TEXT: 1
  VANRAKDOOM
  A Short Adventure for Four 
  17th-Level Player Characters
  Featuring Material from
  Champions of Ruin
  CREDITS
  Design:
  Eric L. Boyd
  Editing:
  Penny Williams
  Typesetting:
  Nancy Walker
  Cartography:
  Dennis Kauth/Rob Lazzaretti
  Design Manager:
  Christopher Perkins
  Web Production
  Bart Carroll
  Web Development:
  Mark A. Jindra
  Graphic Design:
  Sean Glenn, Cynthia Fliege
  Based on the original DUNGEONS & DRAGONS® game by E.
  Gary Gygax and Dave Arneson and on the new edition of the
  DUNGEONS & DRAGONS game designed by Jonathan Tweet,
  Monte Cook, Skip Williams, Rich Baker, and Peter Adkison.
  D&D, DUNGEONS & DRAGONS, and DUNGEON MASTER are registered trademarks owned
  by Wizards of the Coast, Inc. The d20 logo is a trademark owned by Wizards of the
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  This material is protected under the copyright laws of the United
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  without the express written permission of 
  Wizards of the Coast, Inc.
  ©2005 Wizards of the Coast, Inc. 
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  Made in the U.S.A. 
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  please visit www.wizards.com/d20.
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  visit www.wizards.com/dnd
  Champions of Ruin addresses the evil campaign, both as
  a general concept and as it applies to games set in the
  FO R G OTT E N RE A L M S Campaign Se t t i n g . T he book also
  offers invaluable tips for running evil PCs as well as
  overcoming evil NPCs.
  Vanrakdoom is a short D&D adventure for four 17th-
  level player characters (PCs) that utilizes the new mate-
  rial in Champions of Ru i n . It takes place in Wa t e rd e e p,
  also known as the City of Splendors, which lies on the
  continent of Faerûn in the FORGOTTEN REALMS Campaign
  Se t t i n g . Famed for the legendary dungeon called
  Undermountain that lies beneath its streets, Waterdeep
  draws adve nt u rers from all over Faerûn. Dug by the
  shield dwarves of Clan Melairkyn and their successors,
  Undermountain consists of nine major levels and four-
  teen subleve l s. Ha l a s t e r, the Mad Mage (detailed on
  page 180 of the FORGOTTEN REALMS Campaign Setting and
  updated on page 294 of the Epic Level Ha n d b o o k), ru l e s
  this sprawling complex. However, many powerful crea-
  t u res have carved out personal demesnes within the
  sprawling caverns and chambers of Ha l a s t e r’s Ha l l s,
  and the Mad Mage of Un d e r m o u ntain has largely
  ignored their presence.
  A confused tangle of sublevels between levels 4 and 6
  of the main dungeon has come to be known as the Dark
  L e vels of Un d e r m o u ntain. Since many of these sub-
  l e vels are accessible only via p o rt a l s , f ew have been
  e x p l o red by outsiders. Se veral of the Da rk Leve l s, all
  ruled by undead cre a t u re s, are collectively known 
  as dooms.
  One of these subleve l s, known as Va n ra k d o o m , i s
  c o nt rolled by the Church of Sh a r. Penetration of this
  a rea is a mission appropriate for a group of four 17th-
  l e vel nonevil characters. T he inclusion of a cleric in a
  p a rty planning an excursion to this area is highly
  recommended. 
  As always, feel free to adapt the material pre s e nt e d
  here as you see fit to make it work with your campaign.
  PREPARATION
  You (the DM) need the D&D core ru l e b o o k s—t he
  Pl a ye r’s Ha n d b o o k , t he Dungeon Ma s t e r’s Guide, and the
  Monster Manual—as well as Champions of Ruin—to run
  this adve nt u re. T he scenario also draws on material
  f rom Complete Arc a n e (CAr), Complete Divine ( C D ) ,
  Faiths & Pa n t h e o n s (F&P), Fiend Folio (FF), FO R G OTT E N
  RE A L M S Campaign Se t t i n g (FRCS), L o rds of Da rk n e s s
  ( LoD), Magic of Fa e r û n ( Mag), Monsters of Faerûn ( Mo F ) ,
  Monster Manual II (MM2), Monster Manual III ( M M 3 ) ,
  Planar Ha n d b o o k ( PlH), and Pl a ye r’s Guide to Fa e r û n
  (PGtF). T he city of Wa t e rdeep is fully detailed in the
  upcoming City of Splendors: Wa t e rdeep s u p p l e m e nt, but
  
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  that publication is not re qu i red to run this adve nt u re .
  Pa re nt hetical re f e rences such as “Blushing Me r m a i d
  (D36)” refer to the map key in City of Splendors: Wa t e r-
  d e e p and are included for the convenience of DMs
  wishing to run the adventure in conjunction with that
  setting. T he information pre s e nted he re utilizes the
  D&D v.3.5 rules.
  The adventure is designed for 17th-level characters.
  If the mission is to clear Vanrakdoom completely, an
  18th- or 19th-level party could also find it a sufficient
  challenge. In addition, it can be appropriate for charac-
  ters one or two levels lower if the mission invo l ves a
  quick hit rather than a deep penetration. You can adjust
  the Encounter Levels of most group encounters simply
  by choosing lowe r - l e vel opponents from among those
  presented.
  Statistics are given for the more challenging oppo-
  n e nts in Va n r a k d o o m, particularly those who have
  p restige classes. W he re groups of such characters are
  e n c o u nt e red, feel free to customize the individuals if
  desired, raising or lowering the class levels for some of
  t hem and substituting differe nt equ i p m e nt. Si n g l e-
  classed opponents are left for you to develop using the
  NPC tables in the Dungeon Master’s Guide.
  To get started, print out the adve nt u re, including the
  m a p s. Read through the scenario at least once to familiar-
  i ze yourself with the situation, thre a t s, and major NPCs
  ( p a rticularly their motivations). Text that appears in
  shaded boxes is player information that you can re a d
  aloud or paraphrase for the players at the proper times.
  For monster and NPC statistics, refer to either the Ap p e n-
  dix or the appropriate pages in the publications noted.
  ADVENTURE
  BACKGROUND
  Adherents of the Nightmaiden have long been active in
  t he shadow of Mo u nt Wa t e rd e e p, and their missions
  h a ve been quite varied. Howe ve r, the Wa t e rd h a v i a n
  c h u rch of Shar traces its origins back to a disastro u s
  expedition to the Black Jungles mounted in the Year of
  Da rk Dawn (1104 DR) by Lo rd Vanrak Mo o n s t a r, a
  noted explorer in his day. Formerly a charismatic, out-
  going swashbuckler, Vanrak was but a pale shadow of
  his former self when he returned. A scant few tendays
  l a t e r, Lo rd An d varran Mo o n s t a r, the family patriarc h,
  died of a strange wasting disease that was unknown to
  Wa t e rd e e p’s healers and strangely re s i s t a nt to the i r
  spells.
