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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  FUR7-05 
   
   
   
   
   
   
   
   
   
  Cry in the Dark 
  A One-Round Dungeons & Dragons® Living Greyhawk™  
  Furyondy Regional Adventure 
  Version 0.99 
   
  by Steve Yee 
  Thanks to: Joe Carl and Robert Wiese 
   
  Reviewed by: John du Bois, Britt Frey 
  Playtesters: Pete Cooney, Morgan Meachum, Doug Miles, Andrew Nuxoll, Michael Palumbo, Frank Pont, Richard 
  Rutherford, Nathan Sparks, Terry Stephen, Jeff Stop, Philip Tchou, Andrew White  
   
  “Good Sirs, I am from the hamlet of Orlan’s Tower, in the Gold County; my fellow peasants and I are in need of your 
  assistance.” On a dusty, deserted road a desperate peasant begs for the aid of adventurers. A pack of hungry wolves has 
  been preying upon the livestock in the farms about his hamlet and the peasants are defenseless against them. Do you 
  have the decency and courage to help him? A heroic Furyondy Regional adventure for APLs 2-10. This adventure is a 
  loosely-related sequel to FUR6-05 Darkest Night. 
   
  Resources for this adventure include Complete Arcane, Complete Warrior, Draconomicon, FUR4-07 Under the Pale Moon, 
  FUR5-05 Of Blood and Bone, FUR6-05 Darkest Night, Libris Mortis, Magic Item Compendium, and Spell Compendium. 
   
  
  FUR7-05 Cry in the Dark 
   
  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 rule books: Player’s Handbook, 
  Dungeon Master’s Guide, and the Monster Manual. 
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. 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. 
   
  TIME UNITS AND UPKEEP 
  This is a standard one-round Regional adventure, set in 
  Furyondy. Characters native to that region pay 1 Time 
  Units 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 
  More than three centuries ago, the Master of 
  Bronzeblood and his allies were defeated by King 
  Thrommel I, the first King of Furyondy. The Master of 
  Bronzeblood, along with many powerful and trusted 
  minions, however, was able to escape his fate by fleeing 
  into the deep dungeons of his abode (i.e., what would 
  later become known as Bronzeblood Haunt) and setting 
  up a realm onto his own. From deep below Bronzeblood 
  Haunt, the Master nursed his anger and vowed 
  vengeance upon the newly formed Kingdom of Furyondy 
  and Thrommel’s line. 
   
  Amongst the survivors was one of the Master of 
  Bronzeblood’s most trusted spies, Captain Jerric 
  D’Arbanon, but for some unknown reason he quickly fell 
  from favor in the Master’s Court. Subject to slights and 
  other humiliations, his loyalty to the Master turned to 
  hatred and he longed to escape from the Master’s cold 
  and heartless grasp. Captain D’Arbanon fell back upon his 
  skills of patience and deception. While in appearance 
  striving to return to the Master’s grace, he found similar 
  disgruntled followers of the Master and formed 
  allegiances. He, along with his new found compatriots, 
  abided patiently for a chance to escape from the Master of 
  Bronzeblood. 
   
  At last, the Master arose from Bronzeblood to visit 
  destruction upon the Kingdom of Furyondy and 
  vengeance upon Thrommel and his line. The Master’s 
  anger and bloodlust knew no bounds and many of his 
  
  FUR7-05 Cry in the Dark 
   
  Page 2 
  most powerful minions and trusted lieutenants were at 
  the forefront of these deadly excursions and much chaos 
  was sown. Captain D’Arbanon and his minions took this 
  opportunity to quietly slip away and flee from the 
  Master’s domain. Avoiding confrontations, Captain 
  D’Arbanon traveled deeper into Furyondy, southwest 
  from Bronzeblood Haunt, into the Gold County.  
   
  In the peaceful hamlet of Orlan’s Tower, Captain 
  D’Arbanon found the perfect place to set up his own 
  domain. Orlan’s Tower was situated in the southern part 
  of the Gold County. North of the Velverdyva River and 
  east of the portion of the Gnarley Forest known as the 
  Gleaming Glade. Indeed, Orlan’s Tower was itself 
  partially surrounded to the north and west by modestly-
  sized woods known as the Weeping Woods. The woods 
  were likely a one- time outcropping of the Gnarley Forest. 
  At the far end of the woods, Captain D’Arbanon 
  discovered a burial mound dedicated to worshippers of 
  Merikka, the Lawful Good demigoddess of Farming, 
  Agriculture and Home. Captain D’Arbanon lost several 
  minions to a powerful trap near the stone circle atop the 
  burial mound but in the end was able to claim the burial 
  chamber below as his new home. Here, he placed his 
  primary tombstone, a stone he had bonded to at his 
  original burial site. The tombstone acts similar to a coffin 
  for normal vampires. Captain D’Arbanon must sleep next 
  to his tombstone.  
   
  Captain D’Arbanon was pleased if not mildly amused 
  with the location of his new domain. The hamlet of 
  Orlan’s Tower was a small farming community of perhaps 
  a score of farms, a blacksmith shop and a small inn. The 
  community was tightly knit and private. Their local lord 
  had recently died and an inheritance dispute was in 
  process, leaving the hamlet without immediate aid. 
   
  Near the inn, at the center of the town, was the 
  deserted ruined tower of the long-dead wizard Orlan. A 
  moderately powerful, but morally-challenged wizard in 
  the Vice-Royalty of Ferrond, Orlan died nearly a century 
  before the founding of the Kingdom of Furyondy. By the 
  time of Thrommel’s unprovoked attack on the Master of 
  Bronzeblood, already the rumors and stories of Orlan’s 
  excesses and evil deeds had begun to fade to the stuff of 
  fairy tales and legends. It seemed fitting that Captain 
  D’Arbanon’s new domain would be within the area of 
  such former evil and his seat of his power would be at one 
  of the accursed stone gathering circles of Merikka. This 
  perhaps was the very stone circle where the lawful good 
  warriors and spell-casters gathered to defeat poor Orlan 
  centuries past.  
   
  Captain D’Arbanon’s arrival, however, did not go 
  unnoticed. The explosions in the vicinity of the old stone 
  circle attracted the attention of the local druid of Obad-
  Hai, Millenna Hardenford, who soon left Orlan’s Woods 
  to investigate this strange occurrence. Captain D’Arbanon 
  quickly corrupted her and used her to help him establish 
  a hold on the hamlet. Before making her one of his 
  servants (i.e., a vampire spawn), Millenna helped Captain 
  D’Arbanon dominate and feed off of some of the 
  residents. Captain D’Arbanon was careful not to kill any 
  of the residents or wayward travelers he dined upon, lest 
  he create too many vampiric undead minions, which 
  would prey upon the populace and attract undesired 
  attention. Indeed, Captain D’Arbanon avoided the 
  creation or the recruitment of any undead for the fear of 
  unwanted attention.  
   
  As Captain D’Arbanon settled into his domain and 
  worked to subtly expand it, he, with the help of Millenna 
  Hardenford, persuaded a monstrous plant creature (i.e., 
  an assassin vine at low tiers and a tendriculos at higher 
  tiers) to take up residence in the nearby woods. Before 
  long a villainous werewolf named Norgruk Ekim fell 
  under the vampire’s influence and took to terrorizing the 
  residents of Orlan’s Towers. This fell nicely into Captain 
  D’Arbanon’s plans and he used the werewolf and other 
  wolves (some summoned via his children of the night 
  ability) to cower the residents. He allowed the wolves to 
  occasionally feed on farm animals, such as sheep and 
  goats. Captain D’Arbanon was strict with Norgruk not to 
  spread his curse to others, for now, lest this draw too 
  much attention from the outside world. 
   
  After wolves killed an elder of the hamlet, coupled 
  with the disappearance of the local priest of St. Cuthbert 
  and the druidess Millenna Hardenford, Captain 
  D’Arbanon was confident the peasants of Orlan’s Tower 
  were now thoroughly cowed and under his control. This 
  overconfidence would be his undoing. A lone peasant, 
  perhaps aided by the Fates, escaped his notice and sought 
  out assistance for the hamlet against the rising threat of 
  the wolves….  
   
  ADVENTURE SUMMARY 
  In the far southern part of the Gold County, a chance 
  encounter with a desperate peasant leads adventurers to 
  defend the small hamlet of Orlan’s Tower from the 
  viciousness of a marauding pack of wolves. The 
  adventurers soon discover, however, the wolves mask a 
  far greater threat than anticipated…for the community 
  has fallen under the power of a vampire. With great 
  courage and combat prowess, the adventurers may defeat 
  this vampire, a one-time lieutenant of the Master of 
  Bronzeblood, and save the peasants of Orlan’s Tower and 
  all those in the immediate vicinity from the depravations 
  of this undead villain.  
   
  Introduction. A peasant recruits the PCs to defend 
  the hamlet of Orlan’s Tower from a pack of wolves.  
   
  Encounter One. At Orlan’s Tower, the PCs discover 
  the residents are terrified of the wolves and suspect the 
  wolves may actually be werewolves. The PCs learn that 
  the druidess Millenna Hardenford, living in the nearby 
  Weeping Woods, may be able to offer assistance. Clues, 
  however, suggest the wolves live in these woods, as well.  
   
  Encounter Two. In the Weeping Woods, the PCs 
  discover the druidess’s abandoned home. There they find 
  evidence of the arrival of a mysterious stranger and his 
  connections to an ancient circle of stones north of the 
  woods.  
   
  Encounter Three. When the PCs arrive at the stone 
  circle, they are attacked by wolves and their werewolf 
  
  FUR7-05 Cry in the Dark 
   
  Page 3 
  leader. After defeating the wolves, the PCs discover a 
  burial chamber, which was being used by the wolves as a 
  lair. Inside the chamber, the PCs find a mysterious stone. 
  A taunting clue challenges the PCs to meet the 
  mysterious stranger for dinner at Orlan’s Tower.  
   
  Encounter Four. The PCs arrive at Orlan’s Tower for 
  dinner but the mysterious stranger never shows up. 
   
  Encounter Five. Later that evening, wolves attack a 
  farm on the outskirts of the hamlet. Captain D’Arbanon 
  and his minions attack the PCs as they are arrive to aid 
  the peasants. 
   
  Conclusion. The PCs are rewarded for uncovering an 
  unknown threat and defeating the vampire that held 
  dominion over Orlan’s Tower. The peasants of Orlan’s 
  Tower reward the PCs, as well.  
   
  PREPARATION FOR PLAY 
  Prior to this and any other Furyondy regional adventure, 
  the DM should ask the PCs the following questions: 
   
  • Do you or any items you possess detect as evil? 
  • If items detect as evil, do you plan to bring them on 
  this adventure? 
  • Are you presently wanted for any crimes in Furyondy? 
   
  If the PCs detect as evil or possess any items that do, be 
  sure that they are aware that both are criminal acts in the 
  kingdom and that they are likely to be arrested and 
  prosecuted if captured. 
   
  During this adventure, the moon is full. Thus, it is 
  especially important to ask the PCs if any of them have 
  contracted lycanthropy. If so, please refer to the most 
  recent Living Greyhawk Campaign Standards for guidelines 
  on adjudicating this condition. 
   
  This adventure uses NPCs and plot elements first 
  introduced in FUR4-07 Under the Pale Moon, FUR5-05 Of 
  Blood and Bone and FUR6-05 Darkest Night. Although it is 
  not necessary to have played these adventures to enjoy 
  this one, the GM is encouraged to determine which PCs 
  participated in those adventures, as it may become 
  relevant later in the module.  
   
  Before the start of the adventure, determine if any of 
  the PCs are worshippers or clerics of Merikka. Also, 
  determine if any of the PCs have the Favor of the Church 
  of Merikka from FUR5-05 Of Blood and Bone.  
   
  Some parts of this adventure are labeled “Home Play 
  Extension”. These parts should not be run during a four-
  hour convention slot for time reasons, but are strongly 
  recommended during home play to experience the 
  complete adventure. 
   
  Finally, some of the read-aloud text may not be 
  suitable for young and/or immature players. In this case, 
  modify as appropriate. Given that there are three 
  potentially difficult combats in this adventure, try to keep 
  players proceeding through the adventure at a good pace.  
   
  INTRODUCTION 
  It is Moonday, 24th of Goodmonth, CY597, and this 
  evening the pale Great Moon, known as Luna, is almost 
  full. Over the last few nights, Luna has been waxing 
  gibbous and the full moon, starting tomorrow night, will 
  last for three nights. The PCs have been traveling 
  together for protection from the city of Libernen, capital 
  of the Gold County, to the sentinel port of Dianrift in the 
  Barony of Willip. Although the PCs are free to come up 
  with reasons why they are traveling in a group to Dianrift, 
  some suggestions include: Dianrift is in desperate need of 
  adventurers, a merchant in Dianrift is hiring bodyguards, 
  there are great employment opportunities in Dianrift, 
  everyone is fleeing the Libernen city authorities, etc. 
  Additionally, PCs, who are worshippers/clerics of 
  Merikka or have received the Favor of the Church of 
  Merikka from FUR5-05 Of Blood and Bone, have been 
  dreaming for the last few weeks about the need to travel 
  to the southern part of the Gold County and provide 
  assistance. Should such PCs fail a DC 25 Will save, then 
  they have a feeling of righteousness as they travel in the 
  Gold County.  
   
  Before the start of the adventure, allow the PCs a few 
  minutes to describe their characters and coordinate spells 
  and tactics. It is mid-afternoon and the PCs are currently 
  on a well-maintained, but slightly meandering road 
  between Libernen and Dianrift. They are a good two-
  thirds of the way to Dianrift and, if riding, should be 
  there by tomorrow evening (i.e., the PCs are a little over 
  30 miles away). The road is twenty feet wide with rolling 
  fields of dresadoes, wheat and corn on both sides of the 
  road. Since entering this slightly hilly terrain in the early 
  afternoon of this rather hot day, it has been difficult to 
  see further down the road a great distance. The big talk 
  amongst passing travelers heading toward Libernen has 
  been of a growing presence of King’s Men and other 
  military units a few miles north of Dianrift. There is a 
  rumor of a coming battle with undead, possibly from 
  Bronzeblood Haunt, which have been terrorizing 
  innocents in the Barony of Willip. Have the PCs place 
  themselves in a marching order. Modify the box text 
  below as needed, if a PC places himself well ahead of the 
  party.  
   
  When the PCs are ready, read the following box text: 
   
  At last, the road crests a small hill amongst the 
  gently rolling farmlands of the Gold County. The 
  countryside below to either side of the road offer a 
  wide expanse of green grass, wheat, corn and the 
  unique golden sunflowers called dresadoes, which 
  the Gold County is so famous for. Off in the 
  distance, no more than a mile or two, the rear guard 
  of what must be a large group of mounted soldiers 
  heads dutifully south on the road toward Dianrift. 
  Their polished plate mail armor, heavy shields and 
  lances occasionally reflect the late afternoon 
  sunlight of this dismally hot day. 
   
  Perhaps no more than a hundred feet from you 
  further down the road, a lone peasant trudges along. 
  
  FUR7-05 Cry in the Dark 
   
  Page 4 
  The middle-aged Oeridian man is dressed in simple 
  garb and carries a backpack. He appears to be 
  unaware of your presence, though the tension in his 
  shoulders and his hand’s close proximity to the hilt 
  of a longsword belies this appearance. Abruptly, he 
  turns about and studies you for a moment. The 
  peasant raises a hand in wary, but friendly greetings, 
  while his other hand remains cautiously close to his 
  weapon. He calls out, “Good day, Gentle Sirs (and 
  Ladies)! How are you this fine afternoon?” 
   
  CREATURES 
  Rolf Greyfeld: Male human (Oeridian) Commoner 
  3/Warrior 1 (19 hp; Neutral Good; Diplomacy +3, Sense 
  Motive +3; Will +2). 
   
  Rolf is almost six feet in height, with graying auburn 
  hair, light brown eyes, a strong jaw line and a husky 
  build. In his mid to late forties, face heavily weathered, 
  Rolf is still in fine physical shape. He wears a simple 
  brown tunic, boots and baggy, wool breeches, and is 
  armed with a well-honed longsword. He is a worshipper 
  of Merikka. Rolf is humble, polite, and respectful at all 
  times, and believes that any outright rudeness is a result 
  of his causing offense. 
   
  If the PCs ignore Rolf or pass him by, he tries again to get 
  their attention and to engage them in conversation. 
  Should the PCs still continue on without talking to Rolf, 
  the adventure is over for the PCs, and they are not able to 
  find the peasant again. The PCs can continue onto 
  Dianrift and can join Lord Nikar on his planned attack 
  (see below), if they so desire. Allow the PCs to role-play 
  for the remainder of the round, preparing for the attack 
  and end the round just as Lord Nikar and his forces ride 
  north. Make sure to give the PCs full role-play experience 
  for their endeavors. 
   
  The peasant introduces himself as Rolf Greyfeld 
  from the hamlet of Orlan’s Tower. He exchanges names 
  and pleasantries with the PCs. Should he be attacked or 
  become fearful for his life, Rolf runs away. He does not 
  fight the PCs. Further, if he is threatened by the PCs, he 
  does not tell them his story and the adventure is 
  effectively over for the PCs. Finally, should the PCs slay 
  (or steal from) Rolf, they find 300 wheatsheaves in his 
  backpack (see treasure below). Slaying Rolf qualifies all 
  PCs, regardless of their actions, to the Enmity of the 
  Knights of Furyondy. Furthermore, such PCs become 
  Wanted in Furyondy. 
   
  As Rolf exchanges pleasantries and small talk with 
  the PCs, he appears to be determining the PCs experience 
  and qualifications (DC 15 Sense Motive Check). Rolf asks 
  after the deeds of each of the PCs, wanting to hear of any 
  great adventures or experiences (see below). Rolf does not 
  directly ask if the PCs are adventurers. 
   
  At some point during the conversation, lawful good 
  PCs (especially paladins), worshippers and clerics of 
  Merikka or PCs with the Favor of the Church of Merikka 
  interacting with Rolf have the following vision: 
   
   
  In the center of the clearing an older, matronly 
  woman sits on a tree stump surrounded by tall, 
  irregularly shaped stones arranged in a circle. A 
  basket of grain is on the ground near her. The gray-
  haired woman, who in her prime must have been a 
  stunning beauty, smiles warmly at you and nods 
  approvingly.  
   
   
  A successful Knowledge – Religion check (DC 10) 
  reveals this vision presents distinct aspects of Merikka, 
  the lawful good Oeridian demigoddess of Farming, 
  Agriculture and Home. Worshippers and clerics of 
  Merikka and PCs with the favor of the Church of 
  Merikka immediately recognize the woman as an aspect 
  of Merikka. PCs that failed the DC 25 Will save and 
  gained the feeling of righteousness, realize on a 
  successful DC 10 Wisdom check that this may have been 
  the reason they felt an urge to travel to the southern part 
  of the Gold County.  
   
  During the conversation with Rolf, he provides the 
  following information (note, information is organized by 
  category): 
   
  • Rolf is from the small hamlet of Orlan’s Tower, which 
  is about twenty miles to the northwest. 
   
  History of Orlan’s Tower 
  • Orlan’s Tower is a hamlet that sprung up around the 
  ruined tower of Orlan the Wizard nearly a century 
  ago. Orlan was a moderately powerful, kindly wizard, 
  who died centuries ago. He served as an advisor to 
  King Thrommel I, but Rolf knows very little about 
  him. [Rolf would be very shocked to learn of the 
  truth about Orlan. A successful DC 25 Bardic 
  Knowledge or Knowledge (Arcana or History) or a 
  DC 30 Knowledge (Local – Iuz Border States) check 
  reveals Orlan to have been an evil, reclusive wizard 
  killed by paladins and other followers of Merikka 
  (lawful good demigoddess of farming, agriculture 
  and home) in 137 CY, about thirty years after the 
  founding of the Viceroyalty of Ferrond and over a 
  century before the formation of the Kingdom of 
  Furyondy.] 
  • The hamlet’s reeve [the leader of Orlan’s Tower 
  appointed by the local lord] and some of the hamlet’s 
  more capable warriors and soldiers joined their local 
  lord, Baron DeCorbus and his men fighting the 
  undead hordes from Bronzeblood Haunt. [A 
  successful DC 20 Bardic Knowledge or Knowledge 
  (History or Nobility and Royalty) or a DC 25 
  Knowledge (Local – Iuz Border States) check reveals 
  Baron DeCorbus to be a descendant of Sir Lorton 
  DeCorbus, a Knight of Furyondy, who defeated the 
  Burning Witch, leader of a Cult of Graz’zt, in the 
  Burning Witch Woods in northern Gold County 
  over two centuries ago (FUR4-07 Under the Pale 
  Moon)]. 
   
   
  
  FUR7-05 Cry in the Dark 
   
  Page 5 
  Past Events 
  • Baron DeCorbus was slain while serving under the 
  banner of Lord Nikar Aldestead, last Commandant of 
  Overlook Fortress and son of Lord Vormar of 
  Brancast Keep, in a skirmish with the undead in the 
  Barony of Willip about a year ago. [Referenced in 
  FUR6-05 Darkest Night. A successful DC 15 
  Knowledge (Local – Iuz Border States) or equivalent 
  reveals Lord Nikar is a Warmaster and brevet 
  General in the Furyondy Army.]  
  • Since then the sons (Sir Michel the Younger, Sir 
  Rhovan the Mighty, Sir Praevor of Heironeous and 
  Willem the Crafty) of Baron DeCorbus have been 
  squabbling over their inheritance and a new Baron 
  has not yet been named. 
   
  Current Events 
  • The weather has been hot this month, but Rolf believes 
  it is nothing similar to the heat wave this part of the 
  County experienced two years ago. Today, however, 
  is the hottest day it has been in a long time. “My 
  wife, Allendra, always hated this weather. She 
  been gone four years now. Died in childbirth 
  along with our baby son.” Rolf tears up for a 
  moment and quickly changes the subject. 
  • King’s Men are gathering north of Dianrift, rumor has 
  it they are hunting down undead in the Barony of 
  Willip and possibly pushing on to Bronzeblood 
  Haunt. 
  • A group of King’s Men, maybe a hundred or so, came 
  down a side road a while ago and passed Rolf by with 
  hardly a glance. They were armored knights, many in 
  plate mail and carrying lances and the banners of 
  Furyondy. They were mounted on heavy warhorses. 
  [Rolf is not quite being honest here as he had a brief 
  conversation with the knights. A successful DC 15 
  Sense Motive check reveals the deception.] 
   
  Traveling 
  • If the PCs ask why Rolf is on the road, he smiles 
  bitterly and asks why the PCs are themselves 
  traveling. Although slightly evasive, Rolf will admit 
  he does not like to travel far from Orlan’s Tower and 
  his wife’s grave but he felt the urge…perhaps to find 
  a few things he sought in his youth. “Tried to be an 
  adventurer once myself, but didn’t get very far. 
  Fell in with the wrong crowd. Nothing more 
  than bullies, we were. Left before there was any 
  real trouble and returned to Orlan’s Tower and 
  my beloved Allendra. Wisest decision I ever 
  made. I heard later that most of my so-called 
  friends found their fate at the business end of a 
  sword or a rope and a short drop.” Rolf smiles 
  bitterly. [Again, Rolf is a bit deceptive and is not 
  revealing the entire story of why he is on the road. A 
  successful DC 15 Sense Motive check reveals this 
  slight deception.] If pressed, he confesses he was 
  long ago forgiven for his transgressions, both by the 
  local lord and the Crown. [True]. 
  • Rolf is evasive when asked if he or the hamlet of 
  Orlan’s Tower is in need of assistance. [At this point, 
  he is still evaluating the PCs to determine if they are 
  experienced enough to lend aid or just make matters 
  worse. A successful DC 10 Sense Motive check 
  reveals Rolf likely does not trust the PCs yet.] 
   
  “But the life of this poor peasant is hardly 
  glamorous. Surely you are more-worldly folk than I, 
  have you seen battle and adventure? Have you 
  accomplished great deeds?  
   
  Rolf focuses his attention on any stories the PCs might 
  tell. He is looking for evidence of that the PCs have 
  combat skills, problem solving ability and are of a goodly-
  nature (i.e., the telling of out-right evil acts will frighten 
  him and make him wary of the PCs). If he recognizes any 
  of the PCs due to great standing (i.e., something on an AR 
  which causes Rolf to recognize the PC), Rolf immediately 
  wants to hear how the PC earned that status. As 
  mentioned above, Rolf is evaluating the PCs for help with 
  a problem plaguing Orlan’s Tower. Moreover, if the PCs 
  start telling tall-tales, Rolf may be able to recognize this 
  and ask appropriate questions to find out what really 
  happened. Finally, if the PCs convince Rolf that they are 
  not adventurers, then Rolf moves on down the road. The 
  adventure is effectively over for the PCs unless they can 
  convince Rolf they are indeed adventurers and of good 
  heart. 
   
  Once Rolf is satisfied, he relaxes. 
   
