are prepping themselves. 
   
  CREATURES 
   
  APL 4 (EL 6) 
  Voidmind grimlock guard thralls (2): hp 51 each; 
  Appendix 1. 
   
  APL 6 (EL 8) 
  Voidmind grimlock guard thralls (2): hp 75 each; 
  Appendix 1. 
   
  APL 8 (EL 10) 
  Voidmind grimlock guard thralls (2): hp 97 each; 
  Appendix 1. 
   
  APL 10 (EL 12) 
  Voidmind grimlock guard thralls (2): hp 121 each; 
  Appendix 1. 
   
  APL 12 (EL 14) 
  Voidmind grimlock guard thralls (2): hp 146 each; 
  Appendix 1. 
   
  Tactics 
  Before the guards enter, they peak through an illusionary 
  gap and unleash their cone of slime into the room. Next, 
  they rage and enter the room; they fight to the death. At 
  higher APLs, the guards have occult slayer levels; 
  remember to use their mind over magic ability. 
   
  4: HURRY, THEY KNOW WE’RE HERE! 
  Depending on the route PCs chose to infiltrate the 
  Palace, they may have already seen this room. It does not 
  matter which passage the PCs enter this room from. 
  Choose any of the passages except for the gate entrance. 
  Read or paraphrase the following. 
   
  You enter a room that seems cavernous. It is eighty 
  feet in diameter and stretches to the sky beyond 
  your vision. There are six transparent tubes 
  embedded within the walls extending above you 
  into the dark. Each tube looks to have an entrance 
  for a person to step in to. 
   
  The only way up is through the tubes. The tubes 
  accelerate levitate from 20 feet per round to 100 feet per 
  round. The next level up is 200 feet up. The ceiling of the 
  chamber caps at 150 feet, PCs are physically unable to 
  levitate to the next level without doing it in the tubes. 
   
  Once a creature enters the tube the creature is 
  actually stepping into a capsule. 
   
  • There are six capsules, one in each tube. 
  • The capsule door is transparent; it is made of a super-
  hard glass. 
  • The capsule seals itself, preventing more than a single 
  creature from entering the tube after the first. 
  • Familiars, animal compantions, and mounts can 
  accompany their master without needing a levitate. 
  • PCs that try to carry another PC with them find that 
  the capsule does not seal and does not move when 
  the PCs wills levitate. 
  • When a creature wills levitate in an active capsule, that 
  tube is unusable until the capsule returns.  
  • 
  One round stepping in. 
  • 
  Two rounds traveling to upper level. 
  • 
  One round disembarking. 
  • 
  Two rounds returning to lower level. 
   
   
   
  Capsule Door: 1 in. thick; hardness 20; hp 100; AC 
  5; Break DC 30. 
   
  Two rounds after PCs enter this large chamber they hear 
  a loud, hostile, animal-like scream from within the area of 
  the floor. This is a simple alarm. 
   
  Two rounds following the scream the guard arrives 
  via an earth glide charge at the heaviest creature on the 
  floor. 
  
  SHL7-04 Shadows of Captivity 
   
  Page 11 
  CREATURES 
  APL 4 (EL 7) 
  Earth elemental, medium (1): hp 30; Monster Manual 
  97. 
  Earth elemental, large (1): hp 68; Monster Manual 97. 
   
  APL 6 (EL 9) 
  Greathorn minotaur guard (1): hp 104; Appendix 1. 
   
  APL 8 (EL 11) 
  Greathorn minotaur guard (2): hp 104 each; Appendix 1. 
   
  APL 10 (EL 13) 
  Greathorn minotaur guard (4): hp 104 each; Appendix 1. 
   
  APL 12 (EL 15) 
  Greathorn minotaur guard (4): hp 177 each; Appendix 1. 
   
  Tactics 
  As a swift action, the greathorn minotaur guard activates 
  its earth warp at the end of its charge then attacks with its 
  gore. 
   
  Greathorn minotaurs use its Awesome Blow to 
  knock potent fighters away from it while it then begins 
  assaulting the weakest members of the group (the 
  smallest and/or lightest PC). 
   
  The greathorns use Power Attack and Brutal Strike. 
  At APL 12, do not forget the barbarian war hulk’s rage, 
  great swing ability, and Cleave. 
   
  At APL 8, this bonded pair begins by the female 
  launching the initial attack. Once battle is joined, the 
  male emerges from the stone walls to catch an opponent 
  unaware or to aid with a flank. 
   
  At APLs 10+, two females launch the initial attack 
  with the two males emerging from the stone walls once 
  battle in joined. 
   
  If it is obvious the greathorn minotaurs are not 
  going to win, the survivors flee. 
   
  TROUBLESHOOTING 
  Several things are factored to increase the EL of the 
  encounter by +1 at the lower APLs. The favorable starting 
  terrain allowing the creatures to earth glide in from 
  beneath the PCs. Unless PCs have some sense that allows 
  them to “see” into the stone floor, they could very likely 
  begin surprised. Another factor includes dangerous 
  tactics that target the smallest and weakest. Lastly, 
  despite the PCs having 2 rounds of alarm to prepare, this 
  follows the first encounter so soon without chance for a 
  night’s rest. 
   
  If the PCs are clever enough to have quickly quaffed 
  their potions of levitate and each taken individual tube 
  capsules, PCs should get full experience for bypassing 
  this encounter. 
   
  For encounters with the greathorn minotaurs, here 
  is what Knowledge (nature) checks reveal excerpted from 
  Monster Manual IV. 
  • DC 17: This is a greathorn minotaur, a monstrous 
  humanoid that lives underground and is infused 
  with elemental earth. PC knows all monstrous 
  humanoid traits and the earth subtype. 
  • DC 22: Greathorn minotaurs have tough, rocklike skin. 
  They use their enormous horns to gore their 
  opponents. 
  • DC 27: These creatures can hide within stone, 
  emerging to slay all who stumble onto their hunting 
  grounds. 
  • DC 32: Greathorn minotaurs can warp the earth, 
  making movement difficult around them. They excel 
  at isolating an opponent from allies. 
   
  Treasure: If the PCs killed the greathorn minotaur they 
  can gain the following treasure here: 
   
  APL 4: Loot 0 gp; Coin 0 gp; Magic 0 gp—Total 0 gp. 
   
  APL 6: Loot 167 gp; Coin 0 gp; Magic 0 gp— 
  greathammer (167 gp); Total 607 gp. 
   
  APL 8: Loot 333 gp; Coin 0 gp; Magic 0 gp—
  greathammer (333 gp); Total 0 gp. 
   
  APL 10: Loot 667 gp; Coin 0 gp; Magic 0 gp— 
  greathammer (667 gp); Total 0 gp. 
   
  APL 12: Loot 0 gp; Coin 0 gp; Magic 0 gp— 
  greathammer (667 gp); Total 0 gp. 
  
  SHL7-04 Shadows of Captivity 
   
  Page 12 
  5: THE BIG BRAIN KNOWS ALL 
  After leaving the lower level, PCs arrive in another 
  eighty-foot diameter chamber. There are no obvious 
  doors, though there are many that automatically stone 
  shape when a mind flayer approaches within 5 feet. For 
  the sake of the adventure, none of those possible paths 
  are available. Remind the PCs their mission was to locate 
  the Mind Pool as soon as possible . . . especially now that 
  an alarm has been rung. 
   
  More importantly, when PCs reach this floor of the 
  Palace, the Mind Flayer King (an elder brain) is 
  personally aware of those PCs not protected by a mind 
  blank through its telepathic awareness (range 350 feet). 
  Critically, the Mind Flayer King is now aware of 
  Deathtongue’s presence. It refers to Deathtongue as “the 
  shard”. The Mind Flayer King knows most of the history 
  of Deathtongue. When all PCs are on this floor read or 
  paraphrase the following. 
   
  “You FOOLS!” thunders in your mind. 
   
  “Leave now and I will forgive this trespass. You 
  careless ignorant fools have no idea what you are 
  going to do. Bringing the shard to the place of its 
  birth weakens the barriers of this realm. You are not 
  only going to destroy a tool of my power, you are 
  going to unleash havoc that only the gods 
  themselves could put back. 
   
  “Leave now and I might let you live.” 
   
  PCs do not even need to roll a Sense Motive to figure out 
  the Mind Flayer King is becoming unhinged, nervous, 
  and anxious at the thought of the Mind Pool being 
  destroyed. It is also upset that the House that it came 
  from has betrayed it. 
   
  The Mind Flayer King’s relevant social skills are 
  below. If the PCs try to start up a dialogue, the Mind 
  Flayer King is not pleased, but might let slip some further 
  details if the conversation allows. 
  • If PCs mention that all they are here for is to find the 
  way home to leave the Shadowdark, then in between 
  demands that the PCs leave the King says, “You 
  won’t only find your way home, you’ll bring 
  with you destruction even the gods cower from.” 
  The King is not lying about this; PCs will release 
  something that even gods are afraid of. 
  • If PCs mention they are here to retrieve the mind of 
  someone from their world, in between demands the 
  PCs leave, the King says, “No mind added to the 
  Mind Pool may be freed without freeing all 
  minds. Do you understand what that means? A 
  thousand millennia of worth minds.” The King 
  pauses dramatically, “including the first.” If PCs 
  roll a successful Sense Motive vs. the King’s Bluff 
  +37, they will know the King is lying about no mind 
  may be freed without all minds being freed. The 
  King can single out any mind and release it. It is just 
  that it could take the King days or even weeks to 
  locate a single mind. 
  CREATURES 
  The Mind Flayer King of Az’Halaz: genderless (?) elder 
  brain (Bluff +37, Diplomacy +41, Intimidate +41, 
  Knowledge (arcana) +38, Knowledge (history) +38, 
  Knowledge (the planes) +38, Sense Motive +36, Spellcraft 
  +42). 
   
  There are twelve levitate tubes in this room; six that go 
  down, six that go up. It should be obvious to PCs that 
  they need to go up to locate the Mind Pool. 
   
  TROUBLESHOOTING 
  The mere fact the PCs bear Deathtongue prevents PCs 
  from using a Diplomacy check to improve the Mind 
  Flayer King’s attitude from its starting hostile attitude 
  beyond unfriendly. Any Diplomacy check must be made 
  rushed simply because it would take far longer than the 
  PCs possibly have to rationally have a dialogue. A retry 
  Diplomacy check to move the attitude from unfriendly 
  causes the Mind Flayer King to revert to hostility no 
  matter what the result. 
   
  Depending on the packets (if any) PCs received from 
  the Houses, they have instructions on what they can do 
  on this level. 
   
  By following the instructions in the House Reghez 
  packet PCs open up an armory. 
   
  By following the instructions in the House 
  Kohmbez packet PCs open up a laboratory. 
   
  PCs can do both. 
   
  Treasure: The PCs can gain the following treasure here: 
  House Rehgez’s instructions or DC 25 Decipher Script 
  finds the runes hidden in the intricate patterns. 
   
  APL 4: Loot 0 gp; Coin 0 gp; Magic 458 gp—third eye 
  clarity (250 gp), third eye dampening (208 gp); Total 458 gp. 
   
  APL 6: Loot 0 gp; Coin 0 gp; Magic 607 gp—aberrant 
  sphere (233 gp), third eye clarity (250 gp), third eye 
  dampening (208 gp); Total 607 gp. 
   
  APL 8: Loot 0 gp; Coin 0 gp; Magic 1,024 gp—
  aberrant sphere (233 gp), bolt shirt (417 gp), third eye clarity 
  (250 gp), third eye dampening (208 gp); Total 1,024 gp. 
   
  APL 10: Loot 0 gp; Coin 0 gp; Magic 1,774 gp—
  aberrant sphere (233 gp), bolt shirt (417 gp), rod of 
  shadowblending (750 gp), third eye clarity (250 gp), third eye 
  dampening (208 gp); Total 1,774 gp. 
   
  APL 12: Loot 0 gp; Coin 0 gp; Magic 2,774 gp—
  aberrant sphere (233 gp), bolt shirt (417 gp), rod of 
  shadowblending (750 gp), spare hand (1,000 gp), third eye 
  clarity (250 gp), third eye dampening (208 gp); Total 2,774 
  gp. 
   
   
  Detect Magic Results: Aberrant sphere [moderate; 
  (DC 18) conjuration] 
  Bolt shirt [moderate; (DC 18) conjuration] 
  Rod of shadowblending [moderate; (DC 19) illusion] 
  Spare hand [moderate; (DC 20) transmutation] 
  Third eye clarity [moderate; (DC 18) conjuration] 
  Third eye dampening [faint; (DC 16) abjuration] 
   
  
  SHL7-04 Shadows of Captivity 
   
  Page 13 
  House Kohmbez’s instructions or DC 25 Decipher 
  Script finds the runes hidden in the intricate patterns. 
   
  APL 4: Loot 0 gp; Coin 0 gp; Magic 501 gp—amulet of 
  teamwork (167 gp), goggles of lifesight (167 gp), greatreach 
  bracers (167 gp); Total 501 gp. 
   
  APL 6: Loot 0 gp; Coin 0 gp; Magic 667 gp—amulet of 
  teamwork (167 gp), goggles of lifesight (167 gp), greatreach 
  bracers (167 gp), ring of the darkhidden (166 gp); Total 667 
  gp. 
   
  APL 8: Loot 0 gp; Coin 0 gp; Magic 1,084 gp—amulet 
  of teamwork (167 gp), goggles of lifesight (167 gp), greatreach 
  bracers (167 gp), helm of gazes (417 gp), ring of the darkhidden 
  (166 gp); Total 1,084 gp. 
   
  APL 10: Loot 0 gp; Coin 0 gp; Magic 1,834 gp—
  amulet of teamwork (167 gp), blindfold of true darkness (750 
  gp), goggles of lifesight (167 gp), greatreach bracers (167 gp), 
  helm of gazes (417 gp), ring of the darkhidden (166 gp); Total 
  1,837 gp. 
   
  APL 12: Loot 0 gp; Coin 0 gp; Magic 2,667 gp—
  amulet of teamwork (167 gp), blindfold of true darkness (750 
  gp), goggles of lifesight (167 gp), greatreach bracers (167 gp), 
  helm of gazes (417 gp), ring of avoidance (833 gp), ring of the 
  darkhidden (166 gp); Total 2,667 gp. 
   
   
  Detect Magic Results: Amulet of teamwork [faint; 
  (DC 16) enchantment] 
  Blindfold of true darkness [faint; (DC 16) divination] 
  Goggles of lifesight [moderate; (DC 19) divination] 
  Ring of the darkhidden [faint; (DC 16) illusion] 
  Ring of avoidance [strong; (DC 22) abjuration) 
  Helm of gazes [strong; (DC 21) abjuration] 
  Greatreach bracers [moderate; (DC 18) transmutation] 
   
  Total 
   
  APL 4: Loot 0 gp; Coin 0 gp; Magic 959 gp—amulet of 
  teamwork (167 gp), third eye clarity (250 gp), third eye 
  dampening (208 gp), goggles of lifesight (167 gp), greatreach 
  bracers (167 gp); Total 959 gp (adventure cap 650 gp). 
   
  APL 6: Loot 0 gp; Coin 0 gp; Magic 1,274—aberrant 
  sphere (233 gp), amulet of teamwork (167 gp), ring of the 
  darkhidden (166 gp), third eye clarity (250 gp), third eye 
  dampening (208 gp), goggles of lifesight (167 gp), greatreach 
  bracers (167 gp); Total 1,274 (adventure cap 900 gp). 
   
  APL 8: Loot 0 gp; Coin 0 gp; Magic 2,108 gp—
  aberrant sphere (233 gp), amulet of teamwork (167 gp), bolt 
  shirt (417 gp), goggles of lifesight (167 gp), greatreach bracers 
  (167 gp), helm of gazes (417 gp), ring of the darkhidden (166 
  gp), third eye clarity (250 gp), third eye dampening (208 gp); 
  Total 2,108 (adventure cap 1,300 gp). 
   
  APL 10: Loot 0 gp; Coin 0 gp; Magic 3,608 gp—
  aberrant sphere (233 gp), amulet of teamwork (167 gp), bolt 
  shirt (417 gp), blindfold of true darkness (750 gp), goggles of 
  lifesight (167 gp), greatreach bracers (167 gp), helm of gazes 
  (417 gp), ring of the darkhidden (166 gp), rod of 
  shadowblending (750 gp), third eye clarity (250 gp), third eye 
  dampening (208 gp); Total 3,608 (adventure cap 2,300 gp). 
   
  APL 12: Loot 0 gp; Coin 0 gp; Magic 5,441 gp—
  aberrant sphere (233 gp), amulet of teamwork (167 gp), bolt 
  shirt (417 gp), blindfold of true darkness (750 gp), goggles of 
  lifesight (167 gp), greatreach bracers (167 gp), helm of gazes 
  (417 gp), ring of avoidance (833 gp), ring of the darkhidden 
  (166 gp), rod of shadowblending (750 gp), spare hand (1,000 
  gp), third eye clarity (250 gp), third eye dampening (208 gp); 
  Total 5,441 (adventure cap 3,300 gp). 
  