  Upon assuming leadership of House Mo o n s t a r, Lo rd
  Vanrak publicly broke with the priests of the Hi g h
  House of Stars (the temple of Selûne that preceded the
  House of the Moon), whom he blamed for his fathe r’s
  u ntimely death. Consumed with bitterness, the Da rk
  R a n g e r, as Vanrak came to be know n, secretly emb r a c e d
  Se l û n e’s ancient enemy, the Lady of Lo s s.
  By the Year of the Howling Moon (1130 DR), House
  Moonstar was in open schism. Those nobles who still
  venerated Selûne aligned the m s e l ves with Lo rd
  Va n r a k’s sister, Lady Alathene, and the Mo o n m a i d e n’s
  p r i e s t s, most of whom had taken refuge in the Hi g h
  House of St a r s. Meanwhile, at the Moonstar Villa in
  Dock Wa rd (now the Blushing Mermaid Festhall; see
  D36 in City of Splendors: Waterdeep), Lord Vanrak and his
  f o l l owers extended their dark influence over much of
  the city’s harbor with the aid of a small army of merce-
  naries and priests of Shar.
  On the night of the seve nth full moon of the ye a r,
  Lady Alathene appeared in open court and asked the
  Lords of Waterdeep to strip her brother of his title and
  banish him from the city. To demonstrate the need for
  such drastic action, she pre s e nted evidence of he r
  b ro t he r’s numerous crimes, including slave ry, arson,
  theft, and murder. The Lords ordered the Dark Ranger’s
  immediate capture, but by the time the Watch had
  b re a c hed the gates of the Moonstar Villa, Lo rd Va n r a k
  and his followers had disappeared.
  Un b e k n ownst to his moon-worshiping kin, Lo rd
  Vanrak had already fled through a secret p o rt a l i nt o
  Undermountain. For decades thereafter, he and his fol-
  l owers explored Ha l a s t e r’s Ha l l s. Though they lost
  many of their number to the wandering beasts that
  inhabited the area, they managed to recruit new adher-
  e nts from among the depraved criminals whom the
  Lords had banished to the depths.
  In the Year of the Dark Mask (1171 DR), Vanrak and
  his followers conquered a highly defensible redoubt in
  t he Da rk Levels of Un d e r m o u ntain (UM SLM), which
  came to be known as Vanrakdoom. Operating from this
  base, the Church of Shar extended its influence
  throughout much of Undermountain, and even period-
  ically dispatched elite strike teams to battle followers of
  the Moonmaiden in the city above.
  The Church of Shar achieved its most dramatic suc-
  cess in the Year of the Tomb (1182 DR), when Vanrak’s
  followers managed to infiltrate the High House of Stars
  t h rough its cellars and slaughter most of the inhabi-
  t a nts before they could raise an alarm. By the time the
  Watch arrived, the temple was a towering inferno of
  s h a d ow magic d a rk f i re , which appeared impervious to
  magic, especially to the ill-pre p a red fire f i g h t e r s. T he
  i n vaders also acqu i red enough tre a s u re from the
  temple vaults to fund Lo rd Va n r a k’s personal quest for
  i m m o rt a l i t y. Within a few ye a r s, the Da rk Ranger had
  vo l u ntarily transformed himself into a death knight—
  the perfect, eternal servant of the Lady of Loss.
  
  3
  In re c e nt ye a r s, Lo rd Va n r a k’s followers have failed
  to execute several import a nt plans. In the Year of the
  Saddle (1345 DR), the Dark Army of the Night tried but
  failed to set the House of the Moon afire as part of the
  so-called Night of Temple Fires. In the Year of Shadows
  (1358 DR), the avatar of Shar attempted to subve rt the
  Mo o n m a i d e n’s church by masquerading as the moon
  goddess and imprisoning the avatar of Selûne. Dr i ve n
  from the city after followers of the Moonmaiden freed
  Selûne from Shar’s clutches, Shar’s faithful were forced
  to nurse their bitterness anew in the darkness of
  Vanrakdoom.
  Lo rd Vanrak is pre s e ntly focused on building an
  army of krinth. He has been approaching krint h
  refugees after they escape from the city of Shade (see
  Champions of Ru i n page 15) and convincing them to
  settle in the depths of Undermountain.
  ADVENTURE SYNOPSIS
  Vanrakdoom details a layer of Un d e r m o u ntain suited
  for exploration by powerful adventurers. A small group
  might wreak great havoc on the temple through a
  series of hit-and- ru n- r a i d s, but a fro ntal assault is
  unlikely to succeed given the collective power of the
  creatures lairing within. Many of the temple’s residents
  were drawn here by the personal charisma and faith of
  t he Da rk Ranger, so a clandestine mission to hunt
  down and destroy the death knight may cause many of
  t he temple’s curre nt defenders to drift away over time.
  ADVENTURE HOOKS
  Vanrakdoom works best as a bastion of evil that the PCs
  d i s c over during the course of their care e r s. Those who
  a re drawn into the endless war between Se l û n e’s follow-
  ers and the minions of Shar may gradually build up a
  burning ambition to root out the dark temple that has
  been implementing Sh a r’s machinations along the
  Sw o rd Coast for so long. Of course, simply divining the
  location of Sh a r’s primary temple in Un d e r m o u nt a i n
  may invo l ve a whole host of adve nt u res of your devising. 
  As DM, you know best how to invo l ve your charac-
  ters in an adve nt u re. Howe ve r, if yo u’re stuck for an
  idea, you can use any of the following suggestions to
  prompt a raid on Vanrakdoom.
  • House Moonstar and the followers of the Mo o n-
  maiden have long sought access to the hidden temple
  of Shar that is believed to lie in the depths of Un d e r-
  m o u ntain. Re c e nt l y, an agent of Selûne re p o rt e d
  tracking an assassin of Shar back to a he re t o f o re
  u n k n own p o rt a l that the leaders of House Mo o n s t a r
  suspect may lead to that long-sought temple. T hey ask
  t he adve nt u rers to travel through the p o rt a l and deter-
  mine its destination.
  • A noble of House Moonstar (or a well-known cleric of
  the Moonmaiden) is abducted by the minions of Shar.
  Selûne’s followers ask the PCs to lead a high-stakes
  rescue mission into the depths of Undermountain to
  find the missing Selûnite.
  • As part of the tit-f o r -tat skirmishing that has long
  characterized the war between the churches of the
  Moonmaiden and the Lady of Loss, the followers of
  Selûne and Shar have frequently launched raids on
  one anothe r’s strongholds to seize relics sacred to the i r
  rivals. Recently, a relic known as the Rod of Four Moons
  was captured during a daring assault on the House of
  the Moon in Waterdeep. The PCs are asked to recover
  the missing relic or, failing that, to capture the Shad-
  owstaff of Gorothir.