  Rolf smiles broadly. “For nearly a fortnight, I prayed 
  to Merikka for guidance. I was told in a dream to 
  seek the open road and find adventurers who would 
  aid me. I left yesterday morning, carefully avoiding 
  the wolves that have so terrorized my friends and 
  neighbors. I had been traveling on this road for a 
  while, when those knights over yonder came from a 
  side-road and began to pass me by. I shouted for 
  their aid, convinced that this was Merikka’s help 
  manifested. I told them my tale. Sir Alton Cire, a 
  Knight of Furyondy, said he could not spare the men 
  to help me, but suggested I head to Dianrift to seek 
  out adventurers or to look for them along way. Sir 
  Alton and his men were to meet with Lord Nikar 
  north of Dianrift. Many King’s Men and adventurers 
  would be gathering under Lord Nikar’s banner to 
  fight the undead scourge. Before Sir Alton departed, 
  he told me to be wary and not suffer fools and 
  bandits lightly. He also gave me some coin to hire 
  adventurers with. Praise Merikka, for she has 
  provided me much….” 
   
   
  
  FUR7-05 Cry in the Dark 
   
  Page 6 
  PCs that have played either FUR4-07 Under the Pale Moon 
  or FUR6-05 Darkest Night and make a successful DC 10 
  Intelligence check recognizes the name of this 
  prominent Knight of Furyondy who in recent years has 
  served Lord Nikar. A successful DC 15 Bardic Knowledge 
  or Knowledge (Nobility and Royalty or Local – Iuz 
  Border States) also confirms Sir Alton Cire to be a Knight 
  of Furyondy and a vassal of Lord Nikar. 
   
  Rolf knows the following information: 
   
  • For the last year, Orlan’s Tower has been plagued by a 
  pack of wolves which have harried the local 
  livestock. At first the attacks were occasional, but in 
  the recent months they have become more 
  numerous and up until a month ago only centered 
  on animals. 
  • Last month, however, the wolves attacked and killed a 
  local farmer named Dentar Graffel. His mutilated 
  and partially eaten corpse was found near the 
  remains of several of his sheep. Dentar is believed to 
  be the first in the hamlet slain by the wolves. 
  • Rolf suspects this is not true and others have been 
  slain, as well.  
  • Millenna Hardenford, the local druidess, living in the 
  nearby Weeping Woods has not been seen for nearly 
  half a year. Since then the woods have become 
  overgrown and wild…a truly frightening and 
  dangerous place. 
  • Brother Joran Van Niles, a priest of St. Cuthbert, 
  entered the woods several months ago and has not 
  been seen since. 
  • Rolf believes both the druidess and the priest are dead. 
  He believes they have been killed by the wolves.  
  • The wolves are tightening their hold on the hamlet. 
  Over the last few weeks it has been difficult to enter 
  or leave the area surrounding the hamlet without 
  attracting the attention of the wolves. Many times 
  those attempting to leave have been forced back to 
  the hamlet. As of yet though, no one coming or 
  going has been directly attacked. 
  • Rolf has a suspicion that something intelligent is 
  controlling the wolves. Rolf hesitates a moment, 
  looking uncomfortable, “We have no one to turn 
  to for help. Tomlin Swiftfoot, our reeve, and 
  many of the skilled warriors in the village are all 
  dead. Baron DeCorbus is dead and his sons all 
  but ignore us as they squabble like vultures over 
  their inheritance. No one has seen or heard 
  from either the druidess or Brother Joran. And 
  the wolves call out at night to each other, 
  tightening their circle, killing our animals as 
  they please. These wolves have frightened us to 
  our souls. Some of us…I….I think the wolves 
  are being controlled by someone…there is an 
  awful intelligence at work here that is seeking 
  the hamlet for its own…tightening the noose 
  around us slowly…I think….” Rolf swallows 
  heavily, before continuing, “I think…we’re 
  dealing 
  with 
  a 
  werewolf…or 
  more 
  specifically…a werewolf lord. I have no proof of 
  this, other than a suspicion. Brother Joran 
  believed this as did poor Dentar.”  
  • The residents of the hamlet have become sick with 
  worry. Illness has been rampant in the community 
  for more than half a year, with many of the villagers 
  left too weak to tend the fields. 
  • Rolf begs the PCs to help him and the hamlet of 
  Orlan’s Tower to break free of the wolves and 
  whatever might be controlling them. 
  • Very few in the hamlet know Rolf has gone in search of 
  help. 
  • Sir Alton Cire gave Rolf 300 wheatsheaves to pay the 
  adventurers with. Rolf will gladly pay the money 
  upfront, if the PCs agree to help him. Rolf does not 
  have any additional money to pay the adventurers 
  with. 
   
  Rolf looks at you pleadingly, “Please, Good Sirs (and 
  Ladies), please…will you help defend my neighbors 
  and our homes from the wolves? Will you find out 
  the why the wolves are attacking us…and if there is 
  some purpose behind them, then end this threat? 
  You will forever earn my gratitude and those that 
  live in Orlan’s Tower.” 
   
  If the PCs agree, proceed to Encounter One. If not, then 
  the adventure is over.  
   
  There is a possibility the PCs may chose to help Rolf 
  but still follow the departing horsemen, for whatever 
  reason. Allow the PCs to catch up with the horsemen. Sir 
  Alton confirms that his men are riding to join Lord Nikar 
  near Dianrift. He also confirms the need for stalwart 
  adventurers, but then recalls a peasant named Rolf nearby 
  who had a more immediate need for adventurers. Sir 
  Alton felt bad he could not assist the peasant and suggests 
  the PCs help Rolf then join Lord Nikar afterwards. If the 
  PCs insist on accompanying Sir Alton and his men, allow 
  the PCs to do so (see above for role-play suggestions) but 
  the adventure is effectively over them.  
   
  Treasure 
   
  APL APLs: Loot 0 gp; Coin 50 gp; Magic 0 gp; Total 
  50 gp. 
   
   
  
  FUR7-05 Cry in the Dark 
   
  Page 7 
  1: ORLAN’S TOWER 
  Note: This encounter has been shortened for convention 
  play. During homeplay, use the information about Orlan’s 
  Tower in the Addendum to provide a more detailed 
  description of this small hamlet.  
   
  Rolf leads the PCs nearly twenty miles northwest from 
  their current position through a series of narrow country 
  back roads. The night passes uneventfully should the PCs 
  decide to make camp before starting on the majority of 
  their travel. Likewise, the journey to Orlan’s Tower is 
  uneventful. 
   
  From the top of a small hill, Rolf looks about warily 
  as a wolf howls somewhere in the distance. “Those 
  cursed things howl all the time, a terrorizing cry in 
  the dark. They keep track of you and herd you back 
  toward the hamlet if you try to leave it proper for the 
  outside world. They tried to do that to me, but I 
  managed to slip by them. There…between those oak 
  trees…” 
   
  Just within sight, a few miles away to the north, 
  a collection of small cottages and the stone ruin of a 
  tower can be seen. The buildings are surrounded by 
  rich farmland, fields of wheat, dresadoes and corn. 
  Further to the north and west of the hamlet is a 
  small woods, perhaps a few miles at its widest, 
  “Orlan’s Tower…both the hamlet and the ruins. 
  Heh. The woods beyond are the Weeping Woods. 
  Supposedly, centuries ago, you could hear someone 
  crying from the woods. No one’s heard any crying for 
  at least a decade or two. The woods are the home to 
  our druidess.” 
   
  Rolf smiles warmly. “You will get a heroes’ 
  welcome in the hamlet for coming to our aid. We 
  have a tavern near the center of town, next to the 
  ruins of Orlan’s Tower. The tavern has a few rooms 
  for rent and you can stay there until you’ve taken 
  care of the wolves attacking our animals and…us. 
  Ahem. Well, let’s be off.” 
   
  As the PCs are about to enter the hamlet proper, the 
  harassment stops.  
   
   
  Rolf turns to you, “Settle down at the Wizard’s Rest 
  for the night and I will meet you for dinner. My 
  home is the first farm north of the inn. I need to 
  check on my nephew and make sure he’s tended the 
  livestock and fields while I’ve been away.” Rolf heads 
  off in the direction of his farm. 
   
  A. Immediate Vicinity around Orlan’s Tower 
  Within five miles of Orlan’s Tower, subtle changes to the 
  surrounding environment can be detected (DC 20 Spot or 
  Listen checks). Colors are less vibrant and sound becomes 
  flatter and muffled, the nearer one is to Orlan’s Tower. 
  These subtle changes reflect an overall gloomy and dreary 
  atmosphere about the hamlet. Further, increased 
  numbers of crows and vultures are in and about Orlan’s 
  Tower. 
  Although 
  their 
  numbers 
  are 
  not 
  quite 
  conspicuous, the crows call to each other incessantly, 
  reminiscent of mocking laughter. Occasionally, human 
  sounding words can be heard, mainly “blood” and “death”. 
  Lastly, as one approaches the hamlet, there is a slight but 
  significant increase in the number of vermin (i.e., rats, 
  mice, insects and so forth) in the area. Neither the vermin 
  nor the birds have any useful information other than that 
  they have been drawn here. To them the “stench” of death 
  inundates this area and is strongest within the hamlet 
  itself. 
    
  At night, a thick fog forms surrounds Orlan’s Tower 
  and all the area within 5 miles of the hamlet. The ring of 
  fog is several hundred yards thick and radiates faintly of 
  magic (Conjuration and Necromancy). If dispersed, the 
  fog reappears within 10 minutes. However, in the 
  morning the fog dissipates. 
   
  So what about the wolves? Within five miles of 
  Orlan’s Tower there is evidence, (DC 20 Survival or 
  Search check) of several different packs of wolves 
  prowling the area. The wolves howl to each other 
  occasionally toward the evening hours, but otherwise 
  remain unseen. They subtly harass anyone entering, but 
  more overtly harass those leaving the village. Harassment 
  includes howls, growls, and more than the occasional 
  fleeting glimpse in an attempt to drive the person back to 
  the hamlet. Hence, the wolves make their presence 
  known but do not directly confront anyone…at least, not 
  yet.  
   
  Finally, any lawful good PCs or clerics or worshipers 
  of lawful good gods who fall asleep or enter into trance 
  within ten miles of Orlan’s Tower have an uneasy rest. 
  Their sleep/trance is filled with visions of blood, eating 
  rotted flesh and remembrances of past sins both minor 
  and major. In the morning, affected PCs have vague 
  memories of these visions and, should they desire, may 
  role-play themselves as irritable and cranky. These effects 
  do not have any in-game consequences. 
   
  B. Orlan’s Tower 
  The hamlet of Orlan’s Tower is located in a low area of 
  rich farmland amongst the grasslands of the southern 
  Gold County. About a mile to the north and west, 
  forming an arc about the hamlet, is the modestly-sized 
  Weeping Woods. While a map of Orlan’s Tower is not 
  provided, at the center of the hamlet is the ruin of Orlan’s 
  Tower and various commercial buildings, including the 
  local tavern, a blacksmith/trading post, a mill and a 
  shrine. Surrounding the building and ruined tower are 
  about a score of farms, farmland and pastures. Most farms 
  grow a variety of wheat, corn and dresadoes and keep 
  chickens, pigs, goats, sheep and cattle. A five-foot wide 
  creek bisects the hamlet, running through the 
  southernmost part of the hamlet’s center, powering the 
  mill.  
   
  The hamlet consists of about seventy or so residents, 
  more than half of which are children and elderly. Unless 
  otherwise specified, all residents are 1st or 2nd level 
  commoners or experts. See below for more information 
  about the health and possible magical effects on the 
  
  FUR7-05 Cry in the Dark 
   
  Page 8 
  residents of this hamlet. Feel free to add any building or 
  relevant NPC as long as such an addition does not 
  interfere with or give away the overall plot of the module. 
   
  General Information 
  As long as the PC is polite and respectful, the residents 
  know the following information (organized by category): 
   
  Recent Past 
  • For about a year, wolves have been attacking the 
  livestock of the hamlet, mostly chickens and pigs. In 
  recent months, the attacks have increased, now 
  including the occasional goat, sheep or cow. 
  • The attacks started shortly after Tomlin Swiftfoot and 
  the majority of men with soldiering experience left 
  to join Baron DeCorbus in fighting the undead from 
  Bronzeblood Haunt.  
   
  The Attacks 
  • The attacks occur during night, sometimes only days 
  apart, and several weeks apart at others. The phase of 
  the moon does not seem influence when the attack 
  occurs, though they almost always attack when Luna 
  is full. 
  • Luna will be full the next few nights. With the 
  increased attacks, everyone fully expects the wolves 
  to make another appearance one of those nights and 
  attack the livestock. 
  • Two nights ago, the wolves attacked the Smithfeld 
  farm at the north end of the hamlet, about a half mile 
  south of the Weeping Woods. A cow was killed and 
  dragged into the woods. 
  • Everyone is happy with arrival of the PCs and hope 
  they bring an end to the wolf problem as quickly as 
  possible. 
   
  Wolves and the Undead 
  • The wolves threaten anyone entering or leaving the 
  hamlet. Those that attempt to leave are harassed by 
  wolves until they return. 
  • Since the wolves appeared, sickness has been common 
  amongst most of the residents. They are left tired and 
  pale. Often times, they become sick easily, 
  sometimes the sniffles and colds last only a few days 
  but other times it can lasts weeks. 
  • The undead have left this area alone. No one has seen 
  or heard of any undead or other monsters in this part 
  of the Southern County for years. The only thing 
  that threatens the hamlet is the wolves and up until a 
  month ago (i.e., Dentar’s death), the wolves never 
  attacked any of the residents. 
  The Druidess 
  • No one has seen or heard from the druidess in over six 
  months. The Weeping Woods is now a dangerous 
  place, where some say the wolves dwell. The 
  children are forbidden from entering or even 
  approaching the woods. 
  • The druidess largely kept to herself. She is very 
  beautiful but is also vain and has a short temper. 
  Only Brother Joran, Tomlin Swiftfoot, Alloran 
  DeMiles, Dentar Graffel and Rolf Greyfeld know 
  exactly where the druidess lives in the Weeping 
  Woods. 
  • Brother Joran went into the Weeping Woods several 
  months ago and has not been seen since. Without 
  the druidess and Brother Joran, there are no 
  spellcasters 
  in 
  the 
  hamlet. 
  Almost 
  all 
  the 
  experienced soldiers went off with Baron DeCorbus 
  to fight the undead and either died or have not been 
  heard from in many months. Alloran, Rolf and a few 
  others are the only residents in village with weapons 
  training and/or soldiering experience. 
  • The hamlet has no designated healer. They have been 
  depending on the combined common advice and 
  homebrewed remedies of all the local families. 
   
  Orlan’s Tower  
  • Baron DeCorbus was a good man and, unlike other 
  nobles in the Gold County, was fair and generous, 
  treating the peasant serving him well. Hardly anyone 
  spoke ill of him. There is some worry about which of 
  his sons will inherit the barony as none are their 
  father’s equal, although Sir Praevor of Heironeous 
  comes closest. 
  • Dentar Graffel, a former soldier, organized some of the 
  men of the hamlet into a Watch of sorts to drive the 
  wolves away when they attacked. Whenever the men 
  approached, the wolves would run away dragging the 
  animal corpses with them. Since Dentar’s death, the 
  leadership has fallen to Alloran the Blacksmith and 
  Rolf the Wise  
   
  The following are important locations in the hamlet: 
   
  Ruin of Orlan’s Tower 
  Located at the center of the hamlet is the ruin of a 
  three-story stone tower. The walls of the tower are 
  thick but are riddled with the pockmarks and cracks. 
  Several sections of the walls are missing, as is the 
  roof of the tower. The upper floors have long since 
  rotted away, leaving the bottom floor of cracked 
  flagstones open to the elements. The bottom floor is 
  empty save for a narrow staircase leading down. 
   
   
  A DC 15 Bardic Knowledge, Knowledge (architecture 
  and engineering), or Knowledge (history) check reveals 
  the tower, based on overall design and ornamentation, to 
  have been built around 100 CY. An additional DC 15 
  Knowledge (architecture and engineering) or equivalent 
  check reveals the tower to have been heavily damaged, 
  
  FUR7-05 Cry in the Dark 
   
  Page 9 
  perhaps from some sort of attack, and then abandoned to 
  the elements. Nothing of interest can be found on the 
  first floor other than straw and the occasional bird 
  droppings. 
   
  The stairs lead down to an unlit thirty foot diameter 
  basement deep underneath the tower. A variety of boxes, 
  crates and barrels containing the hamlet’s emergency 
  supplies and non-perishable food stock as well as general 
  storage (e.g., ladders, tables, holiday supplies and so forth) 
  for the hamlet are stacked up to near the ceiling. Finally, a 
  secret door (DC 40 Search check) is located in the 
  southern wall. The secret door (DC 20 Open Locks 
  check) leads to a spiral staircase descending deeper into 
  the earth. At the bottom of the stairs is an unlit fifteen by 
  fifteen foot empty room. On the walls are graffiti from 
  previous adventurers who have found this secret 
  chamber, including, “Artur the Demonslayer was here, 
  351 CY”, “Naloomi loves fireballs!” and others.  
   
  Wizard’s Rest 
  This modestly-sized two story building is less than a 
  hundred feet to the east of the ruined tower. A small 
  sign above the door depicts a man in wizard’s robes 
  with a wide, floppy pointed hat. Nearby the building 
  is a large barn.  
   
  This building is the only tavern/inn in Orlan’s Tower and 
  is run by the Swiftfoot family. Tomlin Swiftfoot was the 
  owner of the Wizard’s Rest and reeve for Orlan’s Tower. 
  He died along with his elder two sons, Rhovan and 
  Garrett, while serving Baron DeCorbus. The inn is now 
  run by his eldest daughter Karyan Swiftfoot (female, 
  human, mid-twenties, Expert 3; Will +5) and her younger 
  brother Darvin (male, human, late teens, Warrior 
  1/Expert 2; Will +4) and her two young sisters Laurena 
  and Marallena (female, human, early teens; Expert 1; Will 
  +2). Both Karyan and Darvin are good-looking (Cha 14), 
  intelligent and possess a great deal of common sense. 
  Their mother, Xellendra, died over a year ago, shortly 
  after learning of the death of Tomlin and her elder sons. 
   
  The first floor of the inn is devoted to the common 
  room, the kitchen and storage. The upper floor is for the 
  family but has three small rooms for rent. Each guest 
  room has two beds, a chest and a wardrobe. The barn 
  outside has several stalls for horses or centaurs. 
   
  Karyan runs a tight ship and is known for an 
  extremely sharp tongue. She does not suffer fools lightly. 
  Good quality ale and meals are served for 4 commons a 
  mug and 3 sheridans per meal. Rooms are of common 
  quality and are exceedingly clean. Each room rents for 6 
  sheridans a night or 3 wheatsheaves a week. All of her 
  rooms are empty. Lastly, although Karyan serves asherati 
  and half-orcs, she does not permit kobolds, centaurs, 
  animals or monstrous creatures inside the tavern. She 
  serves such creatures their drinks and meals outside and 
  allows them to sleep in the barn for 6 sheridans a night or 
  4 wheatsheaves a week. She only charges 1 sheridan a 
  night for stabling a medium-sized or smaller normal 
  mount. 
   
  Note, the youngest daughter Marallena has been 
  dominated, but otherwise acts normally (see below.)  
   
  The Swiftfoots know the following additional 
  information: 
   
  • The wolves flee before any of the braver farmers arrive 
  to drive them off. However, last month old Dentar 
  Graffel confronted a pack of wolves himself and was 
  killed. 
  •  “You are the first visitors we’ve had in close to a 
  month. It as if the wolves are trying to isolate 
  us.” 
  • In the past few months (or maybe a little bit more), 
  many of the locals have fallen ill becoming feverish 
  and weak. The sickness can last for days or weeks, 
  but the person is left weak. “Some say this is a 
  curse from the Weeping Woods because we have 
  not been paying attention to the Old Faith.” 
  • On a successful DC 20 Diplomacy Check, Karyan or 
  Darvin tells the following story: “Alloran DeMiles 
  the Blacksmith found old Dentar’s body. He 
  says that Dentar went to defend his sheep and 
  was killed by the wolves. When Alloran and the 
  other men folk from the farms arrived, Alloran 
  said he spotted a huge beast half-wolf and half-
  man fleeing into the woods. Alloran is certain it 
  was a werewolf. Brother Joran of St. Cuthbert, 
  before he disappeared, also claimed that all our 
  problems were due to a werewolf.”  
   
  DeMiles Blacksmith and Trading Post 
  This small two-story wood building to the north of 
  the ruined tower has a large barn attached to it. 
  Signs above both the barn door and a stout wooden 
  door to the building have pictures of an anvil and a 
  hammer on them. 
   
  The DeMiles family runs both the blacksmith shop and 
  the trading post. Most of their business comes from 
  blacksmithing rather than selling of wares. The 
  blacksmith shop can handle most business dealing with 
  farming and normal day-to-day activity but cannot make 
  martial weapons or armor. The blacksmith shop can apply 
  alchemical silver to existing weapons, per the rules in the 
  DMG. The trading post has most clothing, tools, gear, and 
  equipment which would be found in a community 
  centered about farming and animal herding and 
  husbandry. The trading post does not have available any 
  martial weapons with the exception of shortbows, 
  longbows, and their respective normal arrows, nor does it 
  carry armor, shields, adventuring-related gear or 
  alchemical or special substances and items. 
   
  The elder of the family is Alloran DeMiles (male, 
  human, NG, Fighter 1/Expert 3; Will +4), an older bald 
  man in his early sixties but still very fit. His daughter, 
  Trianna (female, mid to late twenties, human, Expert 3; 
  Will +3), and her four children, all below the age of 10, 
  live with him. Trianna’s husband, Valmor, and her 
  brothers Michel and Finel, all joined with Baron 
  
  FUR7-05 Cry in the Dark 
   
  Page 10 
  DeCorbus to fight the undead. Valmor and Michel were 
  both slain. Finel is missing and presumed dead. Both 
  Alloran and Trianna fear Finel may have died while 
  fighting and has subsequently risen as undead (which is 
  likely, given the nature of the enemies they are fighting). 
   
  Alloran and Trianna know the following additional 
  information: 
  • Rolf Greyfeld is a good man, worldlier than most in the 
  hamlet. 
  • Rolf, Alloran, Brother Joran and Dentar are considered 
  the elders of the village. 
  • Alloran will provide the PCs with the direction to the 
  druidess’s home, if asked. 
  • If Alloran is asked about finding the body of Dentar 
  and the possible connection to werewolves and a DC 
  20 Diplomacy check is made, then Alloran says the 
  following, “It was during the last full moon that 
  Dentar was killed. He went looking for trouble 
  and was armed with a silver longsword. He was 
  convinced, much like Rolf and Brother Joran, 
  that the true monster plaguing the village was a 
  werewolf that now made its home in the woods. 
  By the time I arrived with the other men – 
  including Rolf and Darvin Swiftfoot – the fight 
  was over. A few pieces from what we guess were 
  three sheep were scattered everywhere. The 
  majority of the carcasses had been dragged off. 
  Old Dentar’s body was found a hundred feet 
  away, ripped apart and partially eaten. I swear to 
  The Shalm, just as I arrived, I thought I saw a 
  huge 
  wolf-like 
  beast, 
  half-wolf 
  and 
  half 
  something else but definitely not human enter 
  the woods.” Alloran does not know what happened 
  to the silver longsword. 
  • Finally, if a DC 20 Diplomacy check is made with 
  Trianna, she reveals “I have been having trouble 
  sleeping for the last few weeks, but over the last 
  few nights I have been having dreams about a 
  matronly gray-haired woman sitting near a 
  basket of grain. The woman smiles reassuringly 
  while holding a small child in her lap and says, 
  ‘Be at peace, Rolf brings aid.’ I think this is a 
  message 
  sent 
  by 
  one 
  of 
  The 
  Shalm’s 
  followers…at least, I think. I’ve not told anyone 
  else about these dreams.” A DC 10 Knowledge 
  (Religion) check identifies the woman as a 
  representation of Merikka. 
  The Mill 
  The mill is located along the small creek that runs 
  through the hamlet. A small one-story house is next 
  to the mill building. 
   
  Ursal 
  and 
  Elleigh 
  Millford 
  (male 
  and 
  female, 
  respectively, in their late fifties; human, Expert 3; Will 
  +3) run the local mill. They have no surviving children. 
  The mill grinds grain as well as presses oil from the 
  dresadoes. Elleigh Millford has been sickly for months 
  and is dominated (see below). Ursal spends all of his time 
  caring for his sick wife. He doesn’t know any additional 
  information. However, if a DC 20 Diplomacy check is 
  made, he confesses to hearing a fever-induced rambling 
  from his wife about a dark master that lives in the woods. 
  The master is a fearsome and wild beast. 
   
  Shrine 
  A small one-story cottage is fifty feet to the west of 
  the ruined tower. Inside are the symbols and small 
  altars to various gods. 
   
  This small shrine is dedicated to the worship of several 
  gods including St. Cuthbert (chiefly), Pelor, Heironeous, 
  Obad-Hai and Merikka. A graveyard is next to the shrine. 
  Dentar Graffel’s remains are buried in the graveyard. 
  Exhuming Dentar’s body is a crime in Furyondy. Even if 
  the PCs chose to do so, not much of the body is left for 
  burial. A DC 10 Heal check confirms the body was ripped 
  apart by huge claws and teeth. The lower half of Dentar’s 
  face has been bitten off, suggesting a larger creature of 
  some sort. Lastly, since Dentar’s jaw and tongue are 
  missing, this prevents the use of a speak with dead spell 
  (which is fine, since casting speak with dead is also illegal 
  in Furyondy). 
   