  SHL7-04 Shadows of Captivity 
   
  Page 14 
  6: THE MIND POOL 
  Taking the levitate capsule tubes might require further 
  use of potions of levitate. The tubes take PCs to the Mind 
  Pool’s room. 
   
  The capsules deliver you to another large room. This 
  room, however, is filled with a dark orb of swirling 
  shades of gray. Dozens of what must be pipes stick 
  out of the orb in all directions, but then five feet out 
  each pipe bend directly towards the ceiling thirty 
  feet above you. Dark blots move along each “pipe” 
  between the orb and the ceiling. 
   
  “You are so intent on freeing a mind? Maybe if 
  you met one of the Mind Pool’s occupants from 
  before we illithids discovered it you’d get an idea 
  what you are in store for?” 
   
  From the ceiling, on every pipe, emerge pulses 
  of blackness that all converge on the orb. A burst of 
  shadow washes over the room. Before you is a 
  hideous thing. It combines features of a flying ant, a 
  scorpion, and a spider. It has six bulbous stingers at 
  its tail, a series of insectoid wings along its back, and 
  six spider-like legs. 
   
  There is something maddening primeval about 
  it as you get a sense that every inch of your skin is 
  crawling with insects. 
   
  PCs must make a DC 14 Will save against the ekolid’s 
  form of madness. A creature that makes its save is 
  immune to that particular ekolid’s form of madness for 24 
  hours. A creature that fails its save is permanently 
  insane until cured by heal, greater restoration, miracle, or 
  wish. This is on the AR. 
   
  A PC with Knowledge (the planes) knows the following 
  about ekolids (excerpted from Fiendish Codex I: Hordes of 
  the Abyss). 
  • DC 16: An ekolid is incredibly fast. It resists damage 
  from weapons not made of cold iron or infused with 
  lawful energies. 
  • DC 21: An ekolid’s “stingers” are actually ovipositors 
  that implant quick-hatching eggs in its victims. These 
  eggs hatch in seconds, but remove disease can kill the 
  eggs before they hatch. 
  • DC 26: Ekolids are primeval demons from a time 
  before the tanar’ri ruled the Abyss. They are immune to 
  mind-affecting attacks and poison, and they are 
  resistant to acid, cold, electricity, and fire damage. 
  • DC 31: Ekolids embody a primeval fear of infestation. 
  Their visages can unhinge even the most resolute of 
  minds, forcing those who succumb to endure 
  hallucinations of tiny biting insects for the rest of their 
  lives. 
  CREATURES 
  An ekolid combines the features of an ant, a scorpion, 
  and a spider. Upon closer examination, it is terrifyingly 
  obvious that it is more than a mere insect. Although its 
  body is only 2 feet long, its legs and ovipositors are long 
  and spindly, making it seem much larger than it actually 
  is. An ekolid weighs 45 pounds. Coloration ranges from 
  brown to red, with pale yellow underbelly and crimson 
  mandibles. All ekolids have black eyes. 
   
  APL 4 (EL 5) 
  Advanced ekolid (1): hp 39; Appendix 1. 
   
  APL 6 (EL 7) 
  Advanced ekolid (2): hp 39 each; Appendix 1. 
   
  APL 8 (EL 9) 
  Advanced ekolid (2): hp 85 each; Appendix 1. 
   
  APL 10 (EL 11) 
  Advanced ekolid (2): hp 132 each; Appendix 1. 
   
  APL 12 (EL 13) 
  Advanced ekolid (4): hp 132 each; Appendix 1. 
   
  Tactics 
  First the PCs must save vs. the ekolid’s form of madness. 
  The ekolids appear 15 feet above the floor, right next to 
  the Mind Pool. The ekolid(s)’s tactics are straightforward 
  and simple. Its advantage is its speed. It rushes up to its 
  prey and attempts to implant as many eggs as it can into 
  every available target. Once the ekolid implants at least 
  one egg in each creature in the group it is fighting, it 
  retreats to a secure place to watch its young hatch. If any 
  implanted creature survives the birthing process, the 
  ekolid returns to implant more eggs in the survivors. 
   
  TROUBLESHOOTING 
  During combat, Deathtongue does not normally do 
  anything to hinder the PC wielding it. Once combat is 
  over, if Deathtongue is brought within 20 ft. of the Mind 
  Pool or a PC attempts to thrust it into the Mind Pool,  
  Deathtongue initiates an ego battle. See DMG 270-271. 
   
  Once Deathtongue makes contact with the Mind 
  Pool, it is drawn in and the Mind Pool’s colors begin 
  swirling faster until it comes apart. Six rounds after 
  Deathtongue plunges into the Mind Pool, the Mind Pool 
  “explodes” and the blast wave envelopes the entire room. 
  Feel free to describe this as dramatically as you want, 
  embellish details, and make this a colorful event. 
   
  Nothing happens to a PC touching the Mind Pool 
  before Deathtongue is inserted. Once Deathtongue is 
  inserted, any PC touching the Mind Pool disappears, 
  leaving a cloud of dust. The PC is not dead; they are 
  prematurely drawn into the imminent blast. For drama, 
  feel free to have the PC make a Fort save. Encounter 7 
  describes the aftermath of being enveloped by the blast. 
  
  SHL7-04 Shadows of Captivity 
   
  Page 15 
  7: THE MIND POOL 
  Immediately after the Mind Pool’s blast waves envelop 
  the PCs, the PCs get this encounter. 
   
  When the blast hit, you expected that might have 
  been it. But here you are floating in utter whiteness. 
  This isn’t what you have been told the afterlife 
  would be like. Floating in the emptiness with you 
  are strings. Unimaginably thin strings that emit all 
  varieties of colors of the spectrum, each string with 
  its own color. 
   
  PCs are in a temporary planar pocket. These are the 
  important traits. 
   
  • Subjective directional gravity. See DMG 148. PCs will 
  not need to move around this realm to encounter 
  anything, but if they decide to try and move about, this 
  is how it will be done. 
  • Flowing time. In the time PCs spend in the blast wave, 
  every injury or condition that could heal from resting 
  heals completely. Anything that requires magic to 
  undo is still in place when PCs exit. The time PCs are 
  in the blast is effectively an instant in Shadowdark 
  time. Any PC that has insanity will still have it. 
  Likewise, all-day effects will have ended. 
  • Self-contained. The “borders” wrap in on itself giving 
  the perspective this realm is infinite. 
  • Alterably morphic. The only “objects” that are here are 
  the mind strings. Once PCs touch one the string 
  disappears. The “mind” transfers its memory to the PC. 
  • Strongly neutrally-aligned. This will not come in to 
  play, but PCs affected by this will “feel” the effects. All 
  Intelligence-, Wisdom-, and Charisma-based checks 
  suffer a –2 penalty for each portion of their alignment 
  that is not neutral. So a lawful good paladin would 
  suffer a –4 penalty, while a chaotic neutral rogue would 
  suffer a –2 penalty. 
  • Dead magic. This should not come in to play, but this 
  realm functions like an antimagic field. 
   
  While PCs stay in place no string will collide with them, 
  even though the strings are floating randomly 
  everywhere. PCs have to move themselves as they would 
  via subjective directional gravity to touch a string. 
   
  Consult the DM’s Appendix for random memories. 
   
  TROUBLESHOOTING 
  As the blast wave envelopes, the body of any dead PC in 
  the Mind Pool room is immediately infused with life 
  energy. The PC is returned to life for 1 week, as the spell 
  revenance (other than duration). This will keep the PC 
  alive until the end of Encounter 5 in SHL7-05 or, if 
  SHL7-05 is not the next adventure played, the first 
  encounter of the next adventure played; at that time, the 
  PC dies. Note this in the Play Notes section and explain it 
  to the player. 
  CONCLUSION 
  There is not much to conclude with. PCs immediately 
  begin with SHL 7-05 Shadows of Nevermore following this.  
   
  Normally, diseases will not carry over to the next 
  AR. Because SHL 7-04 Shadows of Captivity is designed to 
  be played back-to-back with SHL 7-05 Shadows of 
  Nevermore, it is recommended that judges note in the Play 
  Notes portion of each PC’s AR whether they have 
  contracted a disease from the sewers for contiguity. 
  These diseases will be dealt with in SHL 7-05 Shadows of 
  Nevermore. 
   
  Additionally, please note how many potions of levitate 
  each PC has remaining in the Play Notes on the AR. This 
  will prove critical during the escape from the Palace in 
  SHL 7-05 Shadows of Nevermore. 
   
  If the PCs bypassed the greathorn minotaur guard, 
  then cross off access to the greathammer. 
   
  EXPERIENCE POINT SUMMARY 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award. Award the total value (objectives plus 
  roleplaying) to each character. 
   
  1: SHH! SNEAKING IN . . . 
  Overcame trapped entrance. 
  APL 4 
  180 XP 
  APL 6 
  240 XP 
  APL 8 
  300 XP 
  APL 10 
  360 XP 
  APL 12 
  420 XP 
   
  2: HAVE FUN STORMING THE PALACE! 
  Assaulted the front gate. 
  APL 4 
  180 XP 
  APL 6 
  240 XP 
  APL 8 
  300 XP 
  APL 10 
  360 XP 
  APL 12 
  420 XP 
   
  3: JUST WALKED RIGHT IN 
  Defeated the guards. 
  APL 4 
  180 XP 
  APL 6 
  240 XP 
  APL 8 
  300 XP 
  APL 10 
  360 XP 
  APL 12 
  420 XP 
  
  SHL7-04 Shadows of Captivity 
   
  Page 16 
  4: HURRY! THEY KNOW WE’RE HERE! 
  Defeated the guards. 
  APL 4 
  210 XP 
  APL 6 
  270 XP 
  APL 8 
  330 XP 
  APL 10 
  390 XP 
  APL 12 
  450 XP 
   
  6: THE MIND POOLS 
  Defeated primordial prisoner of Mind Pool. 
  APL 4 
  150 XP 
  APL 6 
  210 XP 
  APL 8 
  270 XP 
  APL 10 
  330 XP 
  APL 12 
  390 XP 
   
  STORY AWARD 
  Completed House Reghez’s instructions to loot 
  armory: 
  APL 4 
  60 XP 
  APL 6 
  80 XP 
  APL 8 
  100 XP 
  APL 10 
  120 XP 
  APL 12 
  140 XP 
   
  STORY AWARD 
  Completed House Kohmbez’s instructions to loot 
  lab: 
  APL 4 
  60 XP 
  APL 6 
  80 XP 
  APL 8 
  100 XP 
  APL 10 
  120 XP 
  APL 12 
  140 XP 
   
  DISCRETIONARY ROLEPLAYING AWARD 
  APL 4  
  15 XP 
  APL 6  
  20 XP 
  APL 8  
  25 XP 
  APL 10  
  30 XP 
  APL 12  
  35 XP 
   
  TOTAL POSSIBLE EXPERIENCE: 
  APL 4 
  675 XP 
  APL 6 
  900 XP 
  APL 8 
  1,125 XP 
  APL 10 
  1,350 XP 
  APL 12 
  1,575 XP 
  TREASURE SUMMARY 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes. Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions. Looting the bodies takes at least 10 
  minutes per every 5 enemies, and if the characters cannot 
  take the time to loot the bodies, they do not gain this 
  gold. If you feel it is reasonable that characters can go 
  back to loot the bodies, and those bodies are there (i.e., 
  not carted off by dungeon scavengers, removed from the 
  scene by the local watch, and so on), characters may 
  return to retrieve loot. If the characters do not loot the 
  body, the gold piece value for the loot is subtracted from 
  the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A normal 
  adventuring party can usually gather this wealth in a 
  round or so. If for some reason, they pass up this treasure, 
  the coin total is subtracted from the encounter totals 
  given below. 
   
  Next, the magic items are listed. Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure. Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it. Other times they may 
  attempt to use the item blindly. If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the 
  item is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure. Write the total in 
  the GP Gained field of the adventure certificate.  
   
  Loot = Looted gear from enemy; Coin = Coin, Gems, 
  Jewelry, and other valuables; Magic = Magic Items. 
   
  4: HURRY! THEY KNOW WE ARE HERE! 
  The greathorn minotaur’s hammer 
   
  APL 4: Loot 0 gp; Coin 0 gp; Magic 0 gp—Total 0 gp. 
   
  APL 6: Loot 167 gp; Coin 0 gp; Magic 0 gp— 
  greathammer (167 gp); Total 607 gp. 
   
  APL 8: Loot 333 gp; Coin 0 gp; Magic 0 gp—
  greathammer (167 gp each [2]); Total 0 gp. 
   
  APL 10: Loot 667 gp; Coin 0 gp; Magic 0 gp— 
  greathammer (167 each [4] gp); Total 0 gp. 
   
  APL 12: Loot 0 gp; Coin 0 gp; Magic 0 gp— 
  greathammer (167 gp each [4]); Total 0 gp. 
   
  5: THE BIG BRAIN KNOWS ALL 
  House Reghez instructions: 
  
  SHL7-04 Shadows of Captivity 
   
  Page 17 
   
  APL 4: Loot 0 gp; Coin 0 gp; Magic 458 gp—third eye 
  clarity (250 gp), third eye dampening (208 gp); Total 458 gp. 
   
  APL 6: Loot 0 gp; Coin 0 gp; Magic 607 gp—aberrant 
  sphere (233 gp), third eye clarity (250 gp), third eye 
  dampening (208 gp); Total 607 gp. 
   
  APL 8: Loot 0 gp; Coin 0 gp; Magic 1,024 gp—
  aberrant sphere (233 gp), bolt shirt (417 gp), third eye clarity 
  (250 gp), third eye dampening (208 gp); Total 1,024 gp. 
   
  APL 10: Loot 0 gp; Coin 0 gp; Magic 1,774 gp—
  aberrant sphere (233 gp), bolt shirt (417 gp), rod of 
  shadowblending (750 gp), third eye clarity (250 gp), third eye 
  dampening (208 gp); Total 1,774 gp. 
   
  APL 12: Loot 0 gp; Coin 0 gp; Magic 2,774 gp—
  aberrant sphere (233 gp), bolt shirt (417 gp), rod of 
  shadowblending (750 gp), spare hand (1,000 gp), third eye 
  clarity (250 gp), third eye dampening (208 gp); Total 2,774 
  gp. 
   
  5: THE BIG BRAIN KNOWS ALL 
  House Kohmbez instructions: 
   
  APL 4: Loot 0 gp; Coin 0 gp; Magic 501 gp—amulet of 
  teamwork (167 gp), goggles of lifesight (167 gp), greatreach 
  bracers (167 gp); Total 501 gp. 
   
  APL 6: Loot 0 gp; Coin 0 gp; Magic 667 gp—amulet of 
  teamwork (167 gp), goggles of lifesight (167 gp), greatreach 
  bracers (167 gp), ring of the darkhidden (166 gp); Total 667 
  gp. 
   
  APL 8: Loot 0 gp; Coin 0 gp; Magic 1,084 gp—amulet 
  of teamwork (167 gp), goggles of lifesight (167 gp), greatreach 
  bracers (167 gp), helm of gazes (417 gp), ring of the darkhidden 
  (166 gp); Total 1,084 gp. 
   
  APL 10: Loot 0 gp; Coin 0 gp; Magic 1,834 gp—
  amulet of teamwork (167 gp), blindfold of true darkness (750 
  gp), goggles of lifesight (167 gp), greatreach bracers (167 gp), 
  helm of gazes (417 gp), ring of the darkhidden (166 gp); Total 
  1,837 gp. 
   
  APL 12: Loot 0 gp; Coin 0 gp; Magic 2,667 gp—
  amulet of teamwork (167 gp), blindfold of true darkness (750 
  gp), goggles of lifesight (167 gp), greatreach bracers (167 gp), 
  helm of gazes (417 gp), ring of avoidance (833 gp), ring of the 
  darkhidden (166 gp); Total 2,667 gp. 
   
  TOTAL POSSIBLE TREASURE 
   
  APL 4: Loot 0 gp; Coin 0 gp; Magic 959 gp; Total 959 
  gp. 
   
  APL 6: Loot 167 gp; Coin 0 gp; Magic 1,274; Total 
  1,441. 
   
  APL 8: Loot 333 gp; Coin 0 gp; Magic 2,108 gp; Total 
  2,441. 
   
  APL 10: Loot 667 gp; Coin 0 gp; Magic 3,608 gp; 
  Total 4,275. 
   
  APL 12: Loot 667 gp; Coin 0 gp; Magic 5,441 gp; 
  Total 6,108. 
  ADVENTURE RECORD 
  Note: Shadowdark adventures include SHL6-08, 7-01, 7-02, 7-03, 7-04, and 7-05. ‘Shadowdark’ 
  access is the same as ‘Adventure’ access, but the items may also be purchased after Shadowdark 
  adventures. 
   
  � Trapped in Shadow! 
   
  Benefits: If your prior AR is from a Shadowdark adventure, you 
  gain 1 Shadow Point. This AR does not count for determining 
  “Adventure” access length from non-Shadowdark ARs. All items on this 
  AR are changed to ‘Shadowdark’ access. 
   