  BEGINNING THE
  ADVENTURE
  Va n ra k d o o m is a site-based adve nt u re in which the
  action occurs in an isolated section of Undermountain
  ruled by the Church of Sh a r. T he area is inaccessible
  e xcept via a physical connection to the 6th level of
  Un d e r m o u ntain and several p o rtals. T h u s, PCs must
  e i t her penetrate Un d e r m o u ntain (a lengthy adve nt u re
  in itself) or locate an access p o rt a l to ent e r. T he adve n-
  ture describes the locations of several access portals, but
  you can alter these as you see fit or create new ones if
  d e s i red. T he adve nt u re begins when the PCs actually
  enter Vanrakdoom.
  VANRAKDOOM 
  (UM SLM)
  Vanrakdoom was originally built by Clan Melairkyn as
  a sprawling temple to Moradin So u l f o r g e r. After drow
  and duergar invaders drove the shield dwarves fro m
  t hese halls, an eve r -changing succession of monsters
  from the depths inhabited the temple. 
  For nearly two centuries now, this sublevel of
  Un d e r m o u ntain has been ruled by the Church of
  Sh a r, and it has become a powe rful bastion of evil
  b e yond the reach of either the Lo rds of Wa t e rdeep or
  t he Church of Selûne. From this fortified re d o u b t ,
  Lo rd Vanrak Moonstar now commands several Sh a r-
  ran cults (see Champions of Ru i n , page 87), which are
  a c t i ve along the Sw o rd Coast from Ba l d u r’s Gate to
  Lu s k a n .
  
  INTERIOR FEATURES
  T he stonew o rk throughout the dungeon is mostly
  granite of ancient work m a n s h i p. T he floors, walls, and
  ceilings are smooth. Unless otherwise noted, the corri-
  dor width remains a constant 5 or 10 feet, as shown on
  t he map. Height varies whe re indicated, but the ceil-
  ings are usually 10 feet high in 5-foot-wide halls and 12
  feet high in 10-foot-wide halls. T he interior doors are
  constructed of metal-bound oak.
  Typical Oak and Iron Do o r : 2 in. thick; hard-
  ness 5; hp 20; break DC 28, Open Lock (when appropri-
  ate) DC 30.
  Typical Ma s o n ry Wa l l : 1 ft. thick; hardness 8;
  hp 90; break DC 35; Climb DC 15.
  The entire sublevel is cloaked in overlapping unhal-
  l ow s p e l l s, and tied to each of these spells is a d e e p e r
  d a rkness effect. T hese wards are re n ewed annually by
  t he clergy of Sh a r. Room descriptions assume that the
  v i ewers are capable of seeing within an area of d e e p e r
  d a rk n e s s . If not, adjust the descriptions accord i n g l y.
  A map of Vanrakdoom can be found at
  h t t p : / / w w w. w i z a rd s. c o m / d n d / i m a g e s / m a p o f we e k/
  Dec_X14.jpg, and the map key can be found at
  http://www.wizards.com/dnd/images/mapofweek/De
  c _ k e y.jpg. T hese maps have been re p roduced he re for
  your convenience. Unlabeled spiral stairs lead up to
  secret doors that open into the Seadeeps (UM L6).
  ENTRANCES AND EXITS
  Vanrakdoom is physically connected to the 6th level of
  Un d e r m o u ntain (UM L6), which is known as the Se a d-
  e e p s. T h ree spiral stairc a s e s—one west of V25, one west of
  V9, and one south of V11—lead up to a maze of mining
  tunnels that extends out from the Shaft (UM SLB) under
  t he sea floor. Each staircase is warded by an a l a rm s p e l l
  (caster level 12th), which triggers an audible alarm.
  Nu m e rous p o rt a l s connect Vanrakdoom to Un d e r-
  m o u nt a i n, Wa t e rd e e p, and the rest of Faerûn. Po rt a l s
  leading into and out of the dungeon are located in areas
  V10, V17, V20, and V24, in a section of the temple
  k n own as the Laby r i nth (see below). This area is the
  most likely entry point for the party
  Te l e p o rt spells into and out of Vanrakdoom are
  s e ve rely restricted by a powe rful ward that enmeshe s
  all of Un d e r m o u ntain. Similar wards int e rdict trans-
  p o rt spells that do not invo l ve teleport a t i o n, such as
  s h a d ow walk. Howe ve r, it is still possible to trave r s e
  small stretches of Undermountain via shadow walk, and
  many of Sh a r’s faithful use this route to reach the
  uppermost levels of Undermountain.
  THE LABYRINTH
  T he area known as the Laby r i nth (areas V10, V16, V 1 7 ,
  V20, and V24) was built by the dwarves of Clan
  Me l a i rkyn as a battleground for fighting int ru d e r s. T he
  d w a rves filled these rooms with pit traps, shifting walls,
  and one-way doors, and then provided their fellow
  clansfolk with extensive training so that eve ryone could
  readily exploit these surro u n d i n g s. T he followers of
  Shar use this battleground for the same purposes as
  t heir predecessors did, but they have added their ow n
  m o d i f i c a t i o n s. 
  The shifting walls are used to provide Shar’s follow-
  ers with advantages in a fight. All the temple personnel
  h a ve drilled extensively in these areas and know the
  terrain well. T he four Hands of Shar who occupy the
  c o nt rol room in area V16 observe battles in pro g re s s
  and operate the shifting walls, giving their compatriots
  t he opportunity to launch coordinated amb u s he s, set
  up flanking attacks, and in some cases, enter ro o m s
  u n e x p e c t e d l y. Those in battle with int ruders can also
  signal the operators in the cont rol room as to the i r
  wishes. Unless otherwise noted, any given shifting wall
  can move as far as the are a’s layout will allow in the
  indicated directions.
  T he original one-way doors have been conve rt e d
  i nto variable p o rt a l s that function both keyed and
  u n k e ye d . An yone using one of these p o rt a l s without a
  key always goes to area V23 (50% chance per individ-
  ual), or area V39 (25% chance per individual), or are a
  V40 (25% chance per individual). T he results of keye d
  use are noted in each area description.
  Since the access p o rt a l s leading to Vanrakdoom fro m
  t he outer world transport users to the Laby r i nt h, it is re a-
  sonably likely that the PCs will enter the complex he re. 
  KEY TO VANRAKDOOM
  T he following sections describe the individual cham-
  bers that make up the temple now known as Va n r a k-
  doom. T he locations are keyed to the map of the temple.
  V1. West Adepts’ Quarters (EL Varies)
  T hese rooms are simply furnished barracks for the
  t e m p l e’s low - l e vel clerics, who belong to a loosely
  o r g a n i zed temple subcult called the Adepts of the
  Night. Read or paraphrase the following when the PCs
  approach any of these chambers.