  The shrine was maintained by Brother Joran Van 
  Niles of St. Cuthbert. He lived in a small room next the 
  shrine. All his worldly items are as he left them, 
  including a change of priestly garbs, two vials (marked as 
  holy water) and a few odds and ends. On a night stand is 
  Brother Joran’s journal which contains references to a 
  growing problem with wolves attacking livestock, a 
  human-like intelligence behind the wolves that seeks to 
  isolate the hamlet from the outside world, a need to fight 
  the wolves, and a growing concern that the leader of the 
  wolves is a werewolf, possibly someone from the town or 
  perhaps one of the returning soldiers. Brother Joran 
  speculates this could be Findel, Trianna’s missing 
  brother. Finally, the journal describes werewolves as 
  being susceptible to silver weapons. 
   
  Treasure 
   
  APL APLs: Loot 4 gp; Coin 0 gp; Magic 0 gp; Total 4 
  gp. 
  
  FUR7-05 Cry in the Dark 
   
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  Rolf’s Farm 
  Some two hundred feet north of the inn is a small 
  one-story cottage. A garden at the front of the home 
  is well-tended. Several cows, pigs and chickens are in 
  a pasture nearby the cottage. In nicely fenced off 
  sections are fields of wheat and dresadoes. 
   
  Rolf Greyfeld and his young nephew Pieter Greyfeld 
  (male, late teens, human, Commoner 2; Will +1) run the 
  farm. In back of the farm are the graves of Rolf’s wife 
  Allendra and their five children, none of which survived 
  for more than a year. Nothing of interest to the 
  investigation can be found in the house although a secret 
  compartment (DC 20 Search to find) hides a silver 
  longsword (which is given to the PCs later if they do not 
  steal it). Pieter confirms the back-story of his Uncle Rolf. 
   
  Smithfeld Farm 
  Located in the northern outskirts of the hamlet, the 
  Smithfeld farm is about a half-mile from the 
  Weeping Woods. A well-maintained single-story 
  home is dozen or so feet away from a small barn 
  with a fenced in area. Pastures and fields of wheat 
  surround the farm. 
   
  Luthur, Mot, and Regor Smithfeld (male, mid-fifties, 
  human; Commoner 3) maintain one of the more 
  successful, privately owned farms in the hamlet.  
   
  Inspection of the farm (DC 10 Search) reveals a 
  portion of the fence near the barn that was destroyed and 
  rebuilt. A DC 15 Track check finds that something large 
  was dragged away from the fenced-in area by what appear 
  to be large and medium-sized wolves. The tracks head 
  toward the woods. If the PCs follow the tracks, proceed to 
  Encounter Two.  
    
  The Smithfelds know the following: 
    
  “It happened very fast. By the time we got outside, an 
  immense gray wolf accompanied by several medium-
  sized wolves had torn apart a section of the fence 
  and killed one of our best cows. The wolves looked at 
  us with eyes filled with disdain and growled 
  threateningly as they dragged the cow toward the 
  woods. We ran back inside and barred the door. I 
  know we should have called for help, ringing the 
  bell as loud as we could and lighting the signal fire, 
  but there was something absolutely terrifying about 
  that gray wolf… something in the eyes that 
  promised certain death.” 
   
  The Animals and Residence of Orlan’s Tower  
  A successful DC 10 Handle Animal check confirms that 
  the domesticated animals and livestock are terrified. 
  Speaking with the animals reveals that they know wolves 
  and a creature half-man and half wolf patrol the area 
  surrounding the hamlet and preys on them.. An 
  unnatural man, half-wolf and half man, sometimes enters 
  the homes and dances with the two-leggers. Finally they 
  believe the wolves and shapeshifters live in the woods. 
   
  About twenty percent of the villagers are sickly, 
  suffering from tiredness and minor illnesses. Based on 
  what little information has been given so far, a DC 20 
  Heal check reveals these inhabitants may be suffering 
  from a loss in Constitution (likely permanent). 
  Weakness, fatigue and sickliness can be symptoms of 
  Constitution drain. None of these residents remember 
  how they came to be drained of their health and do not 
  have any physical wounds.  
   
  Further, about a third of the inhabitants (which 
  includes all of the sickly residents), appear to be 
  enchanted (in particular by dominate person). This spell 
  does not seem to affect the normal/daily activity of the 
  residents. Since the dominate effect is not overt, a 
  successful DC 25 Sense Motive check reveals these 
  affected residents may be under an enchantment effect. A 
  DC 20 Knowledge (Religion) check identifies that 
  vampires are capable of both draining Constitution and 
  dominating the weaker-willed. Additionally, the check 
  reveals that vampires can change into a wolf.  
   
  Freeing any of the residents of the hamlet from the 
  enchantment reveals nothing of the creature that created 
  the effect. At most, the resident remembers encountering 
  a big grey wolf that thoroughly frightened him/her but 
  nothing further. Should any PC try to exploit the 
  dominated resident to learn what or who has control, the 
  domination is immediately broken.  
    
  C. Specific Information 
  The PCs can learn the following via Gather Information 
  checks (note, the PC learns all the information 
  appropriate to that DC and the DCs below it): 
   
  Rolf Greyfeld: 
  • DC 8: Although Dentar Graffel volunteered to fight 
  the undead, the Baron ordered him to remain in the 
  hamlet and protect the residents should the need 
  arise. 
  • DC 10: The Weeping Woods was likely once an 
  offshoot of the Gnarley Forest. It once was quite 
  large surrounding the ruin of Orlan’s Tower entirely. 
  Animals have been fleeing the woods since the 
  wolves have taken shelter there. 
  • DC 12: Brother Joran was born in the village but found 
  his calling to St. Cuthbert. He always wore a 
  bronzewood billet symbol to identify himself as a 
  minister and protector of the faithful. 
  • DC 14: Brother Joran, Rolf Greyfeld, Alloran DeMiles 
  and Dentar Graffel are considered the unofficial 
  elders of the village since the death of Tomlin 
  Swiftfoot. Prior to his death, Tomlin sought their 
  counsel regularly 
  • DC 16: Brother Joran and the druidess Millenna 
  Hardenford have always been respectful of one 
  another but not the closest of friends. With the 
  increasing wolf attacks and no sightings of the 
  druidess in months, Brother Joran feared the worse 
  and wanted to enter the woods to look for her. 
  
  FUR7-05 Cry in the Dark 
   
  Page 12 
  • DC 18: Rolf argued with Brother Joran the night 
  before Brother Joran went into the Weeping Woods. 
  Rolf has taken it hard that Brother Joran has not yet 
  returned. 
  • DC 20: Dentar Graffel suspected the wolves were 
  under the control of an intelligent leader, possibly a 
  werewolf. He began to carry silver weapons. 
  • DC 22: Sometimes late at night, a large wolf, a dire 
  wolf, enters the hamlet during a wolf attack and 
  turns into a man, disappearing before anyone can get 
  a good look at him. 
  • DC 24: Many fear that Brother Joran is dead  
  • DC 26: Dentar Graffel was killed by a creature that was 
  half-wolf and half man-like monster. Brother Joran, 
  Rolf the Wise and Alloran the Blacksmith believe 
  this was the leader of the wolves… a werewolf. 
  Could the werewolf be a returning soldier…or worse 
  a neighbor?  
   
  D. Dinner with Rolf 
  By the time of this meeting, the PCs may already have 
  learned all the necessary information needed to get to the 
  next encounter. This sub-encounter serves to make sure 
  the PCs are on the right track.  
   
  The sun has begun to set and already the residents of 
  Orlan’s Tower are nervous and fearful. Luna will be 
  full tonight and for the next few nights. Though the 
  wolves attacked two nights ago, everyone fears 
  another attack is imminent. 
   
  Rolf gestures for you to join him at a large table. 
  A succulent roast pig, accompanied by plates of 
  roasted corn and steamed carrots and loaves of 
  freshly baked bread, has been laid across the table. 
  “Come, my friends, let us eat. We have much to 
  discuss.” 
   
  The food is excellent. Rolf relates the following 
  information (paraphrase, if possible): 
  • Rolf has talked with Karyan Swiftfoot, who has agreed 
  to provide the PCs with free room and board as long 
  as they are defending the hamlet. She will return 
  whatever money they have already paid. The PCs 
  will still be charged for any alcoholic drinks and any 
  centaurs, animals or monstrous creatures are still not 
  permitted inside the main house. 
  • Rolf informs the PCs of any relevant information they 
  may have missed from the Introduction or from Part 
  B.  
  • He re-emphasizes that while defending the hamlet 
  from the wolves is important, determining and 
  destroying the entity controlling them is much more 
  critical. With the root cause destroyed, the wolves 
  should disperse and/or be more easily handled by 
  the PCs.  
  • One place to start is the Weeping Woods, where the 
  wolves are suspected to have their lair. If possible, 
  the PCs should determine the fate of Millenna 
  Hardenford and Brother Joran. Should Millenna be 
  still alive, her abilities as a druid would be beneficial 
  in handling the wolves. Rolf provides directions to 
  the druidess home near the center of the Weeping 
  Woods. Rolf also provides a detailed description of 
  both Millenna Hardenford (female in her late 
  thirties to early forties, Oeridian human, very 
  beautiful, long black hair, grey eyes, 5’ 6” in height 
  and a hundred pounds or so in weight) and Brother 
  Joran (male in his mid forties, Oeridian human, 
  graying beard, black hair, brown eyes, 6’ in height 
  and 170 pounds weight.)  
  • In the past, the druidess has been aloof and is 
  sometimes not very friendly. Hence, it is possible the 
  druidess may be involved in the attacks on the 
  hamlet. However, Rolf feels this is unlikely. Rolf also 
  reluctantly confesses it is possible the werewolf may 
  be one of the residents of Orlan’s Tower with a 
  hidden agenda all his/her own. 
  • If the PCs have not already done so, Rolf urges the PCs 
  to talk with the residents of Orlan’s Tower, who may 
  be able to provide additional information. He 
  suggests talking with the Swiftfoots, Alloran 
  DeMiles and the Smithfelds, who suffered the most 
  recent attack.  
  • Should Rolf be told that an undead (e.g., vampire) may 
  be behind the attacks not a werewolf, Rolf becomes 
  obviously terrified, especially if it is revealed that 
  some of the residents may be under enchantments. 
  Rolf warns the PCs to be especially careful, but 
  points out that no undead has been seen in this area 
  for years. He also points out that powerful undead 
  usually have other undead as minions rather than 
  wolves? 
   
  If the PCs are at APL 2-4 and do not possess silver 
  weapons, Rolf says, “As you may already know, Alloran 
  the Blacksmith, the late Dentar Graffel and I formed 
  the backbone of the watch here…what little good we 
  did in protecting the hamlet. Dentar lost his life 
  confronting the largest wolf… which we fear was a 
  werewolf. After the fight, I took Dentar’s sword. This 
  is our most precious possession now…but I think it 
  might be better in your hands.” Rolf presents the PCs 
  with a non-magical silver longsword. This is the prized 
  possession of the hamlet as it may be what is needed to 
  destroy the werewolf. When Rolf left looking for 
  adventurers, he gave the sword to Alloran for safe 
  keeping rather than taking it himself for his own defense.  
   
  Treasure 
   
  APL APLs: Loot 3 gp; Coin 0 gp; Magic 0 gp; Total 3 
  gp. 
   
   
  
  FUR7-05 Cry in the Dark 
   
  Page 13 
  2: WEEPING WOODS 
  The Weeping Woods appears dark and gloomy. 
  Hardly a sound comes from the woods, only 
  occasionally can a birdcall be heard from within. The 
  tall elm, oak and pine trees have an unnatural, sickly 
  appearance, with their long branches twisted and 
  gnarled. The shrubs and bushes below have become 
  over grown, thick and misshapen. As you near the 
  woods, ravens take flight from perches high in the 
  trees and scatter across the sky to destinations 
  unknown.  
   
   
  As the PCs walk about the woods, give them the 
  impression the Weeping Woods is a dark, dangerous and 
  wild place. Nature has run amok but in a most unhealthy 
  way. Have the PCs take up a marching order as they enter 
  the woods.  
   
  If the PCs have entered the woods with no 
  general plan or are attempting to hunt wolves 
  and/or find their lair, they find multiple wolf tracks 
  that eventually lead to a small animal trail heading toward 
  the general direction of the center of the woods. 
   
  If the PCs followed the wolf tracks from the 
  Smithfield farm, they find the gnawed bones of a cow a 
  few hundred yards from the woods. A DC 15 Heal check 
  confirms these bones came from a cow that died at 
  roughly the time of the wolf raid on the Smithfeld farm 
  (i.e., the bones are recent). Clear tracks (DC 10 Search or 
  Survival) lead from around the bones to head into the 
  woods. The tracks eventually converge on a narrow 
  animal trail heading toward the center of the woods. 
   
  If the PCs follow the directions to Millenna 
  Hardenford’s home, they lead to a narrow animal trail. 
  Observant PCs (DC 10 Spot or Survival) notice wolf 
  tracks along and to the side of the trail.  
   
  Regardless of the PCs means and reasons for 
  entering the woods, they find themselves on a narrow 5-
  foot wide path that winds its way slowly toward the 
  center of the woods. Grass, small shrubs and bushes line 
  the sides of trail before becoming thicker and heavier 
  within ten feet of the trail. These bushes impede 
  movement (i.e., difficult terrain). A DC 15 Track check 
  reveals that the wolf tracks follow the trail or within 5 
  feet from it, and that the wolves range in size from 
  Medium to Large. 
   
  The narrow animal trail continues to wind its way 
  deeper into the heart of the woods. The trees and 
  bushes that line the sides of the trail have become 
  more and more gnarled and twisted. 
   
  After a while, the PCs discover an open pit trap (20 feet 
  deep) along the trail, Interestingly, some of the medium-
  sized wolf tracks continue over the very spot of the pit 
  trap, suggesting heavy weight was required to activate the 
  trap. A successful DC 15 Knowledge (architecture and 
  engineering) confirms this theory. 
   
  At the bottom of the pit are the bones of a male 
  human dressed in the robes of a priest of St. Cuthbert, 
  with the symbol of a bronzewood billet symbol sewn onto 
  the robes. A DC 10 Heal check confirms that victim was 
  killed by the fall. Incidentally, searching the area around 
  the pit (DC 20 Search) reveals a small bronzewood billet 
  under a nearby shrub. A successful DC 10 Knowledge 
  (religion) identifies the billet as one of the symbols for St. 
  Cuthbert.  
   
  Treasure 
   
  APL APLs: Loot 2 gp; Coin 0 gp; Magic 0 gp; Total 2 
  gp. 
   
  DEVELOPMENT 
  If the PCs do not make the connection on their own, 
  allow them a DC 10 Wisdom check to realize the human 
  remains belong to Brother Joran, who disappeared several 
  months ago. If the PCs cast speak with dead or a similar 
  spell (despite such acts being illegal in Furyondy), 
  Brother Joran does not know any useful information 
  other than what was reported in the Introduction and 
  Encounter One. 
   
  The wolf tracks continue for another couple of 
  hundred feet or so along the animal trail toward the 
  center of the woods. Around a bend in the trail, a huge 
  clearing opens up. The nearly hundred foot diameter 
  clearing near the center of the woods consists of a few 
  clumps of light grass (i.e., sparse vegetation) and dirt and 
  rocks. Several shallow caves are in the center of the 
  clearing. A small stream flows toward the center of 
  Weeping Woods. 
   
  Deep in the Weeping Woods, the animal trail leads 
  to a large clearing. A small stream flows toward the 
  center of the woods. Sparse vegetation and rocks 
  protrude from the rough, uneven ground. Several 
  rocks piles and shallow cave openings can be 
  observed at the center of the clearing. 
   
  The uneven, rocky ground is considered difficult terrain. 
  Additionally, a small footbridge crosses the 1-foot deep 
  stream at the far northwest part of the clearing. From 
  there, a narrow trail continues toward the center of the 
  woods. A DC 15 Listen check reveals a waterfall 
  somewhere to the northwest (at the far end of the 
  clearing), likely near the center of the woods. 
   
  The shallow caves extend at most ten feet into the 
  earth. Bits of fur, bones and spoor can be found in and 
  around the caves, identifying this to be the lair a large 
  pack of wolves. A DC 15 Track check confirms that nearly 
  twenty wolves live here, though they have not been in 
  the area for almost a week.  
   
  Use DM’s Map 1 for this combat. At APLs 2 and 4, as 
  the PCs approach the footbridge an assassin vine attacks 
  the PCs. The assassin vine is 5 ft. from the bridge. When 
  the PCs are within 20 feet of the footbridge, a successful 
  DC 20 Spot check reveals the assassin vine. At APLs 6 – 
  10, the tendriculos arrives as the PCs are finishing up 
  there inspection of the caves. It emerges from near the 
  area of the footbridge. The tendriculos was either 
  
  FUR7-05 Cry in the Dark 
   
  Page 14 
  attracted by the noise of the PCs or more than likely 
  happened to wander into the area looking for lunch. A 
  successful DC 10 Listen check reveals the approach of the 
  hungry plant when it is 20 feet from the edge of the 
  clearing. For each 1 by which the best check exceeds 10, 
  the listening or spotting PC hears or sees the plant when 
  it is an additional 10 feet away (to a maximum of 100 feet). 
   
  APLs 2 and 4  
  This vine has a fibrous stem covered with brown stringy bark 
  and as thick as a human’s forearm. Its leaves are shaped like 
  human hands. 
   
  APLs 6 – 10 
  This creature looks like a mound of vegetation supported by 
  vines and branches. The mass has a huge opening filled with 
  “teeth” of sharp branches and long thorns.  
   
  CREATURES 
  APL 2 (EL 3) 
   
  Assassin Vine: hp 36; Monster Manual 20. 
   
  APL 4 (EL 5) 
   
  2 Assassin Vine: hp 36, 36; Monster Manual 20. 
   
  APL 6 (EL 7) 
   
  Advanced Tendriculos: hp 150; Appendix 1. 
   
  APL 8 (EL 9) 
   
  Advanced Tendriculos: hp 230; Appendix 1. 
   
  APL 10 (EL 11) 
   
  Advanced Tendriculos: hp 338; Appendix 1. 
   
  Tactics: Both the assassin vine and the tendriculos are 
  hungry and attack the PCs without mercy. Remember, 
  these creatures have low intelligence and are affected 
  (just as the PCs are) from the difficult terrain in the 
  clearing. 
   
  Treasure:  
  . 
  APL 6: Loot 0 gp; Coin 0 gp; Magic 83 gp; cloak of 
  resistance +1 (83 gp); Total 83 gp. 
   
  APL 8: Loot 0 gp; Coin 0 gp; Magic 333 gp; cloak of 
  resistance +2 (333 gp); Total 333 gp. 
   
  APL 10: Loot 0 gp; Coin 0 gp; Magic 750 gp; cloak of 
  resistance +3 (750 gp); Total 750 gp. 
   
  Detect Magic Results: Cloak of resistance +1 or +2 or 
  +3 (faint abjuration). 
   
  DEVELOPMENT 
  If the PCs manage to communicate with either the 
  assassin vine or the tendriculos, then these creatures are 
  able to confirm that a female two-legger (i.e., humanoid) 
  with long black hair negotiated with them to come and 
  live in these woods. The creatures were to leave her alone, 
  as well as any four-legged medium or large furry creatures 
  she individually identified as friends (i.e., the wolves). 
  C. Druidess’s Home 
  Crossing the footbridge, you follow the narrow path 
  deeper into the woods. Soon you come across an 
  even larger clearing. The stream that paralleled the 
  path falls into a modestly sized lake. On a small 
  bluff, overlooking the lake, at the far end of the 
  clearing, is a dilapidated cottage. Fields and gardens 
  near the cottage appear to be overgrown with weeds. 
   
  A casual glance (DC 10 Spot) reveals the cottage to be 
  abandoned and whatever plants cultivated in the fields 
  and gardens have been untended and become overgrown 
  with weeds and such. 
   
  A strong smell of blood and death comes from 
  within the cottage. Even after many months, the smell of 
  decaying flesh is still prominent. Inside, the cottage is a 
  mess. Clothes, furniture and miscellaneous items are 
  strewn across the floor. Near the center of the cottage is 
  an iron bathtub. Dozens and dozens of small to medium-
  sized rotting animal carcasses (i.e., rabbit, squirrel, deer, 
  and so forth….no wolves!) are piled near the tub. Dark 
  stains and dried blood is within the tub. A DC 15 
  Intelligence check reveals the tub was likely filled with 
  blood on several occasions. The tub itself is not magical 
  but does have an aura of moderate evil. Any druid, ranger 
  or PC associated with nature that touches the tub must 
  make a DC 20 Will save or become stunned for 1d4 
  rounds by the images of animals being slain and bled to 
  fill the tub so that a beautiful Oeridian woman in her late 
  thirties to early forties, with long black hair, could bathe 
  in the blood. A DC 15 Intelligence check confirms this 
  matches the description given of Millenna Hardenford. 
   
  PCs searching the cottage may make a DC 20 Search 
  check to find a journal under the bed (see Players’ 
  Handout 1). Nothing else of interest can be found in the 
  cottage. 
   
  D. The Path North 
  The rough directions provided in the journal or a DC 20 
  Search check in the clearing allows the PCs to discover an 
  overgrown path leading north, taking the PCs out of the 
  Weeping Woods. 
   
  Nearly a half-mile before the edge of the woods, the 
  PCs find another clearing. At the center of the clearing 
  are the burnt remains of a Huge tree (i.e., a weeping 
  willow). The tree has been dead for decades but still has a 
  faint aura of conjuration, necromancy and transmutation. 
  Otherwise, the remainder of the journey to the standing 
  stones is uneventful.  
   
   
  
  FUR7-05 Cry in the Dark 
   
  Page 15 
  3: HOME, SWEET, HOME 
  Emerging from the woods, you find yourself once 
  again amongst the rolling grasslands and fields of 
  dresadoes. A modestly-sized hill stands a couple 
  miles to the north. Atop the hill are irregularly 
  shaped stones arranged in an almost perfect circle. 
  All the stones jut nearly perpendicular from the 
  ground. A thick wall of bushes and brambles 
  encircles the base of the hill.  
   
  Fortunately, the encircling wall of bushes – despite being 
  full of brambles and thorns – is not as difficult to traverse 
  as it appears to be. Indeed, several gaps and pathways into 
  the thick bushes and shrubs can readily be found with a 
  DC 10 Search check. The wall of bushes is about ten to 
  twelve feet high and roughly a hundred feet thick. 
  Moving through the wall is considered to be movement 
  through difficult terrain, though no hindrance occurs if a 
  path is taken. The brambles and thorns look dangerous 
  but do not have any in-game effect.  
   
  The wall of bushes and other vegetation surrounds a 
  hill approximately two hundred feet in diameter. The top 
  of the hill is at the center of this area and rises up 
  gradually about seventy feet. Since the slope is not steep, 
  movement is not hindered. A flattened area of about 
  thirty feet by thirty feet is at the top of the hill. The circle 
  of stones is at the center of this flattened area. Have the 
  PCs take up a marching order as they move through the 
  encircling wall of bushes (i.e., thicket).  
   
  As the PCs emerge from the thick wall of bushes, 
  read the following text: 
   
  At the top of this modestly-sized grassy hill is a set 
  of small, irregularly shaped stones arranged in a 
  circle. Each standing stone is perhaps no more than 
  a few feet high. A large burned area, encompassing 
  the standing stones, is at the top of the hill. 
   
  Have the PCs make a DC 15 Spot check to avoid being 
  surprised as a large wolf (i.e., werewolf) emerges from the 
  top of the hill and wolf-like creatures (APLs 4-10) emerge 
  from the other side of the hill. Use DM’s Map 2 for this 
  combat. Don’t be too concerned about exact dimensions 
  for the layout of this map, it is okay to approximate. 
   
  Read the following descriptions to the PCs based on 
  their APL: 
   
  APL 2 
  [Norgurk] Short, gray fur covers this lean, feral humanoid. It 
  has sharp claws and a wolf-like muzzle. 
   
  APLs 4 – 10 
  [Norgurk] Short, gray fur covers this lean, muscular, feral 
  humanoid. It stands nearly as tall as an ogre and has sharp 
  claws and a wolf-like muzzle. 
   
  [Worg] This dangerous-looking animal appears to be a dark-
  colored wolf with a malevolent intelligence in its face and 
  sinister-looking eyes. 
  CREATURES 
  APL 2 (EL 4) 
   
  Norgruk: male bugbear werewolf, hybrid wolf form; 
  hp 32; Appendix 1. 
   
  APL 4 (EL 6) 
   
  Norgruk: male ogre werewolf, hybrid wolf form; hp 
  46; Appendix 1. 
   
  Advanced Worg: hp 45; Appendix 1. 
   
  APL 6 (EL 8) 
   
  Norgruk: male troll werewolf, hybrid wolf form; hp 
  84; Appendix 1. 
   
  Advanced Worg (2): hp 45 each; Appendix 1. 
   
  APL 8 (EL 10) 
   
  Norgruk: male troll dire werewolf; hp 120; Appendix 
  1. 
   
  Advanced Worg (3): hp 67 each; Appendix 1. 
   
  APL 10 (EL 12) 
   
  Norgruk: male troll dire werewolf fighter 2; hp 151; 
  Appendix 1. 
   
  Advanced Worg (4): hp 95 each; Appendix 1. 
   