  Restrictions: If you use Magic Item Creation, Benefits from 
  Non-Adventuring Activity, purchase items from a non-Shadowdark AR, 
  or play a non-Shadowdark adventure before completing all adventures 
  in the Shadowdark series, you lose all accumulated shadow points, all 
  Shadowdark access reverts to Adventure access, and all Shadowdark 
  ARs retroactively count for determining Adventure access length from 
  non-Shadowdark ARs. 
   
  � Form of Madness: You believe your skin is constantly crawling 
  with biting insects. You suffer a –1 penalty on all skill checks and must 
  make a DC 10 Concentration check to cast any spell or use any spell-like 
  ability. This can only be cured by a greater restoration, heal, miracle, or 
  wish. 
   
  � Awash in Ten Thousand Dead Minds: For one year from the date 
  on this AR, you cannot be confused or dazed and you gain a +2 Inherent 
  bonus to saves against mind-affecting effects. You gain Open access to 
  six of the following (circle two in each category); any Special 
  Requirements are considered met. 
  • Feats: Coordinated Shot8, Daunting Presence7, Distracting Attack7, 
  Expanded Aura of Courage8, Gnome Tunnel Acrobatics5, Trap 
  Sensitivity5, Undermountain Tactics5 
  • Prestige classes: avenging executioner3, bonded summoner7, death 
  delver1, dragon samurai7, dread witch1, war weaver8 
  • Spells: animalistic power6, awaken sin4, bless weapon, swift6, channeled 
  sonic blast2, create fetch3, dimension jumper2, disobedience3, enduring 
  scrutiny2, energized shield, lesser4, escalating enfeeblement2, faith healing4, 
  hesitate6, healing spirit6, heart of air2, heart of water2, heart of earth2, heart 
  of fire2, holy storm4, karmic aura2, karmic backlash2, karmic retribution2, 
  mark of doom6, resinous tar2, spell theft2, strength of stone4, torrent of tears2 
  1= HH, 2 = CM, 3 = CS, 4 = SpC, 5 = Dun, 6 = PH2, 7 = MH, 8 = HB 
   
  � Slave Pits of Az’Halaz left their mark: If you began this adventure 
  in the slave pits, the feat Badge of Bondage Dra315 is now Open for you. 
   
  ITEMS FOUND DURING THE ADVENTURE 
  APL 4: 
  • Amulet of teamwork (Adventure, MIC) 
  • Arrow of disintegration (Adventure, AEG) 
  • Goggles of lifesight (Adventure, MIC)  
  • Greatreach bracers (Adventure, MIC) 
  • Third eye clarity (Adventure, MIC) 
  • Third eye dampening (Adventure, MIC) 
   
  APL 6 (all of APL 4 plus the following): 
  • Aberrant sphere (Adventure, MIC) 
  • Greathammer (Adventure, MM4, 500 gp) 
   
  APL 8 (all of APLs 4–6 plus the following): 
  • Bolt shirt (Adventure, MIC) 
  • Helm of gazes (Adventure, MIC) 
   
  APL 10 (all of APLs 4–8 plus the following): 
  • Rod of shadowblending (Adventure, CM) 
   
  APL 12 (all of APLs 4–10 plus the following): 
  • Spare hand (Adventure, MIC) 
  • Ring of avoidance (Adventure, MIC) 
   
  
  SHL7-04 Shadows of Captivity 
   
  Page 18 
  APPENDIX 1: APL 4 
  1: SNEAKING IN 
  S P I K E D  C E I L I N G  T RAP 
  CR  6 
  Description This 40-foot long by 20-foot wide 
  platform has a single door at the end and a metal 
  strip at the open end from wall to wall. The trap is 
  activated by a pressure plate in the floor in front of 
  the entrance door (levitating mind flayers thus 
  never trigger it), causing the entrance door to seal 
  shut and the iron wall beneath the metal strip to 
  slide up from the floor sealing the other end. They 
  open again when the trap is disarmed or its 
  duration has expired. The ceiling is covered in 
  spikes that randomly descend each round to attack 
  every square in the chamber. Four chain pulley 
  mechanisms, two in each 40-foot long wall, control 
  the spikes. Disabling or destroying a mechanism 
  reduces the number of spikes that attack each 
  round. 
  Search DC 21; Type Mechanical  
  Trigger Location; Init +3 
  Effect Spikes (Atk +8 melee, 1d6 spikes per target for 
  1d8 +1 piercing damage); educe the number of 
  spikes by 1 for each chain mechanism disabled or 
  destroyed (minimum 0) 
  Duration 9 rounds 
  Destruction AC 16; hp 15; hardness 10 (all spikes in 
  one square) 
  Destruction AC 19; hp 27; hardness 10 (each chain 
  mechanism) 
  Disarm Disable Device DC 21 (all spikes in one 
  square) 
  Disarm 
  Disable 
  Device 
  DC 
  27 
  (each 
  chain 
  mechanism) 
   
  Source Dungeonscape 
   
  3: JUST WALK RIGHT IN  
   
   
  V O I D M I N D  G R I M LO C K  (R AG I N G) 
  CR  4 
  Male grimlock barbarian 2 
  NE Medium monstrous humanoid 
  Init +6; Senses blindsight 40 ft.; Listen +8, Spot +6 
  Languages Grimlock, Undercommon 
  AC 18, touch 10, flat-footed 16; uncanny dodge 
   (+2 Dex, +8 natural, –2 raging) 
  hp 51 (4 HD; 2d8+2d12); DR 5/magic 
  Immune ability damage and drain, acid, energy drain, 
  mind-affecting spells and abilities, visual effects, 
  illusions and other attacks forms that rely on sight 
  SR 14 
  Fort +11, Ref +5, Will +4 
  Speed 40 ft. (6 squares) 
  Melee battleaxe +11 (1d8+9/x3) or 
  Melee battleaxe +11 (1d8+9/x3) and tentacle +10 
  (1d6+6) 
  Space 5 ft.; Reach 5 ft. (tentacle up to 10 ft.) 
  Base Atk +4; Grp +10 (+14 with tentacle) 
  Atk Options Combat Reflexes, constrict (1d6+9), 
  improved grab, rage 1/day (9 rounds) 
  Special Actions cone of slime (Ref DC 18; Fort DC 
  18) 
  Abilities Str 23, Dex 15, Con 22, Int 12, Wis 8, Cha 4 
  SQ fast movement, mind flayer host, sentient tentacle 
  Feats Alertness, Combat Reflexes, Great Fortitude, 
  Improved Initiative, TrackB 
  Skills Bluff +1, Climb +12, Escape Artist +6, Hide +4 
  (+14 underground), Intimidate +5, Listen +8, Spot 
  +6, 
  Possessions masterwork battleaxe 
   
  When rage expires, a voidmind grimlock guard has 
  the following changed statistics: 
  AC 19, touch 11, flat-footed 18 
  hp 43 
  Fort +9, Ref +4, Will +2 
  Speed 40 ft. (8 squares) can’t charge or run 
  Melee battleaxe +8 (1d8+4/x3) or 
  Melee battleaxe +8 (1d8+4/x3) and tentacle +7 
  (1d6+3) 
  Grp +7 (+11 with tentacle) 
  Abilities Str 17, Dex 13, Con 18 
  Special Actions cone of slime (Ref DC 16; Fort DC 
  16) 
  Skills Climb +9 
  Cone of slime (Su) 1/day, as a standard action, a 
  voidmind grimlock can spray forth a 30-foot cone of 
  slime from its skull that deals 2d6 points of damage 
  (Ref DC 18 half). Any creature damaged by the 
  slim takes a –2 penalty on Will saves and is 
  stunned for 1d4+1 rounds (Fort DC 18 negates 
  stun). The save DCs are Constitution-based. 
  Constrict (Ex) A voidmind grimlock deals 1d6+9 
  points of damage with a successful grapple check 
  when grappling with its tentacle. 
  Improved Grab (Ex) To use this ability, a voidmind 
  grimlock must hit a Medium or smaller creature 
  with its tentacle attack. It can then attempt to start 
  a grapple as a free action without provoking attacks 
  of opportunity. A voidmind grimlock has a +4 racial 
  bonus on grapple checks made with its tentacle. If 
  it wins the grapple check, it establishes a hold and 
  can constrict. 
  Mind Flayer Host (Ex) A voidmind grimlock’s mind 
  flayer masters are instantly aware if the creature 
  takes any damage, wanders out of range of their 
  control, or is the target of any magic. 
   
   
  Also as a result of this bond, the masters 
  can, as a standard action, see and hear through 
  the eyes and ears of their bonded voidmind 
  grimlock to a range of five miles. Maintaining this 
  link requires a mind flayer to concentrate, but the 
  mind flayer remains aware of its surroundings and 
  can move normally. 
   
   
  Finally, any one of these three masters can 
  take control of the voidmind grimlock, at will, as the 
  dominate monster spell (no save). While controlling 
  
  SHL7-04 Shadows of Captivity 
   
  Page 19 
  the voidmind grimlock in this fashion, a mind flayer 
  can manifest its own innate psionic abilities through 
  the voidmind grimlock, as though the creature were 
  manifesting the ability itself. Any of the mind 
  flayer’s psionic powers used in this fashion can 
  target or affect creatures within range, line of sight, 
  and line of effect of the voidmind creature 
  Sentient Tentacle (Ex) A voidmind grimlock’s 
  tentacle attacks of its own accord. The creature 
  can direct it to attack certain targets, but the 
  psionic nature of the tentacle enables it to flex and 
  move in combat without hindering the creature’s 
  other combat abilities. A voidmind grimlock that 
  has successfully grappled a creature with its 
  tentacle can attack another creature at no penalty, 
  as long as that creature is within 10 feet. 
  Skills +4 racial bonus on Bluff, Escape Artist, and 
  Intimidate. Also a +10 racial bonus on Hide checks. 
  Source Voidmind creature template Monster Manual 
  III. 
   
   
  Physical Description: This eyeless, muscular 
  humanoid has a trickle of pale green, translucent 
  goo running down its neck. 
   
  6: THE MIND POOL 
  E K O L I D 
  CR  4 
  Always CE Small outsider (chaotic, evil, extraplanar, 
  obyrith) 
  Init +3; Senses darkvision 60 ft., true seeing; Listen 
  +14, Spot +14 
  Aura form of madness (60-ft. radius, Will DC 14) 
  Languages Abyssal, telepathy 
  AC 17, touch 14, flat-footed 14 
   (+1 size, +3 Dex, +3 natural) 
  hp 46 (7 HD); fast healing 5; DR 5/cold iron or lawful 
  Immune mind-affecting spells and abilities, poison 
  Resist acid 10, cold 10, electricity 10, fire 10 
  Fort +7 Ref +8, Will +9 
  Speed 30 ft. (6 squares), climb 30 ft., fly 60 ft. 
  (average) 
  Melee 6 stings +11 (1d4 plus implant egg) and bite +6 
  (1d4) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +7; Grp +3 
  Atk Options Combat Reflexes, Hold the Line 
  Abilities Str 10, Dex 16, Con 15, Int 10, Wis 18, Cha 
  13 
  SQ quickness 
  Feats Combat Reflexes, Hold the Line, Weapon 
  Finesse 
  Skills Balance +15, Climb +18, Hide +17, Jump +12, 
  Listen +14, Move Silently +13, Spot +14, Tumble 
  +15 
  Form of Madness (Su) A creature within 60 feet that 
  observes an ekolid must attempt a DC 14 Will 
  save. 
  Failure 
  indicates 
  the 
  creature begins 
  hallucinating that tiny insects are infesting its hair, 
  skin, and clothes. The victim takes a –1 penalty on 
  skill checks and must succeed on a DC 10 
  Concentration check in order to cast any spells 
  until the insanity is cured by a heal, greater 
  restoration, miracle, or wish. A creature that makes 
  the save is immune to that particular ekolid’s form 
  of madness for 24 hours. This is a mind-affecting 
  ability that does not affect chaotic evil outsiders. 
  The save DC is Charisma-based. 
   
   
  Looking at multiple ekolids requires a 
  separate save for each one’s form of madness, but 
  the effects are not cumulative. 
  Implant Egg (Ex) Each time a creature takes damage 
  from an ekolid’s sting attack, it must attempt a DC 
  15 Fortitude save. Failure indicates that the ekolid 
  implants an egg just under the creature’s skill. An 
  implanted egg hatches at the start of the ekolid’s 
  next turn, at which point a ravenous ekolid grub 
  gnaws its way out of the victim. This deals 1d6 
  points of damage per egg that hatches and 
  nauseates the victim for 1 round (no matter how 
  many eggs hatch). Remove disease or a similar 
  effect destroys any unhatched eggs, but immunity 
  to disease does not prevent infestation. Newly 
  hatched ekolids are otherwise harmless, but grow 
  to maturity quickly over the course of only a few 
  hours. A hatched grub falls to the ground after 
  crawling free of its host. A grub has 1 hit point and 
  effectively no Armor Class. The save DC is 
  Constitution-based. 
  Quickness (Su) An ekolid is supernaturally quick. It 
  can take an extra move action during its turn each 
  round. 
  Source Fiendish Codex 1: Hordes of the Abyss. 
  
  SHL7-04 Shadows of Captivity 
   
  Page 20 
   
  APL 6 
  1: SNEAKING IN 
  F LAM E  J E T  T RAP 
  CR  8 
  Description This 60-foot long by 30-foot wide 
  platform has a single door at the end and a metal 
  strip at the open end from wall to wall. The trap is 
  activated by touching the door, causing the 
  entrance door to seal shut (Open Lock DC 25) and 
  the iron wall beneath the metal strip to slide up 
  from the floor sealing the other end. They open 
  again when the trap is disarmed or its duration has 
  expired. Two jets of flame issue from the side walls 
  1 round later, repeating each round on the trap’s 
  initiative. Each jet is 5 feet wide and 30 feet long. 
  Each side wall has twelve nozzles, one per 5-foot 
  section. One nozzle on each side activates each 
  round (roll 1d12 for each wall, rerolling duplicate 
  results. 
  Search DC 23; Type Mechanical  
  Trigger Touch; Init +4 
  Effect Alchemical flame (8d6 fire), Reflex DC 18 half 
  (each affected section) 
  Duration 11 rounds 
  Destruction AC 18; hp 10; hardness 5 (each nozzle) 
  Disarm Disable Device DC 23 (each nozzle) 
  Disarm Use of mind blast directed at door 
   
  Source Dungeonscape 
   
  3: JUST WALK RIGHT IN  
  V O I D M I N D  G R I M LO C K  (R AG I N G) 
  CR  6 
  Male grimlock barbarian 3, occult slayer 1 
  NE Medium monstrous humanoid 
  Init +6; Senses blindsight 40 ft.; Listen +10, Spot +6 
  Languages Grimlock, Undercommon 
  AC 18, touch 10, flat-footed 16; uncanny dodge 
   (+2 Dex, +8 natural, –2 raging) 
  hp 75 (6 HD; 2d8+3d12+1d8); DR 5/magic 
  Immune ability damage and drain, acid, energy drain, 
  mind-affecting spells and abilities, visual effects, 
  illusions and other attacks forms that rely on sight 
  SR 16 
  Fort +12, Ref +6, Will +7; magical defense 
  Speed 40 ft. (8 squares) 
  Melee battleaxe +14 (1d8+9/x3) or 
  Melee battleaxe +14 (1d8+9/x3) and tentacle +12 
  (1d6+6) 
  Space 5 ft.; Reach 5 ft. (tentacle up to 10 ft.) 
  Base Atk +6; Grp +12 (+16 with tentacle) 
  Atk Options Combat Reflexes, constrict (1d6+9), 
  improved grab, rage 1/day (9 rounds), weapon 
  bond (+1d6 damage to spellcaster) 
  Special Actions cone of slime (Ref DC 19; Fort DC 
  19) 
  Abilities Str 23, Dex 15, Con 22, Int 12, Wis 8, Cha 4 
  SQ fast movement, mind flayer host, sentient tentacle, 
  trap sense +1 
  Feats Alertness, Combat Reflexes, Great Fortitude, 
  Improved Initiative, TrackB, Weapon Focus 
  Skills Bluff +1, Climb +10, Escape Artist +6, Hide +4 
  (+14 underground), Intimidate +10, Knowledge 
  (arcana) +5, Listen +11, Spellcraft +2, Spot +10 
  Possessions masterwork battleaxe 
   
  When rage expires, a voidmind grimlock guard has 
  the following changed statistics: 
  AC 19, touch 11, flat-footed 18 
  hp 49 
  Fort +10, Ref +5, Will +5 
  Speed 40 ft. (8 squares) can’t charge or run 
  Melee battleaxe +11 (1d8+4/x3) or 
  Melee battleaxe +11 (1d8+4/x3) and tentacle +9 
  (1d6+3) 
  Grp +9 (+13 with tentacle) 
  Abilities Str 17, Dex 15 Con 18 
  Special Actions cone of slime (Ref DC 17; Fort DC 
  17) 
  Skills Climb +7 
   
  Cone of slime (Su) 1/day, as a standard action, a 
  voidmind grimlock can spray forth a 30-foot cone of 
  slime from its skull that deals 2d6 points of damage 
  (Ref DC 19 half). Any creature damaged by the 
  slim takes a –2 penalty on Will saves and is 
  stunned for 1d4+1 rounds (Fort DC 19 negates 
  stun). The save DCs are Constitution-based. 
  Constrict (Ex) A voidmind grimlock deals 1d6+9 
  points of damage with a successful grapple check 
  when grappling with its tentacle. 
  Improved Grab (Ex) To use this ability, a voidmind 
  grimlock must hit a Medium or smaller creature 
  with its tentacle attack. It can then attempt to start 
  a grapple as a free action without provoking attacks 
  of opportunity. A voidmind grimlock has a +4 racial 
  bonus on grapple checks made with its tentacle. If 
  it wins the grapple check, it establishes a hold and 
  can constrict. 
  Magical Defense (Ex) +1 bonus on saving throws 
  against all spells or spell-like abilities. 
  Mind Flayer Host (Ex) A voidmind grimlock’s mind 
  flayer masters are instantly aware if the creature 
  takes any damage, wanders out of range of their 
  control, or is the target of any magic. 
   