  T hese sparsely furnished rooms are home to the male
  Adepts of the Night and their immediate superiors. 
  Creatures: Two to four clerics share each of these
  small ro o m s. Because they are on differe nt shifts, at
  least half of the occupants are out performing temple
  duties at any given time. 
  Each of these rooms is furnished with a washbasin
  and two to four cots. At the foot of each bed is a
  small chest.
  4
  
  5
  
  6
  A total of thirty male Adepts of the Night (primarily
  humans and half-o rcs) are based in the temple. No
  matter when the PCs arrive, 4d4 male Adepts of the
  Night and 1d3-1 lower-level nightcloaks (members of a
  group known as the Watchers) are resting and relaxing
  in these ro o m s. Use the following statistics, altering to
  customize individuals as desired.
  D Adepts of the Night (20): Male human or
  h a l f -o rc cleric 1 or 2; hp 10 or 16 each; see D u n g e o n
  Master’s Guide page 114.
  D Adepts of the Night (15): Male human or
  h a l f -o rc cleric 3 or 4; hp 23 or 29 each; see D u n g e o n
  Master’s Guide page 114.
  D Adepts of the Night (5): Male human or half-
  orc cleric 5 or 6; hp 36 or 42 each; see Dungeon Master’s
  Guide page 114.
  D Watchers (3): Male human cleric 6 of
  Shar/nightcloak 1; CR 7; Medium humanoid; HD
  7d8+14; hp 48; Init –1; Spd 20 ft.; AC 20, touch 9, flat-
  footed 20; Base Atk +4; Grp +5; Atk +6 melee (1d8+2, +1
  m o rn i n g s t a r) or +4 ranged (1d8+1/19–20, +1 light cro s s-
  b ow); SA rebuke undead 4/day (+1, 2d6+4, 6th); SQ
  darkness spells; AL NE; SV Fort +9, Ref +1, Will +12; Str
  13, Dex 8, Con 14, Int 10, Wis 16, Cha 12.  
  Skills and Fe a t s : Bluff +3, Concentration +8, Hide –6,
  Jump –12, Move Si l e ntly –6, Pe rform (oratory) +5, Sp e l l-
  craft +4; Bl i n d- Fi g h tB, Iron Will, Sh a d ow We a ve Ma g-
  i cP G t F, Spell Focus (enchant m e nt), Tenacious Ma g i cP G t F.
  Languages: Chondathan, Common.
  Da rkness Spel l s : T he Wa t c her can pre p a re any
  Da rkness domain spell as if it we re on his divine spell
  list. T he spell uses a spell slot equal to its level in the
  Darkness domain list.
  Cleric Spells Pre p a re d (caster level 6th): 0—c re a t e
  w a t e r, detect magic, guidance, read magic, re s i s t a n c e ,
  v i rt u e ; 1 s t —b a n e (DC 15), cause fear (DC 15), d i v i n e
  f a vo r (CL 5th), d o o m (DC 15), obscuring mist, pro t e c t i o n
  f rom goodD (CL 7th); 2nd—b l i n d n e s s / d e a f n e s s (DC 16),
  d a rkness, desecra t eD (CL 5th), hold person (DC 16),
  s i l e n c e (DC 16); 3rd —b l a c k l i g h tF R C S (DC 16), d e e p e r
  d a rkness, dispel magic, magic circle against goodD ( C L
  7th); 4th—a rmor of dark n e s s (+5 melee touch), u n h o l y
  b l i g h tD (DC 17).
  D: Domain spell. Domains: Darkness (Blind-Fight as
  a bonus feat) and Evil (cast evil spells at +1 caster level).
  Po s s e s s i o n s : +1 full plate arm o r, heavy steel shield, + 1
  morningstar, +1 light crossbow with 10 bolts, 50 gp.
  Tre a s u re: Each chest contains the personal
  belongings of the ow n e r. Choose tre a s u re appro p r i a t e
  for the Encounter Level used.
  V2. Hall of Sacred Shadows (EL Varies)
  This hallway is the main artery used by living residents
  of the temple. Read or paraphrase the following whe n
  the PCs arrive.
  Just about all of the temple’s inhabitants walk this corri-
  dor from time to time. It connects the barracks used to
  house Sh a r’s followers (areas V1, V3, V12, and V 1 8 )
  with the rest of the temple.
  T he door at the eastern end of this corridor is not
  locked and opens into a room containing a large, odif-
  erous refuse pit.
  Cre a t u res: At any given time, 2d8 NPCs of yo u r
  choice are walking to and from various destinations
  along this hallway.
  Treasure: Anyone the PCs encounter in this corri-
  dor has only the items she usually carries.
  V3. North Barracks (EL varies)
  T hese sparsely furnished rooms are home to a cont i n-
  g e nt of the temple’s defenders. Read or paraphrase the
  following when the PCs enter.
  These sparsely furnished rooms house the temple fight-
  ers, who are known as Shadow Guards.
  Creatures: Four fighters share each of these small
  rooms. Because they are on different shifts, at least half
  of the occupants are out performing temple duties at
  any given time.
  A total of forty Sh a d ow Guards are based in the
  temple. No matter when the PCs arrive, 4d6 male or
  female Shadow Guards are resting and relaxing in these
  ro o m s. Use the following statistics, altering as desire d .
  D Shadow Guards (40): Male or female human
  or half-o rc fighter 7; hp 57 each; see Dungeon Ma s t e r’s
  Guide page 117.
  Tactics: If attacked, the Shadow Guards attempt to
  make a stand in the common room (area V5) so that
  t hey can take adva ntage of the pungi stick barricades.
  T hese rooms appear to be simply furnished bar-
  racks for temple soldiers. Each contains four cots
  and a washbasin. At the foot of each bed stands a
  small chest.
  This long, arc hed hallway appears to run nearly
  half the length of the temple. T he walls are
  adorned with images of the endless war betwe e n
  Shar and Selûne, and all of them show the follow-
  ers of the Moonmaiden suffering horrific losses to
  the forces of darkness.
  
  7
  Tre a s u re: Each chest contains the personal items
  of the ow n e r. Choose tre a s u re appropriate for the
  Encounter Level used.
  V4. North Armory (EL Varies)
  T he two 15-f o o t -s qu a re rooms just east of V3 serve as
  armories for the Sh a d ow Guards who are based in are a
  V3. Read or paraphrase the following when the PCs
  arrive.
  T he Sh a d ow Guards keep extra armor and weapons of
  their preferred types here. 
  V5. South Common Room (EL Varies)
  This area serves as a common room for the south bar-
  racks (V6). At any given time, 2d6 Shadow Guards may
  be relaxing here.