  Tactics: Norgruk and the worgs attempt to protect their 
  master’s primary resting place to the best of their abilities. 
  Fortunately for the PCs, the master is away at the 
  moment. Norgruk and the worgs work as a team, with the 
  wolves setting up flanks for the werewolf. Norgruk 
  especially likes to target wizards and clerics so they 
  cannot use magic to protect or buff themselves and the 
  rest of their party. However, practically speaking, 
  Norgruk knows he will have to engage the front-line 
  fighters before he can get to the spellcasters, though if 
  the opportunity presents itself, he will take full advantage 
  of the situation. If given the opportunity, he drinks his 
  potion of owl’s wisdom to raise his Will saves. Further, if 
  he is in need of healing, he uses his healing belt. Lastly, he 
  uses his sling to target flying creatures or hard to reach 
  PCs.  
   
  The worgs fight to the death. However, if Norgruk is 
  reduced to 10 hit points or less, he attempts to flee. If 
  Norgruk is a natural lycanthrope and if forced out of 
  hybrid form, he will return to hybrid form if possible. If 
  he should be forced out of the hybrid form, then at APLs 
  2-6 reduce his Str –2, Dex –4 and Con –4, while at APL 8 
  and 10 reduce his Str – 14, Dex –4 and Con –6. Note, if 
  any PC is bitten by Norgruk and fails his/her Fortitude 
  Save, then the PC contracts lycanthropy and if not cured 
  by the end of the adventure is subject to the Curse of 
  Lycanthropy – Werewolf as noted on the AR.   
   
  Treasure:  
   
  APL 2: Loot 0 gp; Coin 0 gp; Magic 170 gp; healing 
  belt (62 gp); potion of owl’s wisdom (25 gp), vest of resistance 
  +1 (83 gp); Total 170 gp. 
  
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  APL 4: Loot 0 gp; Coin 0 gp; Magic 253 gp; healing 
  belt (62 gp); cloak of elemental protection (83 gp), potion of 
  owl’s wisdom (25 gp), vest of resistance +1 (83 gp); Total 253 
  gp. 
   
  APL 6: Loot 0 gp; Coin 0 gp; Magic 503 gp; healing 
  belt (62 gp); cloak of elemental protection (83 gp), potion of 
  owl’s wisdom (25 gp), vest of resistance +2 (333 gp); Total 503 
  gp. 
   
  APL 8: Loot 0 gp; Coin 0 gp; Magic 503 gp; healing 
  belt (62 gp); cloak of elemental protection (83 gp), potion of 
  owl’s wisdom (25 gp), vest of resistance +2 (333 gp); Total 503 
  gp. 
   
  APL 10: Loot 0 gp; Coin 0 gp; Magic 920 gp; healing 
  belt (62 gp); cloak of elemental protection (83 gp), potion of 
  owl’s wisdom (25 gp), vest of resistance +3 (750 gp); Total 920 
  gp. 
   
  Detect 
  Magic 
  Results: 
  healing 
  belt 
  (faint 
  conjuration), cloak of elemental protection (faint abjuration), 
  potion of owl’s wisdom (faint transmutation), vest of 
  resistance +1 or +2 or +3 (moderate abjuration) 
   
  DEVELOPMENT 
  After the defeat of Norgruk and the worgs, the PCs can 
  fully explore the circle of standing stones. At the center 
  of the circle are the sundered remains of a ten foot by ten 
  foot flat cover stone. Interestingly, the standing stones 
  were not moved here, though a DC 10 Knowledge 
  (architecture and engineering) or stonecunning check 
  reveals that the stone at the center was. A DC 10 Wisdom 
  check indicates that the standing stones served as 
  markers to a burial chamber below. Further, a DC 15 
  Search check reveals that the cover stone had been in 
  place for hundreds of years until it was recently sundered 
  by brute force. Sundering the stone likely set off a 
  magical trap; the scorched area about the standing stones, 
  which a DC 18 Spellcraft check identifies as the physical 
  evidence of fireball spell, serves as further evidence. 
  Engraved on the cover stone is an old woman holding a 
  basket of grain and a long scroll. A DC 10 Knowledge 
  (religion) or check identifies the symbol of Merikka, the 
  lawful good demigoddess of Farming, Agriculture and 
  Home. PCs that follow Merikka or have played FUR4-07 
  Under the Pale Moon or FUR5-05 Of Blood and Bone 
  automatically recognize her symbol. 
   
  Beneath the cover stone, a 10 foot wide tunnel is 
  revealed. The gently sloping tunnel leads to a forty by 
  forty foot room nearly a hundred feet underneath the hill
   
   
   
  If the PCs are able to see about this dark room, read 
  the following text: 
  Far beneath the hill is a burial chamber carved out of 
  the rock. Intricate carvings of armored men fighting 
  fearsome monsters and nightmarish creatures 
  adorn the walls and ceiling. Atop a small dais are two 
  stone sarcophagi. The lids of the sarcophagi have 
  been sundered and a large stone brick has been 
  placed in the leftmost sarcophagus. A pair of richly 
  dressed 
  humanoid 
  skeletons 
  has 
  been 
  unceremoniously dumped into the far corner of the 
  room.  
   
  In the left sarcophagus is a large, unadorned stone brick 
  (perhaps weighting 50 pounds or so). Atop the stone is a 
  folded letter (see Players’ Handout 2). The stone radiates 
  overwhelming evil. If the stone is sundered, a psychic 
  scream is heard by all PCs in the burial chamber. The PCs’ 
  ears and nose begin to bleed briefly (no in-game effect). 
  Additionally, the PCs must make a DC 15 Will save or be 
  stunned for one minute. A DC 25 Knowledge (religion) 
  check reveals that some vampires do not have coffins and 
  are instead bound to a large stone (called a tombstone) 
  from the site of their burial. The vampire returns to this 
  stone if it is reduced to 0 hit points  
   
  The other sarcophagus is filled with gems, jewelry 
  and archaic gold coins. Taking these coins and other 
  treasure is technically tomb robbing and prohibited by 
  Furyondy law, but the gold-piece value of the treasure is 
  reported below. Tossed unceremoniously in one corner 
  of the room is a pair of human skeletons, dressed in the 
  ragged remains of noble clothing and dress armor. Both 
  bear the symbol of Merikka about their necks. Should the 
  PCs return the skeletons to their sarcophagi, give them 
  burial rites from any good or neutral religion, and do not 
  take the treasure in the burial chamber, then the PCs 
  receive the Blessings of Merikka and are affected by a 
  modified recitation spell (CL 19, Spell Compendium 170) for 
  the remainder of this adventure, granting all PCs a +2 
  luck bonus to Armor Class, attack rolls and saving throws. 
  If the PCs are worshippers of Merikka, lawful good 
  aligned or have the Favor of the Church of Merikka from 
  FUR5-05 Of Blood and Bone, the luck bonus increases to +3 
  for those PCs. 
   
  Scattered about the room are bits and pieces of fur, 
  animal bones and spoor. A DC 15 Track check reveals the 
  room to have had twenty or more wolves living here for 
  about a year or so. 
   
  There is nothing preventing the PCs from resting 
  here for the night. Captain D’Arbanon does not return to 
  this resting place until he knows the PCs are dead. 
   
  Treasure: While obtaining this treasure is illegal, there is 
  nothing physically preventing the PCs from doing so. 
   
  All APLs: Loot 0 gp; Coin 100 gp; Magic 0 gp; Total 
  100 gp. 
   
   
  
  FUR7-05 Cry in the Dark 
   
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  4: DINNER PARTY 
  Note: Run this full encounter ONLY in a home game or 
  if there is still over an hour and a half remaining in the 
  slot. Otherwise, inform the PCs that no one arrives for 
  dinner at Orlan’s Tower and encourage the PCs to return 
  to Wizard’s Rest for the night. In this case, proceed to 
  Encounter Five. 
   
   
  The journey back to Orlan’s Tower is uneventful. 
  The wolves don’t harass the PCs and appear to be keeping 
  their distance. If the PCs first entered the woods in the 
  early morning, they arrive back in the hamlet by late 
  afternoon. If they rested for the night before returning to 
  the hamlet, assume they arrive by mid-morning.  
   
  When the PCs arrive in the hamlet, Rolf and Alloran 
  are very interested to learn all that has occurred and what 
  they have learned. They will be saddened to learn of the 
  death of Brother Joran and look to the PCs to stop 
  whoever or whatever is trying to gain control of the 
  hamlet. If the PCs inquire after anyone entering Orlan’s 
  Tower, they respond that no one has, but - as the PCs 
  requested - a dining table with eight chairs and a fine 
  dinner has been prepared. Further investigation reveals 
  that Karyan Swiftfoot found a note and several gold coins 
  requesting the meal (steak, vegetables, etc.) and a table to 
  be set up in the tower. Karyna assumed it came from the 
  PCs. If the PCs managed to get rid of the enchantments 
  on the residents, then assume that one resident is still 
  under the domination of Captain D’Arbanon and escaped 
  notice. The dominated resident was the one who planted 
  the note. Lastly, if the PCs rested the night in the 
  Weeping Woods, assume the note indicated that the food 
  was to be left for last night and tonight.  
   
  Captain D’Arbanon uses the night to better assess 
  where the PCs are and their status either by dominated 
  residents (including those newly dominated, should the 
  PCs have rested in the woods yesterday) or animals. 
  During the night, Captain D’Arbanon avoids any 
  unplanned confrontation and takes the form of a bat to 
  look around. 
   
  Once the PCs have entered the tower and find it 
  empty (except for the table and prepared meal), they will 
  likely want to set up some defenses. Allow them up to 10 
  minutes only to do so. Once midnight passes, allow the 
  PCs a DC 15 Wisdom check each hour to come to the 
  conclusion the “Orlan” has no intentions of showing up 
  to meet the PCs. At about 3 AM, proceed to the next 
  encounter. 
  5: CAPTAIN D’ARBANON 
  By 3 AM, the PCs are likely either still at the tower or 
  have gone to bed, possibly at the Wizard’s Rest. At this 
  time, a hue and cry, is raised by one of the farms to the 
  east (i.e., essentially where the PCs are not) of the hamlet. 
  Captain D’Arbanon has used his children of the night 
  special attack ability to summon 12 wolves and sent them 
  to raid the farm. The wolves are serving as a distraction to 
  draw out the PCs. 
   
  Late in the night, perhaps a few hours from dawn, 
  with the full moon is still in the sky, a loud ringing 
  sound can be heard and a signal fire seen from the 
  east of the hamlet. Rolf [or Alloran] calls out, 
  “Wolves are attacking the Lerwent Farm! Come, we 
  are in need of your assistance!” Rolf is armed with a 
  longsword and gestures for you to follow. He and a 
  group of ten other men head down a narrow path to 
  the east. 
   
  Rolf, Alloran and the Watch allow the PCs to catch up 
  and give them instructions. For the purposes of this 
  combat, it is entirely possible that the PCs may order the 
  men to stay in the hamlet and investigate the attack on 
  the farm themselves. This is perfectly acceptable, as once 
  the real combat starts, the Watch scatters everywhere, 
  leaving the PCs to deal with Captain D’Arbanon and his 
  minions. 
   
  The attack occurs halfway between the Lerwent 
  Farm and Orlan’s Tower. The Lerwent farm is 
  approximately a thousand feet east of Orlan’s Tower 
  proper. Have the PCs take up a marching order as they 
  move down a ten-foot wide hard-packed dirt path. In the 
  near distance, open, rolling grassland is to either side of 
  the path. Remember to determine where the light 
  sources in the party are. Have the PCs make a DC 20 Spot 
  check to avoid surprise. Use DM’s Map 3 for this combat. 
   
  Read the following descriptions to the PCs based on 
  their APL: 
   
  APL 2 
  [Ghoul] This foul creature appears more or less humanoid, but 
  has mottled decaying flesh drawn tight across clearly visible 
  bones. It is mostly hairless and has a carnivore’s sharp teeth. Its 
  eyes burn like hot coals in their sunken sockets. 
   
  [Millenna] This feral-looking creature virtually drips in evil. It 
  is dressed in cleric vestments, though in a state of disrepair. Its 
  dark red-mouth is dominated by a pair of vicious-looking canine 
  teeth.  
  
  FUR7-05 Cry in the Dark 
   
  Page 18 
  APL 4 
  [Ghoul/Ghast] This foul creature appears more or less 
  humanoid, but has mottled decaying flesh drawn tight across 
  clearly visible bones. It is mostly hairless and has a carnivore’s 
  sharp teeth. Its eyes burn like hot coals in their sunken sockets. 
   
  [D’Arbanon] This sinister looking creature has pale skin, 
  haunting eyes and a feral cast to his Oeridian features. He is 
  dressed in fine noble garb wears a floppy, wide-brimmed hat. 
   
  APLs 6 – 10 
  [Entomber] This shrunken and disfigured humanoid carcass 
  moves under the power of its own animation, though the details 
  of its shape are blurred beneath a coating of filth and grave dirt. 
   
  [D’Arbanon] This sinister-looking creature has pale skin, 
  haunting eyes and a feral cast to his Oeridian features. He is 
  dressed in fine noble garb wears a floppy, wide-brimmed hat. 
   
  CREATURES 
  APL 2 (EL 5) 
   
  Millenna Hardenford: female vampire spawn 
  (psychic vampire variant); hp 39; Appendix 1. 
   
  Ghoul (2): hp 18; Monster Manual 118-119. 
   
  APL 4 (EL 7) 
   
  Captain D’Arbanon: male doppelganger vampire 
  (psychic vampire variant) fighter 1; hp 45; Appendix 1. 
   
  Ghast: hp 36; Monster Manual 118-119. 
   
  Ghoul: hp 18; Monster Manual 118-119. 
   
  APL 6 (EL 9) 
   
  Captain D’Arbanon: male doppelganger vampire 
  (psychic vampire variant) fighter 2/monk 1; hp 63; 
  Appendix 1. 
   
  Advanced Entomber: hp 78; Appendix 1. 
   
  APL 8 (EL 11) 
   
  Captain 
  D’Arbanon: 
  male 
  spellstitched 
  doppelganger vampire (psychic vampire variant) fighter 
  2/monk 2; hp 72; Appendix 1. 
   
  Advanced Entomber (2): hp 78 each; Appendix 1. 
   
   
  APL 10 (EL 13) 
   
  Captain 
  D’Arbanon: 
  male 
  spellstitched 
  doppelganger vampire (psychic vampire variant) fighter 
  4/monk 2; hp 100; Appendix 1. 
   
  Advanced Entomber (3): hp 104 each; Appendix 1. 
   
  Tactics: The undead focus their attacks on the PCs and 
  ignore any accompanying residents from the hamlet, who 
  flee at the sight of these creatures. In general, the undead 
  minions (i.e., ghoul, ghast and/or entomber) attack the 
  front of the party while Captain D’Arbanon (or Millenna 
  Hardenford at APL2) bides his/her time to study the PCs, 
  then flanking the PCs to attack them from the rear. 
  Captain D’Arbanon (or Millenna) starts from the same 
  spot as the undead. At APLs 8 and 10, Captain D’Arbanon 
  precasts false life on himself to gain extra hit points. 
  Additionally, at APL 10, he uses the hand of the oak father 
  to cast barkskin (50 minute duration) on himself.  
   
  The ambush occurs at a portion of the path as it 
  moves between two barren rises (gradual slope to twenty 
  feet high). In this area, there is not enough vegetation to 
  support an entangle spell. The undead minions charge 
  down at the PCs and attack them to the best of their 
  ability. At APL 6 and above, the entombers not only 
  damage foes, but strive to entomb front-line fighter and, 
  whenever, possible spell-casters. The entombers’ goal is to 
  decrease the number of combatants against them. Those 
  that manage to escape are beaten down and entombed 
  once more until they either die from suffocation or are 
  killed by brute force. Whenever possible, they coordinate 
  tactics with Captain D’Arbanon, making sure only a 
  limited number of combatants face him. 
   
  Once Captain D’Arbanon (or Millenna Hardenford) 
  has moved his/her position to the rear of the PCs, he/she 
  attacks spellcasters preferentially. In all cases, Captain 
  D’Arbanon uses his slam/unarmed strikes to the best of 
  his ability. Captain D’Arbanon (or Millenna Hardenford) 
  reserves sling attacks for hard to reach PCs. At APLs 8 and 
  10, however, Captain D’Arbanon foregoes any direct 
  attacks initially, relying instead on his arcane spells. 
  When casting area of effect spells, D’Arbanon tries not to 
  catch his own undead minions in the area of effect. Also, 
  he reserves use of his anklet of translocation (starting APL 
  6) and his dimension door spell to escape an immediate 
  problem area rather than for fleeing. Additionally, he 
  reserves the potion of fly to combat aerial opponent, 
  should the need arise. Further, at APL 10, he uses his wall 
  of force spell to divide the PCs so he can concentrate his 
  attacks on fewer opponents and hopefully kill them 
  before dealing with the other PCs. Generally speaking, 
  Captain D’Arbanon fights to the death. However, if it 
  becomes obvious he cannot win or is too ineffectual in 
  combat, he attempts to flee the area. The PCs have 
  defeated him and should receive full experience.  
   
  Unfortunately, 
  Captain D’Arbanon turns 
  any 
  captured PCs into vampire spawns or full-fledged 
  vampires depending on the particular PC levels. Lastly, 
  Captain D’Arbanon arrogantly allows fleeing PCs to 
  escape initially, believing the defeated PCs will not alert 
  authorities. D’Arbanon realizes his error in this belief too 
  late and, consequently, later temporarily leaves Orlan’s 
  Tower. 
   
  If the PCs refused to help the villagers and are holed 
  up at either the inn or Orlan’s Tower, then Captain 
  D’Arbanon changes his plan of attack. First, he sends the 
  entombers to drive the innocents, which should be 
  mainly woman and children at this point, from their 
  homes and then has them entomb as many innocents 
  into the ground as possible until the PCs are drawn out to 
  fight. It is considered an evil act for any good PC to allow 
  such a slaughter of innocents to occur. Additionally, any 
  paladin or lawful good cleric would lose his/her paladin-
  hood or divine casting ability until an atonement spell 
  could be cast upon him/her. Second, if slaughtering the 
  residents does not draw out the PCs, then Captain 
  
  FUR7-05 Cry in the Dark 
   
  Page 19 
  D’Arbanon has little choice but to send his minions 
  against the PCs directly, possible to be injured by 
  whatever defenses the PCs have managed to create. 
  Regardless, Captain D’Arbanon allows the entombers to 
  take the brunt of the attacks by the PCs before directly 
  attacking the PCs himself.  
   
  Treasure:  
   
  APL 2: Loot 0 gp; Coin 0 gp; Magic 83 gp; cloak of 
  resistance +1 (83 gp); Total 83 gp. 
   
  APL 4: Loot 0 gp; Coin 0 gp; Magic 83 gp; cloak of 
  resistance +1 (83 gp); Total 83 gp. 
   
  APL 6: Loot 4 gp; Coin 0 gp; Magic 200 gp; cloak of 
  resistance +1 (83 gp), anklet of translocation (117 gp); Total 
  212 gp. 
   
  APL 8: Loot 4 gp; Coin 0 gp; Magic 928 gp; anklet of 
  translocation (117 gp), bracers of armor +1 (83 gp), cloak of 
  resistance +2 (333 gp), gauntlets of ogre power (333 gp), 
  potion of fly (62 gp); Total 932 gp. 
   
  APL 10: Loot 4 gp; Coin 0 gp; Magic 1,345 gp; anklet 
  of translocation (117 gp), bracers of armor +1 (83 gp), cloak of 
  resistance +2 (333 gp), gauntlets of ogre power (333 gp), hand 
  of the oak father (417 gp), potion of fly (62 gp); Total 1,349 
  gp. 
   
  Detect Magic Results: amulet of mighty fists +1 (faint 
  evocation), anklet of translocation (moderate conjuration), 
  bracers of armor +1 (moderate conjuration), cloak of 
  resistance +1 (faint abjuration), gauntlets of ogre power (faint 
  transmutation), hand of the oak father (faint divination and 
  transmutation), potion of fly (faint transmutation). 
    
  DEVELOPMENT 
  Once Captain D’Arbanon (or Millenna Hardenford at 
  APL 2) has been defeated and reduced to 0 hit points, 
  he/she turns gaseous and moves as a cloud toward a 
  secret chamber behind the wall of a dried up well in one 
  of the southwestern most farms of the hamlet. The 
  residents of the farm do not have any idea there was a 
  secret chamber in one of their wells. PCs must break 
  down this wall to gain access to the hidden chamber. 
  There they will find another large stone brick similar to 
  the one encountered in Encounter Three. Captain 
  D’Arbanon can be destroyed normally, as described in 
  Monster Manual p. 253. Similar events occur as in 
  Encounter Three if the PCs destroy the stone before 
  permanently slaying Captain D’Arbanon. On the other 
  hand, if they permanently slay Captain D’Arbanon first, 
  then nothing untoward happens when the stone is 
  destroyed. At APL 2, Millenna Hardenford’s coffin is in 
  the chamber, but the stone is missing. At this APL, 
  Captain D’Arbanon has already fled the area figuring the 
  low level PCs were advance scouts (i.e., fodder) for the 
  authorities. 
  Interestingly, 
  at 
  APLs 
  4-10, 
  Captain 
  D’Arbanon has sent Millenna Hardenford to scout out 
  another location in case Captain D’Arbanon is forced to 
  relocate. At these APLs, Millenna Hardenford does not 
  reappear. Finally, in the secret chamber, the PCs find a 
  small fortune in coins and gems and a finely crafted 
  adamantine longsword with the word “Aequitas” 
  engraved on the blade. A successful DC 15 Bardic 
  Knowledge or Craft (Weaponsmithing) or Knowledge 
  (History) reveals that the style and artwork on the sword 
  suggests it was crafted sometime in the first century CY. 
  Additionally, the PCs find a half-written letter to the 
  Master of Bronzeblood apologizing for past indiscretions 
  and stating Captain D’Arbanon’s desire to renew his 
  allegiance, swearing that all in his newly created domain 
  of Orlan’s Tower will obey the Master with unflagging 
  loyalty. Captain D’Arbanon was writing the letter as an 
  insurance policy in case the Master of Bronzeblood 
  encroached upon his territory or he was compelled to go 
  back into the Master of Bronzeblood’s service.  
   
  Treasure:  
   
  All APLs: Loot 0 gp; Coin 50 gp; Magic 918 gp; +1 
  magebane adamantine longsword (918 gp); Total 968 gp. 
   
  Detect Magic Results: +1 magebane adamantine 
  longsword (moderate evocation). 
   
   
  CONCLUSION 
  Once you have completed the conclusion, if this is the 
  premiere please complete the critical event summary at 
  the end of the event and return it to HQ. While you do 
  not need to advise the players of the questions (and it is 
  preferable you do not), please make them aware you ARE 
  completing this bit of paperwork and that their actions do 
  make a difference. Any PC actions that are not adequately 
  covered by the questions, but may become relevant in 
  future adventures or for the region, in general, should be 
  explained on the backside of the paper. Select the 
  appropriate conclusion based on PC actions. 
   
  A. PCs failed to help the residents of Orlan’s Tower 
   
  The PCs have either ignored or declined Rolf Greyfeld’s 
  request for aid in defeating the pack of wolves attacking 
  Orlan’s Tower. The PCs do not receive any of the favors or 
  blessings. However, if the PCs slew Rolf Grayfeld, then 
  this is considered an evil act and the PCs, regardless of 
  their culpability, earn the Enmity of the Knights of the 
  Furyondy and become Wanted in Furyondy.  
   
  B. PCs attempted to save the residents of Orlan’s 
  Tower but were unable to defeat Captain D’Arbanon 
  or Millenna. 
   
  The PCs made an honest attempt to save the residents of 
  Orlan’s Tower from the pack of wolves and the evil 
  machinations of Captain D’Arbanon. They have failed to 
  defeat Norgruk and/or Captain D’Arbanon/Millenna, but 
  managed to escape with their lives. The PCs do not earn 
  any additional favors or boons, except for the Blessings of 
  Merikka if the PCs participated in providing burial rites 
  to the skeletons in the burial chamber of Encounter 
  Three. If the PCs have gone to the authorities for help, 
  then read the following box text: 
   
  
  FUR7-05 Cry in the Dark 
   
  Page 20 
  Within a week, a group of King’s Men descends 
  upon 
  Orlan’s 
  Tower 
  but 
  find 
  little 
  amiss. 
  Apparently, the leaders of the small hamlet, Rolf 
  Greyfeld and Alloran DeMiles, were slain while 
  repulsing a final wolf attack. Since then the hamlet 
  has been free of any incursions. The King’s Men stay 
  for nearly a month but do not encounter any of the 
  wolves or the influential power behind the wolves. 
  Within weeks of the King’s Men leaving, however, 
  all contact with Orlan’s Tower is lost…some say due 
  to wolves patrolling the area.  
   