   
  Also as a result of this bond, the masters 
  can, as a standard action, see and hear through 
  the eyes and ears of their bonded voidmind 
  grimlock to a range of five miles. Maintaining this 
  link requires a mind flayer to concentrate, but the 
  mind flayer remains aware of its surroundings and 
  can move normally. 
   
   
  Finally, any one of these three masters can 
  take control of the voidmind grimlock, at will, as the 
  dominate monster spell (no save). While controlling 
  the voidmind grimlock in this fashion, a mind flayer 
  can manifest its own innate psionic abilities through 
  the voidmind grimlock, as though the creature were 
  
  SHL7-04 Shadows of Captivity 
   
  Page 21 
  manifesting the ability itself. Any of the mind 
  flayer’s psionic powers used in this fashion can 
  target or affect creatures within range, line of sight, 
  and line of effect of the voidmind creature 
  Sentient Tentacle (Ex) A voidmind grimlock’s 
  tentacle attacks of its own accord. The creature 
  can direct it to attack certain targets, but the 
  psionic nature of the tentacle enables it to flex and 
  move in combat without hindering the creature’s 
  other combat abilities. A voidmind grimlock that 
  has successfully grappled a creature with its 
  tentacle can attack another creature at no penalty, 
  as long as that creature is within 10 feet. 
  Weapon Bond (Su) Any successful attack with 
  battleaxe against a spellcaster or creature with 
  spell-like abilities deals +1d6 damage. If battleaxe 
  is destroyed, must bond with a new weapon of at 
  least masterwork quality to regain ability over 1 
  day. 
  Skills +4 racial bonus on Bluff, Escape Artist, and 
  Intimidate. Also a +10 racial bonus on Hide checks. 
  Source Voidmind creature template Monster Manual 
  III. 
   
   
  Physical Description: This eyeless, muscular 
  humanoid has a trickle of pale green, translucent 
  goo running down its neck. 
  4: HURRY! THEY KNOW WE’RE HERE! 
  G R E ATH O R N  M I NO T AU R  G UARD 
  CR  7 
  Male minotaur 
  CE Large monstrous humanoid (earth) 
  Init +1; Senses darkvision 60 ft., scent, tremorsense 
  120 ft.; Listen +8, Spot +8 
  Languages Giant, Undercommon  
  AC 17, touch 9, flat-footed — (see text) 
   (–1 size, +1 Dex, +7 natural) 
  hp 104 (11 HD; 11d8) DR 5/— 
  Fort +10, Ref +6, Will +7 
  Speed 40 ft. (8 squares); earth glide 
  Melee gore +17 (2d6+13) or 
  Melee greathammer +18/+13/+8 (3d6+13, 19–20/x4) 
  and gore +12 (2d6+4) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +11; Grp +22 
  Atk Options Awesome Blow, Brutal Strike, Power 
  Attack 
  Special Actions earth warp 
  Abilities Str 24, Dex 8, Con 20, Int 9, Wis 10, Cha 10 
  SQ natural cunning 
  Feats Awesome Blow, Brutal Strike, Improved Natural 
  Attack (gore), Power Attack, Track  
  Skills Intimidate +3, Listen +8, Search +3, Spot +8, 
  Survival +3, 
  Possessions masterwork greathammer (3d6, 19–
  20/x4, 60 lbs.) 
  Earth Glide (Ex) A greathorn minotaur can glide 
  through stone, dirt, or almost any other sort of 
  earth except metal as easily as a fish swims 
  through water. Its burrowing leave behind no tunnel 
  or hole, nor does it create any ripple pr other sign 
  of its presence. 
  Earth Warp (Su) As a swift action, a greathorn 
  minotaur can cause the earth and rock around it to 
  twist and warp in a 60-foot-radius emanation 
  around it, doubling movement costs through that 
  area. Natural stone, finished stone, and dirt 
  surfaces are subject to this effect. The effect does 
  not move with the minotaur; when the minotaur 
  leaves the area, the ground returns to normal. The 
  minotaur 
  ignores 
  the 
  movement 
  penalties 
  generated by its own or another greathorn’s earth 
  warp ability. 
  Natural Cunning (Ex) Greathorn minotaurs have 
  immunity to maze spells, never become lost, and 
  can track enemies. They are never caught flat-
  footed. 
  Skills Greathorn minotaurs have a +4 racial bonus on 
  Listen, Search, and Spot checks. 
  Source: Monster Manual IV p100 
   
   
  Physical Description: An amazing specimen of a 
  minotaur. Larger and bulkier than other minotaurs, 
  standing 9 feet tall. Horns that extend 5 feet 
  beyond their head. Sports a short coat the color of 
  slate. 
   
  
  SHL7-04 Shadows of Captivity 
   
  Page 22 
  6: THE MIND POOL 
  E K O L I D 
  CR  4 
  Always CE Small outsider (chaotic, evil, extraplanar, 
  obyrith) 
  Init +3; Senses darkvision 60 ft., true seeing; Listen 
  +14, Spot +14 
  Aura form of madness (60-ft. radius, Will DC 14) 
  Languages Abyssal, telepathy 
  AC 17, touch 14, flat-footed 14 
   (+1 size, +3 Dex, +3 natural) 
  hp 46 (7 HD); fast healing 5; DR 5/cold iron or lawful 
  Immune mind-affecting spells and abilities, poison 
  Resist acid 10, cold 10, electricity 10, fire 10 
  Fort +7 Ref +8, Will +9 
  Speed 30 ft. (6 squares), climb 30 ft., fly 60 ft. 
  (average) 
  Melee 6 stings +11 (1d4 plus implant egg) and bite +6 
  (1d4) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +7; Grp +3 
  Atk Options Combat Reflexes, Hold the Line 
  Abilities Str 10, Dex 16, Con 15, Int 10, Wis 18, Cha 
  13 
  SQ quickness 
  Feats Combat Reflexes, Hold the Line, Weapon 
  Finesse 
  Skills Balance +15, Climb +18, Hide +17, Jump +12, 
  Listen +14, Move Silently +13, Spot +14, Tumble 
  +15 
  Form of Madness (Su) A creature within 60 feet that 
  observes an ekolid must attempt a DC 14 Will 
  save. 
  Failure 
  indicates 
  the 
  creature begins 
  hallucinating that tiny insects are infesting its hair, 
  skin, and clothes. The victim takes a –1 penalty on 
  skill checks and must succeed on a DC 10 
  Concentration check in order to cast any spells 
  until the insanity is cured by a heal, greater 
  restoration, miracle, or wish. A creature that makes 
  the save is immune to that particular ekolid’s form 
  of madness for 24 hours. This is a mind-affecting 
  ability that does not affect chaotic evil outsiders. 
  The save DC is Charisma-based. 
   
   
  Looking at multiple ekolids requires a 
  separate save for each one’s form of madness, but 
  the effects are not cumulative. 
  Implant Egg (Ex) Each time a creature takes damage 
  from an ekolid’s sting attack, it must attempt a DC 
  15 Fortitude save. Failure indicates that the ekolid 
  implants an egg just under the creature’s skill. An 
  implanted egg hatches at the start of the ekolid’s 
  next turn, at which point a ravenous ekolid grub 
  gnaws its way out of the victim. This deals 1d6 
  points of damage per egg that hatches and 
  nauseates the victim for 1 round (no matter how 
  many eggs hatch). Remove disease or a similar 
  effect destroys any unhatched eggs, but immunity 
  to disease does not prevent infestation. Newly 
  hatched ekolids are otherwise harmless, but grow 
  to maturity quickly over the course of only a few 
  hours. A hatched grub falls to the ground after 
  crawling free of its host. A grub has 1 hit point and 
  effectively no Armor Class. The save DC is 
  Constitution-based. 
  Quickness (Su) An ekolid is supernaturally quick. It 
  can take an extra move action during its turn each 
  round. 
  Source Fiendish Codex 1: Hordes of the Abyss. 
  
  SHL7-04 Shadows of Captivity 
   
  Page 23 
  APL 8 
  1: SNEAKING IN 
  R AZO R P E N D U L U M S  T RAP 
  CR  10 
  Description This 60-foot long by 20-foot wide 
  platform has a single door at the end. Along each 
  long wall, twelve large slots run from floor to 
  ceiling, one every 5 feet. The trap is activated when 
  PCs cross the center of the room. Razor-sharp 
  blades attached to 12 pendulums in the ceiling 
  swing across the room, attacking every square in 
  the room. Anyone in the room can attempt a DC 20 
  Spot check to notice the pendulums emerging from 
  the wall slots and act in the surprise round. If an 
  individual pendulum is destroyed, an entire row of 
  squares (20 feet wide) is made safe. The door on 
  the opposite side of the platform is securely locked 
  (Open Lock DC 40). Attached to one of the 
  pendulums (determine randomly) is a key that 
  opens the door. Noticing the key requires a 
  successful DC 25 Spot check, and grabbing the 
  key requires a successful DC 25 Dexterity check or 
  Sleight of Hand check. Anyone who fails a check to 
  grab the key takes damage from the pendulum 
  (only once per round). If the pendulum with the key 
  is destroyed, the key is easily recovered. 
  Search DC 25; Type Mechanical  
  Trigger Detection (true seeing); Init +5 
  Effect 12 pendulum blades (Atk +10 melee, 7d6 
  points of slashing damage); each blade attacks all 
  creatures in one 5-foot-by-20-foot row 
  Duration 13 rounds 
  Destruction AC 20; hp 20 (each pendulum) 
  Disarm Disable Device DC 25 (each pendulum, but 
  only at the ceiling, 20 feet above the floor) 
  Disarm Be a mind flayer, true seeing detects for mind 
  flayers 
   
  Source Dungeonscape 
   
  3: JUST WALK RIGHT IN  
   
   
  V O I D M I N D  G R I M LO C K  (R AG I N G) 
  CR  8 
  Male grimlock barbarian 3, occult slayer 3 
  NE Medium monstrous humanoid 
  Init +6; Senses auravision 60 ft., blindsight 40 ft.; 
  Listen +10, Spot +6 
  Languages Grimlock, Undercommon 
  AC 18, touch 10, flat-footed 16; uncanny dodge 
   (+2 Dex, +8 natural, –2 raging) 
  hp 97 (8 HD; 2d8+3d12+3d8); DR 5/magic 
  Immune ability damage and drain, acid, energy drain, 
  mind-affecting spells and abilities, visual effects, 
  illusions and other attacks forms that rely on sight 
  SR 18 
  Fort +13, Ref +7, Will +8; magical defense (+2 
  against spells) 
  Speed 40 ft. (8 squares) 
  Melee greataxe +17 (1d12+10/x3) or 
  Melee greataxe +17 (1d12+10/x3) and tentacle +15 
  (1d6+7) 
  Space 5 ft.; Reach 5 ft. (tentacle up to 10 ft.) 
  Base Atk +8; Grp +15 (+19 with tentacle) 
  Atk Options Combat Reflexes, constrict (1d6+10), 
  improved grab, rage 1/day (9 rounds), vicious 
  strike, weapon bond (+1d6 damage to spellcaster) 
  Special Actions auravision, cone of slime (Ref DC 
  20; Fort DC 20), mind over magic 1/day (CL 8th) 
  Abilities Str 24, Dex 15, Con 22, Int 12, Wis 8, Cha 4 
  SQ fast movement, mind flayer host, sentient tentacle, 
  trap sense +1 
  Feats Alertness, Combat Reflexes, Great Fortitude, 
  Improved Initiative, TrackB, Weapon Focus 
  Skills Bluff +1, Climb +10, Escape Artist +6, Hide +4 
  (+14 underground), Intimidate +10, Knowledge 
  (arcana) +5, Listen +11, Sense Motive +3 
  Spellcraft +2, Spot +10 
  Possessions masterwork battleaxe 
   
  When rage expires, a voidmind grimlock guard is 
  fatigued and has the following changed statistics: 
  AC 19, touch 11, flat-footed 18 
  hp 73 
  Fort +11, Ref +6, Will +6 
  Speed 40 ft. (8 squares) can’t charge or run 
  Melee greataxe +14 (1d12+6/x3) or 
  Melee greataxe +14 (1d12+6/x3) and tentacle +12 
  (1d6+4) 
  Grp +12 (+16 with tentacle) 
  Abilities Str 18, Dex 13 Con 18 
  Special Actions cone of slime (Ref DC 18; Fort DC 
  18) 
  Skills Climb +9 
  Auravision (Su) As a free action, can determine the 
  number of magic auras present within 60 feet, just 
  like the detect magic spell. 
  Cone of slime (Su) 1/day, as a standard action, a 
  voidmind grimlock can spray forth a 30-foot cone of 
  slime from its skull that deals 2d6 points of damage 
  (Ref DC 20 half). Any creature damaged by the 
  slim takes a –2 penalty on Will saves and is 
  stunned for 1d4+1 rounds (Fort DC 20 negates 
  stun). The save DCs are Constitution-based. 
  Constrict (Ex) A voidmind grimlock deals 1d6+10 
  points of damage with a successful grapple check 
  when grappling with its tentacle. 
  Improved Grab (Ex) To use this ability, a voidmind 
  grimlock must hit a Medium or smaller creature 
  with its tentacle attack. It can then attempt to start 
  a grapple as a free action without provoking attacks 
  of opportunity. A voidmind grimlock has a +4 racial 
  bonus on grapple checks made with its tentacle. If 
  it wins the grapple check, it establishes a hold and 
  can constrict. 
  Magical Defense (Ex) +2 bonus on saving throws 
  against all spells or spell-like abilities. 
  
  SHL7-04 Shadows of Captivity 
   
  Page 24 
  Mind Flayer Host (Ex) A voidmind grimlock’s mind 
  flayer masters are instantly aware if the creature 
  takes any damage, wanders out of range of their 
  control, or is the target of any magic. 
   
   
  Also as a result of this bond, the masters 
  can, as a standard action, see and hear through 
  the eyes and ears of their bonded voidmind 
  grimlock to a range of five miles. Maintaining this 
  link requires a mind flayer to concentrate, but the 
  mind flayer remains aware of its surroundings and 
  can move normally. 
   
   
  Finally, any one of these three masters can 
  take control of the voidmind grimlock, at will, as the 
  dominate monster spell (no save). While controlling 
  the voidmind grimlock in this fashion, a mind flayer 
  can manifest its own innate psionic abilities through 
  the voidmind grimlock, as though the creature were 
  manifesting the ability itself. Any of the mind 
  flayer’s psionic powers used in this fashion can 
  target or affect creatures within range, line of sight, 
  and line of effect of the voidmind creature 
  Mind Over Magic (Su) 1/day, as a free action, can 
  cause a spell or spell-like ability targeted against it 
  to rebound onto the originator as the spell turning 
  spell. 
  Sentient Tentacle (Ex) A voidmind grimlock’s 
  tentacle attacks of its own accord. The creature 
  can direct it to attack certain targets, but the 
  psionic nature of the tentacle enables it to flex and 
  move in combat without hindering the creature’s 
  other combat abilities. A voidmind grimlock that 
  has successfully grappled a creature with its 
  tentacle can attack another creature at no penalty, 
  as long as that creature is within 10 feet. 
  Vicious Strike (Ex) A voidmind grimlock occult slayer 
  readies an action to disrupt a spellcaster deals 
  double damage if the attack hits. 
  Weapon Bond (Su) Any successful attack with 
  battleaxe against a spellcaster or creature with 
  spell-like abilities deals +1d6 damage. If battleaxe 
  is destroyed, must bond with a new weapon of at 
  least masterwork quality to regain ability over 3 
  days. 
  Skills +4 racial bonus on Bluff, Escape Artist, and 
  Intimidate. Also a +10 racial bonus on Hide checks. 
  Source Voidmind creature template Monster Manual 
  III. 
   