  V6. South Barracks (EL Varies)
  This set of rooms is essentially identical to area V3. The
  two 15-f o o t -s qu a re rooms nearby are armories, and
  both are identical to V4.
  Cre a t u res: T hese chambers house the same
  number of Shadow Guards as area V3, broken down by
  level in the same manner.
  D Sh a d ow Gu a rds (40): Female human or half-
  o rc fighter 7; hp 57 each; see Dungeon Ma s t e r’s Guide
  page 117.
  V7. East Adepts’ Quarters (EL Varies)
  This set of rooms is essentially identical to area V1. It s
  c h a mbers house the same number of Adepts of the
  Night and Watchers as area V1 does, except that all the
  occupants of this area are female.
  V8. Mess Hall (EL Varies)
  This room serves as the primary dining hall for the
  temple. Read or paraphrase the following when the PCs
  arrive.
  The temple’s occupants come here for meals at any time
  of the day or night.
  Cre a t u re s : PCs who enter this chamber have an
  80% chance of encountering 2d8 NPCs from elsewhere
  in the temple (DM’s choice) here.
  V9. Kitchen (EL Varies)
  In this chamber, food is prepared for all the inhabitants
  of the complex. Read or paraphrase the following when
  the PCs arrive.
  K i t c hen duty rotates among the lesser adepts. T he
  t e m p l e’s population is large enough that someone is
  almost always looking for a meal, so food pre p a r a t i o n
  occurs 24 hours a day.
  The two rooms to the south of the kitchen are fully
  stocked pantries.
  Cre a t u res: At any given time, 2d8 Adepts of the
  Night are engaged in food preparation herein.
  D Adepts of the Ni g h t : See area V1 for statistics.
  V10. West Labyrinth (EL 16+)
  The western portion of the Labyrinth looks like all the
  other sections (areas V16, V17, V20, and V24), and like
  those, it has its own guardian. Read or paraphrase the
  following when the PCs arrive.
  Tr a p s : This area includes three pit traps lined with
  poisoned spikes.
  a Poisoned Spiked Pit Traps (3): CR 10; see
  Dungeon Master’s Guide page 74. 
  Each of the three pit traps in this area can be locked
  or unlocked by a lever in the control panel on the south
  wall of the control room (area V16). 
  Cre a t u re: This area is patrolled by a nightwalker,
  which acts in concert with the other four of its ilk in
  areas V16, V17, V20, and V24.
  D Ni g h t w a l k e r : hp 178; see Nightshade ent ry,
  see Monster Manual page 196.
  Other Fe a t u re s : This area includes one shifting
  wall and one portal.
  s Shifting Wa l l : T he shifting wall in this cham-
  ber moves north/south and is cont rolled by the we s t-
  ernmost lever in the control room of area V16. The wall
  can also be forcibly moved by pushing it and making a
  successful DC 30 Strength check.
  s Po rt a l : T he one p o rt a l in this area has part i a l l y
  malfunctioned. It serves as the terminus of three dif-
  f e re nt p o rt a l s: the one-way p o rt a l f rom the more
  T he smooth stone walls of these tunnels are
  devoid of any markings, and the corridors seem to
  twist and turn without reason.
  The warmth of a large, lit hearth makes this room’s
  t e m p e r a t u re almost tolerable. T h ree massive
  tables in the center of the chamber are littere d
  with food and cutlery that have appare ntly been
  used in the preparation of the next meal.
  This squ a re chamber looks like a standard dining
  hall. Five low, round tables surrounded by simple
  wooden chairs are scattered about the room.
  Weapons and armor of all sorts line the walls and
  floor of this room. Lo n g s w o rds and chain shirt s
  appear to be the most numerous items in each of
  those categories.
  
  8
  western of the two small rooms north of area V11, the
  p o rt a l in area V17, and the southern p o rt a l in area V 2 0 .
  With a sliver of basalt as a key, it acts as a one- w a y
  p o rt a l to the terminus in area V24. With a sliver of
  black marble as a key, it acts as a one-way p o rt a l to the
  n o rt hern p o rt a l in area V20. With a holy symbol of
  Shar as a key, it acts as a two-way malfunctioning
  p o rt a l that connects with the Plane of Sh a d ow. Used in
  this way, it transports the user to a swamplike dark-
  land near Sh a r’s Palace of Loss (see Pl a ye r’s Guide to
  Fa e r û n page 163). A nightcrawler (Monster Ma n u a l
  page 195) guards this terminus and feeds on those
  foolish enough to come through the p o rt a l .
  Because it has malfunctioned, this p o rt a l acts as a
  minor planar breach (see Planar Ha n d b o o k page 151) to
  t he Plane of Sh a d ow. Because of this effect, the hallway
  to the north and west of it has the enhanced magic
  trait of the Plane of Sh a d ow (see Pl a ye r’s Guide to Fa e r û n
  page 163).
  V11. Dungeon (EL Varies)
  This room serves as the tort u re chamber for prisoners
  of the Sh a d ow Guard s. Read or paraphrase the follow-
  ing when the PCs arrive.
  If the PCs descend the stairs from V11, read or para-
  phrase the following.
  T he dungeon still serves its original purpose—t o
  imprison and torture captives.
  Tr a p : A pit trap (identical to those in area V 1 0 )
  blocks the entrance to this room. T he trap is usually
  locked and not functioning, but the Sh a d ow Guard s
  unlock it when they pour through this room on the i r
  way to the Labyrinth via the portals.
  a Poisoned Spiked Pit Trap: CR 10; see Dun-
  geon Master’s Guide page 74.
  Cre a t u res: At any given time, these cells collec-
  tively house 2d12–2 prisoners. Most are unlucky slaves
  purchased in the markets of Skullport, or travelers kid-
  napped and then forgotten, or captured followers of the
  Moonmaiden. Few retain more than a small measure of
  their original sanity.
  D Prisoners: Male or female human or elf com-
  moner 1; hp 3.
  Other Features: The dungeon area contains four
  portals.
  s Portals: Use of any portal in this area without a
  key transports the user to area V23 (50% chance per
  individual), area V39 (25% chance per individual) or
  area V40 (25% chance per individual).
  W hen a piece of basalt is used as a key, the p o rt a l s
  operate as follows.
  • The one-way portal in the west room on the north wall
  transports the user to the portal in area V10. 
  • The one-way portal in the east room on the north wall
  transports the user to the portal in area V17. 
  • The one-way portal in the north room on the east wall
  transports the user to the northern portal in area V20. 
  • The one-way portal in the south room on the east wall
  transports the user to the portal in area V24.
  V12. Shadowstalkers’ Quarters (EL Varies)
  T hese rooms are simply furnished barracks for mem-
  bers of the temple’s elite cadre of stealth work e r s, who
  a re known as Sh a d ow s t a l k e r s. Read or paraphrase the
  following when the PCs enter.