  C. PCs defeated Captain D’Arbanon (or at APL2, 
  Millenna 
  Hardenford) 
  thereby 
  rescuing 
  the 
  residents of Orlan’s Tower 
   
  With the permanent defeat of Captain D’Arbanon, the 
  wolf attacks on Orlan’s Tower cease. The PCs are invited 
  to stay in Orlan’s Tower for the remainder of the week. At 
  the end of their stay, a party is held celebrating the end to 
  the wolf attacks and the defeat of the villainous vampire, 
  Captain D’Arbanon. In attendance is Sir Jorvan Werdna 
  (male, Oeridian human, Fighter 9) of the Knights of 
  Furyondy and the new Baron DeCorbus, Sir Praevor of 
  Heironeous (male, Oeridian human, Paladin 11). Sir 
  Jorvan and Sir Praevor are on temporary leave from the 
  forces of Lord Nikar to attend to matters in Orlan’s 
  Tower. At APLs 2 and 4, Sir Jorvan and Sir Praevor 
  arrange for free restoration castings for PCs in need. PCs 
  who participated in providing burial rites to the skeletons 
  in the burial chamber of Encounter Three earn the 
  Blessings of Merikka. Further, PCs who successfully save 
  the hamlet of Orlan’s Tower from the wolves by defeating 
  Captain D’Arbanon earn the Friendship of Orlan’s Tower, 
  an Influence Point with the Knights of Furyondy and the 
  Gratitude of Baron DeCorbus. 
   
  The residents of Orlan’s Tower are overjoyed with 
  the defeat of the wolves and real source behind the 
  attack, the villainous Captain D’Arbanon. A great 
  celebration is held in honor of the brave adventurers 
  who defeated Captain D’Arbanon and prevented his 
  evil machination from coming to fruition. Sir Jorvan 
  Werdna of the Knights of Furyondy and the new 
  Baron DeCorbus, Sir Praevor of Heironeous, are in 
  attendance and congratulate the adventurers for 
  their heroism. The celebration lasts long into the 
  night. 
   
  The End 
   
  DISTRIBUTING AR ITEMS 
  Wanted in Furyondy: A PC is granted this, if he/she 
  slew or participated in the slaying of Rolf Greyfeld. 
   
  Enmity of the Knights of Furyondy: A PC is granted 
  this, if he/she slew or participated in the slaying of Rolf 
  Greyfeld. 
   
  Curse of Lycanthropy – Werewolf: A PC gains this 
  curse if he/she unknowingly gains the curse of 
  lycanthropy or chooses not to have the Curse treated. 
   
  Blessings of Merikka: The PCs receive this blessing if 
  they returned the skeletons to the sarcophagi, provided 
  burial rites for the skeletons and did not remove any 
  treasure from the burial chamber. 
   
  Aequitas: The PCs gain access to this sword upon 
  discovering Captain D’Arbanon’s secret sanctuary in the 
  hamlet of Orlan’s Tower.  
   
  Friendship of Orlan’s Tower: This favor is given to PCs 
  who successfully save the hamlet of Orlan’s Tower (i.e., 
  defeat Captain D’Arbanon).  
   
  Influence Point with the Knights of Furyondy: This 
  favor is given to PCs who successfully save the hamlet of 
  Orlan’s Tower (i.e., defeat Captain D’Arbanon). 
   
  Gratitude of Baron DeCorbus: This favor is given to 
  PCs who successfully save the hamlet of Orlan’s Tower 
  (i.e., defeat Captain D’Arbanon). An additional benefit is 
  given to a PC who bears the title of Protector of the 
  Standard. 
   
  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. 
   
  2: WEEPING WOODS 
  Defeat assassin vine or tendriculos 
  APL 2  
  90 XP 
  APL 4  
  150 XP 
  APL 6  
  210 XP 
  APL 8  
  270 XP 
  APL 10  
  330 XP 
   
  3: HOME, SWEET, HOME 
  Defeat Norgruk Ekim and his worgs (or at APL 2 just 
  Norgruk) 
  APL 2  
  120 XP 
  APL 4  
  180 XP 
  APL 6  
  240 XP 
  APL 8  
  300 XP 
  APL 10  
  360 XP 
  
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  Page 21 
  5: CAPTAIN D’ARBANON 
  Defeat Captain D’Arbanon (or Millenna Hardenford) and 
  his/her undead minion(s) 
  APL 2  
  150 XP 
  APL 4  
  210 XP 
  APL 6  
  270 XP 
  APL 8  
  330 XP 
  APL 10  
  390 XP 
   
  STORY AWARD 
  Saved the resident of Orlan’s Tower from the wolf attacks 
  and/or figured out the real enemy behind the attacks: 
  All APLs  
  50 XP 
   
  DISCRETIONARY ROLEPLAYING AWARD 
  APL 2  
  40 XP 
  APL 4  
  85 XP 
  APL 6  
  130 XP 
  APL 8  
  175 XP 
  APL 10  
  220 XP 
   
  TOTAL POSSIBLE EXPERIENCE: 
  APL 2  
  450 XP 
  APL 4  
  675 XP 
  APL 6  
  900 XP 
  APL 8  
  1125 XP 
  APL 10  
  1350 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. 
   
  INTRODUCTION 
   
  All APLs: Loot 0 gp; Coin 50 gp; Magic 0 gp – Total 
  50 gp. 
   
  1: ORLAN’S TOWER 
  B. Orlan’s Tower: Shrine 
   
  All APLs: Loot 4 gp; Coin 0 gp; Magic 0 gp – Total 4 
  gp. 
   
  D. Dinner with Rolf 
   
  All APLs: Loot 3 gp; Coin 0 gp; Magic 0 gp – Total 3 
  gp. 
   
  2: WEEPING WOODS 
  Pit Trap 
   
  All APLs: Loot 2 gp; Coin 0 gp; Magic 0 gp – Total 2 
  gp.  
   
  Tendriculos 
   
  APL 6: Loot 0 gp; Coin 0 gp; Magic 83 gp; cloak of 
  resistance +1 (83 gp); Total 83 gp. 
   
  APL 8: Loot 0 gp; Coin 0 gp; Magic 333 gp; cloak of 
  resistance +2 (333 gp); Total 333 gp. 
   
  APL 10: Loot 0 gp; Coin 0 gp; Magic 750 gp; cloak of 
  resistance +3 (750 gp); Total 750 gp. 
  3: HOME, SWEET, HOME 
  Norgruk and Company 
   
  APL 2: Loot 0 gp; Coin 0 gp; Magic 170 gp; healing 
  belt (62 gp); potion of owl’s wisdom (25 gp), vest of resistance 
  +1 (83 gp); Total 170 gp. 
   
  APL 4: Loot 0 gp; Coin 0 gp; Magic 253 gp; healing 
  belt (62 gp); cloak of elemental protection (83 gp), potion of 
  owl’s wisdom (25 gp), vest of resistance +1 (83 gp); Total 253 
  gp. 
   
  APL 6: Loot 0 gp; Coin 0 gp; Magic 503 gp; healing 
  belt (62 gp); cloak of elemental protection (83 gp), potion of 
  owl’s wisdom (25 gp), vest of resistance +2 (333 gp); Total 503 
  gp. 
   
  APL 8: Loot 0 gp; Coin 0 gp; Magic 503 gp; healing 
  belt (62 gp); cloak of elemental protection (83 gp), potion of 
  owl’s wisdom (25 gp), vest of resistance +2 (333 gp); Total 503 
  gp. 
  
  FUR7-05 Cry in the Dark 
   
  Page 22 
   
  APL 10: Loot 0 gp; Coin 0 gp; Magic 920 gp; healing 
  belt (62 gp); cloak of elemental protection (83 gp), potion of 
  owl’s wisdom (25 gp), vest of resistance +3 (750 gp); Total 920 
  gp. 
   
  Burial Chamber 
   
  All APLs: Loot 0 gp; Coin 100 gp; Magic 0 gp – Total 
  0 gp. 
   
  5: CAPTAIN D’ARBANON 
  Captain D’Arbanon/Millenna Hardenford 
   
  APL 2: Loot 0 gp; Coin 0 gp; Magic 83 gp; cloak of 
  resistance +1 (83 gp); Total 83 gp. 
   
  APL 4: Loot 0 gp; Coin 0 gp; Magic 83 gp; cloak of 
  resistance +1 (83 gp); Total 83 gp. 
   
  APL 6: Loot 4 gp; Coin 0 gp; Magic 200 gp; cloak of 
  resistance +1 (83 gp), anklet of translocation (117 gp); Total 
  212 gp. 
   
  APL 8: Loot 4 gp; Coin 0 gp; Magic 928 gp; anklet of 
  translocation (117 gp), bracers of armor +1 (83 gp), cloak of 
  resistance +2 (333 gp), gauntlets of ogre power (333 gp), 
  potion of fly (62 gp); Total 932 gp. 
   
  APL 10: Loot 4 gp; Coin 0 gp; Magic 1,345 gp; anklet 
  of translocation (117 gp), bracers of armor +1 (83 gp), cloak of 
  resistance +2 (333 gp), gauntlets of ogre power (333 gp), hand 
  of the oak father (417 gp), potion of fly (62 gp); Total 1,349 
  gp. 
   
  Secret Chamber 
   
  All APLs: Loot 0 gp; Coin 50 gp; Magic 918 gp; +1 
  magebane adamantine longsword (918 gp); Total 968 gp. 
   
  TOTAL POSSIBLE TREASURE 
   
  APL 2: Loot 9 gp; Coin 200 gp; Magic 1.171 gp; Total 
  1,380 gp (450 gp max). 
   
  APL 4: Loot 9 gp; Coin 200 gp; Magic 1,171 gp; Total 
  1,380 gp (650 gp max). 
   
  APL 6: Loot 13 gp; Coin 200 gp; Magic 1,704 gp; 
  Total 1,917 gp (900 gp max). 
   
  APL 8: Loot 13 gp; Coin 200 gp; Magic 2,665 gp; 
  Total 2,878 gp (1,300 gp max). 
   
  APL 10: Loot 13 gp; Coin 200 gp; Magic 3,999 gp; 
  Total 4,212 gp (2,300 gp max). 
  ADVENTURE RECORD ITEMS 
  � Influence Point with the Knights of Furyondy 
   
  � Wanted in Furyondy: Base chance of capture 70%; cumulative 
  chance of capture 60%. Punishment: Execution. Contact the Furyondy 
  Triad if your PC has this AR item. 
   
  � Enmity of the Knights of Furyondy: This enmity voids all 
  previous Favors or Influence Points of the Knights of the Hart or 
  Knights of Furyondy, and is immediately ejected from the Knights of 
  the Hart and Furyondy Military meta-organizations. This PC may never 
  again gain such favors or influence points or rejoin these groups. 
   
  � Curse of Lycanthropy – Werewolf: See the Living Greyhawk 
  Campaign Standards for details on this curse. A PC may spend 4 TU 
  being treated at Castle Greylode to remove this curse at no monetary 
  cost. Using this option causes the PC to be automatically captured and 
  punished to the fullest extent of the law for all crimes in Furyondy he or 
  she is currently Wanted for. 
   
  � Blessings of Merikka: You may use one of the following spells as 
  spell-like abilities (CL = PC Hit Dice) a total of four times ever: divine 
  favor, shield other and magic circle against evil:  
   
  [  ] [  ] [  ] [  ] 
   
  � Friendship of Orlan’s Tower: You receive free standard upkeep in 
  this adventure. For one year from the date of this AR, you receive a +2 
  competence bonus on Diplomacy and Gather Information checks when 
  dealing with commoners who are citizens of Furyondy. 
   
  � Gratitude of Baron DeCorbus: Your Affiliation Score with the 
  Gold County increases by 3. Further, if, at any point, you possess the 
  title of Protector of the Standard, you are given a gift of land including a 
  small hamlet in the Gold County and surrounding farmland. Your noble 
  title does not change. Contact the Furyondy Triad for further details. 
   
  � Aequitas: A finely crafted +1 magebane adamantine longsword with 
  the word “Aequitas” engraved on the blade.  
   
  ITEM ACCESS 
  APL 2: 
  • Aequitas (Regional; see above; 11,015 gp) 
  • Healing Belt (Adventure; MIC; limit 1) 
   
  APL 4 (all of APL 2 plus the following): 
  • Cloak of Elemental Protection (Adventure; MIC) 
   
  APLs 6-8 (all of APLs 2-4 plus the following): 
  • Anklet of Translocation (Adventure; MIC, limit 1) 
   
  APL 10 (all of APLs 2-8 plus the following): 
  • Hand of the Oak Father (Adventure; MIC, limit 1) 
  
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  Page 23 
  APPENDIX 1: APL 2 
  3: THE CIRCLE 
   
   
  N O R G R U K  E KI M 
  CR  4 
  Bugbear Werewolf, Hybrid Wolf Form 
  CE Medium Humanoid (goblinoid, shapechanger) 
  Init +3; Senses darkvision 60’, low-light vision; Listen 
  +6, Spot +6 
  Languages Common and Goblin  
  AC 16, touch 11, flat-footed 15 
   (+1 Dex, +5 natural)  
  hp 32 (5 HD); DR 10/silver  
  Fort +8, Ref +10, Will +5 
  Speed 30 ft. (6 squares); 
  Melee 2 claws +8 (1d4+4) and 
   
  bite +3 (1d6+2) 
  Ranged sling +6 (1d4+4) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +7 
  Atk Options curse of lycanthropy  
  Combat Gear sling, 20 sling bullets, potion of owl’s 
  wisdom, healing belt 
  Abilities Str 18, Dex 16, Con 17, Int 10, Wis 12, Cha 9  
  SQ alternate form, scent, wolf empathy 
  Feats Alertness, Iron Will, Track, Weapon Focus 
  (Bite), Weapon Focus (Claw) 
  Skills Climb +5, Hide +5, Listen +6, Move Silently +8, 
  Spot +6, Survival +2 (+6) 
  Possessions combat gear plus belt pouch, vest of 
  resistance +1  
  Curse of Lycanthropy (Su) Any humanoid or giant 
  hit by a natural lycanthrope’s bite attack in animal 
  or hybrid form must succeed a DC 15 Fortitude 
  save or contract lycanthropy. If the victim’s size is 
  not within one size category of the lycanthrope (for 
  example, a hill giant bitten by a wererat), then the 
  victim cannot contract lycanthropy from that 
  lycanthrope. Afflicted lycanthropes cannot pass on 
  the curse of lycanthropy. 
  Alternate Form (Su) A lycanthrope can shift into 
  animal form as though using the polymorph spell 
  on itself, though its gear is not affected, it does not 
  regain hit points for changing form, and only the 
  specific animal form indicated for the lycanthrope 
  can be assumed. It does not assume the ability 
  scores of the animal, but instead adds the animal’s 
  physical ability score modifiers to its own ability 
  scores. A lycanthrope also can assume a bipedal 
  hybrid form with prehensile hands and animalistic 
  features.  
   
  Changing to or from animal or hybrid form is a 
  standard action. A slain lycanthrope reverts to its 
  humanoid 
  form, 
  although 
  it 
  remains 
  dead. 
  Separated body parts retain their animal form, 
  however. Natural lycanthropes have full control 
  over this power. 
  Lycanthropic 
  Empathy 
  (Ex) 
  In 
  any 
  form, 
  lycanthropes can communicate and empathize with 
  normal or dire animals of their animal form. This 
  gives them a +4 racial bonus on checks when 
  influencing the animal’s attitude and allows the 
  communication of simple concepts and (if the 
  animal is friendly) commands, such as “friend,” 
  “foe,” “flee,” and “attack.” 
  Skills A lycanthrope has a +4 (bugbear) racial bonus 
  on Move Silently checks and a +4 (wolf) racial 
  bonus on Survival checks when tracking by scent. 
   
   
  
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  5: CONFRONTATION 
   
  M I LLE N N A H AR D E N FO RD 
  CR  4 
  Vampire Spawn, Psychic Vampire Variant 
  LE Medium undead 
  Init +6; Senses darkvision 60’, Listen +12, Spot +12 
  Aura wisdom drain 
  Languages Common, Goblin  
  AC 15, touch 12, flat-footed 13 
   (+2 Dex, +3 natural)  
  hp 39 (4 HD); fast healing 2; DR 5/silver  
  Immune undead immunities  
  Resist cold 10, electricity 10, +6 turn resistance 
  Fort +2, Ref +6, Will +7 
  Weakness Vampire weakness 
  Speed 30 ft. (6 squares); spider climb 
  Melee slam +5 (1d6+4 plus wisdom drain) 
  Ranged sling +4 (1d4+3)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +5  
  Atk Options wisdom drain 
  Special Actions blood drain, domination, gaseous 
  form 
  Combat Gear sling, 20 sling bullets  
  Abilities Str 16, Dex 14, Con –, Int 13, Wis 14, Cha 14  
  SQ, gaseous form, spider climb, undead traits 
  Feats Alertness, Improved Initiative, Improved Turn 
  Resistance, Lightning Reflexes, Toughness  
  Skills Bluff +6, Climb +8, Diplomacy +4, Hide +10, 
  Jump+8, Listen +12, Move Silently +10, Profession 
  (Herbalist) +2, Search +8, Sense Motive +12, Spot 
  +12 
  Possessions combat gear plus belt pouch, traveler’s 
  outfit, cloak of resistance +1 
  Wisdom Drain (Su) With a successful touch attack or 
  slam attack, a psychic vampire drains 1d6 points of 
  Wisdom from the target, and simultaneously gains 
  5 temporary hit points that last for up to 1 hour. It 
  can do this once per round. In addition, each living 
  creature within 10 feet of a psychic vampire takes 1 
  point of Wisdom drain per round (Will negates; DC 
  14). A psychic vampire does not gain any 
  temporary hit points from this effect. A psychic 
  vampire can suppress or reactivate is Wisdom-
  draining aura as a standard action. 
  Fast Healing (Ex): A vampire spawn heals 2 points of 
  damage each round so long as it has at least 1 hit 
  point. If reduced to 0 hit points in combat, it 
  automatically assumes gaseous form and attempts 
  to escape. It must reach its coffin home within 2 
  hours or be utterly destroyed. (It can travel up to 
  nine miles in 2 hours.) Once at rest in its coffin, it is 
  helpless. It regains 1 hit point after 1 hour, then is 
  no longer helpless and resumes healing at the rate 
  of 2 hit points per round. 
  Spider Climb (Ex) A vampire spawn can climb sheer 
  surfaces as though with a spider climb spell. 
  Blood Drain (Ex): A vampire spawn can suck blood 
  from a living victim with its fangs by making a 
  successful grapple check. If it pins the foe, it drains 
  blood, dealing 1d4 points of Constitution drain each 
  round. On each such successful drain attack, the 
  vampire spawn gains 5 temporary hit pints. 
  Domination (Su) A vampire spawn can crush an 
  opponent’s will just by looking onto his or her eyes. 
  This is similar to a gaze attack, except that the 
  vampire must take a standard action, and those 
  merely looking at it are not affected. Anyone the 
  vampire targets must succeed on a DC 14 Will 
  save or fall instantly under the vampire’s influence 
  as though by a dominate person spell from a 
  5thlevel caster. The ability has a range of 30 feet. 
  The save DC is Charisma-based. 
  Gaseous Form (Su) As a standard action, a vampire 
  spawn can assume gaseous form at will as the 
  spell (caster level 6th), but it can remain gaseous 
  indefinitely and has a fly speed of 20 feet with 
  perfect maneuverability. 
  Skills Vampire spawn have a +4 racial bonus on 
  Bluff, Hide, Listen, Move Silently, Search, Sense 
  Motive, and Spot checks. 
   
   
  
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  APL 4 
  3: THE CIRCLE 
   
   
  N O R G R U K  E KI M 
  CR  5 
  Ogre Werewolf, Hybrid Wolf Form 
  CE Large Giant (shapechanger) 
  Init +1; Senses darkvision 60’, low-light vision; Listen 
  +5, Spot +6 
  Languages Giant  
  AC 17, touch 10, flat-footed 16 
   (-1 Size, +1 Dex, +7 natural)  
  hp 46 (6 HD); DR 10/silver  
  Fort +12, Ref +6, Will +5 
  Speed 40 ft. (8 squares); 
  Melee 2 claws +9 (1d8+6) and 
   
  bite +5 (1d8+3) 
  Ranged sling +5 (1d6+6) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +4; Grp +14  
  Atk Options curse of lycanthropy  
  Combat Gear large sling, 20 large sling bullets, cloak 
  of elemental protection, healing belt, potion of owl’s 
  wisdom, 
  Abilities Str 23, Dex 12, Con 19, Int 6, Wis 12, Cha 7  
  SQ Alternate form, scent, wolf empathy 
  Feats Improved Natural Attack (claw), Iron Will, 
  Toughness, Track, Weapon Focus (bite) 
  Skills Climb +6, Heal +3, Hide –3, Listen +5, Move 
  Silently +1, Spot +6, Survival +1 (+5) 
  Possessions combat gear plus belt pouch, vest of 
  resistance +1 
  Curse of Lycanthropy (Su) Any humanoid or giant 
  hit by a natural lycanthrope’s bite attack in animal 
  or hybrid form must succeed a DC 15 Fortitude 
  save or contract lycanthropy. If the victim’s size is 
  not within one size category of the lycanthrope (for 
  example, a hill giant bitten by a wererat), then the 
  victim cannot contract lycanthropy from that 
  lycanthrope. Afflicted lycanthropes cannot pass on 
  the curse of lycanthropy. 
  Alternate Form (Su) A lycanthrope can shift into 
  animal form as though using the polymorph spell 
  on itself, though its gear is not affected, it does not 
  regain hit points for changing form, and only the 
  specific animal form indicated for the lycanthrope 
  can be assumed. It does not assume the ability 
  scores of the animal, but instead adds the animal’s 
  physical ability score modifiers to its own ability 
  scores. A lycanthrope also can assume a bipedal 
  hybrid form with prehensile hands and animalistic 
  features.  
   
  Changing to or from animal or hybrid form is a 
  standard action. A slain lycanthrope reverts to its 
  humanoid 
  form, 
  although 
  it 
  remains 
  dead. 
  Separated body parts retain their animal form, 
  however. Natural lycanthropes have full control 
  over this power. 
  Lycanthropic 
  Empathy 
  (Ex) 
  In 
  any 
  form, 
  lycanthropes can communicate and empathize with 
  normal or dire animals of their animal form. This 
  gives them a +4 racial bonus on checks when 
  influencing the animal’s attitude and allows the 
  communication of simple concepts and (if the 
  animal is friendly) commands, such as “friend,” 
  “foe,” “flee,” and “attack.” 
  Skills A lycanthrope has a +4 (wolf) racial bonus on 
  Survival checks when tracking by scent. 
   
  W O R G,  AD V ANCE D 
  CR  3 
  NE Medium Magical Beast 
  Init +2; Senses darkvision 60’, low-light vision; Listen 
  +7, Spot +7 
  Languages Giant 
  AC 14, touch 12, flat-footed 12 
   (+2 Dex, +2 natural)  
  hp 45 (6 HD);  
  Fort +7, Ref +7, Will +6 
  Speed 50 ft. (10 squares); 
  Melee Bite +9 (1d6+4) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +10  
  Atk Options trip  
  Abilities Str 17, Dex 15, Con 15, Int 6, Wis 14, Cha 10  
  SQ Scent 
  Feats Improved Natural Attack (bite), Iron Will, Track 
  Skills Hide +5, Listen +7, Move Silently +6, Spot +7, 
  Survival +2 (+6)  
  Trip (Su) A worg that hits with a bite attack can 
  attempt to trip the opponent (+3 check modifier) as 
  a free action without making a touch attack or 
  provoking an attack of opportunity. If the attempt 
  fails, the opponent cannot react to trip the worg. 
  Skills A worg has a +1 racial bonus on Listen, Move 
  Silently and Spot checks, and a +2 racial bonus on 
  Hide checks. A worg has a +4 racial bonus on 
  Survival checks when tracking by scent. 
   