   
  Physical Description: This eyeless, muscular 
  humanoid has a trickle of pale green, translucent 
  goo running down its neck. 
  4: HURRY! THEY KNOW WE’RE HERE! 
  G R E ATH O R N  M I NO T AU R  G UARD 
  CR  7 
  Male minotaur 
  CE Large monstrous humanoid (earth) 
  Init +1; Senses darkvision 60 ft., scent, tremorsense 
  120 ft.; Listen +8, Spot +8 
  Languages Giant, Undercommon  
  AC 17, touch 9, flat-footed — (see text) 
   (–1 size, +1 Dex, +7 natural) 
  hp 104 (11 HD; 11d8) DR 5/— 
  Fort +10, Ref +6, Will +7 
  Speed 40 ft. (8 squares); earth glide 
  Melee gore +17 (2d6+13) or 
  Melee greathammer +18/+13/+8 (3d6+13, 19–20/x4) 
  and gore +12 (2d6+4) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +11; Grp +22 
  Atk Options Awesome Blow, Brutal Strike, Power 
  Attack 
  Special Actions earth warp 
  Abilities Str 24, Dex 8, Con 20, Int 9, Wis 10, Cha 10 
  SQ natural cunning 
  Feats Awesome Blow, Brutal Strike, Improved Natural 
  Attack (gore), Power Attack, Track  
  Skills Intimidate +3, Listen +8, Search +3, Spot +8, 
  Survival +3, 
  Possessions masterwork greathammer (3d6, 19–
  20/x4, 60 lbs.) 
  Earth Glide (Ex) A greathorn minotaur can glide 
  through stone, dirt, or almost any other sort of 
  earth except metal as easily as a fish swims 
  through water. Its burrowing leave behind no tunnel 
  or hole, nor does it create any ripple pr other sign 
  of its presence. 
  Earth Warp (Su) As a swift action, a greathorn 
  minotaur can cause the earth and rock around it to 
  twist and warp in a 60-foot-radius emanation 
  around it, doubling movement costs through that 
  area. Natural stone, finished stone, and dirt 
  surfaces are subject to this effect. The effect does 
  not move with the minotaur; when the minotaur 
  leaves the area, the ground returns to normal. The 
  minotaur 
  ignores 
  the 
  movement 
  penalties 
  generated by its own or another greathorn’s earth 
  warp ability. 
  Natural Cunning (Ex) Greathorn minotaurs have 
  immunity to maze spells, never become lost, and 
  can track enemies. They are never caught flat-
  footed. 
  Skills Greathorn minotaurs have a +4 racial bonus on 
  Listen, Search, and Spot checks. 
  Source: Monster Manual IV p100 
   
   
  Physical Description: An amazing specimen of a 
  minotaur. Larger and bulkier than other minotaurs, 
  standing 9 feet tall. Horns that extend 5 feet 
  beyond their head. Sports a short coat the color of 
  slate. 
   
  
  SHL7-04 Shadows of Captivity 
   
  Page 25 
  6: THE MIND POOL 
  E K O L I D 
  CR  6 
  Always CE Small outsider (chaotic, evil, extraplanar, 
  obyrith) 
  Init +3; Senses darkvision 60 ft., true seeing; Listen 
  +18, Spot +18 
  Aura form of madness (60-ft. radius, Will DC 16) 
  Languages Abyssal, telepathy 
  AC 17, touch 14, flat-footed 14 
   (+1 size, +3 Dex, +3 natural) 
  hp 85 (11 HD); fast healing 5; DR 5/cold iron or lawful 
  Immune mind-affecting spells and abilities, poison 
  Resist acid 10, cold 10, electricity 10, fire 10 
  Fort +10 Ref +10, Will +11 
  Speed 30 ft. (6 squares), climb 30 ft., fly 60 ft. 
  (average) 
  Melee 6 stings +15 (1d4 plus implant egg) and bite 
  +10 (1d4) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +11; Grp +7 
  Atk Options Combat Reflexes, Hold the Line 
  Abilities Str 10, Dex 16, Con 16, Int 10, Wis 18, Cha 
  13 
  SQ quickness 
  Feats Ability Focus (implant egg), Combat Reflexes, 
  Hold the Line, Weapon Finesse 
  Skills Balance +19, Climb +22, Hide +21, Jump +16, 
  Listen +18, Move Silently +17, Spot +18, Tumble 
  +19 
  Form of Madness (Su) A creature within 60 feet that 
  observes an ekolid must attempt a DC 16 Will 
  save. 
  Failure 
  indicates 
  the 
  creature begins 
  hallucinating that tiny insects are infesting its hair, 
  skin, and clothes. The victim takes a –1 penalty on 
  skill checks and must succeed on a DC 10 
  Concentration check in order to cast any spells 
  until the insanity is cured by a heal, greater 
  restoration, miracle, or wish. A creature that makes 
  the save is immune to that particular ekolid’s form 
  of madness for 24 hours. This is a mind-affecting 
  ability that does not affect chaotic evil outsiders. 
  The save DC is Charisma-based. 
   
   
  Looking at multiple ekolids requires a 
  separate save for each one’s form of madness, but 
  the effects are not cumulative. 
  Implant Egg (Ex) Each time a creature takes damage 
  from an ekolid’s sting attack, it must attempt a DC 
  20 Fortitude save. Failure indicates that the ekolid 
  implants an egg just under the creature’s skill. An 
  implanted egg hatches at the start of the ekolid’s 
  next turn, at which point a ravenous ekolid grub 
  gnaws its way out of the victim. This deals 1d6 
  points of damage per egg that hatches and 
  nauseates the victim for 1 round (no matter how 
  many eggs hatch). Remove disease or a similar 
  effect destroys any unhatched eggs, but immunity 
  to disease does not prevent infestation. Newly 
  hatched ekolids are otherwise harmless, but grow 
  to maturity quickly over the course of only a few 
  hours. A hatched grub falls to the ground after 
  crawling free of its host. A grub has 1 hit point and 
  effectively no Armor Class. The save DC is 
  Constitution-based. 
  Quickness (Su) An ekolid is supernaturally quick. It 
  can take an extra move action during its turn each 
  round. 
  Source Fiendish Codex 1: Hordes of the Abyss. 
  
  SHL7-04 Shadows of Captivity 
   
  Page 26 
  APL 10 
  1: SNEAKING IN 
  D I S P E L L I N G  P I T  T RAP 
  CR  12 
  Description This trap combines a deep pit full of 
  spikes with a greater dispel magic effect. The 
  platform is 40 feet wide and 60 feet long. A 40-foot-
  square pit sits in the center of the platform, leaving 
  a 10-foot wide ledge on either side. The pit is 60-
  feet deep, and its walls are very smooth 
  (successful DC 25 Climb check to scale). The exit 
  floor sits on the opposite side of the large room, 
  across the pit. Mounted in the ceiling is a large 
  brooding stone mind flayer face. Anyone who 
  enters the space of the pit, whether flying, climbing, 
  or jumping, triggers the trap and is subjected to a 
  greater dispel magic cast from the stone face. If the 
  stone face is targeted by a spell, it uses the same 
  greater dispel magic to attempt to counter the spell 
  (CL 13th). 
  Search DC 27; Type Magical 
  Trigger Detection (true seeing); Init +6 
  Effect Greater dispel magic (cast at each target in the 
  area of the pit, CL 13th); anyone falling in the pit 
  takes 6d6 points of falling damage. 
  Duration 15 rounds 
  Destruction AC 28; hp 54; hardness 8 (stone face) 
  Disarm Disable Device DC 31(stone face) 
  Disarm Be a mind flayer, true seeing detects for mind 
  flayers 
  Dispel DC 24 (stone face) 
   
  Source Dungeonscape 
   
  3: JUST WALK RIGHT IN 
  V O I D M I N D  G R I M LO C K  (R AG I N G) 
  CR  10 
  Male grimlock barbarian 4, occult slayer 4 
  NE Medium monstrous humanoid 
  Init +6; Senses auravision 60 ft., blindsight 40 ft.; 
  Listen +15, Spot +14 
  Languages Grimlock, Undercommon 
  AC 18, touch 10, flat-footed 16; uncanny dodge 
   (+2 Dex, +8 natural, –2 raging) 
  hp 121 (10 HD; 2d8+4d12+4d8); DR 5/magic 
  Immune ability damage and drain, acid, energy drain, 
  mind-affecting spells and abilities, visual effects, 
  illusions and other attacks forms that rely on sight 
  SR 20 
  Fort +14, Ref +7, Will +9; magical defense (+2 
  against spells) 
  Speed 40 ft. (8 squares) 
  Melee greataxe +19 (1d12+10/x3) or 
  Melee greataxe +19 (1d12+10/x3) and tentacle +17 
  (1d6+7) 
  Space 5 ft.; Reach 5 ft. (tentacle up to 10 ft.) 
  Base Atk +10; Grp +17 (+21 with tentacle) 
  Atk Options Combat Reflexes, constrict (1d6+10), 
  improved grab, Power Attack, rage 2/day (9 
  rounds), vicious strike, weapon bond (+1d6 
  damage to spellcaster) 
  Special Actions auravision, cone of slime (Ref DC 
  21; Fort DC 21), mind over magic 2/day (CL 9th) 
  Abilities Str 24, Dex 15, Con 22, Int 12, Wis 8, Cha 4 
  SQ fast movement, mind flayer host, nondetection 
  cloak (CL 4th), sentient tentacle, trap sense +1 
  Feats Alertness, Combat Reflexes, Great Fortitude, 
  Improved Initiative, Power Attack, TrackB, Weapon 
  Focus 
  Skills Bluff +1, Climb +10, Escape Artist +6, Hide +4 
  (+14 underground), Intimidate +10, Knowledge 
  (arcana) +5, Listen +15, Sense Motive +3 
  Spellcraft +2, Spot +14 
  Possessions masterwork battleaxe 
   
  When rage expires, a voidmind grimlock guard is 
  fatigued and has the following changed statistics: 
  AC 19, touch 11, flat-footed 18 
  hp 101 
  Fort +12, Ref +6, Will +7 
  Speed 40 ft. (8 squares) can’t charge or run 
  Melee greataxe +16 (1d12+6/x3) or 
  Melee greataxe +16 (1d12+6/x3) and tentacle +14 
  (1d6+4) 
  Grp +14 (+18 with tentacle) 
  Abilities Str 18, Dex 13 Con 18 
  Special Actions cone of slime (Ref DC 19; Fort DC 
  19) 
  Skills Climb +9 
  Auravision (Su) As a free action, can determine the 
  number of magic auras present within 60 feet, just 
  like the detect magic spell. 
  Cone of slime (Su) 1/day, as a standard action, a 
  voidmind grimlock can spray forth a 30-foot cone of 
  slime from its skull that deals 2d6 points of damage 
  (Ref DC 21 half). Any creature damaged by the 
  slim takes a –2 penalty on Will saves and is 
  stunned for 1d4+1 rounds (Fort DC 21 negates 
  stun). The save DCs are Constitution-based. 
  Constrict (Ex) A voidmind grimlock deals 1d6+10 
  points of damage with a successful grapple check 
  when grappling with its tentacle. 
  Improved Grab (Ex) To use this ability, a voidmind 
  grimlock must hit a Medium or smaller creature 
  with its tentacle attack. It can then attempt to start 
  a grapple as a free action without provoking attacks 
  of opportunity. A voidmind grimlock has a +4 racial 
  bonus on grapple checks made with its tentacle. If 
  it wins the grapple check, it establishes a hold and 
  can constrict. 
  Magical Defense (Ex) +2 bonus on saving throws 
  against all spells or spell-like abilities. 
  Mind Flayer Host (Ex) A voidmind grimlock’s mind 
  flayer masters are instantly aware if the creature 
  takes any damage, wanders out of range of their 
  control, or is the target of any magic. 
   
   
  Also as a result of this bond, the masters 
  can, as a standard action, see and hear through 
  
  SHL7-04 Shadows of Captivity 
   
  Page 27 
  the eyes and ears of their bonded voidmind 
  grimlock to a range of five miles. Maintaining this 
  link requires a mind flayer to concentrate, but the 
  mind flayer remains aware of its surroundings and 
  can move normally. 
   
   
  Finally, any one of these three masters can 
  take control of the voidmind grimlock, at will, as the 
  dominate monster spell (no save). While controlling 
  the voidmind grimlock in this fashion, a mind flayer 
  can manifest its own innate psionic abilities through 
  the voidmind grimlock, as though the creature were 
  manifesting the ability itself. Any of the mind 
  flayer’s psionic powers used in this fashion can 
  target or affect creatures within range, line of sight, 
  and line of effect of the voidmind creature 
  Mind Over Magic (Su) 2/day, as a free action, can 
  cause a spell or spell-like ability targeted against it 
  to rebound onto the originator as the spell turning 
  spell. 
  Nondetection Cloak (Su) Gains magical protections 
  from divinations equivalent to a nondetection spell, 
  CL 4th. 
  Sentient Tentacle (Ex) A voidmind grimlock’s 
  tentacle attacks of its own accord. The creature 
  can direct it to attack certain targets, but the 
  psionic nature of the tentacle enables it to flex and 
  move in combat without hindering the creature’s 
  other combat abilities. A voidmind grimlock that 
  has successfully grappled a creature with its 
  tentacle can attack another creature at no penalty, 
  as long as that creature is within 10 feet. 
  Vicious Strike (Ex) A voidmind grimlock occult slayer 
  readies an action to disrupt a spellcaster deals 
  double damage if the attack hits. 
  Weapon Bond (Su) Any successful attack with 
  battleaxe against a spellcaster or creature with 
  spell-like abilities deals +1d6 damage. If battleaxe 
  is destroyed, must bond with a new weapon of at 
  least masterwork quality to regain ability over 4 
  days. 
  Skills +4 racial bonus on Bluff, Escape Artist, and 
  Intimidate. Also a +10 racial bonus on Hide checks. 
  Source Voidmind creature template Monster Manual 
  III. 
   
   
  Physical Description: This eyeless, muscular 
  humanoid has a trickle of pale green, translucent 
  goo running down its neck. 
  4: HURRY! THEY KNOW WE’RE HERE! 
  G R E ATH O R N  M I NO T AU R  G UARD 
  CR  7 
  Male minotaur 
  CE Large monstrous humanoid (earth) 
  Init +1; Senses darkvision 60 ft., scent, tremorsense 
  120 ft.; Listen +8, Spot +8 
  Languages Giant, Undercommon  
  AC 17, touch 9, flat-footed — (see text) 
   (–1 size, +1 Dex, +7 natural) 
  hp 104 (11 HD; 11d8) DR 5/— 
  Fort +10, Ref +6, Will +7 
  Speed 40 ft. (8 squares); earth glide 
  Melee gore +17 (2d6+13) or 
  Melee greathammer +18/+13/+8 (3d6+13, 19–20/x4) 
  and gore +12 (2d6+4) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +11; Grp +22 
  Atk Options Awesome Blow, Brutal Strike, Power 
  Attack 
  Special Actions earth warp 
  Abilities Str 24, Dex 8, Con 20, Int 9, Wis 10, Cha 10 
  SQ natural cunning 
  Feats Awesome Blow, Brutal Strike, Improved Natural 
  Attack (gore), Power Attack, Track  
  Skills Intimidate +3, Listen +8, Search +3, Spot +8, 
  Survival +3, 
  Possessions masterwork greathammer (3d6, 19–
  20/x4, 60 lbs.) 
  Earth Glide (Ex) A greathorn minotaur can glide 
  through stone, dirt, or almost any other sort of 
  earth except metal as easily as a fish swims 
  through water. Its burrowing leave behind no tunnel 
  or hole, nor does it create any ripple pr other sign 
  of its presence. 
  Earth Warp (Su) As a swift action, a greathorn 
  minotaur can cause the earth and rock around it to 
  twist and warp in a 60-foot-radius emanation 
  around it, doubling movement costs through that 
  area. Natural stone, finished stone, and dirt 
  surfaces are subject to this effect. The effect does 
  not move with the minotaur; when the minotaur 
  leaves the area, the ground returns to normal. The 
  minotaur 
  ignores 
  the 
  movement 
  penalties 
  generated by its own or another greathorn’s earth 
  warp ability. 
  Natural Cunning (Ex) Greathorn minotaurs have 
  immunity to maze spells, never become lost, and 
  can track enemies. They are never caught flat-
  footed. 
  Skills Greathorn minotaurs have a +4 racial bonus on 
  Listen, Search, and Spot checks. 
  Source: Monster Manual IV p100 
   
   
  Physical Description: An amazing specimen of a 
  minotaur. Larger and bulkier than other minotaurs, 
  standing 9 feet tall. Horns that extend 5 feet 
  beyond their head. Sports a short coat the color of 
  slate. 
   