  T hese sparsely furnished rooms house the
  s h a d ow s t a l k e r s. 
  Creatures: Two to four Shadowstalkers share each
  of these small ro o m s. Because they are on differe nt
  shifts, at least half of the occupants are out performing
  temple duties at any given time.
  A total of fifty Sh a d owstalkers (primarily humans
  and half-o rcs) are based in the temple. While some
  h a ve other temple duties, most work outside the
  temple on the Dark Lady’s behalf—sometimes for ten-
  days or months at a time. No matter when the PCs
  arrive, 4d4 male and female Shadowstalkers and 1d3–1
  shadowdancers are resting and relaxing in these rooms.
  Use the following statistics, altering as desired.
  D Shadowstalkers (20): Male or female human
  or half-o rc rogue 1 or 2; hp 7 or 11 each; see D u n g e o n
  Master’s Guide, page 123.
  T hese rooms appear to be simply furnished bar-
  r a c k s. Each contains two to four cots and a wash-
  basin. At the foot of each bed stands a small chest.
  This long, dank hallway is lined with cells. Fro m
  some emanate the piercing cries of lost souls;
  from others wafts the musky odor of death.
  This 20-foot squ a re room is lined with doors—
  two on the nort hern wall and two on the eastern
  wall. An archway on the south wall opens onto a
  spiral staircase leading down. Four manacles are
  embedded in a man-sized stone table in the center
  of the ro o m, and spots of dried blood dot the
  table’s surface.
  
  9
  D Shadowstalkers (15): Male or female human
  or half-o rc rogue 3 or 4; hp 16 or 20 each; see D u n g e o n
  Master’s Guide, page 123.
  D Shadowstalkers (10): Male or female human
  or half-o rc rogue 5 or 6; hp 25-29 each; see D u n g e o n
  Master’s Guide, page 124.
  D Sh a d owstalkers (5): Male or female human
  or half-o rc rogue 7; hp 34 each; see Dungeon Ma s t e r’s
  Guide, page 124.
  D Sh a d owdancers (3): Male or female human
  rogue 7/shadowdancer 1; CR 8; Medium humanoid;
  HD 7d6+7 plus 1d8+1; hp 37; Init +3; Spd 30 ft.; AC 19,
  touch 13, flat-footed 19; Base Atk +5; Grp +6; Atk +9
  melee (1d6+2/19–20, +1 short sword) or +9 ranged
  ( 1 d 6 + 1 /3, +1 short b ow); SA sneak attack +4d6; SQ eva-
  s i o n, hide in plain sight, trap sense +2, trapfinding,
  uncanny dodge; AL NE; SV Fo rt +4, Ref +11, Will +3;
  Str 12, Dex 17, Con 13, Int 14, Wis 10, Cha 8.  
  Skills and Feats: Balance +5, Climb +11, Escape Artist
  +14, Hide +14, Jump +5, Listen +11, Move Silently +14,
  Open Lock +13, Pe rform (dance) +9, Se a rch +12,
  Sleight of Hand +14, Spot +11, Tu mble +14, Comb a t
  Reflexes, Dodge, Mobility, Weapon Finesse.
  L a n g u a g e s : Abyssal, Chondathan, Common,
  Draconic.
  Sneak Attack (Ex ) : T he shadowdancer deals 4d6
  extra points of damage on any successful attack against
  flat-footed or flanked targets, or against a target that has
  been denied its Dexterity bonus for any reason. T h i s
  damage also applies to ranged attacks against targets up
  to 30 feet away. Cre a t u res with concealment, cre a t u re s
  without discernible anatomies, and cre a t u res immune
  to extra damage from critical hits are all immune to
  sneak attacks. The shadowdancer may choose to deliver
  nonlethal damage with her sneak attack, but only when
  using a weapon designed for that purpose, such as a sap
  (blackjack).
  Evasion (Ex ) : If the shadowdancer is exposed to
  any effect that normally allows her to attempt a Reflex
  saving throw for half damage, she takes no damage
  with a successful saving throw.
  Hide in Plain Sight (Ex ) : T he shadowd a n c e r
  can hide in while within 10 feet of a shadow even while
  being observed.
  Trapfinding (Ex ) : T he shadowdancer can find,
  d i s a r m, or bypass traps with a DC of 20 or highe r. She
  can use the Search skill to find, and the Disable Device
  skill to disarm, magic traps (DC 25 + the level of the
  spell used to create it). If her Disable Device re s u l t
  exceeds the trap’s DC by 10 or more, she discovers how
  to bypass the trap without triggering or disarming it.
  Uncanny Dodge (Ex ) : T he shadowd a n c e r
  retains her Dexterity bonus to Armor Class eve n
  w hen flat-footed or targeted by an unseen foe. (She
  still loses her Dexterity bonus if paralyzed or othe r-
  wise immobile.)
  Possessions: +1 studded leather armor, +1 buckler, +1 short
  sword, +1 shortbow with 20 arrows, 2 potions of cure moder-
  ate wounds, 100 gp.
  V13. Guest Chamber (EL 7)
  This room is re s e rved for visiting guests. Read or para-
  phrase the following when the PCs enter.
  For the past few tendays, the temple has hosted Tharag
  t he De voted, a half-o rc emissary of the Monks of the
  Da rk Moon. He is curre ntly engaged in discussions
  with Lo rd Vanrak and the temple’s senior clergy as to
  w he t her his order should base a group of monks in
  Vanrakdoom.
  Cre a t u re : At any given time, Tharag has a 20%
  chance to be resting or reading in this room. Ot he r-
  wise, he is with either Lo rd Vanrak or a senior night-
  cloak (see areas V26, V28, V41, V42, or V43).
  Tharag the Devoted: hp 35; see Lords of Darkness,
  page 163.
  V14. Lecture Hall (EL Varies)
  This room is used for instructing the faithful in Sh a r’s
  dogma. Read or paraphrase the following when the PCs
  arrive.
  T he acolytes use the small rooms to the east and we s t
  for study. At any given time, the PCs have a 30% chance
  to find 1d4 acolytes seated around the table in each of
  those rooms.
  Cre a t u res: A lecture may be occurring (20%
  chance) at any time in this chamb e r. If so, 1d2 senior
  NPCs from the temple are lecturing, and 4d6 Adepts of
  the Night are in attendance.
  D Adepts of the Ni g h t : See area V1 for
  statistics.
  D L e c t u rers: Choose from among the NPCs
  detailed elsewhere in this adventure.
  V15. Chapel of Darkness (EL 14)
  This chamber functions as a lesser chapel for the fol-
  lowers of Shar. Read or paraphrase the following when
  the PCs arrive.
  T he benches within this arc hed hall are arranged
  in four rows divided by a center aisle.