   
  
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  5: CONFRONTATION  
   
  C AP T AI N D’AR B AN O N 
  CR  6 
  Male psychic vampire doppelganger fighter 1 
  LE 
  Medium 
  undead 
  (augmented 
  monstrous 
  humanoid) 
  Init +7; Senses darkvision 60’; Listen +17, Spot +17  
  Aura wisdom drain 
  Languages Common, Giant, Goblin and Oeridian 
  AC 23, touch 13, flat-footed 20 
   (+3 Dex, +10 natural)  
  hp 45 (5 HD); fast healing 5; DR 10/silver and magic  
  Immune undead immunities  
  Resist cold 10, electricity 10, +8 turn resistance 
  Fort +4, Ref +10, Will +8 
  Weakness Vampire weaknesses 
  Speed 30 ft. (6 squares); spider climb 
  Melee slam +9 (1d6+6 plus wisdom drain) 
  Ranged sling +8 (1d4+4)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp +9 
  Atk Options create spawn, wisdom drain 
  Special Actions Blood drain, children of the night, 
  detect thoughts, domination, wisdom drain 
  Combat Gear sling, 20 sling bullets  
  Abilities Str 18, Dex 17, Con –, Int 15, Wis 16, Cha 17  
  SQ alternate form, change shape, gaseous form, 
  Feats Alertness, Combat Reflexes, Dodge, Improved 
  Initiative, Improved Turn Resistance, Lightning 
  Reflexes, Mobility 
  Skills Bluff +21, Diplomacy +8, Disguise +15 (+17 
  Acting), Hide +11, Knowledge (Arcana) +4, 
  Knowledge (History) +4, Knowledge (Nobility and 
  Royalty) +4, Knowledge (Religion) +4, Listen +17, 
  Move Silently +11, Search +11, Sense Motive +15, 
  Spot +17  
  Possessions combat gear plus belt pouch, traveler’s 
  outfit, cloak of resistance +1 
   Wisdom Drain (Su) With a successful touch attack 
  or slam attack, a psychic vampire drains 1d6 points 
  of Wisdom from the target, and simultaneously 
  gains 5 temporary hit points that last for up to 1 
  hour. It can do this once per round. In addition, 
  each living creature within 10 feet of a psychic 
  vampire takes 1 point of Wisdom drain per round 
  (Will negates; DC 15). A psychic vampire does not 
  gain any temporary hit points from this effect. A 
  psychic vampire can suppress or reactivate is 
  Wisdom-draining aura as a standard action. 
  Fast Healing (Ex) as standard vampire, Monster 
  Manual 252. 
  Spider Climb (Ex) A vampire can climb sheer 
  surfaces as though with a spider climb spell. 
  Create Spawn (Su) A humanoid or monstrous 
  humanoid slain by Captain D’Arbanon’s wisdom 
  drain rises as a vampire spawn (see the Vampire 
  Spawn entry, page 253) 1d4 days after burial. If the 
  vampire instead drains the victim’s Constitution to 
  0 or lower, the victim returns as a spawn if it had 4 
  or less HD and as a vampire if it had 5 or more HD. 
  In either case, the new vampire or spawn is under 
  the command of the vampire that created it and 
  remains enslaved until its master’s destruction. At 
  any given time a vampire may have enslaved 
  spawn totaling no more than twice its own Hit Dice; 
  any spawn it creates that would exceed this limit 
  are created as free-willed vampires or vampire 
  spawn. A vampire that is enslaved may create and 
  enslave spawn of its own, so a master vampire can 
  control a number of lesser vampires in this fashion. 
  A vampire may voluntarily free an enslaved spawn 
  in order to enslave a new spawn, but once freed, a 
  vampire or vampire spawn cannot be enslaved 
  again. 
  Blood Drain (Ex) as standard vampire, Monster 
  Manual 252. 
  Children of the Night (Su) as standard vampire, 
  Monster Manual 252. 
  Detect Thoughts (Su) Captain D’Arbanon can 
  continuously use detect thoughts as the spell 
  (caster level 18th; Will DC 15 negates). It can 
  suppress or resume this ability as a free action. 
  Dominate (Su) Captain D’Arbanon can crush an 
  opponent’s will just by looking onto his or her eyes. 
  This is similar to a gaze attack, except that the 
  vampire must use a standard action, and those 
  merely looking at it are not affected. Anyone the 
  vampire targets must succeed on a Will save (DC 
  15) or fall instantly under the vampire’s influence 
  as though by a dominate person spell (caster level 
  12th). The ability has a range of 30 feet. 
  Alternate Form (Su) as standard vampire, Monster 
  Manual 252. 
  Change Shape (Su) Captain D’Arbanon can assume 
  the shape of any Small or Medium humanoid. In 
  humanoid form, Captain D’Arbanon loses its 
  natural attacks. Captain D’Arbanon can remain in 
  its humanoid form until it chooses to assume a new 
  one. A change in form cannot be dispelled, but it 
  reverts to his natural form when reduced to 0 hit 
  points or fewer. A true seeing spell or ability 
  reveals its natural form. 
  Gaseous Form (Su) As a standard action, a vampire 
  can assume gaseous form at will as the spell 
  (caster level 5th), but it can remain gaseous 
  indefinitely and has a fly speed of 20 feet with 
  perfect maneuverability. 
  Skills Vampires have a +8 racial bonus on Bluff, 
  Hide, Listen, Move Silently, Search, Sense Motive, 
  and Spot checks. Additionally, as a doppelganger, 
  Captain D’Arbanon has a +4 racial bonus on Bluff 
  and Disguise checks. *When using its change 
  shape ability, a doppelganger gets an additional 
  +10 circumstance bonus on Disguise checks. If it 
  can read an opponent’s mind, it gets a further +4 
  circumstance bonus on Bluff and Disguise checks. 
   
  
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  APL 6 
  2: THE WEEPING WOODS 
  T E N D R I C U L O S,  AD V AN C E D 
  CR  7 
  N (NE tendencies) Huge Plant  
  Init +0; Senses Low-light vision, Listen +2, Spot +2 
  Languages Common  
  AC 17, touch 8, flat-footed 17 
   (-2 size, +9 natural) 
  hp 150 (13 HD); regeneration 10  
  Immune plant immunities 
  Fort +14, Ref +4, Will +6 
  Speed 20 ft. (4 squares); 
  Melee bite +16 (2d8+9) and 
   
  2 tendrils each +14 (1d6+4) 
  Space 15 ft.; Reach 15 ft. 
  Base Atk +9; Grp +26  
  Atk Options Improved grab, swallow whole/paralysis 
  Abilities Str 28, Dex 10, Con 22, Int 3, Wis 8, Cha 3 
  SQ plant traits 
  Feats Alertness, Blind-Fight, Improved Toughness, Iron Will, 
  Multiattack  
  Skills Hide +8, Listen +2, Move Silently +2, Spot +2 
  Possessions cloak of resistance +1 (swallowed)  
  Regeneration (Ex) Bludgeoning weapons and acid deal 
  normal damage to a tendriculos. 
   
  A tendriculos that loses part of its body mass can 
  regrow it in 1d6 minutes. Holding the severed portion 
  against the mass enables it to reattach instantly. 
  Improved Grab (Ex) To use this ability, a tendriculos 
  must hit a creature at least one size smaller than itself 
  with its bite attack. It can then attempt to start a 
  grapple as a free action without provoking an attack of 
  opportunity. If it wins the grapple check, it establishes 
  a hold and can try to swallow the opponent in the 
  following round. 
   
  A tendriculos can also use its improved grab ability on 
  a tendril attack. If it wins the grapple check, it 
  establishes a hold, picks up the opponent, and 
  transfers it to the mouth as a free action, automatically 
  dealing bite damage. 
  Swallow Whole/Paralysis (Ex) A tendriculos can try to 
  swallow a grabbed opponent by making a successful 
  grapple check. Once inside the plant’s mass, the 
  opponent must succeed on a DC 20 Fortitude save or 
  be paralyzed for 3d6 rounds by the tendriculos’s 
  digestive juices, taking 2d6 points of acid damage per 
  round. A new save is required each round inside the 
  plant. The save DC is Constitution-based. 
   
  A swallowed creature that avoids paralysis can climb 
  out of the mass with a successful grapple check. This 
  returns it to the plant’s maw, where another 
  successful grapple check is needed to get free. A 
  swallowed creature can also cut its way out by using a 
  light slashing or piercing weapon to deal 25 points of 
  damage to the tendriculos’s interior (AC 14). Once the 
  creature exits, the plant’s regenerative capacity closes 
  the hole; another swallowed opponent must cut its 
  own way out.  
   
  A Huge tendriculos’s interior can hold 2 Large, 8 
  Medium, 32 Small, 128 Tiny, or 512 Diminutive or 
  smaller opponents. 
   
  ENCOUNTER THREE: THE CIRCLE  
   
  N O R G R U K  E KI M 
  CR  7 
  Troll Werewolf, Hybrid Wolf Form 
  CE Large Giant (shapechanger) 
  Init +4; Senses darkvision 90’, low-light vision; Listen 
  +5, Spot +6 
  Languages Giant  
  AC 20, touch 13 flat-footed 16 
   (-1 Size, +4 Dex, +7 natural)  
  hp 84 (8 HD); regeneration 5; DR 10/silver  
  Fort +17, Ref +11, Will +6 
  Speed 30 ft. (6 squares); 
  Melee 2 claws each +11 (1d8+7) and 
   
  bite +7 (1d8+3) 
  Ranged sling +9 (1d6+7) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +5; Grp +16 
  Atk Options curse of lycanthropy, rend (2d8+10)  
  Combat Gear large sling, 20 large sling bullets, cloak 
  of elemental protection, healing belt, potion of owl’s 
  wisdom 
  Abilities Str 25, Dex 18, Con 24, Int 6, Wis 11, Cha 6  
  SQ alternate form, scent, wolf empathy 
  Feats Blind-Fight, Improved Natural Attack (claw), 
  Iron Will, Track, Weapon Focus (bite) 
  Skills  Heal +3, Hide +0, Listen +5, Move Silently +4, 
  Spot +6, Survival +0 (+4). 
  Possessions combat gear plus belt pouch, vest of 
  resistance +2 
  Regeneration (Ex) Fire and acid deal normal 
  damage to a troll. If a troll loses a limb or body part, 
  the lost portion regrows in 3d6 minutes. The 
  creature can reattach the severed member 
  instantly by holding it to the stump. 
  Curse of Lycanthropy (Su) Any humanoid or giant 
  hit by a natural lycanthrope’s bite attack in animal 
  or hybrid form must succeed a DC 15 Fortitude 
  save or contract lycanthropy. If the victim’s size is 
  not within one size category of the lycanthrope (for 
  example, a hill giant bitten by a wererat), then the 
  victim cannot contract lycanthropy from that 
  lycanthrope. Afflicted lycanthropes cannot pass on 
  the curse of lycanthropy. 
  Rend (Ex) If a troll hits with both claw attacks, it 
  latches onto the opponent’s body and tears the 
  flesh. The attack automatically deals an additional 
  2d8+10 points of damage.  
  Alternate Form (Su) A lycanthrope can shift into 
  animal form as though using the polymorph spell 
  on itself, though its gear is not affected, it does not 
  regain hit points for changing form, and only the 
  specific animal form indicated for the lycanthrope 
  can be assumed. It does not assume the ability 
  scores of the animal, but instead adds the animal’s 
  physical ability score modifiers to its own ability 
  scores. A lycanthrope also can assume a bipedal 
  hybrid form with prehensile hands and animalistic 
  features.  
  
  FUR7-05 Cry in the Dark 
   
  Page 28 
   
  Changing to or from animal or hybrid form is a 
  standard action. A slain lycanthrope reverts to its 
  humanoid 
  form, 
  although 
  it 
  remains 
  dead. 
  Separated body parts retain their animal form, 
  however. Natural lycanthropes have full control 
  over this power. 
  Lycanthropic 
  Empathy 
  (Ex) 
  In 
  any 
  form, 
  lycanthropes can communicate and empathize with 
  normal or dire animals of their animal form. This 
  gives them a +4 racial bonus on checks when 
  influencing the animal’s attitude and allows the 
  communication of simple concepts and (if the 
  animal is friendly) commands, such as “friend,” 
  “foe,” “flee,” and “attack.” 
  Skills A lycanthrope has a +4 (wolf) racial bonus on 
  Survival checks when tracking by scent. 
   
  W O R G,  AD V ANCE D 
  CR  3 
  NE Medium Magical Beast 
  Init +2; Senses darkvision 60’, low-light vision; Listen 
  +7, Spot +7 
  Languages Giant 
  AC 14, touch 12, flat-footed 12 
   (+2 Dex, +2 natural)  
  hp 45 (6 HD);  
  Fort +7, Ref +7, Will +6 
  Speed 50 ft. (10 squares); 
  Melee Bite +9 (1d6+4) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +10  
  Atk Options trip  
  Abilities Str 17, Dex 15, Con 15, Int 6, Wis 14, Cha 10  
  SQ Scent,  
  Feats Improved Natural Attack (bite), Iron Will, Track 
  Skills Hide +5, Listen +7, Move Silently +6, Spot +7, 
  Survival +2 (+6)  
  Trip (Su) A worg that hits with a bite attack can 
  attempt to trip the opponent (+3 check modifier) as 
  a free action without making a touch attack or 
  provoking an attack of opportunity. If the attempt 
  fails, the opponent cannot react to trip the worg. 
  Skills A worg has a +1 racial bonus on Listen, Move 
  Silently and Spot checks, and a +2 racial bonus on 
  Hide checks. A worg has a +4 racial bonus on 
  Survival checks when tracking by scent. 
  ENCOUNTER FIVE: CONFRONTATION 
   
  E N T O M B E R 
  CR  6 
  LE Medium Undead [Libris Mortis, pp. 97-98] 
  Init +0; Senses Darkvision 60’; Listen +8, Spot +8; 
  Languages Common  
  AC 21, touch 10, flat-footed 21 
   (+11 natural)  
  hp 78 (12 HD); DR 5/silver  
  Resist +4 turn resistance 
  Fort +6, Ref +6, Will +10 
  Speed 30 ft. (6 squares), burrow 10 ft.; 
  Melee slam +14 (1d6+10 plus entomb)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +13 
  Atk Options entomb  
  Special Actions exhume 
  Abilities Str 24, Dex 10, Con –, Int 6, Wis 14, Cha 15  
  SQ undead traits 
  Feats Ability Focus (Entomb), Great Fortitude, 
  Improved Turn Resistance, Lightning Reflexes, 
  Weapon Focus (Slam) 
  Skills Hide +7, Listen +8, Move Silently +7, Spot+8, 
  Tumble4 
  Entomb (Su) Whenever an entomber succeeds on a 
  slam attack, it can attempt to entomb its foe. The 
  foe must make a DC 18 Reflex save or be pounded 
  bodily into a shallow grave. The save DC is 
  Charisma-based. This ability doesn’t work in 
  locations 
  with 
  basements 
  or 
  open 
  level 
  immediately below, nor can the creature entomb 
  victims in magical, living or animate materials, or 
  materials with a hardness higher than 8. 
   
  The upthrust bulge of cracked flooring material, 
  earth or stone reveals the location of the victim to 
  compatriots. Two standard actions spent clearing 
  away the broken flooring material reveals the 
  entombed victim, who can use his or her standard 
  action to stand from a prone (and dusty) position. 
  Attempting to rescue a friend in this way can 
  provoke attacks of opportunity. 
   
  The victim is treated as if pinned by an opponent 
  (the earth) with a grappling check of 20. Breaking 
  free of the first “pin” and then the “grapple” allows 
  the victim to stand from a prone position on his or 
  her next round. If compatriots of the victim have 
  partially cleared away the covering material, then 
  the victim needs only make a single check before 
  standing from the prone position. Each round the 
  victim spends fully or partially entombed is a round 
  in which the victim suffocates (see Suffocation, 
  Dungeon Master’s Guide 304). 
  Exhume (Su) When an entomber spends a standard 
  action and touches the top of a grave or space 
  where a creature is buried no deeper than 10 feet, 
  the body immediately rises to the surface, leaving 
  no hole or tunnel. A body is not harmed when 
  brought to the surface in this manner. 
  
  FUR7-05 Cry in the Dark 
   
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  C AP T AI N D’AR B AN O N 
  CR  8 
  Male psychic vampire doppelganger fighter 2/monk 1 
  LE 
  Medium 
  undead 
  (augmented 
  monstrous 
  humanoid) 
  Init +8; Senses darkvision 60’; Listen +17, Spot +17  
  Aura wisdom drain 
  Languages Common, Giant, Goblin and Oeridian  
  AC 27, touch 17, flat-footed 23 
   (+4 Dex, +3 Wis (Monk), +10 natural)  
  hp 63 (7 HD); fast healing 5; DR 10/silver and magic  
  Immune undead immunities  
  Resist cold 10, electricity 10, +8 turn resistance 
  Fort +7, Ref +12, Will +10 
  Weakness Vampire weaknesses 
  Speed 30 ft. (6 squares); spider climb 
  Melee unarmed strike +10 /+5 (1d6+4 plus wisdom 
  drain) or 
   
  unarmed strike (flurry of blows) +8/+8/+3 (1d6+4 
  plus 
  wisdom 
  drain) 
  or 
  greatsword 
  +10/+5 
  (2d6+6/19-20, x2) 
  Ranged sling +9/+4 (1d4+4)]  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +14 
  Atk Options Dodge, Elusive Target, Mobility, Spring 
  Attack, create spawn, wisdom drain 
  Special Actions Blood drain, children of the night, 
  detect thoughts, domination, gaseous form 
  Combat Gear greatsword, sling, 20 sling bullets, 
  anklet of translocation 
  Abilities Str 18, Dex 17, Con –, Int 15, Wis 16, Cha 17  
  SQ alternate form, change shape 
  Feats Alertness, Combat Reflexes, Dodge, Elusive 
  Target, Improved Grapple, Improved Initiative, 
  Improved Turn Resistance, Improved Unarmed 
  Strike, Lightning Reflexes, Mobility, Spring Attack  
  Skills Bluff +21, Diplomacy +8, Disguise +15 (+17 
  Acting), Hide +11, Knowledge (Arcana) +4, 
  Knowledge (History) +4, Knowledge (Nobility and 
  Royalty) +4, Knowledge (Religion) +4, Listen +17, 
  Move Silently +11, Search +11, Sense Motive +15, 
  Spot +17, Tumble +11 
  Possessions combat gear plus scabbard, belt pouch, 
  traveler’s outfit, cloak of resistance +1 
  Wisdom Drain (Su) With a successful touch attack or 
  slam attack, a psychic vampire drains 1d6 points of 
  Wisdom from the target, and simultaneously gains 
  5 temporary hit points that last for up to 1 hour. It 
  can do this once per round. In addition, each living 
  creature within 10 feet of a psychic vampire takes 1 
  point of Wisdom drain per round (Will negates; DC 
  16). A psychic vampire does not gain any 
  temporary hit points from this effect. A psychic 
  vampire can suppress or reactivate is Wisdom-
  draining aura as a standard action. 
  Fast Healing (Ex) as standard vampire, Monster 
  Manual 252. 
  Spider Climb (Ex) A vampire can climb sheer 
  surfaces as though with a spider climb spell. 
  Create Spawn (Su) A humanoid or monstrous 
  humanoid slain by Captain D’Arbanon’s wisdom 
  drain rises as a vampire spawn (see the Vampire 
  Spawn entry, page 253) 1d4 days after burial. If the 
  vampire instead drains the victim’s Constitution to 
  0 or lower, the victim returns as a spawn if it had 4 
  or less HD and as a vampire if it had 5 or more HD. 
  In either case, the new vampire or spawn is under 
  the command of the vampire that created it and 
  remains enslaved until its master’s destruction. At 
  any given time a vampire may have enslaved 
  spawn totaling no more than twice its own Hit Dice; 
  any spawn it creates that would exceed this limit 
  are created as free-willed vampires or vampire 
  spawn. A vampire that is enslaved may create and 
  enslave spawn of its own, so a master vampire can 
  control a number of lesser vampires in this fashion. 
  A vampire may voluntarily free an enslaved spawn 
  in order to enslave a new spawn, but once freed, a 
  vampire or vampire spawn cannot be enslaved 
  again. 
  Blood Drain (Ex) as standard vampire, Monster 
  Manual 252. 
  Children of the Night (Su) as standard vampire, 
  Monster Manual 252. 
  Detect Thoughts (Su) Captain D’Arbanon can 
  continuously use detect thoughts as the spell 
  (caster level 18th; Will DC 16 negates). It can 
  suppress or resume this ability as a free action. 
  Dominate (Su) Captain D’Arbanon can crush an 
  opponent’s will just by looking onto his or her eyes. 
  This is similar to a gaze attack, except that the 
  vampire must use a standard action, and those 
  merely looking at it are not affected. Anyone the 
  vampire targets must succeed on a Will save (DC 
  16) or fall instantly under the vampire’s influence 
  as though by a dominate person spell (caster level 
  12th). The ability has a range of 30 feet. 
  Alternate Form (Su) as standard vampire, MM 252. 
  Change Shape (Su) Captain D’Arbanon can assume 
  the shape of any Small or Medium humanoid. In 
  humanoid form, Captain D’Arbanon loses its 
  natural attacks. Captain D’Arbanon can remain in 
  its humanoid form until it chooses to assume a new 
  one. A change in form cannot be dispelled, but it 
  reverts to his natural form when reduced to 0 hit 
  points or fewer. A true seeing spell or ability 
  reveals its natural form. 
  Gaseous Form (Su) As a standard action, a vampire 
  can assume gaseous form at will as the spell 
  (caster level 5th), but it can remain gaseous 
  indefinitely and has a fly speed of 20 feet with 
  perfect maneuverability. 
  Skills Vampires have a +8 racial bonus on Bluff, 
  Hide, Listen, Move Silently, Search, Sense Motive, 
  and Spot checks. Additionally, as a doppelganger, 
  Captain D’Arbanon has a +4 racial bonus on Bluff 
  and Disguise checks. *When using its change 
  shape ability, a doppelganger gets an additional 
  +10 circumstance bonus on Disguise checks. If it 
  can read an opponent’s mind, it gets a further +4 
  circumstance bonus on Bluff and Disguise checks. 
   
  
  FUR7-05 Cry in the Dark 
   
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  APL 8 
  2: THE WEEPING WOODS 
  T E N D R I C U L O S,  AD V AN C E D 
  CR  9 
  N (NE tendencies) Gargantuan Plant  
  Init +0; Senses Low-light vision, Listen +2, Spot +2 
  Languages Common  
  AC 19, touch 6, flat-footed 19 
   (-4 size, +13 natural) 
  hp 230 (17 HD); regeneration 10  
  Immune plant immunities 
  Fort +18, Ref +5, Will +6 
  Speed 20 ft. (4 squares); 
  Melee bite +21 (3d8+13) and 
   
  2 tendrils each +19 (1d8+6) 
  Space 20 ft.; Reach 20 ft. 
  Base Atk +12; Grp +37 
  Atk Options Power Attack, improved grab  
  Special Actions swallow whole/paralysis 
  Abilities Str 36, Dex 10, Con 26, Int 3, Wis 9, Cha 3 
  SQ plant traits 
  Feats Alertness, Blind-Fight, Improved Toughness, Iron Will, 
  Multiattack, Power Attack  
  Skills Hide +4, Listen +2, Move Silently +6, Spot +2 
  Possessions cloak of resistance +2 (swallowed)  
  Improved Grab (Ex) To use this ability, a tendriculos must 
  hit a creature at least one size smaller than itself with its 
  bite attack. It can then attempt to start a grapple as a free 
  action without provoking an attack of opportunity. If it wins 
  the grapple check, it establishes a hold and can try to 
  swallow the opponent in the following round. 
   
  A tendriculos can also use its improved grab ability on a 
  tendril attack. If it wins the grapple check, it establishes a 
  hold, picks up the opponent, and transfers it to the mouth 
  as a free action, automatically dealing bite damage. 
  Swallow Whole/Paralysis (Ex) A tendriculos can try to 
  swallow a grabbed opponent by making a successful 
  grapple check. Once inside the plant’s mass, the 
  opponent must succeed on a DC 22 Fortitude save or be 
  paralyzed for 3d6 rounds by the tendriculos’s digestive 
  juices, taking 2d6 points of acid damage per round. A 
  new save is required each round inside the plant. The 
  save DC is Constitution-based. 
   
  A swallowed creature that avoids paralysis can climb out 
  of the mass with a successful grapple check. This returns 
  it to the plant’s maw, where another successful grapple 
  check is needed to get free. A swallowed creature can 
  also cut its way out by using a light slashing or piercing 
  weapon to deal 25 points of damage to the tendriculos’s 
  interior (AC 18). Once the creature exits, the plant’s 
  regenerative capacity closes the hole; another swallowed 
  opponent must cut its own way out.  
   
  A Gargantuan tendriculos’s interior can hold 2 Huge, 8 
  Large, 8 Medium, 128 Small, 512 Tiny or 1024 Diminutive 
  or smaller opponents. 
  Regeneration (Ex) Bludgeoning weapons and acid deal 
  normal damage to a tendriculos. 
   
  A tendriculos that loses part of its body mass can regrow 
  it in 1d6 minutes. Holding the severed portion against the 
  mass enables it to reattach instantly. 
  3: THE CIRCLE 
   
  N O R G R U K  E KI M 
  CR  9 
  Troll Dire Werewolf, Hybrid Dire Wolf Form 
  CE Large Giant (shapechanger) 
  Init +4; Senses darkvision 90’, low-light vision; Listen 
  +9, Spot +8 
  Languages Giant  
  AC 20, touch 13, flat-footed 16 
   (-1 Size, +4 Dex, +7 natural)  
  hp 120 (12 HD); regeneration 5; DR 10/silver  
  Fort +22, Ref +13, Will +11 
  Speed 30 ft. (6 squares); 
  Melee 2 Claws each +20 (1d8+13) and 
   
  bite +16 (1d8+6) 
  Ranged sling +12 (1d6+13)  
  Space 10 ft.; Reach 10 ft. 
  Base Atk +8; Grp +25 
  Atk Options Curse of lycanthropy, rend (2d8+19)  
  Combat Gear large sling, 20 large sling bullets, cloak 
  of elemental protection, healing belt, potion of owl’s 
  wisdom 
  Abilities Str 37, Dex 18, Con 30, Int 6, Wis 11, Cha 6  
  SQ Alternate form, scent, wolf empathy 
  Feats Alertness, Blind-Fight, Improved Natural Attack 
  (claw), Iron Will, Run, Track, Weapon Focus (bite) 
  Skills Heal +3, Hide +0, Listen +9, Move Silently +4, 
  Spot +8, Survival +1 (+5) 
  Possessions combat gear plus belt pouch, vest of 
  resistance +2  
  Regeneration (Ex) Fire and acid deal normal 
  damage to a troll. If a troll loses a limb or body part, 
  the lost portion regrows in 3d6 minutes. The 
  creature can reattach the severed member 
  instantly y holding it to the stump. 
  Curse of Lycanthropy (Su) Any humanoid or giant 
  hit by a natural lycanthrope’s bite attack in animal 
  or hybrid form must succeed a DC 15 Fortitude 
  save or contract lycanthropy. If the victim’s size is 
  not within one size category of the lycanthrope (for 
  example, a hill giant bitten by a wererat), then the 
  victim cannot contract lycanthropy from that 
  lycanthrope. Afflicted lycanthropes cannot pass on 
  the curse of lycanthropy. 
  Rend (Ex) If a troll hits with both claw attacks, it 
  latches onto the opponent’s body and tears the 
  flesh. The attack automatically deals an additional 
  2d8+19 points of damage.  
  Alternate Form (Su) A lycanthrope can shift into 
  animal form as though using the polymorph spell 
  on itself, though its gear is not affected, it does not 
  regain hit points for changing form, and only the 
  specific animal form indicated for the lycanthrope 
  can be assumed. It does not assume the ability 
  scores of the animal, but instead adds the animal’s 
  physical ability score modifiers to its own ability 
  scores. A lycanthrope also can assume a bipedal 
  hybrid form with prehensile hands and animalistic 
  features.  
  