  
  SHL7-04 Shadows of Captivity 
   
  Page 28 
  6: THE MIND POOL 
  E K O L I D 
  CR  6 
  Always 
  CE 
  Medium 
  outsider 
  (chaotic, 
  evil, 
  extraplanar, obyrith) 
  Init +2; Senses darkvision 60 ft., true seeing; Listen 
  +22, Spot +22 
  Aura form of madness (60-ft. radius, Will DC 21) 
  Languages Abyssal, telepathy 
  AC 15, touch 12, flat-footed 13 
   (+2 Dex, +3 natural) 
  hp 132 (15 HD); fast healing 5; DR 5/cold iron or 
  lawful 
  Immune mind-affecting spells and abilities, poison 
  Resist acid 10, cold 10, electricity 10, fire 10 
  Fort +13 Ref +11, Will +13 
  Speed 30 ft. (6 squares), climb 30 ft., fly 60 ft. 
  (average) 
  Melee 6 stings +19 (1d6+2 plus implant egg) and bite 
  +14 (1d6+1) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +15; Grp +17 
  Atk Options Combat Reflexes, Hold the Line 
  Abilities Str 14, Dex 14, Con 18, Int 10, Wis 18, Cha 
  14 
  SQ quickness 
  Feats Ability Focus (form of madness), Ability Focus 
  (implant egg), Combat Reflexes, Hold the Line, 
  Weapon Finesse 
  Skills Balance +22, Climb +28, Hide +20, Jump +22, 
  Listen +22, Move Silently +20, Spot +22, Tumble 
  +22 
  Form of Madness (Su) A creature within 60 feet that 
  observes an ekolid must attempt a DC 21 Will 
  save. 
  Failure 
  indicates 
  the 
  creature begins 
  hallucinating that tiny insects are infesting its hair, 
  skin, and clothes. The victim takes a –1 penalty on 
  skill checks and must succeed on a DC 10 
  Concentration check in order to cast any spells 
  until the insanity is cured by a heal, greater 
  restoration, miracle, or wish. A creature that makes 
  the save is immune to that particular ekolid’s form 
  of madness for 24 hours. This is a mind-affecting 
  ability that does not affect chaotic evil outsiders. 
  The save DC is Charisma-based. 
   
   
  Looking at multiple ekolids requires a 
  separate save for each one’s form of madness, but 
  the effects are not cumulative. 
  Implant Egg (Ex) Each time a creature takes damage 
  from an ekolid’s sting attack, it must attempt a DC 
  23 Fortitude save. Failure indicates that the ekolid 
  implants an egg just under the creature’s skill. An 
  implanted egg hatches at the start of the ekolid’s 
  next turn, at which point a ravenous ekolid grub 
  gnaws its way out of the victim. This deals 1d6 
  points of damage per egg that hatches and 
  nauseates the victim for 1 round (no matter how 
  many eggs hatch). Remove disease or a similar 
  effect destroys any unhatched eggs, but immunity 
  to disease does not prevent infestation. Newly 
  hatched ekolids are otherwise harmless, but grow 
  to maturity quickly over the course of only a few 
  hours. A hatched grub falls to the ground after 
  crawling free of its host. A grub has 1 hit point and 
  effectively no Armor Class. The save DC is 
  Constitution-based. 
  Quickness (Su) An ekolid is supernaturally quick. It 
  can take an extra move action during its turn each 
  round. 
  Source Fiendish Codex 1: Hordes of the Abyss. 
  
  SHL7-04 Shadows of Captivity 
   
  Page 29 
  APL 12 
  1: SNEAKING IN 
  G LACI AL J E T  T RAP 
  CR  14 
  Description This cold, 60 foot long by 30 foot wide 
  platform is covered in a thing sheet of ice 
  (movement costs 2 square of movement to enter 
  square covered in ice, and are considered to be 
  balancing). On the opposite side of the platform is 
  a 5-foot-square block of ice that blocks the 
  entrance. The trap is activated when anyone 
  approaches to within 15 feet of the block of ice. 
  Jets of freezing water spray down from the ceiling 
  of the chamber, hitting anyone within 15 feet of the 
  block of ice. Some of this water freezes in the 
  chamber, but much of it flows down out to the 
  sewer. The block of ice regains 20 hit points each 
  round if the nozzle above it continues to function. 
  Search DC 34; Type Mechanical 
  Trigger Detection (true seeing); Init +7 
  Effect Jet of freezing water (8d6 points of cold 
  damage +4d6 points of nonlethal damage, Reflex 
  DC 22 half); targets who fail their save are also 
  knocked prone by the force of the water 
  Duration 17 rounds 
  Destruction hp 180 (+20hp per round while the jet 
  sprays), hardness 5 (fire damage ignores hardness 
  and deals 1.5 x damage) (block of ice) 
  Destruction AC 24; hp 35 (each nozzle) 
  Disarm Disable Device DC 35 (each nozzle) 
  Disarm Be a mind flayer, true seeing detects for mind 
  flayers 
   
  Source Dungeonscape 
   
  2: HAVING FUN STORMING THE PALACE! 
  U LI THARI D,  M I ND F L AY E R 
  CR  12 
  LE Large aberration 
  Init +6; Senses telepathy 200 ft., darkvision 60 ft.; 
  Listen +8, Spot +18 
  Languages Undercommon  
  AC 20, touch 11, flat-footed 18 
   (–1 size, +2 Dex, +4 mage armor, +5 natural) 
  hp 90 (12 HD)  
  SR 27 
  Fort +7, Ref +6, Will +13 
  Speed 30 ft. (6 squares); 
  Melee 2 long tentacles +11 (1d8+3) and 4 short 
  tentacles +11 (1d8+3) 
  Space 10 ft.; Reach 5 ft. (10 ft. with 2 long tentacles) 
  Base Atk +9; Grp +16  
  Atk Options improved grab 
  Special Actions extract, mind blast (DC 21) 
  Combat Gear potion of cure serious wounds 
  Spell-Like Abilities (CL 12th): 
   At will—charm monster (DC 19), detect thoughts 
  (DC 17), dimension door, levitate, mage armor 
  (self only), plane shift, suggestion (DC 18); 
   1/day—dominate monster (DC 24), mass 
  suggestion (DC 21) 
  Already cast—mage armor 
  Abilities Str 16, Dex 14, Con 16, Int 21, Wis 17, Cha 
  21 
  Feats Combat Casting, Improved Initiative, Improved 
  Natural Attack, Iron Will, Spell Penetration  
  Skills Bluff +15, Concentration +18 (+22 casting 
  defensively), Diplomacy +14, Disguise +5 (+7 
  acting in character), Gather Information +7, Hide 
  +8, 
  Intimidate 
  +17, 
  Knowledge 
  (local) 
  +15, 
  Knowledge (dungeoneering) +15, Listen +8, Move 
  Silently +13, Sense Motive +8, Spot +18 
  Possessions combat gear 
  Mind Blast (Sp) An Ulitharid can discharge a 
  devastating psionic attack in the form of a cone 60 
  feet long. Anyone caught in this cone must 
  succeed on a DC 21 Will save or be stunned for 
  3d4 rounds. The save DC is Charisma-based. This 
  ability is the equivalent of a 4th-level spell. 
  Improved Grab (Ex) To use this ability, an Ulitharid 
  must hit a Small, Medium, or Large creature with its 
  tentacle attack. It can then attempt to start a 
  grapple as a free action without provoking attacks 
  of opportunity. If it wins the grapple check, it 
  establishes a hold and attaches the tentacle to the 
  opponent’s head. An Ulitharid can grab a Huge or 
  larger creature only if it can somehow reach the 
  foe’s head. 
   
   
  If an Ulitharid begins its turn with at least one 
  tentacle attached, it can try to attach its remaining 
  tentacles with a single grapple check. The 
  opponent can escape with a single successful 
  grapple check or an Escape Artist check, but the 
  Ulitharid gets a +2 circumstance bonus on the 
  check for every tentacle that was attached at the 
  beginning of the opponent’s turn. 
  Extract (Ex) An Ulitharid that begins its turn with at 
  least four tentacles attached and that makes a 
  successful grapple check automatically extracts the 
  opponent’s brain, instantly killing that creature. This 
  power is useless against constructs, elementals, 
  oozes, plants, and undead. It is not instantly fatal to 
  foes with multiple heads. 
  Source Lords of Madness 
   
  3: JUST WALK RIGHT IN  
   
   
  V O I D M I N D  G R I M LO C K  (R AG I N G) 
  CR  10 
  Male grimlock barbarian 5, fighter 1, occult slayer 4 
  NE Medium monstrous humanoid 
  Init +6; Senses auravision 60 ft., blindsight 40 ft.; 
  Listen +15, Spot +14 
  Languages Grimlock, Undercommon 
  AC 19, touch 11, flat-footed 16; improved uncanny 
  dodge 
   (+3 Dex, +8 natural, –2 raging) 
  hp 146 (12 HD; 2d8+5d12+4d8+1d10); DR 5/magic 
  
  SHL7-04 Shadows of Captivity 
   
  Page 30 
  Immune ability damage and drain, acid, energy drain, 
  mind-affecting spells and abilities, visual effects, 
  illusions and other attacks forms that rely on sight 
  SR 22 
  Fort +16, Ref +10, Will +9; magical defense (+2 
  against spells) 
  Speed 40 ft. (8 squares) 
  Melee greataxe +21 (1d12+10/19–20x3) or 
  Melee greataxe +21 (1d12+10/19–20x3) and tentacle 
  +19 (1d6+7) 
  Space 5 ft.; Reach 5 ft. (tentacle up to 10 ft.) 
  Base Atk +12; Grp +19 (+23 with tentacle) 
  Atk Options Combat Reflexes, constrict (1d6+10), 
  improved grab, Power Attack, rage 2/day (9 
  rounds), vicious strike, weapon bond (+1d6 
  damage to spellcaster) 
  Special Actions auravision, cone of slime (Ref DC 
  22; Fort DC 22), mind over magic 2/day (CL 9th) 
  Abilities Str 24, Dex 16, Con 22, Int 12, Wis 8, Cha 4 
  SQ fast movement, mind flayer host, nondetection 
  cloak (CL 4th), sentient tentacle, trap sense +1 
  Feats Alertness, Combat Reflexes, Great Fortitude, 
  Improved Critical (greataxe), Improved Initiative, 
  Lightning Reflexes, Power Attack, TrackB, Weapon 
  Focus (greataxe) 
  Skills Bluff +1, Climb +16, Escape Artist +6, Hide +4 
  (+14 underground), Intimidate +10, Knowledge 
  (arcana) +5, Listen +17, Sense Motive +3 
  Spellcraft +2, Spot +14 
  Possessions masterwork battleaxe 
   
  When rage expires, a voidmind grimlock guard is 
  fatigued and has the following changed statistics: 
  AC 20, touch 12, flat-footed 18 
  hp 122 
  Fort +14, Ref +9, Will +7 
  Speed 40 ft. (8 squares) can’t charge or run 
  Melee greataxe +18 (1d12+6/19–20x3) or 
  Melee greataxe +18 (1d12+6/19–20x3) and tentacle 
  +16 (1d6+4) 
  Grp +16 (+20 with tentacle) 
  Abilities Str 18, Dex 14, Con 18 
  Special Actions cone of slime (Ref DC 20; Fort DC 
  20) 
  Skills Climb +13 
  Auravision (Su) As a free action, can determine the 
  number of magic auras present within 60 feet, just 
  like the detect magic spell. 
  Cone of slime (Su) 1/day, as a standard action, a 
  voidmind grimlock can spray forth a 30-foot cone of 
  slime from its skull that deals 2d6 points of damage 
  (Ref DC 22 half). Any creature damaged by the 
  slim takes a –2 penalty on Will saves and is 
  stunned for 1d4+1 rounds (Fort DC 22 negates 
  stun). The save DCs are Constitution-based. 
  Constrict (Ex) A voidmind grimlock deals 1d6+10 
  points of damage with a successful grapple check 
  when grappling with its tentacle. 
  Improved Grab (Ex) To use this ability, a voidmind 
  grimlock must hit a Medium or smaller creature 
  with its tentacle attack. It can then attempt to start 
  a grapple as a free action without provoking attacks 
  of opportunity. A voidmind grimlock has a +4 racial 
  bonus on grapple checks made with its tentacle. If 
  it wins the grapple check, it establishes a hold and 
  can constrict. 
  Magical Defense (Ex) +2 bonus on saving throws 
  against all spells or spell-like abilities. 
  Mind Flayer Host (Ex) A voidmind grimlock’s mind 
  flayer masters are instantly aware if the creature 
  takes any damage, wanders out of range of their 
  control, or is the target of any magic. 
   
   
  Also as a result of this bond, the masters 
  can, as a standard action, see and hear through 
  the eyes and ears of their bonded voidmind 
  grimlock to a range of five miles. Maintaining this 
  link requires a mind flayer to concentrate, but the 
  mind flayer remains aware of its surroundings and 
  can move normally. 
   
   
  Finally, any one of these three masters can 
  take control of the voidmind grimlock, at will, as the 
  dominate monster spell (no save). While controlling 
  the voidmind grimlock in this fashion, a mind flayer 
  can manifest its own innate psionic abilities through 
  the voidmind grimlock, as though the creature were 
  manifesting the ability itself. Any of the mind 
  flayer’s psionic powers used in this fashion can 
  target or affect creatures within range, line of sight, 
  and line of effect of the voidmind creature 
  Mind Over Magic (Su) 2/day, as a free action, can 
  cause a spell or spell-like ability targeted against it 
  to rebound onto the originator as the spell turning 
  spell. 
  Nondetection Cloak (Su) Gains magical protections 
  from divinations equivalent to a nondetection spell, 
  CL 4th. 
  Sentient Tentacle (Ex) A voidmind grimlock’s 
  tentacle attacks of its own accord. The creature 
  can direct it to attack certain targets, but the 
  psionic nature of the tentacle enables it to flex and 
  move in combat without hindering the creature’s 
  other combat abilities. A voidmind grimlock that 
  has successfully grappled a creature with its 
  tentacle can attack another creature at no penalty, 
  as long as that creature is within 10 feet. 
  Vicious Strike (Ex) A voidmind grimlock occult slayer 
  readies an action to disrupt a spellcaster deals 
  double damage if the attack hits. 
  Weapon Bond (Su) Any successful attack with 
  battleaxe against a spellcaster or creature with 
  spell-like abilities deals +1d6 damage. If battleaxe 
  is destroyed, must bond with a new weapon of at 
  least masterwork quality to regain ability over 4 
  days. 
  Skills +4 racial bonus on Bluff, Escape Artist, and 
  Intimidate. Also a +10 racial bonus on Hide checks. 
  Source Voidmind creature template Monster Manual 
  III. 
   
   
  Physical Description: This eyeless, muscular 
  humanoid has a trickle of pale green, translucent 
  goo running down its neck. 
  
  SHL7-04 Shadows of Captivity 
   
  Page 31 
  4: HURRY! THEY KNOW WE’RE HERE! 
  G R E ATH O R N  M I NO T AU R  G UARD 
  CR  10 
  Male minotaur barbarian 1 war hulk 2 
  CE Large monstrous humanoid (earth) 
  Init +1; Senses darkvision 60 ft., scent, tremorsense 
  120 ft.; Listen +0, Spot +0 
  Languages Giant, Undercommon  
  AC 17, touch 9, flat-footed — (see text) 
   (–1 size, +1 Dex, +7 natural) 
  hp 177 (14 HD; 11d8+1d12+2d12) 
  Fort +15, Ref +8, Will +7 
  Speed 40 ft. (8 squares); earth glide 
  Melee gore +22 (2d6+16) or 
  Melee greathammer +23/+18/+13 (3d6+16, 19–20/x4) 
  and gore +17 (2d6+5) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +12; Grp +27 
  Atk Options Awesome Blow, Brutal Strike, great 
  swing, Power Attack 
  Special Actions earth warp 
  Abilities Str 33, Dex 12, Con 24, Int 10, Wis 10, Cha 
  8 
  SQ natural cunning 
  Feats 
  Awesome 
  Blow, 
  Brutal 
  Strike, 
  Cleave, 
  Improved Natural Attack (gore), Power Attack, 
  Track  
  Skills Intimidate +16, Listen +0, Search +0, Spot +0, 
  Survival +0 (+0 when tracking) (, 
  Possessions masterwork greathammer  
  No Time to Think (Ex): A war hulk is considered to 
  have 0 ranks in Int- Wis- and Cha-based skills 
  (whether or not ranks were bought previously). 
  Intimidate is the exception. 
  Great Swing (Ex): As a full-round action, the war hulk 
  can choose three squares adjacent to each other 
  (the war hulk must threaten them all). The war hulk 
  makes one attack roll as an attack against each 
  defender. 
   
   
  Walls or similar obstacles can block a great 
  swing. Start with one square that the war hulk 
  threatens. Each successive square chosen must 
  be adjacent to the previous square and have line of 
  effect from that square. Two squares separated by 
  a wall, for instance, can’t be chosen. 
   
   
  The war hulk may skip creatures, attacking 
  only those he wants to. For example, if there are 
  three creatures in a row—and enemy, an ally, and 
  another enemy—the war hulk can choose those 
  three squares for the great swing but strike only the 
  two enemies. 
   