  This bedchamber is handsomely appointed with
  an old four-poster bed, a table, a chair, and a
  w a s h b a s i n .
  
  1 0
  T he inhabitants of the temple usually use this chapel
  for private devotions to the Da rk Lady. In the smaller
  rooms to the west and the east of the main altar stand
  smaller altars used for private devotions.
  Cre a t u re: Two nighthaunts in the service of Sh a r
  guard the altars here. They permit only followers of the
  Da rk Lady (whom they re c o g n i ze by a secret sign
  k n own only to inhabitants of the temple) to worship
  herein.
  The PCs also have a 10% chance to find a follower of
  Shar (chosen from among the NPCs detailed else-
  where) herein at any given time.
  D Ni g h t h a u nts (2): hp 102 each; see Ni g h t-
  shades entry, Lost Empires of Faerûn page 185.
  Treasure: In the small room behind the altar, atop
  a black marble pillar, rests a talisman of ultimate evil ( 6
  charges) in the shape of a holy symbol of Shar.
  V16. Central Labyrinth and Control Room 
  (EL 16+)
  This section of the Laby r i nth is basically identical to
  area V10. At its center, however, is an octagonal control
  room that features four large leve r s, each of which
  operates a shifting wall somew he re within the
  L a by r i nth. On the south wall is a panel of smaller
  l e ve r s, each of which locks or unlocks one of the pit
  traps in the complex. T he cont rol room also cont a i n s
  four c rystal balls with c l a i ra u d i e n c e , which the devo t e e s
  of Shar use to monitor battles within the Laby r i nt h .
  The north wall of the control room is the terminus of a
  o n e-way p o rt a l that originates in the south wall of are a
  V30. Read or paraphrase the following when the PCs
  arrive.
  Cre a t u res: As with area V10, a nightwalker guard s
  this chamb e r. In addition, whe n e ver int ruders are
  detected in the Labyrinth, four Hands of Shar (see area
  V26) immediately use the portal in area V30 to move to
  the control room.
  D Nightwalker: hp 178; see Nightshade ent ry,
  Monster Manual page 196.
  D Hands of Shar (4): See area V26 for statistics.
  Tactics: When the Hands of Shar are in the control
  ro o m, they employ the c rystal balls to observe and the
  p ro g ress of any battle between the temple’s defenders
  and int e r l o p e r s. T he Hands of Shar use the levers to
  p rovide the followers of Shar with timely strategic
  advantages.
  Other Fe a t u re s : This area has two shifting walls
  that are controlled by levers in the small control room.
  s Small Shifting Wa l l : T he second lever fro m
  t he west in the cont rol room operates this wall, which
  m oves north/south. A successful St rength check (DC
  20 from the north or south face, or DC 30 from the east
  or west face) can also force it to move.
  s Large Shifting Wa l l : T he easternmost leve r
  in the cont rol room operates this wall, which move s
  east/west. A successful Strength check (DC 30 from the
  east or west face, or DC 50 from the north face) can also
  force it to move.
  Tre a s u re : Four c rystal balls with c l a i ra u d i e n c e a re
  located in the control room.
  V17. South Labyrinth (EL 16)
  This portion of the labyrinth is similar to area V10 and
  contains the same kind of guardian. Read or paraphrase
  the following when the PCs arrive.
  Tr a p s : This area contains six pit traps. T he pits func-
  tion like those in area V10, although two of them are
  four times as large. Each is cont rolled by one of the
  l e vers in the panel on the south wall of the cont ro l
  room (area V16).
  a Small Poisoned Spiked Pit Traps (4): CR
  10; see Dungeon Master’s Guide page 74.
  a L a r g e Poisoned Spiked Pit Trap (2): C R
  10; see Dungeon Master’s Guide page 74.
  Cre a t u res: As with area V10, a nightwalker
  guards this chamber.
  D Nightwalker: hp 178; see Nightshade ent ry,
  Monster Manual page 196.
  Other Fe a t u re s : This area contains two shifting
  walls and one portal.
  s Western Shifting Wa l l : This wall is 20 feet
  long and moves north/south. It is cont rolled by the
  second lever from the east in the cont rol room of are a
  T he smooth stone walls of these tunnels are
  devoid of any markings, and the corridors seem to
  twist and turn without reason.
  T he smooth, stone walls of these tunnels are
  devoid of any markings, and the corridors seem to
  twist and turn without reason.
  An almost palpable aura of dread cloaks this re c-
  tangular room. Atop a low, basalt dais in the center
  of the chamber stands a black marble statue of a
  nude human female. Twin basalt pillars, each 6
  feet tall, flank this dark altar. Atop each pillar
  c ro u c hes a black gargoyle with great shadow y
  w i n g s, curling horns, a lashing tail, a blank face,
  and pale, lifeless orbs in lieu of eyes. These dread-
  ful statues appear to have been sculpted fro m
  purest night. 
  
  1 1
  V16. A successful St rength check (DC 20 from the
  n o rth or south face, or DC 30 from the east or we s t
  face) can also force it to move. 
  s Eastern Shifting Wa l l : This wall is 30 feet
  long and moves east/west. It is cont rolled by the
  western lever in the cont rol room of area V16. A suc-
  cessful St rength check (DC 30 from the east or we s t
  face, or DC 50 from the north face) can also force it
  to move .
  s Portal: The portal at the western end of this sec-
  tion serves as the terminus of three differe nt p o rt a l s i n
  other locations: a one-way portal from the eastern small
  room north of area V11, the northern portal in area V20,
  and the p o rt a l in area V24. With a sliver of basalt as a
  k e y, it functions as a one-way p o rt a l that transports the
  user to the terminus in area V10. With a sliver of black
  marble as a key, it becomes a one-way p o rt a l leading to
  t he southern p o rt a l in area V20. With a holy symbol of
  Shar as a key, it acts as a two-way portal leading to a cave
  in the depths of Kryptgarden Forest.
  V18. Darkweavers’ Quarters (EL Varies)
  T hese rooms house the sorc e rers devoted to the Da rk
  L a d y. Read or paraphrase the following when the PCs
  enter.
  T hese sparsely furnished rooms are home to memb e r s
  of the sorc e rous subcult known as Da rk we a vers and
  their immediate superiors.
  Creatures: Two to four Darkweavers share each of
  these small rooms. Because they are on different shifts,
  at least half of the occupants are out performing temple
  duties at any given time.
  A total of forty Da rk we a vers (primarily humans
  and half-d row) are based in the temple. T hese individ-
  uals play a wide variety of roles within the temple.
  Some supplement the Sh a d ow Guard patro l s, and
  o t hers have temple duties, but most work outside the
  temple on the Da rk Lady’s behalf—sometimes for ten-
  days or months at a time. No matter when the PCs
  a r r i ve, 4d4 male or female Da rk we a vers and 1d3–1
  s h a d ow adepts are resting and relaxing in the s e
  ro o m s. Use the following statistics.