  FUR7-05 Cry in the Dark 
   
  Page 31 
   
  Changing to or from animal or hybrid form is a 
  standard action. A slain lycanthrope reverts to its 
  humanoid 
  form, 
  although 
  it 
  remains 
  dead. 
  Separated body parts retain their animal form, 
  however. Natural lycanthropes have full control 
  over this power. 
  Lycanthropic 
  Empathy 
  (Ex) 
  In 
  any 
  form, 
  lycanthropes can communicate and empathize with 
  normal or dire animals of their animal form. This 
  gives them a +4 racial bonus on checks when 
  influencing the animal’s attitude and allows the 
  communication of simple concepts and (if the 
  animal is friendly) commands, such as “friend,” 
  “foe,” “flee,” and “attack.” 
  Skills A lycanthrope has a +2 (dire wolf) racial bonus 
  on Hide, Listen, Move Silently and Spot checks as 
  well as a +4 (dire wolf) racial bonus on Survival 
  checks when tracking by scent. 
   
  W O R G,  AD V ANCE D 
  CR  4 
  NE Large Magical Beast 
  Init +1; Senses darkvision 60’, low-light vision; Listen 
  +7, Spot +7 
  Languages Giant 
  AC 14, touch 10, flat-footed 13 
   (-1 Size, +1 Dex, +4 natural)  
  hp 67 (7 HD);  
  Fort +9, Ref +6, Will +6 
  Speed 50 ft. (10 squares); 
  Melee bite +13 (1d10+10) Space 10 ft.; Reach 5 ft. 
  Base Atk +7; Grp +18 
  Atk Options Trip  
  Abilities Str 25, Dex 13, Con 19, Int 6, Wis 14, Cha 
  10  
  SQ Scent 
  Feats Improved Natural Attack (bite), Iron Will, Track 
  Skills Hide +2, Listen +7, Move Silently +6, Spot +7, 
  Survival +2 (+6) 
  Trip (Su) A worg that hits with a bite attack can 
  attempt to trip the opponent (+11 check modifier) 
  as a free action without making a touch attack or 
  provoking an attack of opportunity. If the attempt 
  fails, the opponent cannot react to trip the worg. 
  Skills A worg has a +1 racial bonus on Listen, Move 
  Silently and Spot checks, and a +2 racial bonus on 
  Hide checks. A worg has a +4 racial bonus on 
  Survival checks when tracking by scent. 
  E N T O M B E R 
  CR  6 
  LE Medium Undead [Libris Mortis, pp. 97-98] 
  Init +0; Senses Darkvision 60’; Listen +8, Spot +8; 
  Languages Common  
  AC 21, touch 10, flat-footed 21 
   (+11 natural)  
  hp 78 (12 HD); DR 5/silver  
  Resist +4 turn resistance 
  Fort +6, Ref +6, Will +10 
  Speed 30 ft. (6 squares), burrow 10 ft.; 
  Melee slam +14 (1d6+10 plus entomb)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +13 
  Atk Options entomb  
  Special Actions exhume 
  Abilities Str 24, Dex 10, Con –, Int 6, Wis 14, Cha 15  
  SQ undead traits 
  Feats Ability Focus (Entomb), Great Fortitude, 
  Improved Turn Resistance, Lightning Reflexes, 
  Weapon Focus (Slam) 
  Skills Hide +7, Listen +8, Move Silently +7, Spot+8, 
  Tumble4 
  Entomb (Su) Whenever an entomber succeeds on a 
  slam attack, it can attempt to entomb its foe. The 
  foe must make a DC 18 Reflex save or be pounded 
  bodily into a shallow grave. The save DC is 
  Charisma-based. This ability doesn’t work in 
  locations 
  with 
  basements 
  or 
  open 
  level 
  immediately below, nor can the creature entomb 
  victims in magical, living or animate materials, or 
  materials with a hardness higher than 8. 
   
  The upthrust bulge of cracked flooring material, 
  earth or stone reveals the location of the victim to 
  compatriots. Two standard actions spent clearing 
  away the broken flooring material reveals the 
  entombed victim, who can use his or her standard 
  action to stand from a prone (and dusty) position. 
  Attempting to rescue a friend in this way can 
  provoke attacks of opportunity. 
   
  The victim is treated as if pinned by an opponent 
  (the earth) with a grappling check of 20. Breaking 
  free of the first “pin” and then the “grapple” allows 
  the victim to stand from a prone position on his or 
  her next round. If compatriots of the victim have 
  partially cleared away the covering material, then 
  the victim needs only make a single check before 
  standing from the prone position. Each round the 
  victim spends fully or partially entombed is a round 
  in which the victim suffocates (see Suffocation, 
  Dungeon Master’s Guide 304). 
  Exhume (Su) When an entomber spends a standard 
  action and touches the top of a grave or space 
  where a creature is buried no deeper than 10 feet, 
  the body immediately rises to the surface, leaving 
  no hole or tunnel. A body is not harmed when 
  brought to the surface in this manner. 
  
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   5: CONFRONTATION 
  C AP T AI N D’AR B AN O N 
  CR  10 
  Male spellstitched psychic vampire doppelganger 
  fighter 2/monk 2 
  LE 
  Medium 
  undead 
  (augmented 
  monstrous 
  humanoid)) 
  Init +8; Senses darkvision 60’; Listen +17, Spot +17  
  Aura wisdom drain 
  Languages Common, Giant, Goblin and Oeridian  
  AC 28, touch 17, flat-footed 24 
   (+4 Dex, +3 Wis (Monk), +10 natural, +1 armor)  
  hp 72 (8 HD); fast healing 5; DR 10/silver and magic  
  Immune undead immunities  
  Resist cold 10, electricity 10, +10 turn resistance, 
  evasion, SR 14 
  Fort +11, Ref +16, Will +14 
  Weakness Vampire weaknesses 
  Speed 30 ft. (6 squares); spider climb 
  Melee unarmed strike +12 /+7 (1d6+5 plus wisdom 
  drain) or 
   
  unarmed strike (flurry of blows) +10/+10/+5 (1d6+5 
  plus 
  wisdom 
  drain) 
  or 
  greatsword 
  +12/+7 
  (2d6+7/19-20, x2) 
  Ranged sling +10/+5 (1d4+5)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +7; Grp +16 
  Atk Options Combat Reflexes, Deflect Arrows, 
  Dodge, Elusive Target, Mobility, Spring Attack, 
  create spawn, wisdom drain 
  Special Actions Blood drain, children of the night, 
  detect thoughts, domination, gaseous form 
  Spell-Like Abilities (CL 10th): 
   
  3/day – magic missile; 
   
  2/day – glitterdust (DC 15), false life; 
   
  1/day – dimension door, Evard’s black tentacles, 
  fireball (DC 16), lightning bolt (DC 16), ray of 
  enfeeblement 
  Combat Gear greatsword, sling, 20 sling bullets, 
  anklet of translocation, potion of fly 
  Abilities Str 20, Dex 17, Con –, Int 15, Wis 16, Cha 18 
  SQ alternate form, change shape 
  Feats Alertness, Combat Reflexes, Deflect Arrows, Dodge, 
  Elusive Target, Improved Grapple, Improved Initiative, 
  Improved Turn Resistance, Improved Unarmed Strike, 
  Lightning Reflexes, Mobility, Spring Attack  
  Skills Bluff +21, Diplomacy +8, Disguise +15 (+17 Acting), 
  Hide +11, Knowledge (Arcana) +4, Knowledge (History) 
  +4, Knowledge (Nobility and Royalty) +4, Knowledge 
  (Religion) +7, Listen +17, Move Silently +11, Search +11, 
  Sense Motive +15, Spot +17, Tumble +14 
  Possessions combat gear plus bracers of armor +1, 
  scabbard, belt pouch, traveler’s outfit, cloak of resistance 
  +2, gauntlets of ogre power  
  Wisdom Drain (Su) With a successful touch attack or slam 
  attack, a psychic vampire drains 1d6 points of Wisdom 
  from the target, and simultaneously gains 5 temporary hit 
  points that last for up to 1 hour. It can do this once per 
  round. In addition, each living creature within 10 feet of a 
  psychic vampire takes 1 point of Wisdom drain per round 
  (Will negates; DC 18). A psychic vampire does not gain 
  any temporary hit points from this effect. A psychic 
  vampire can suppress or reactivate is Wisdom-draining 
  aura as a standard action. 
  Fast Healing (Ex) as standard vampire, Monster Manual 
  252. 
  Spider Climb (Ex) A vampire can climb sheer surfaces as 
  though with a spider climb spell. 
  Create Spawn (Su) A humanoid or monstrous humanoid 
  slain by Captain D’Arbanon’s wisdom drain rises as a 
  vampire spawn (see the Vampire Spawn entry, page 253) 
  1d4 days after burial. If the vampire instead drains the 
  victim’s Constitution to 0 or lower, the victim returns as a 
  spawn if it had 4 or less HD and as a vampire if it had 5 
  or more HD. In either case, the new vampire or spawn is 
  under the command of the vampire that created it and 
  remains enslaved until its master’s destruction. At any 
  given time a vampire may have enslaved spawn totaling 
  no more than twice its own Hit Dice; any spawn it creates 
  that would exceed this limit are created as free-willed 
  vampires or vampire spawn. A vampire that is enslaved 
  may create and enslave spawn of its own, so a master 
  vampire can control a number of lesser vampires in this 
  fashion. A vampire may voluntarily free an enslaved 
  spawn in order to enslave a new spawn, but once freed, a 
  vampire or vampire spawn cannot be enslaved again. 
  Blood Drain (Ex) as standard vampire, Monster Manual 
  252. 
  Children of the Night (Su) as standard vampire, Monster 
  Manual 252. 
  Detect Thoughts (Su) Captain D’Arbanon can continuously 
  use detect thoughts as the spell (caster level 18th; Will 
  DC 18 negates). It can suppress or resume this ability as 
  a free action. 
  Dominate (Su) Captain D’Arbanon can crush an opponent’s 
  will just by looking onto his or her eyes. This is similar to 
  a gaze attack, except that the vampire must use a 
  standard action, and those merely looking at it are not 
  affected. Anyone the vampire targets must succeed on a 
  Will save (DC 18) or fall instantly under the vampire’s 
  influence as though by a dominate person spell (caster 
  level 12th). The ability has a range of 30 feet. 
  Alternate Form (Su) as standard vampire, Monster Manual 
  252. 
  Change Shape (Su) Captain D’Arbanon can assume the 
  shape of any Small or Medium humanoid. In humanoid 
  form, Captain D’Arbanon loses its natural attacks. 
  Captain D’Arbanon can remain in its humanoid form until 
  it chooses to assume a new one. A change in form 
  cannot be dispelled, but it reverts to his natural form 
  when reduced to 0 hit points or fewer. A true seeing spell 
  or ability reveals its natural form. 
  Gaseous Form (Su) As a standard action, a vampire can 
  assume gaseous form at will as the spell (caster level 
  5th), but it can remain gaseous indefinitely and has a fly 
  speed of 20 feet with perfect maneuverability. 
  Skills Vampires have a +8 racial bonus on Bluff, Hide, 
  Listen, Move Silently, Search, Sense Motive, and Spot 
  checks. Additionally, as a doppelganger, Captain 
  D’Arbanon has a +4 racial bonus on Bluff and Disguise 
  checks. *When using its change shape ability, a 
  doppelganger gets an additional +10 circumstance bonus 
  on Disguise checks. If it can read an opponent’s mind, it 
  gets a further +4 circumstance bonus on Bluff and 
  Disguise checks. 
   
  
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  APL 10 
  2: THE WEEPING WOODS 
  T E N D R I C U L O S,  AD V AN C E D 
  CR  11 
  N (NE tendencies) Gargantuan Plant  
  Init +0; Senses Low-light vision, Listen +4, Spot +4 
  Languages Common  
  AC 19, touch 6, flat-footed 19 
   (-4 size, +13 natural) 
  hp 338 (25 HD); regeneration 10  
  Immune plant immunities 
  Fort +25, Ref +12, Will +12 
  Speed 20 ft. (4 squares); 
  Melee bite +27 (3d8+13) and 
   
  tendrils 
  +25/+25/+20 
  (2d6+6) 
  [Note: 
  This 
  represents attacks with each of two tendrils plus 
  one additional tendril attack per the Rapidstrike 
  feat] 
  Space 20 ft.; Reach 20 ft. 
  Base Atk +18; Grp +43 
  Atk Options Power Attack, improved grab  
  Special Actions swallow whole/paralysis 
  Abilities Str 36, Dex 10, Con 26, Int 4, Wis 10, Cha 3 
  SQ plant traits 
  Feats Alertness, Blind-Fight, Improved Natural Attack 
  (Tendrils), Improved Toughness, Iron Will, Lightning 
  Reflexes, Multiattack, Power Attack, Rapidstrike  
  Skills Hide +8, Listen +4, Move Silently +8, Spot +4 
  Possessions cloak of resistance +3 (swallowed)  
  Improved Grab (Ex) To use this ability, a tendriculos must 
  hit a creature at least one size smaller than itself with its 
  bite attack. It can then attempt to start a grapple as a free 
  action without provoking an attack of opportunity. If it wins 
  the grapple check, it establishes a hold and can try to 
  swallow the opponent in the following round. 
   
  A tendriculos can also use its improved grab ability on a 
  tendril attack. If it wins the grapple check, it establishes a 
  hold, picks up the opponent, and transfers it to the mouth 
  as a free action, automatically dealing bite damage. 
  Swallow Whole/Paralysis (Ex) A tendriculos can try to 
  swallow a grabbed opponent by making a successful 
  grapple check. Once inside the plant’s mass, the 
  opponent must succeed on a DC 22 Fortitude save or be 
  paralyzed for 3d6 rounds by the tendriculos’s digestive 
  juices, taking 2d6 points of acid damage per round. A 
  new save is required each round inside the plant. The 
  save DC is Constitution-based. 
   
  A swallowed creature that avoids paralysis can climb out 
  of the mass with a successful grapple check. This returns 
  it to the plant’s maw, where another successful grapple 
  check is needed to get free. A swallowed creature can 
  also cut its way out by using a light slashing or piercing 
  weapon to deal 25 points of damage to the tendriculos’s 
  interior (AC 18). Once the creature exits, the plant’s 
  regenerative capacity closes the hole; another swallowed 
  opponent must cut its own way out.  
   
  A Gargantuan tendriculos’s interior can hold 2 Huge, 8 
  Large, 32 Medium, 128 Small, 512 Tiny or 1024 
  Diminutive or smaller opponents. 
  Regeneration (Ex) Bludgeoning weapons and acid deal 
  normal damage to a tendriculos. 
   
  A tendriculos that loses part of its body mass can regrow 
  it in 1d6 minutes. Holding the severed portion against the 
  mass enables it to reattach instantly. 
   
  3: THE CIRCLE 
  N O R G R U K  E KI M 
  CR  11 
  Troll Dire Werewolf fighter 2, Hybrid Dire Wolf Form 
  CE Large Giant (shapechanger) 
  Init +4; Senses darkvision 90’, low-light vision; Listen 
  +10, Spot +9 
  Languages Giant  
  AC 20, touch 13, flat-footed 16 
   (-1 Size, +4 Dex, +7 natural)  
  hp 151 (14 HD); regeneration 5; DR 10/silver  
  Fort +26, Ref +14, Will +12 
  Speed 30 ft. (6 squares); 
  Melee claws +22/+22/+17 (1d8+13) (these attacks 
  include two claw attacks and one bonus claw 
  attack from Rapidstrike) and 
   
  bite +18 (1d8+6) 
  Ranged sling +14 (1d6+13)  
  Space 10 ft.; Reach 10 ft. 
  Base Atk +10; Grp +27 
  Atk Options Combat Reflexes, curse of lycanthropy, 
  rend (2d8+19)  
  Combat Gear large sling, 20 large sling bullets, cloak 
  of elemental protection, healing belt, potion of owl’s 
  wisdom 
  Abilities Str 37, Dex 18, Con 30, Int 6, Wis 11, Cha 6  
  SQ Alternate form, scent, wolf empathy 
  Feats Alertness, Blind-Fight, Combat Reflexes, 
  Improved 
  Natural 
  Attack 
  (claw), 
  Iron 
  Will, 
  Rapidstrike, Run, Track, Weapon Focus (bite) 
  Skills Heal +3, Hide +0, Listen +10, Move Silently +4, 
  Spot +9, Survival +1 (+5) 
  Possessions combat gear plus belt pouch, vest of 
  resistance +3  
  Regeneration (Ex) Fire and acid deal normal 
  damage to a troll. If a troll loses a limb or body part, 
  the lost portion regrows in 3d6 minutes. The 
  creature can reattach the severed member 
  instantly y holding it to the stump. 
  Curse of Lycanthropy (Su) Any humanoid or giant 
  hit by a natural lycanthrope’s bite attack in animal 
  or hybrid form must succeed a DC 15 Fortitude 
  save or contract lycanthropy. If the victim’s size is 
  not within one size category of the lycanthrope (for 
  example, a hill giant bitten by a wererat), then the 
  victim cannot contract lycanthropy from that 
  lycanthrope. Afflicted lycanthropes cannot pass on 
  the curse of lycanthropy. 
  Rend (Ex) If a troll hits with both claw attacks, it 
  latches onto the opponent’s body and tears the 
  flesh. The attack automatically deals an additional 
  2d8+19 points of damage.  
  Alternate Form (Su) A lycanthrope can shift into 
  animal form as though using the polymorph spell 
  on itself, though its gear is not affected, it does not 
  regain hit points for changing form, and only the 
  specific animal form indicated for the lycanthrope 
  can be assumed. It does not assume the ability 
  scores of the animal, but instead adds the animal’s 
  physical ability score modifiers to its own ability 
  
  FUR7-05 Cry in the Dark 
   
  Page 34 
  scores. A lycanthrope also can assume a bipedal 
  hybrid form with prehensile hands and animalistic 
  features.  
   
  Changing to or from animal or hybrid form is a 
  standard action. A slain lycanthrope reverts to its 
  humanoid 
  form, 
  although 
  it 
  remains 
  dead. 
  Separated body parts retain their animal form, 
  however. Natural lycanthropes have full control 
  over this power. 
  Lycanthropic 
  Empathy 
  (Ex) 
  In 
  any 
  form, 
  lycanthropes can communicate and empathize with 
  normal or dire animals of their animal form. This 
  gives them a +4 racial bonus on checks when 
  influencing the animal’s attitude and allows the 
  communication of simple concepts and (if the 
  animal is friendly) commands, such as “friend,” 
  “foe,” “flee,” and “attack.” 
  Skills A lycanthrope has a +2 (dire wolf) racial bonus 
  on Hide, Listen, Move Silently and Spot checks as 
  well as a +4 (dire wolf) racial bonus on Survival 
  checks when tracking by scent. 
   
  W O R G,  AD V ANCE D 
  CR  5 
  NE Large Magical Beast 
  Init +1; Senses darkvision 60’, low-light vision; Listen 
  +8, Spot +8 
  Languages Common and Giant 
  AC 14, touch 10, flat-footed 13 
   (-1 Size, +1 Dex, +4 natural)  
  hp 95 (10 HD);  
  Fort +13, Ref +8, Will +7 
  Speed 50 ft. (10 squares); 
  Melee Bite +17 (1d10+12) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +10; Grp +22 
  Atk Options Trip  
  Abilities Str 26, Dex 13, Con 19, Int 6, Wis 14, Cha 
  10  
  SQ Scent,  
  Feats Improved Natural Attack (bite), Improved 
  Toughness, Iron Will, Track 
  Skills Hide +2, Listen +8, Move Silently +7, Spot +8, 
  Survival +2 (+6) 
  Trip (Su) A worg that hits with a bite attack can 
  attempt to trip the opponent (+12 check modifier) 
  as a free action without making a touch attack or 
  provoking an attack of opportunity. If the attempt 
  fails, the opponent cannot react to trip the worg. 
  Skills A worg has a +1 racial bonus on Listen, Move 
  Silently and Spot checks, and a +2 racial bonus on 
  Hide checks. A worg has a +4 racial bonus on 
  Survival checks when tracking by scent. 
  E N T O M B E R 
  CR  7 
  LE Medium Undead [Libris Mortis, pp. 97-98] 
  Init +0; Senses Darkvision 60’; Listen +10, Spot +10; 
  Languages Common  
  AC 21, touch 10, flat-footed 21 
   (+11 natural)  
  hp 104 (16 HD); DR 5/silver 
  Resist +4 turn resistance  
  Fort +7, Ref +7, Will +12 
  Speed 30 ft. (6 squares), burrow 10ft.; 
  Melee slam +16 (1d6+10 plus entomb) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +8; Grp +15 
  Atk Options Power Attack, entomb  
  Special Actions exhume 
  Abilities Str 24, Dex 10, Con –, Int 6, Wis 14, Cha 16  
  SQ undead traits 
  Feats Ability Focus (Entomb), Great Fortitude, 
  Improved Turn Resistance, Lightning Reflexes, 
  Power Attack, Weapon Focus (Slam) 
  Skills Hide +7, Listen +10, Move Silently +7, 
  Spot+10, Tumble+8 
  Entomb (Su) Whenever an entomber succeeds on a 
  slam attack, it can attempt to entomb its foe. The 
  foe must make a DC 19 Reflex save or be pounded 
  bodily into a shallow grave. The save DC is 
  Charisma-based. This ability doesn’t work in 
  locations 
  with 
  basements 
  or 
  open 
  level 
  immediately below, nor can the creature entomb 
  victims in magical, living or animate materials, or 
  materials with a hardness higher than 8. 
   
  The upthrust bulge of cracked flooring material, 
  earth or stone reveals the location of the victim to 
  compatriots. Two standard actions spent clearing 
  away the broken flooring material reveals the 
  entombed victim, who can use his or her standard 
  action to stand from a prone (and dusty) position. 
  Attempting to rescue a friend in this way can 
  provoke attacks of opportunity. 
   
  The victim is treated as if pinned by an opponent 
  (the earth) with a grappling check of 20. Breaking 
  free of the first “pin” and then the “grapple” allows 
  the victim to stand from a prone position on his or 
  her next round. If compatriots of the victim have 
  partially cleared away the covering material, then 
  the victim needs only make a single check before 
  standing from the prone position. Each round the 
  victim spends fully or partially entombed is a round 
  in which the victim suffocates (see Suffocation, 
  Dungeon Master’s Guide 304). 
  Exhume (Su) When an entomber spends a standard 
  action and touches the top of a grave or space 
  where a creature is buried no deeper than 10 feet, 
  the body immediately rises to the surface, leaving 
  no hole or tunnel. A body is not harmed when 
  brought to the surface in this manner. 
  