   
  If a war hulk drops one of his foes with a 
  great swing, the war hulk may make a Cleave 
  attack normally. However, the war hulk may do so 
  only once for every time he swings, even if he 
  drops more than one foe. 
  Earth Glide (Ex) A greathorn minotaur can glide 
  through stone, dirt, or almost any other sort of 
  earth except metal as easily as a fish swims 
  through water. Its burrowing leave behind no tunnel 
  or hole, nor does it create any ripple pr other sign 
  of its presence. 
  Earth Warp (Su) As a swift action, a greathorn 
  minotaur can cause the earth and rock around it to 
  twist and warp in a 60-foot-radius emanation 
  around it, doubling movement costs through that 
  area. Natural stone, finished stone, and dirt 
  surfaces are subject to this effect. The effect does 
  not move with the minotaur; when the minotaur 
  leaves the area, the ground returns to normal. The 
  minotaur 
  ignores 
  the 
  movement 
  penalties 
  generated by its own or another greathorn’s earth 
  warp ability. 
  Natural Cunning (Ex) Greathorn minotaurs have 
  immunity to maze spells, never become lost, and 
  can track enemies. They are never caught flat-
  footed. 
  Skills Greathorn minotaurs have a +4 racial bonus on 
  Listen, Search, and Spot checks. 
  Source Monster Manual IV 
   
   
  Power-Up Suite (Rage): AC 15, touch 8; hp 
  207; Fort +17, Will +9; Melee gore +24 (2d6+18) 
  or Melee greathammer +25/+20/+15 (3d6+18, 19–
  20/x4) and gore +19 (2d6+6) 
   
  Physical Description: An amazing specimen of a 
  minotaur. Larger and bulkier than other minotaurs, 
  standing 9 feet tall. Horns that extend 5 feet 
  beyond their head. Sports a short coat the color of 
  slate. 
  
  SHL7-04 Shadows of Captivity 
   
  Page 32 
  6: THE MIND POOL 
  E K O L I D 
  CR  6 
  Always 
  CE 
  Medium 
  outsider 
  (chaotic, 
  evil, 
  extraplanar, obyrith) 
  Init +2; Senses darkvision 60 ft., true seeing; Listen 
  +22, Spot +22 
  Aura form of madness (60-ft. radius, Will DC 21) 
  Languages Abyssal, telepathy 
  AC 15, touch 12, flat-footed 13 
   (+2 Dex, +3 natural) 
  hp 132 (15 HD); fast healing 5; DR 5/cold iron or 
  lawful 
  Immune mind-affecting spells and abilities, poison 
  Resist acid 10, cold 10, electricity 10, fire 10 
  Fort +13 Ref +11, Will +13 
  Speed 30 ft. (6 squares), climb 30 ft., fly 60 ft. 
  (average) 
  Melee 6 stings +19 (1d6+2 plus implant egg) and bite 
  +14 (1d6+1) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +15; Grp +17 
  Atk Options Combat Reflexes, Hold the Line 
  Abilities Str 14, Dex 14, Con 18, Int 10, Wis 18, Cha 
  14 
  SQ quickness 
  Feats Ability Focus (form of madness), Ability Focus 
  (implant egg), Combat Reflexes, Hold the Line, 
  Weapon Finesse 
  Skills Balance +22, Climb +28, Hide +20, Jump +22, 
  Listen +22, Move Silently +20, Spot +22, Tumble 
  +22 
  Form of Madness (Su) A creature within 60 feet that 
  observes an ekolid must attempt a DC 21 Will 
  save. 
  Failure 
  indicates 
  the 
  creature begins 
  hallucinating that tiny insects are infesting its hair, 
  skin, and clothes. The victim takes a –1 penalty on 
  skill checks and must succeed on a DC 10 
  Concentration check in order to cast any spells 
  until the insanity is cured by a heal, greater 
  restoration, miracle, or wish. A creature that makes 
  the save is immune to that particular ekolid’s form 
  of madness for 24 hours. This is a mind-affecting 
  ability that does not affect chaotic evil outsiders. 
  The save DC is Charisma-based. 
   
   
  Looking at multiple ekolids requires a 
  separate save for each one’s form of madness, but 
  the effects are not cumulative. 
  Implant Egg (Ex) Each time a creature takes damage 
  from an ekolid’s sting attack, it must attempt a DC 
  23 Fortitude save. Failure indicates that the ekolid 
  implants an egg just under the creature’s skill. An 
  implanted egg hatches at the start of the ekolid’s 
  next turn, at which point a ravenous ekolid grub 
  gnaws its way out of the victim. This deals 1d6 
  points of damage per egg that hatches and 
  nauseates the victim for 1 round (no matter how 
  many eggs hatch). Remove disease or a similar 
  effect destroys any unhatched eggs, but immunity 
  to disease does not prevent infestation. Newly 
  hatched ekolids are otherwise harmless, but grow 
  to maturity quickly over the course of only a few 
  hours. A hatched grub falls to the ground after 
  crawling free of its host. A grub has 1 hit point and 
  effectively no Armor Class. The save DC is 
  Constitution-based. 
  Quickness (Su) An ekolid is supernaturally quick. It 
  can take an extra move action during its turn each 
  round 
  
  SHL7-04 Shadows of Captivity 
   
  Page 33 
  APPENDIX 2: NEW RULES ITEMS 
  FEATS 
  BRUTAL STRIKE 
  You can batter foes senseless with your mace, 
  Morningstar, quarterstaff, or flail. Few victims are 
  willing to stand toe-to-toe with a warrior known for 
  knocking his foes witless with a single strike. 
   
  Prerequisites: Str 13, Power Attack, BAB +6 
   
  Benefit: If you use your Power Attack feat to 
  increase your damage with a bludgeoning weapon, you 
  can attempt a brutal strike. You must declare your 
  intention before making your attack. If the attack hits 
  and your opponent takes damage, he must make a Fort 
  save (DC 10 + your extra damage from the Power 
  Attack feat on the attack) or be sickened for 1 round. 
   
  You can use this feat once per round during your 
  attack action. 
   
  Special: This feat cannot be used against a 
  creature that is not subject to extra damage from 
  critical hits. 
   
  Source: Player’s Handbook II 76 
   
  HOLD THE LINE 
  You are trained in defensive techniques against 
  charging opponents. 
   
  Prerequisites: Combat Reflexes, BAB +2 
   
  Benefit: You may make an attack of opportunity 
  against a charging opponent who enters an area you 
  threaten. 
  Your 
  attack 
  of 
  opportunity happens 
  immediately before the charge attack is resolved. 
   
  Normal: You only get an attack of opportunity 
  against a character that exits a square you threaten 
   
  Source: Complete Warrior 100 
  SPELLS 
  REVENANCE 
  Conjuration (Healing) 
  Level: Bard 6, blackguard 4, cleric 4, paladin 4 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Dead ally touched 
  Duration: 1 minute/level 
  Saving Throw: None; see text 
  Spell Resistance: Yes (harmless) 
   
  You rush to your fallen companion amid the chaos of the 
  battle and cry out the words that will bring her back for one 
  last fight. 
   
  This spell brings a dead ally temporarily back to life. 
  The subject can have been dead for up to 1 round per 
  level. Your target functions as if a raise dead spell (PH 
  268) had been cast upon her, except that she does not 
  lose a level and has half of her full normal hit points. 
  She is alive (not undead) for the duration of the spell 
  and can be healed normally, but dies as soon as the 
  spell ends. While under the effect of this spell, the 
  subject is not affected by spells that raise the dead. 
  The subject gains a +1 morale bonus on attack rolls, 
  damage rolls, saves, and checks against the creature 
  that killed her. 
   
  Source: Spell Compendium 175. 
   
  
  SHL7-04 Shadows of Captivity 
   
  Page 34 
  APPENDIX 3: SHADOWDARK 
  What are the effects of the Shadowdark? Darkness—all is darkness… 
  LIGHT 
  There is no naturally occurring light such as a sun, moon, stars, etc. Below are details on other light sources.  
   
  In the Shadowdark, all permanent spell effects with the Light descriptor, such as a continual light, instead have a 
  duration equal to one hour per caster level. After that duration expires the power of Shadow snuffs it out. After 1 day 
  such items “recharge” and can be used again with same sane new duration. If removed from the Shadowdark, they 
  regain their full power within a week’s time (by the time of the next adventure). 
   
  Magic light from weapons does not fade . . . the enchantment of the magic weapon seems to be based differently 
  enough to avoid dissipation. Lesser spell effects, as well as non-permanent light sources, have their duration halved. 
  Non-magical items, unless specifically noted, are not affected.  
  VISION 
  In the Shadowdark, those with racial darkvision find its range doubled. Those with low-light vision find it extended by 
  half its normal range. Each Shadow Point (see below) gives a character +20 feet darkvision during the Shadowdark story 
  arc. 
  OTHER LIGHT SOURCES 
  PCs will find star stones scattered about. The Shadowdark has absorbed darkness out of these stones, leaving in its place 
  a purplish glow (20-foot radius). These will be noted in the module. Unless specifically listed, such stones cannot be 
  mined out of the surrounding rock, doing so cracks them and the purple glow immediately fades. Other effects may be 
  noted in each adventure giving new sources of light. 
  OTHER MAGIC EFFECTS 
  The Shadowdark is another plane. Spells with the light descriptor, when cast, have their caster level reduced by one. 
  Spells with the darkness descriptor have their caster level increased by one. The Mind Flayer King has used the power 
  of the Mind Pool to affect an impenetrable dimensional lock on the entire Shadowdark thereby making it impossible to 
  travel by magic or other means from this realm to Oerth. 
  PURCHASING, SHADOW POINTS, MISCELLANEOUS 
  If players dedicate their PCs to the Shadowdark campaign the PCs temporarily lose access to prior AR’s or Metaorg 
  effects. This means that on ARs from SHL07-01 through SHL07-04 players may not purchase anything off of a prior 
  non-Shadowdark AR. Also, they may not craft any items, access metaorg purchasing benefits, roll skill checks for 
  income, or participate in other non-adventuring activities because they are trapped in another plane. However, 
  Shadowdark ARs do not count as an ‘adventure’ for purposes of purchasing items that have a frequency of “Adventure”. 
  This means that after concluding the Shadowdark arc, PCs may again purchase items listed on ARs prior to the 
  Shadowdark ARs. 
   
  Shadow points are acquired after each adventure as long as the prior AR is in the Shadowdark campaign arc. This 
  includes SHL 6-08, 7-01, 7-02, and 7-03. Shadow points may be traded in for access at the conclusion of SHL 7-05. 
   
  The Shadowdark is not considered part of the Shield Lands or Iuz Metaregion or Oerth for any metaorg effect or 
  purpose. Magic Item Creation and most non-adventuring activities are not possible in this realm. 
   
  Native creatures are not outsiders but PCs are. This may have effects on game play. 
  KNOWLEDGE CHECKS 
  Knowledge checks marked with an * cannot be determined until the character has acquired at least one Shadow Point 
  on an AR.  
   
  Bards and loremasters quickly acclimate to learning new things. Until they have received a Shadow Point, bards 
  and loremasters suffer a –5 penalty to their knowledge/lore checks. Once they have a Shadow Point they receive a 
  cumulative +1 circumstance bonus to their knowledge/lore checks. 
   
  All of the items listed below are in relation to the Shadowdark itself and are not specific to any adventure. 
  Knowledge Checks 
  DC Result 
  Bard or loremaster 
  10 
  Many tales exist of people walking down a darkened lane just a little too 
  late at night and never being heard from again. 
   
  20 
  There are legends of party who can walk from the world of light to the 
  world of twilight. 
   
  25 
  There is a land beneath the world of surface dreams known as the 
  Shadowdark. It is a world where the power of darkness and shadow is 
  strong and the power of light is weak. 
  
  SHL7-04 Shadows of Captivity 
   
  Page 35 
   
  30 
  Once trapped in Shadow, legends say that no one can escape it through 
  normal means. The grip of shadow is too strong and only a great feat 
  can let you free. 
   
  Knowledge (arcana) 
   5 
  There is a land beneath the world of surface dreams known as the 
  Shadowdark. It is a world where the power of darkness and shadow is 
  strong and the power of light is weak. 
   
  30* Certain rituals and key words of arcane power might be enough to break 
  the veil between light and shadow. 
   
  Knowledge (arch. and eng.) 
  15 
  The stone here appears a mixture of carved/worked and natural caverns. 
  However, some areas look to be made magically. 
   
  30* There are areas of magical construction that actually appear to be the after 
  effect of a magical passage spell. 
   
  Knowledge (dungeoneering)  
  15 
  The stone here appears a mixture of carved/worked and natural caverns. 
  However, some areas look to be made magically. 
   
  30* The very stone itself seems infused with the power of shadow. 
   
  Knowledge (geography)  
  Not useful 
   
  Knowledge (history/local) 
  15 
  Many stories exist of people walking down a dark alley or home just a 
  little too late and night and never being heard from again. 
   
  30 
  During conflicts with Iuz, the enemy had the power to appear from the 
  darkness and strike from advantageous positions. Could it be through 
  the power of shadow? 
   
  Knowledge (nature)  
  15 
  Nothing here appears completely “natural”. 
   
  30* Much here has been infused with the power of shadow. As a result, 
  abominations and mutations certainly exist. 
   
  Knowledge (nobility and royalty) 
  15 
  This is the realm of the Mind Flayer King. He keeps it safe from all 
  outsiders. 
   
  30* The Mind Flayer King serves even one greater than him (it?), the Mind 
  Pool. 
   
  Knowledge (religion)  
  Not useful 
   
  Knowledge (the planes) 
  15 
  This appears to be part of the Oerth, yet there are enough differences to 
  show this is at least in part, extraplanar.  
   
  30 
  This is not the Plane of Shadow, nor is it Oerth. It is something in 
  between; almost a merger of the two. The planar effects listed in this 
  appendix can be learned. 
  
  SHL7-04 Shadows of Captivity 
   
  Page 36 
  APPENDIX 4: MIND FLAYER HOUSES 
  There are eight great Houses of the Mind Flayer King. Ithlez is the current ruling house. It is very rare for these Houses 
  to war with each other. This is because the house that has the position of the Mind Flayer King is able to tap directly 
  into the Mind Pool and draw on unbelievable powers to crush any opposition. When the Mind Flayer King dies, or is 
  seen to be extremely vulnerable, infighting occurs. The goal of the houses is seize the Kingship. The king’s crown acts as 
  a link to the Mind Pool allowing access to the Pool’s knowledge and control of its power. 
   
  Over time, each House has adopted a unique identifying shape. The eight great Houses are: 
   
  House Name 
  Shape/Symbol 
  Major Source of Income 
  Secondary Income 
  Fulgez 
  A mushroom shape 
  Food stuffs  
  Spell crafts 
  Ghemez 
  A diamond shape 
  Mined products  
  Food stuffs 
  Ithlez 
  A perfect circle 
  Spell crafts 
  Arms and Armor 
  Kohmbez 
  A triangle  
  Arms and Armor 
  Manufactured goods 
  Maldhez 
  An oval  
  Food stuffs 
  Manufactured goods 
  Othlez 
  A star shape 
  Manufactured goods 
  Work Force (slaves) 
  Reghez 
  A crown shape 
  Work force (slaves) 
  Food stuffs 
  Ungibez 
  An anvil shape 
  Manufactured goods 
  Mined products 
   
  *The ending “ez” is an honorific meaning “powerful” and is used when addressing superiors. So if Mialee is a professor 
  of magic, her students would call her Mialee-ez. 
   
   
   
   
   
   
   
  APPENDIX 5: GENERAL AZ’HALAZ INFORMATION 
  This general information is available with a DC 10 gather information check at any point. Feel free to give this to the 
  PCs if they make any gather information checks DC 10 or greater or have made friends with Pok. 
   
  • Light conditions in the city are based on the star stones that are embedded all over the entire cavern that houses 
  Az’Halaz city. Vision is limited to 20 feet of shadowy illumination beyond which is impenetrable shadow. Low-
  light vision and darkvision double the range. 
  • Casting spells with the Light descriptor is hostile act and is punishable by immediate confiscation of lighted items, 
  plus likely imprisonment and maybe death. Spells such as daylight, sunburst, sunbeam, and searing light that either 
  cause damage or spread over a large area are considered extremely hostile; the penalty for casting them is death. 
  Spells with the light descriptor of high enough level can permanently destroy the star stones that give off faint 
  illumination in the Shadowdark. 
  • Any person without a shadow chain or slave band (bracelet) is considered potential property. Because they have no 
  rights, no laws govern their individual sovereignty so slavers or anyone else may take them. Acts against people 
  without shadow chains or slave bands are not crimes. 
  • Slaves cannot speak unless spoken too. Violation results in punishment being meted out by the person who was 
  spoken to. Usual punishment is a short beating but could include death for repeat offenses. 
  • Hierarchy of the city: King, Leaders of the Houses, Members of the Houses, Mind Flayers, Employees of the Houses, 
  Citizens, animal property, slaves, non-citizens. 
  • City guards work for the King. They have lawful authority to mete out punishments; usually imprisonment, slavery, 
  or death. They patrol the city freely and are given a wide berth. Zealous in their lawfulness, they act on every 
  infraction they witness. Resistance is grounds for capital punishment. 
  • Status, power, and prestige are paramount; treating your betters without deference can lead to disaster. 
  • The entire city is under a dimensional lock. You cannot teleport into the city, or cast any conjuration (summoning) 
  spells, supernatural abilities, or spell-like abilities within the city. There is an additional lock surrounding the Mind 
  Flayer King’s Palace preventing teleportation anywhere in the clearing surrounding the palace. People can teleport 
  from one part of the city to another as long as it is not near the palace. 
  
  SHL7-04 Shadows of Captivity 
   
  Page 37 
  APPENDIX 6: DEATHTONGUE 
  WHAT KNOWLEDGE REMAINS: 
  Little is known about the ancient blade, Deathtongue. Most of the myths concerning the dagger that once spread 
  throughout the Shadowdark have, over the recent decades, faded and fragmented so that only the oldest and most-
  learned individuals in the dark territories near Az’Halaz, the city of the Mind Flayer King, are likely to remember any 
  pieces of them. Even such learned individuals remember the tales primarily as rhymes meant to teach naughty children 
  their lessons. 
   
  Most commonly, the denizens of the Shadowdark recall that the dagger possessed a great and cunning intellect. 
  The old myths tell, too, that the dagger’s wielder found great success in battle, but ironically met violent, gory deaths at 
  their homes. Some stories claimed that the dagger drew jealous parties to plot against its owners. Some claimed that the 
  dagger, itself, turned on its owners. 
   
  Deathtongue’s purpose or intention remains unknown, though the myths suggest that it was created to deliver 
  unexpected success in one momentous, nearly-impossible battle. Whether or not that battle has yet come is unknown, 
  though troglodytes believe the dagger was meant to destroy the illithid. Because the dagger tended to find its way into 
  the possession of arcane casters, others have wagered that it was meant to feed or complete some sort of a magical ritual. 
  Some have suggested the dagger—an ornate and eerily beautiful work of obsidian—feeds off the Shadowdark, while 
  others suggest that the terror its name brings feeds the Shadowdark and causes it to grow. No one knows who named 
  the dagger and why that individual chose the name Deathtongue. 
   
  Very few facts about the dagger’s history remain to this day. The dagger first came to the attention of the denizens 
  of the Shadowdark and its illithid overlords several centuries ago. Almost immediately, the illithid desired to gain 
  possession of the dagger, but their efforts were always thwarted, not in any small measure because Deathtongue tended to 
  find its way to powerful spell casters. Eventually the illithid, under a Mind Flayer King from House Ithlez, grew 
  frustrated by their failures to obtain the dagger and, scoured the Shadowdark to find its owner and sent a small army to 
  retrieve it. A great battle ensued, but the illithid forces were defeated by a horde of undead, unleashed upon them by a 
  necromantic master. The few illithid that survived retreated to Az’Halaz where another, greater force was assembled by 
  an enraged Mind Flayer King. The army not only consisted of illithid, but troglodytes, giants, minotaurs, duergar, orcs, 
  and chuul. It was one of the largest forces ever assembled in the Shadowdark. It set out to not only retrieve the dagger 
  but to destroy everything ever connected to the necromancer. However, when they approached the necromancer’s 
  fortress, they found it had been collapsed. The cavern walls surrounding the area had inexplicably fallen—the fortress 
  was destroyed. 
   
  PIECES OF THIS STORY HAVE FADED FROM KNOWLEDGE: 
  The forces searched the area, clearing every piece of rubble from the site. What they found astonished them. A small 
  chamber of the fortress was simply missing. According to the design of the building, there was a chamber in its depths 
  that should have been collapsed with the rubble, but it simply wasn’t there. It wasn’t destroyed; it just didn’t exist. Spell 
  casters attempted to divine what might have happened, but they received no insights. 
   
  For centuries, then, the dagger lay in this necromancer’s chamber, entirely separated from the Shadowdark. In that 
  chamber, the necromancer who possessed Deathtongue tried to complete a powerful ritual that would prolong her life 
  indefinitely. Over time the dagger had managed to convince her that it could feed her life essence by channeling to her 
  the life essence of her victims. However, in order to establish the link by which the dagger could feed her victims’ souls 
  to her, she would need to cut herself as part of a ritual to tie her to the dagger. She began the ritual in her chamber with 
  only a few ghouls to guard her, but as soon as the dagger drew her blood, it drank greedily at her essence. As her soul 
  bled into the dagger, the necromancer sought her revenge by shutting the dagger into a secret drawer in her ritual altar 
  to keep it forever out of the hands of another wielder. The last thing the powerful spellcaster ever heard, as her life 
  faded, was Deathtongue’s familiar voice echoing inside her head, laughing. 
   
  Without an owner, the dagger lay in the ritual chamber for centuries. Deathtongue’s thirst for the souls of the living 
  began growing until something caused the Shadowdark to spill into caverns beneath Scragholme Island. A farmer 
  outside of Bright Sentry discovered an entrance to the caverns after adventurers cleansed the island of scrags and other 
  monsters. Novice adventurers who had tried their luck in a spelunking competition discovered Deathtongue. They 
  brought it back to the surface where Regent Lord Natan Enerick congratulated them on their victory in his contest and 
  took the dagger into his possession to have it studied by his contacts in the Arcanists’ Society. 
   
  BY THE NUMBERS: 
   
  Deathtongue wishes to find a powerful master to best suit its objectives. To that extent, the dagger “hides” most of its 
  abilities when wielded by a less powerful creature (and it hides the effects of its alignment constantly). The more 
  powerful its wielder already is, the more Deathtongue decides to contribute. 
  
  SHL7-04 Shadows of Captivity 
   
  Page 38 
   
  Deathtongue rewards its wielder with certain benefits, depending upon the character’s Hit Dice. It treats arcane 
  casters as though their Hit Dice were one higher than their arcane Caster Level. Thus, a 5th-level Wizard would be 
  treated as a 6 HD character. See the chart below to determine what benefits Deathtongue is willing to impart upon the 
  character. 
   
  PC’s 
  Deathtongue’s Apparent Traits 
  HD 
  Int/Wis/Cha 
  Apparent Powers 
   
     
  Effective Ego 
  Price (gp) 
  1 
  19/10/19 
  Telepathy, chill touch, Bluff +14 
  17 
  17,700 
  2 
  — 
  — 
  — 
  — 
  3 
  — 
  Darkvision 
  — 
  — 
  4 
  — 
  — 
  — 
  — 
  5 
  — 
  Intimidate +14 
  18 
  22,700 
  6 
  — 
  Deathwatch 
  19 
  25,400 
  7 
  — 
  Blindsense 
  — 
  — 
  8 
  — 
  Sleet storm 3/day 
  21 
  41,400 
  9 
  — 
  — 
  — 
  — 
  10 
  — 
  Fear 3/day 
  23 
  71,400 
  11 
  — 
  Status 
  25 
  82,400 
  12 
  — 
  — 
  — 
  — 
  13 
  — 
  Wounding 
  27 
  106,400 
  14 
  — 
  Special Purpose/Dedicated Power 
  — 
  162,400 
   
  Deathtongue limits its communication with any character of 5 HD or less, preferring to use empathy rather than 
  telepathy. Likewise, it withholds knowledge of its sensory capabilities until the levels noted (3rd-level for darkvision and 
  7th-level for blindsense). 
   
  Additionally, if any character should manage to make him or herself immune to Deathtongue’s ego, the dagger 
  simply refuses to offer any benefits, but openly flaunts its alignment, bestowing negative levels upon non-chaotic evil 
  characters. 
   
  Deathtongue, Dagger of the Shadowdark: +2 wounding cold iron dagger; AL CE; Int 19, Wis 10, Cha 19; Speech, 
  telepathy, 120 ft. darkvision, blindsense, and hearing; Ego score 25. 
   
  Lesser Powers: Chill touch with every hit, continual deathwatch, Deathtongue has 10 ranks in Bluff (+14 modifier) and 
  Intimidate (+14 modifier). 
   
  Greater Powers: Fear 3/day, sleet storm 3/day, status at will 
   
  Special Purpose: Spread terror. 
   
  Dedicated Power: Rusting grasp as touch attack. 
   
  Personality: Deathtongue is a patient, manipulative mastermind. Its goal is to spread terror and fear and thereby 
  strengthen the fabric of the Shadowdark. To that end, it is particularly fond of slaughtering the weak and wounded, and 
  sowing chaos; however, when it finds itself in the possession of one who might oppose its wishes, Deathtongue hides its 
  purpose, working behind a veil of servitude and congeniality, slowly displaying its prowess, as it tries to corrupt its 
  owner’s mind with suspicion, doubt, paranoia and terror—until its owner becomes more amenable to the dagger’s 
  purpose. Additionally, the dagger is somewhat petulant and completely withholds the majority of its abilities from 
  owners it considers beneath itself. Fond of the moral flexibility and power brokering of many arcane spell casters, the 
  dagger rewards them with greater access to its powers. 
   
  Strong conjuration, necromancy and transmutation; CL 17th; Craft Magic Arms and Armor, limited wish; Price 
  132,400 gp. 
  
  SHL7-04 Shadows of Captivity 
   
  Page 39 
  PLAYERS’ HANDOUT KRUPTAN’S MEMORIES 
  Unbelievable. Pursued across the Shadowdark, 
  you found the memory of Kruptan. Instantly you 
  are immersed in all of Kruptan’s memories—you 
  have all of Kruptan’s lifetime in your head. 
   
   
  You try to recall some of your new memories, 
  you first recall the moment before Kruptan’s 
  death. You’re surrounded by Greycloaks in a dark 
  room. They’ve demanded your surrender, calling 
  you a traitor. Amazing!, you think, No one knows it! 
   
  “You’ve got it all wrong tracker! <thud, as an 
  arrow carves through your chest> You think 
  you’ve saved Sharn? He’s already lost! <thud> You 
  were so sure Enerick was the threat! Idiots. 
  Enerick was a puppet.” 
   
  The Greycloak commander seems unmoved 
  by your statement. Is the truth so clouded to him? 
  A wave of arrows pounds your chest. You are 
  dieing. Blood streams from your mouth. You are 
  sure this fate could only have happened by 
  betrayal, your participation was marginal in 
  comparison. 
   
  “I was betrayed, Greycloak! Betrayed by my 
  own brethren, my own brothers in arms, <thud> 
  your precious Pathfinders and their <thud> 
  <thud> visions . . . they played right into <thud, 
  thud, thud!>” 
   
   
  What was that? Your brethren? No, Kruptan’s 
  brethren. You recall more memories. 
   
  Zhayne. Soft Zhayne. Black-hearted Zhayne. 
  She found out Kruptan was Hextorian and 
  recruited his help for her cause. 
   
  It was her all idea, though she made it feel like 
  the others came up with it. Zhayne was Simen 
  Sharn’s nurse, well . . . she murdered Simen’s 
  nurse and took her place. The goal was to corrupt 
  Simen. She had years and years to shape Simen, to 
  turn Simen away from Heironeous. Kruptan knew 
  Zhayne never cared for Hextor; she only cared 
  about corrupting Simen. More memories. 
   
  Simen was taking to it with the zeal of a 
  convert. He played the dutiful Heironean 
  masterfully! Zhayne was SO proud of her plan. It 
  was unfolding as she laid out. The plan, the plan, . . 
  . more memories . . . frame Natan Enerick, Simen 
  attains seat on Council a year early; Zhayne would 
  not say more after that. 
   
  But the plan took a turn. Simen outfoxed 
  everyone. Simen wanted his rightful title, and seat 
  on the Council. He chafed at being under Natan 
  Enerick. Enerick was suspicious that Simen and 
  his entourage were up to no good. But Zhayne’s 
  other agents ensured Enerick looked crazy if he 
  ever mentioned his worry about Simen turning to 
  Hextor secretly. 
   
  Enerick was right though! Simen was now 
  truly a Hextorian. Punishable by death, Enerick 
  acted and executed Simen himself. Only Zhayne’s 
  plan worked, Enerick was sent away for the rest of 
  his life. No one believed him, and he was right! 
   
  Simen was raised from death, Enerick was 
  imprisoned, and Simen took his rightful seat as 
  Count Sharn. That must have been when Kruptan 
  was betrayed. Simen turned on Zhayne, kicked 
  her out. Simen expelled all of her agents; 
  somehow he knew every one all along. Simen 
  kept most of the Hextorian brethren Kruptan 
  brought in. Simen took on the leadership of the 
  Hextorians like a natural. 
   
  Zhayne. It was Zhayne yet again. Zhayne 
  betrayed Kruptan. Another memory . . . Zhayne 
  once told Kruptan she had agents and schemes far 
  beyond her plot with Simen’s corruption. Simen 
  kicked her out, but she must have figured that 
  with Simen firmly in power in Bright Sentry, she 
  needed to eliminate those she put in place at the 
  start. 
   
  Eliminate Kruptan and there would be no one 
  would know Zhayne had her role at the start. 
  
  SHL7-04 Shadows of Captivity 
   
  Page 40 
  PLAYERS’ HANDOUT 
  HOUSE KOHMBEZ’S INSTRUCTIONS TO ALL 
  The following is in a handwritten note. 
   
   
  So you seek a way home. With the Mind Flayer King in control of the planar connections, our House’s contacts and 
  researchers have assured me that there indeed is a way. As we agreed, I would deliver the information. It is as simple as 
  this. 
   
   
  You must get to the Mind Pool. 
   
   
  The Mind Pool is the source of the King’s power, and with the Mind Pool, the King has control of the 
  Shadowdark’s link to other worlds such as your own. 
   
   
  In another note in your packet you find the following note, in a written in a different person’s style. 
   
   
  If you are going to the Mind Pool, you of course will have to infiltrate the Mind Flayer King’s Palace. It is not 
  uncommonly known that House Kohmbez seeks to usurp the throne of the current King. House Kohmbez would not 
  be displeased if—while on your way to the Mind Pool you found yourself on the second floor in the Palace—you 
  approached the wall immediately to the east of the northern transit tube, traced the runes of infinite induced insanity in 
  the patterned seal found on the wall. 
   
  Within you will find a laboratory of the Mind Flayer King. House Kohmbez will not mind if any items are found 
  missing when we take the throne. 
   
   
   
   
   
   
   
  PLAYERS’ HANDOUT 
  HOUSE REGHEZ’S INSTRUCTIONS TO ALL 
  The following is in a handwritten note. 
   
   
  Per agreement, and House Reghez prides itself on keeping agreements, here is the information you bargained for. 
  You want to get home but first you must get the head of the headless outsider. 
   
   
  Unfortunately, the headless outsider’s mind has already been added to the Mind Pool. 
   
   
  If you still want the headless outsider’s mind, you must go to the Mind Pool in the Palace of the Mind Flayer King. 
  When you find the Mind Pool you can then extract the mind of the one you seek. 
   
   
  Once extracted you will have access to its entire memories—from birth to death. You will then be able to learn how 
  to go home. 
   
  In another note in your packet you find the following note, in a written in a different person’s style. 
   
   
  If you are going to the Mind Pool, you of course will have to infiltrate the Mind Flayer King’s Palace. It is not 
  uncommonly known that House Reghez seeks to usurp the throne of the current King. House Reghez would not be 
  displeased if—while on your way to the Mind Pool you found yourself on the second floor in the Palace—you 
  approached the wall immediately to the north of the eastern transit tube, traced the runes of uncertain betrayal in the 
  patterned seal found on the wall. 
   
  Within you will find an armory of the Mind Flayer King. House Reghez will not mind if any items are found 
  missing when we take the throne. 
  
  SHL7-04 Shadows of Captivity 
   
  Page 41 
  PLAYERS’ HANDOUT 
  HOUSE KOHMBEZ’S EXTRA INSTRUCTIONS  
  The following is in a handwritten note. 
   
   
  You travel with the bearer of Deathtongue so you must ensure the bearer does not discover this information. 
   
   
  Deathtongue must be plunged into the Mind Pool for you to get home. 
   
   
  You want to get home. The Mind Flayer King has used the Mind Pool to impose a barrier to travel from the 
  Shadowdark. You must destroy the Mind Pool. Plunging Deathtongue into the Mind Pool will destroy the Mind Pool. 
   
   
  It is that simple. 
   
   
  If Deathtongue should learn this is to be its fate surely it will try to take over its bearer. When you arrive at the 
  Mind Pool you must be prepared. 
   
   
  But if you want my advice, if you want to get home as bad as I think you do, you should just toss Deathtongue’s 
  bearer straight into the Mind Pool as Deathtongue is being held. 
   
   
   
   
   
   
   
   
   
   
   
   
  PLAYERS’ HANDOUT 
  HOUSE REGHEZ’S EXTRA INSTRUCTIONS 
  The following is in a handwritten note. 
   
   
  You travel with the bearer of Deathtongue so you must ensure the bearer does not discover this information. 
   
   
  Deathtongue must be plunged into the Mind Pool to get access to the Mind Pool. 
   
   
  Deathtongue possesses the mind of an entity once imprisoned in the Mind Pool. By returning the mind that 
  occupies Deathtongue to the Mind Pool you will be able to access any memory in the Mind Pool, thus you will be able 
  to get the memory of the one you seek. 
   
   
  It is that simple. 
   
   
  If Deathtongue should learn this is to be its fate surely it will try to take over its bearer. It will not want to go back 
  to the Mind Pool. When you arrive at the Mind Pool you must be prepared. 
   
   
  But if you want my advice, if you want to get home as bad as I think you do, you should just toss Deathtongue’s 
  bearer straight into the Mind Pool as Deathtongue is being held. 
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Shield Lands/597/Normal Scenarios/SHL7-04 - Shadows of Captivity (APL 4-12)/SHL7-04 - Shadows of Captivity.pdf