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   5: CONFRONTATION 
  C AP T AI N D’AR B AN O N 
  CR  12 
  Male spellstitched psychic vampire doppelganger 
  fighter 4/monk 2 
  LE 
  Medium 
  undead 
  (augmented 
  monstrous 
  humanoid)) 
  Init +8; Senses darkvision 60’; Listen +17, Spot +17  
  Aura wisdom drain 
  Languages Common, Giant, Goblin and Oeridian  
  AC 28, touch 17, flat-footed 24 
   (+4 Dex, +3 Wis (Monk), +10 natural, +1 armor)  
  hp 100 (10 HD); fast healing 5; DR 10/silver and 
  magic  
  Immune undead immunities  
  Resist cold 10, electricity 10, +10 turn resistance, 
  evasion, SR 14 
  Fort +12, Ref +17, Will +15 
  Weakness Vampire weaknesses 
  Speed 30 ft. (6 squares); spider climb 
  Melee unarmed strike +15 /+10 (1d6+5 plus wisdom 
  drain) or 
   
  unarmed strike (flurry of blows) +13/+13/+8 (1d6+5 
  plus 
  wisdom 
  drain) 
  or 
  greatsword 
  +14/+9 
  (2d6+7/19-20, x2) 
  Ranged sling +12/+7 (1d4+5)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +9; Grp +18 
  Atk Options Combat Reflexes, Deflect Arrows, 
  Dodge, Elusive Target, Mobility, Spring Attack, 
  create spawn, wisdom drain 
  Special Actions Blood drain, children of the night, 
  detect thoughts, domination, gaseous form 
  Spell-Like Abilities (CL 12th): 
   
  3/day – magic missile; 
   
  2/day – glitterdust (DC 15), false life; 
   
  1/day – dimension door, Evard’s black tentacles, 
  fireball (DC 16), lightning bolt (DC 16), ray of 
  enfeeblement 
  Combat Gear greatsword, sling, 20 sling bullets, 
  anklet of translocation, hand of the oak father, 
  potion of fly 
  Abilities Str 20, Dex 17, Con –, Int 15, Wis 16, Cha 18 
  SQ alternate form, change shape 
  Feats Alertness, Combat Reflexes, Deflect Arrows, Dodge, 
  Elusive Target, Improved Grapple, Improved Initiative, 
  Improved 
  Toughness, 
  Improved 
  Turn 
  Resistance, 
  Improved Unarmed Strike, Lightning Reflexes, Mobility, 
  Spring Attack,  
  Skills Bluff +21, Diplomacy +8, Disguise +15 (+17 Acting), 
  Hide +11, Knowledge (Arcana) +6, Knowledge (History) 
  +4, Knowledge (Nobility and Royalty) +4, Knowledge 
  (Religion) +7, Listen +17, Move Silently +11, Search +11, 
  Sense Motive +15, Spot +17, Tumble +16 
  Possessions combat gear plus bracers of armor +1, 
  scabbard, belt pouch, traveler’s outfit, cloak of resistance 
  +2, gauntlets of ogre power  
  Wisdom Drain (Su) With a successful touch attack or slam 
  attack, a psychic vampire drains 1d6 points of Wisdom 
  from the target, and simultaneously gains 5 temporary hit 
  points that last for up to 1 hour. It can do this once per 
  round. In addition, each living creature within 10 feet of a 
  psychic vampire takes 1 point of Wisdom drain per round 
  (Will negates; DC 19). A psychic vampire does not gain 
  any temporary hit points from this effect. A psychic 
  vampire can suppress or reactivate is Wisdom-draining 
  aura as a standard action. 
  Fast Healing (Ex) as standard vampire, Monster Manual 
  252. 
  Spider Climb (Ex) A vampire can climb sheer surfaces as 
  though with a spider climb spell. 
  Create Spawn (Su) A humanoid or monstrous humanoid 
  slain by Captain D’Arbanon’s wisdom drain rises as a 
  vampire spawn (see the Vampire Spawn entry, page 253) 
  1d4 days after burial. If the vampire instead drains the 
  victim’s Constitution to 0 or lower, the victim returns as a 
  spawn if it had 4 or less HD and as a vampire if it had 5 
  or more HD. In either case, the new vampire or spawn is 
  under the command of the vampire that created it and 
  remains enslaved until its master’s destruction. At any 
  given time a vampire may have enslaved spawn totaling 
  no more than twice its own Hit Dice; any spawn it creates 
  that would exceed this limit are created as free-willed 
  vampires or vampire spawn. A vampire that is enslaved 
  may create and enslave spawn of its own, so a master 
  vampire can control a number of lesser vampires in this 
  fashion. A vampire may voluntarily free an enslaved 
  spawn in order to enslave a new spawn, but once freed, a 
  vampire or vampire spawn cannot be enslaved again. 
  Blood Drain (Ex) as standard vampire, Monster Manual 
  252. 
  Children of the Night (Su) as standard vampire, Monster 
  Manual 252. 
  Detect Thoughts (Su) Captain D’Arbanon can continuously 
  use detect thoughts as the spell (caster level 18th; Will 
  DC 19 negates). It can suppress or resume this ability as 
  a free action. 
  Dominate (Su) Captain D’Arbanon can crush an opponent’s 
  will just by looking onto his or her eyes. This is similar to 
  a gaze attack, except that the vampire must use a 
  standard action, and those merely looking at it are not 
  affected. Anyone the vampire targets must succeed on a 
  Will save (DC 19) or fall instantly under the vampire’s 
  influence as though by a dominate person spell (caster 
  level 12th). The ability has a range of 30 feet. 
  Alternate Form (Su) as standard vampire, Monster Manual 
  252. 
  Change Shape (Su) Captain D’Arbanon can assume the 
  shape of any Small or Medium humanoid. In humanoid 
  form, Captain D’Arbanon loses its natural attacks. 
  Captain D’Arbanon can remain in its humanoid form until 
  it chooses to assume a new one. A change in form 
  cannot be dispelled, but it reverts to his natural form 
  when reduced to 0 hit points or fewer. A true seeing spell 
  or ability reveals its natural form. 
  Gaseous Form (Su) As a standard action, a vampire can 
  assume gaseous form at will as the spell (caster level 
  5th), but it can remain gaseous indefinitely and has a fly 
  speed of 20 feet with perfect maneuverability. 
  Skills Vampires have a +8 racial bonus on Bluff, Hide, 
  Listen, Move Silently, Search, Sense Motive, and Spot 
  checks. Additionally, as a doppelganger, Captain 
  D’Arbanon has a +4 racial bonus on Bluff and Disguise 
  checks. *When using its change shape ability, a 
  doppelganger gets an additional +10 circumstance bonus 
  on Disguise checks. If it can read an opponent’s mind, it 
  gets a further +4 circumstance bonus on Bluff and 
  Disguise checks. 
   
  
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  APPENDIX 2: NEW RULES ITEMS
  FEATS 
  ELUSIVE TARGET [TACTICAL] 
   
  Prerequisites: Dodge, Mobility, base attack bonus 
  +6. 
   
  Benefit: The Elusive Target feat enables the use of 
  three tactical maneuvers. 
  Negate Power Attack: To use this maneuver, you must 
  designate a specific foe to be affected by your Dodge 
  feat. If that foe uses the Power Attack feat against you, 
  the foe gains no bonus on the damage roll but still 
  takes the corresponding penalty on the attack roll. 
  Diverting Defense: To use this maneuver, you must be 
  flanked and you must designate one of the flanking 
  attackers to be affected by your Dodge feat. The first 
  attack of the round from the designated attacker 
  automatically misses you and may strike the other 
  flanking foe instead; the attacking creature makes an 
  attack roll normally, and its ally is considered 
  flatfooted. If the designated attacker is making a full 
  attack against you, its second and subsequent attacks 
  function normally. 
  Cause Overreach: To use this maneuver, you must 
  provoke an attack of opportunity from a foe by moving 
  out of a threatened square. If the foe misses you, you 
  can make a free trip attempt against this foe, and the 
  foe does not get a chance to trip you if your attempt 
  fails. 
   
  Source: Complete Warrior 110 
   
  IMPROVED TOUGHNESS [GENERAL] 
   
  Prerequisite: Base Fortitude save bonus +2. 
   
  Benefit: You gain a number of hit points equal to 
  your current Hit Dice. Each time you gain a Hit Die 
  (such as by gaining a level), you gain 1 additional hit 
  point. If you lose a Hit Die (such as by losing a level), 
  you lose 1 hit point permanently. 
   
  Source: Complete Warrior 101 
   
  IMPROVED TURN RESISTANCE [MONSTROUS] 
   
  Prerequisite: Undead type. 
   
  Benefits: You are less easily affected by clerics or 
  paladins than you normally would be (see Turn or 
  Rebuke Undead, page 159 of the Player’s Handbook). 
  When resolving a turn, rebuke, command, or bolster 
  attempt, add +4 to your character level (monster Hit 
  Dice plus class levels) to determine your Hit Dice for 
  turn, rebuke, command, and bolster attempts. For 
  example, a 4 HD wight with this feat is treated as an 8 
  HD undead for the purpose of turn, rebuke, command, 
  and bolster attempts, even though it is a 4 HD creature 
  for any other purpose. A vampire that already has +4 
  turn resistance adds an additional +4 with this feat, for 
  a total of +8. 
   
  Source: Libris Mortis 27-28 
   
  RAPIDSTRIKE [MONSTROUS] 
  You can attack more than once with a natural weapon. 
   
  Prerequisite: Dex 9; one or more pairs of natural 
  weapons; aberration, dragon, elemental, magical beast 
  or plant type; base attack bonus +10. 
   
  Benefits: If you have a pair of natural weapons, 
  such as two claws, two wings or two slams, you can 
  make one extra attack with one of those weapons at a –
  5 penalty. A creature with multiple limbs qualifies for 
  this feat as well, such as a creature with three arms and 
  three claw attacks. 
   
  Source: Draconomicon 73 
   
  MAGIC ITEMS 
  ANKLET OF TRANSLOCATION 
  An anklet of translocation allows you to make short 
  dimensional hops. When it is activated, you can 
  instantly teleport (with no chance of error) up to 10 
  feet. The new space must be in line of sight and line of 
  effect. 
   
  You can’t use the anklet to move into a space 
  occupied by another creature, nor can you teleport into 
  a solid object; if you attempt to do so, the anklet’s 
  activation is wasted. You can bring along objects 
  weighting up to your maximum load, but you can’t 
  bring another creature with you. 
   
  An anklet of translocation functions two times per 
  day. 
   
  Moderate 
  conjuration; 
  swift 
  (command) 
  activation; CL 5th; Craft Wondrous Item, dimension 
  door; Price 1,400 gp.  
   
  Source: Magic Item Compendium 71 
   
  CLOAK OF ELEMENTAL PROTECTION 
  When you activate a cloak of elemental protection, you 
  gain resistance 10 against a single type of energy of 
  your choice (acid, cold, electricity, fire, or sonic). This 
  protection last until the start of your next turn. 
   
  A cloak of elemental protection functions once per 
  day. You must wear a cloak of protection for 24 hours 
  before you can access its abilities. If it is taken off, it 
  becomes inactive until worn for an additional 24 hours. 
   
  Faint 
  abjuration; 
  immediate 
  (command) 
  activation; CL 3rd; Craft Wondrous Item, resist energy; 
  Price 1,000 gp.  
   
  Source: Magic Item Compendium 87 
  
  FUR7-05 Cry in the Dark 
   
  Page 37 
  HAND OF THE OAK FATHER 
  A hand of the oak father has six abilities, each of which 
  functions once per day: barkskin, entangle, goodberry, 
  plant growth, speak with plants and tree shape. All abilities 
  functions as spells of the same name. 
   
  A hand of the oak father has hardness 10 and 
  resistance acid 10, cold 10, electricity 10, fire 10 and 
  sonic 10. 
   
  Faint divination and transmutation; standard 
  (command) activation; CL 5th; Craft Wondrous Item, 
  barkskin, entangle, goodberry, plant growth, speak with 
  plants, tree shape; Price 5,000 gp.  
   
  Source: Magic Item Compendium 109 
   
  HEALING BELT 
  While wearing a healing belt, you gain a +2 competence 
  bonus on Heal checks. This is a continuous effect and 
  requires no activation. 
   
  In addition, the belt has three charges, which are 
  renewed each day at dawn. Spending 1 or more charges 
  allows you to channel positive energy and heal damage 
  with a touch. (You can use this ability to harm undead, 
  dealing them an equivalent amount of damage instead.) 
   
  1 charge: Heals 2d8 points of damage 
   
  2 charges: Heals 3d8 points of damage 
   
  3 charges: Heals 4d8 points of damage 
   
  Faint conjuration; continuous and standard 
  (command) activation; CL 3rd; Craft Wondrous Item, 
  cure moderate wounds; Price 750 gp.  
   
  Source: Magic Item Compendium 110 
   
  MAGEBANE 
  Weapons that have this property are feared by all 
  arcane spellcasters. Against any creature that can cast 
  arcane spells or use invocations a magebane weapon’s 
  enhancement bonus is two higher than normal (Thus, 
  +1 longsword with the magebane property becomes a +3 
  longsword 
  when 
  welded 
  against 
  such 
  targets). 
  Furthermore, a magebane weapon deals an extra 2d6 
  points of damage against targets capable of casting 
  arcane spells or using invocations.  
   
  The magebane property can be added to a cold 
  iron weapon without paying the extra 2,000 gp (DMG 
  284). 
   
  Projectile weapons bestow this property upon 
  their ammunition.  
   
  Moderate evocation; CL 8th; Craft Magic Arms 
  and Armor, dispel magic; Price +1 bonus.  
   
  Source: Magic Item Compendium 38 
  SPELLS 
  GREATER FIREBURST 
   
  Evocation [Fire]; Level: Sor/Wiz 5; Components: 
  V, S, DF; Casting Time: 1 standard action; Range: 15 
  ft.; Effect: Burst of fire extending 15 ft. from you; 
  Duration: Instantaneous; Saving Throw: Reflex half; 
  Spell Resistance: Yes. 
   
   
  Greater fireburst causes a powerful explosion of 
  flame to burst from you, damaging anyone within 15 ft. 
  of you. All creatures and objects within that area, 
  except you and any creatures or objects that share your 
  space, take 1d10 points of fire damage per caster level 
  (maximum 15d10). 
   
  Material Component: A bit of sulfur. 
   
  Source: Spell Compendium 94 
   
  RECITATION 
   
  Necromancy; Level: Clr 4, Purification 3; 
  Components: V, S, DF; Casting Time: 1 standard 
  action; Range: 60 ft.; Area: All allies and within a 60-ft-
  radius burst centered on you; Duration: 1 round/level; 
  Saving Throw: None; Spell Resistance: Yes.  
   
  The spell affects all allies within the spell’s area at 
  the moment you cast it. Your allies gain a +2 luck bonus 
  to AC, on attack rolls, and on saving throws, or a +3 
  luck bonus if they worship the same deity as you. 
   
  Divine Focus: In addition to you holy symbol, this 
  spell requires a sacred text as a divine focus. 
   
  Source: Spell Compendium 170 
   
  
  FUR7-05 Cry in the Dark 
   
  Page 38 
  APPENDIX 3: DM’S MAP 1 
   
   
   
   
  100 ft.
  Clearing
  Stream
  Woods
  Woods
  Woods
  Woods
  cave
  cave
  cave
  Bridge
  (AV1)
  (AV1)
  (AV2)
  (AV2)
  AV = Assassin Vine (APLs 2 and 4; 5’ from bridge)
  T = Tendriculos (APLs 6 - 10; 20’ from clearing)
  (T)
  (T)
  N
  Trail to Clearing
  Trail to
  Druidess’s
  Home
  PCs are
  heading
  this way
  MAP NOT DRAWN TO SCALE
  MAP NOT DRAWN TO SCALE
  100 ft.
  Clearing
  Stream
  Woods
  Woods
  Woods
  Woods
  cave
  cave
  cave
  cave
  cave
  cave
  Bridge
  (AV1)
  (AV1)
  (AV2)
  (AV2)
  AV = Assassin Vine (APLs 2 and 4; 5’ from bridge)
  T = Tendriculos (APLs 6 - 10; 20’ from clearing)
  (T)
  (T)
  N
  Trail to Clearing
  Trail to
  Druidess’s
  Home
  PCs are
  heading
  this way
  MAP NOT DRAWN TO SCALE
  MAP NOT DRAWN TO SCALE
  
  FUR7-05 Cry in the Dark 
   
  Page 39 
  APPENDIX 3: DM’S MAP 2 
   
   
   
   
  MAP NOT DRAWN 
  MAP NOT DRAWN 
  TO SCALE
  TO SCALE
  30 ft
  30 ft
  Clearing at 
  Clearing at 
  Top of Hill
  Top of Hill
  Standing 
  Standing 
  Stone
  Stone
  cave
  Base of 200 ft
  Base of 200 ft
  wide hill
  wide hill
  ~70 ft from bottom 
  ~70 ft from bottom 
  to top of hill
  to top of hill
  20 ft
  20 ft
  Edge of wall
  Edge of wall
  of bushes
  of bushes
  Bushes
  (100 ft thick,
  10 ft high)
  Bushes
  (100 ft thick,
  10 ft high)
  Bushes
  (100 ft thick,
  10 ft high)
  Bushes
  (100 ft thick,
  10 ft high)
  Path
  Path
  PCs travel
  PCs travel
  this way
  this way
  North
  North
  NN
  N = Norgruk
  W = Worg
  (W3)
  (W3)
  (W1)
  (W1)
  (W2)
  (W2)
  (W4)
  (W4)
  MAP NOT DRAWN 
  MAP NOT DRAWN 
  TO SCALE
  TO SCALE
  30 ft
  30 ft
  Clearing at 
  Clearing at 
  Top of Hill
  Top of Hill
  Standing 
  Standing 
  Stone
  Stone
  cave
  cave
  Base of 200 ft
  Base of 200 ft
  wide hill
  wide hill
  ~70 ft from bottom 
  ~70 ft from bottom 
  to top of hill
  to top of hill
  20 ft
  20 ft
  Edge of wall
  Edge of wall
  of bushes
  of bushes
  Bushes
  (100 ft thick,
  10 ft high)
  Bushes
  (100 ft thick,
  10 ft high)
  Bushes
  (100 ft thick,
  10 ft high)
  Bushes
  (100 ft thick,
  10 ft high)
  Path
  Path
  PCs travel
  PCs travel
  this way
  this way
  North
  North
  NN
  N = Norgruk
  W = Worg
  (W3)
  (W3)
  (W1)
  (W1)
  (W2)
  (W2)
  (W4)
  (W4)
  
  FUR7-05 Cry in the Dark 
   
  Page 40 
  APPENDIX 3: DM’S MAP 3 
   
   
   
   
   
  15 ft wide
  path
  15 ft
  Barren Hill
  Barren Hill
  (60 ft long, 
  (60 ft long, 
  40 ft wide, 
  40 ft wide, 
  20 ft high)
  20 ft high)
  Barren Hill
  Barren Hill
  (60 ft long, 
  (60 ft long, 
  40 ft wide, 
  40 ft wide, 
  20 ft high)
  20 ft high)
  PCs
  marching
  this way
  N
  CA/MH = Captain 
  CA/MH = Captain D’Arbanon
  D’Arbanon
  or 
  or Millenna
  Millenna Hardenford
  Hardenford
  UM = Undead Minion
  UM = Undead Minion
  (UM2)
  (UM2)
  UM1
  UM1
  (UM3)
  (UM3)
  CA/MH
  CA/MH
  15 ft wide
  path
  15 ft
  Barren Hill
  Barren Hill
  (60 ft long, 
  (60 ft long, 
  40 ft wide, 
  40 ft wide, 
  20 ft high)
  20 ft high)
  Barren Hill
  Barren Hill
  (60 ft long, 
  (60 ft long, 
  40 ft wide, 
  40 ft wide, 
  20 ft high)
  20 ft high)
  PCs
  marching
  this way
  N
  CA/MH = Captain 
  CA/MH = Captain D’Arbanon
  D’Arbanon
  or 
  or Millenna
  Millenna Hardenford
  Hardenford
  UM = Undead Minion
  UM = Undead Minion
  (UM2)
  (UM2)
  UM1
  UM1
  (UM3)
  (UM3)
  CA/MH
  CA/MH
  
  FUR7-05 Cry in the Dark 
   
  Page 41 
  PLAYERS’ HANDOUT 1 
   
  While the majority of the journal contents reflect living in the woods, tending plants, caring for animals, keeping 
  harmony with nature and worshipping Obad-Hai, the latter entries are of particular interest. There are no further entries 
  after Readying, CY597. 
   
   
  14th Reaping, CY596: Late today there was a large explosion north of the woods. I think it occurred 
  near the ancient standing stones. Paladins of Merikka are buried there, if I remember correctly. It 
  was likely tomb-robbers. If so, they more than likely encountered the tomb’s magical defense and 
  were killed. I will investigate in the morning and bury their bodies. 
   
  17th Reaping, CY596: I have never met a more wonderful and charming man. Tall and handsome, he 
  is witty, kind and understanding. He listens, really listens, and respects all of my opinions and 
  beliefs. He’s a priest of Merikka and accidentally set off a trap as he was building his new home. He 
  makes jests at his own expense, mocking his accident-prone self. He says we will be such good 
  friends. Oh, I do agree! 
   
  20th Patchwall, CY596: He has asked me a favor. I must bring a creature into the woods. The creature 
  is dangerous but it shall protect us and the wolves we so adore. My attentions to Obad-Hai wane as 
  the love for my true Master grows… 
   
  12th Fireseek, CY597: The Master says I am to be his bride. I have bathed in the blood of animals. I 
  feel and look so much younger now. The Master will be pleased.  
   
  20th Fireseek, CY597. The animals fear me now, but I am forever eternal…. 
  
  FUR7-05 Cry in the Dark 
   
  Page 42 
  PLAYERS’ HANDOUT 2 
   
   
  Dear Friends, 
   
  Your bravery and combat skills should be commended. It would appear you have defeated one of my 
  chief lieutenants. I hold no ill will toward any of you. There is no need for further bloodshed, 
  however. I would like to make a proposition which I am certain would benefit us both. Not all 
  disagreements need be solved by the sword. Please join me for dinner at my tower in the hamlet of 
  Orlan’s Tower so we may peacefully discuss my proposition further. 
   
  Sincerely, 
   
  O. 
  
  FUR7-05 Cry in the Dark 
   
  Page 43 
  ADDENDUM: HOME PLAY EXTENSIONS 
  ENCOUNTER 1: ORLAN’S TOWER 
   
  A. Wolf Hunting 
   
  Although there is nothing preventing the PCs from 
  hunting down the wolves, Rolf attempts to dissuade them 
  from doing so. If the PCs persist, a random combat may 
  occur. For every hour the PCs search for wolves, there is a 
  30% chance the PCs find some wolves and force them 
  into combat. The number of creatures depends on the 
  percentage roll and the APL. Hence, if the # of creatures = 
  (2 X APL), then for an APL 4 party, the PCs encounter 8 
  creatures. Similarly, if the # of creatures = (2 + APL), then 
  for an APL 4 party, the PCs encounter 6 creatures. Use the 
  chart below to determine the type of creature 
  encountered, 
   
  Random Wolf Encounter(s) 
  % 
   
   
  Creatures  
  01 – 70  None 
  71 – 85 
   
  Wolves (16 hp; # = (2 X APL); 
  see Monster Manual, pp. 283).  
  86 – 95 
   
  Worgs (38 hp; # = (2 + APL); 
  see Monster Manual, pp. 256-257). 
  96 – 100 
  Dire Wolves (54 hp; # = (APL); see 
  Monster Manual, pp. 65-66). 
   
  So, on a successful (or unlucky) percentage roll, the PCs 
  are able to track down the wolves. These wolves feel 
  threatened and immediately attack the PCs mercilessly, 
  working whenever possible as a team. At APLs 2 and 4, 
  the wolves do not pursue the PCs if they withdraw 
  from combat. The wolves attempt to flee if half of their 
  numbers are slain. The wolves know very little about 
  what is occurring in this area other than there are large 
  numbers of them and that a great and powerful leader 
  commands them all. The leader sometimes walks on two 
  legs and sometimes on four. The worgs confirm the 
  leader is a werewolf and that there is more than one. 
  Their greater pack leader has decreed that the wolves are 
  to avoid direct confrontation and to harass any who enter 
  the hamlet and particularly any who try to leave. In the 
  latter case, the wolves are to attempt to drive that person 
  back to the hamlet. Regardless, the wolves are not to 
  physically interact with anyone unless directly ordered to 
  do so. 
   
  The PCs do not gain additional experience for these 
  random combat encounters nor do they receive any 
  treasure. It is possible the PCs, should they continue to 
  search, may encounter more than one of these random 
  combats. If Rolf is present, then he suggests that while 
  eliminating the wolves from the hamlet is helpful, 
  solving the reason they are drawn there would be better. 
   
  
  FUR7-05 Cry in the Dark 
   
  Page 44 
  Critical Events Summary 
  FUR7-05 Cry in the Dark 
  (Circle all appropriate; if this is a premiere, return to HQ) 
   
  1. 
  Were the PCs rude to Rolf Greyfeld during the Introduction? 
   
  YES 
  NO 
  1. 
   
  2. 
  Overall, were the PCs respectful to the resident’s of Orlan’s Tower? 
  YES 
  NO 
  2. 
   
  3. 
  Did the PCs slay Norgruk Ekim? 
   
   
   
   
   
  YES 
  NO 
  3. 
   
  4. 
  4a. 
  [For APL 2 Only] Did the PCs slay Millenna Hardenford?  
   
   
  YES 
  NO 
  5. 
   
   
  6. 
  If NO, was she forced to flee? 
   
   
   
   
   
  YES 
  NO 
  7. 
   
  8. 
  4b. 
  [For APLs 4-10 Only] Did the PCs slay Captain D’Arbanon?  
   
  YES 
  NO 
  9. 
   
   
  10. 
  If NO, was he forced to flee? 
   
   
   
   
   
  YES 
  NO 
  11.  
  5. 
  Did any Protectors of the Standard (i.e., PC has access to Protector of the Standard on his/her AR from FUR6-
  05 Darkest Night) or potential Protector of the Standard play this module?  
   
   
   
   
   
   
  YES 
  NO 
  12.  
  13. 
  If YES, did any of these PCs receive for the special gift (i.e., land boon) via the Gratitude of Baron 
  DeCorbus on this AR? 
   
   
   
   
   
  YES 
  NO 
  14. 
   
  15. 
  If YES, please record: character name, player name, RPGA #, email address 
  16. 
   
  17. 
   
  18.  
  19.  
  20.  
  6. 
  Did any kobold PCs perform any exceptionally notable acts for good or ill? If so, please discuss on back of 
  paper. 
  21.  
  7. 
  Any additional comments, strange outcomes, notable PC actions, etc? (Use the back of this paper, if necessary.) 
   
    
    
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Furyondy/597/Normal Scenarios/FUR7-05 - Cry in the Dark (APL 2-10)/FUR7-05 - Cry in the Dark.pdf