  D Da rk we a vers (20): Male or female human or
  h a l f -d row sorc e rer 1 or 2; hp 5 or 8 each; see D u n g e o n
  Master’s Guide page 124.
  D Da rk we a vers (15): Male or female human or
  half-drow sorcerer 3 or 4; hp 12 or 15 each; see Dungeon
  Master’s Guide page 124.
  D Da rk we a vers (5): Male or female human or
  h a l f -d row sorc e rer 5; hp 19 each; see Dungeon Ma s t e r’s
  Guide page 124.
  D Sh a d ow Adepts (8): Male or female human
  s o rc e rer 6/shadow adeptP G t F 2; CR 8; Me d i u m
  humanoid; HD 8d4+8; hp 30; Init +2; Spd 30 ft.; AC 14,
  touch 13, flat-footed 12; Base Atk +4; Grp +3; Atk or Full
  Atk +4 melee (1d6–1, masterw o rk qu a rt e r s t a f f) or +7
  ranged (1d8+1/19–20, +1 light cro s s b ow); SQ familiar
  (cat), familiar benefits (Alert n e s s, empathic link, share
  spells), low-light vision; AL NE; SV Fo rt +4, Ref +5,
  Will +10; Str 8, Dex 14, Con 13, Int 10, Wis 12, Cha 17.  
  Skills and Feats: Bluff +6, Concentration +11, Hide +6,
  K n owledge (arcana) +8, Listen +3*, Move Si l e ntly +5,
  Spellcraft +10, Spot +3*; Alert n e s sB, Combat Casting,
  Insidious Ma g i cB, P G t F, Pernicious Ma g i cB, P G t F, Sh a d ow
  We a ve Ma g i cP G t F, Si l e nt Spell, Still Spell, Te n a c i o u s
  MagicB,PGtF.
  Languages: Chondathan, Common.
  Fa m i l i a r : Each shadow adept’s familiar is a cat.
  The familiar uses the better of its own and the shadow
  a d e p t’s base save bonuses. T he cre a t u re’s abilities and
  characteristics are summarized below.
  Ma le or fe m a le cat familiar: CR —; Ti n y
  magical beast; HD 1/2d8 (effective 8d8); hp 15;
  Init +2; Spd 30 ft.; AC 17, touch 14, flat-footed 15;
  Base Atk +4; Grp –8; Atk +8 melee (1d2–4, 2
  claws) and +3 melee (1d3–4, bite); Sp a c e / Re a c h
  2-1/2 ft./0 ft.; SQ deliver touch spells, improve d
  e va s i o n, low-light vision, scent, speak with
  master; AL NE; SV Fort +2, Ref +4, Will +9; Str 3,
  Dex 15, Con 10, Int 8, Wis 12, Cha 7.  
  Skills and Fe a t s : Balance +10, Bluff +1, Climb
  +6, Concentration +10, Hide +18**, Jump +10,
  Listen +3, Move Si l e ntly +6, Spot +3; We a p o n
  Finesse.
  Deliver Touch Spells: The cat may deliver
  touch spells for its master.
  Im p roved Evasion (Ex ) : If the shadow
  adept is exposed to any effect that normally
  a l l ows her to attempt a Reflex saving throw for
  half damage, she takes no damage with a success-
  ful saving throw and half damage if the saving
  throw fails.
  Speak with Master (Ex ) : T he cat can
  communicate verbally with the shadow adept.
  Ot her cre a t u res do not understand the commu-
  nication without magical help.
  Skills: A cat has a +4 racial bonus on Climb,
  Hide, and Move Si l e ntly checks and a +8 racial
  bonus on Jump che c k s. A cat has a +8 racial
  bonus on Balance che c k s. It uses its De x t e r i t y
  T hese rooms appear to be simply furnished bar-
  r a c k s. Each contains two to four cots and a wash-
  basin. At the foot of each bed stands a small chest.
  
  1 2
  modifier instead of its St rength modifier for
  Climb and Jump checks. **In areas of tall grass or
  heavy undergrow t h, the Hide bonus rises to +8.
  Familiar Benefits: The shadow adept gains spe-
  cial benefits from having a familiar.This creature grants
  her a +3 bonus on Move Si l e ntly checks (included in
  the above statistics).
  Al e rtness (Ex ) : * T he familiar grants its master Alert-
  ness as long as it is within 5 feet.
  Empathic Link (Su): The shadow adept can communi-
  cate telepathically with her familiar at a distance of up
  to 1 mile. T he master has the same connection to an
  item or a place that the familiar does.
  Sh a re Spells (Su ) : T he shadow adept may have any
  spell she casts on herself also affect her familiar if the
  latter is within 5 feet at the time. She may also cast a
  spell with a target of “You” on her familiar.
  Sorcerer Spells Known (6/7/7/6/3 per day; caster level
  8th): 0—acid splash, detect magic, mage hand (CL 7th),
  m e s s a g e (CL 7th), open/ c l o s e (CL 7th), ray of fro s t ( + 6
  ranged touch, CL 7th), read magic, touch of fatigue ( + 3
  melee touch); 1st—cause fear (DC 15), chill touch ( + 3
  melee touch, DC 15), claws of darknessFRCS (DC 15), mage
  armor, net of shadowsMag (DC 15); 2nd—darkness, invisibil-
  i t y, skull watchP G t F; 3rd —b e d e v i lC o R, c o n t rol darkness and
  shadowCoR; 4th—fear (DC 18). 
  Possessions: Bracers of armor +1, ring of protection +1,
  masterwork quarterstaff, +1 light crossbow with 10 bolts,
  cloak of resistance +1, dust of illusion, potion of blur, 2 potions
  of cure moderate wounds, potion of haste, 250 gp.
  V19. Bathing Pool (EL Varies)
  T he temple re s i d e nts use this chamber for bathing. 
  Small drains discreetly take overflow water away, chan-
  neling it into the depths of the pool in area V25.
  Cre a t u re s : Gi ven the large number of occupant s
  the temple has, this room is usually in use. At any given
  time, the PCs have an 80% chance of encountering 2d8
  b a t hers he re. In addition, Adepts of the Night carry
  water from area V25 to area V9 to be warmed, the n
  bring it here.
  D Adepts of the Night: hp 10 or 16; see area V1
  for statistics.
  De vel o p m e nt : T he levers in the small room due
  west of area V19 can be used to drain this pool com-
  pletely and to flush it with cold water via a hidden pipe
  from area V22.
  V20. North Labyrinth (EL 16+)
  This portion of the Labyrinth is similar to area V10 and
  contains the same kind of guardian. Read or paraphrase
  the following when the PCs arrive.
  Trap: This area contains one large pit trap, which func-
  tions like those in area V10 (although it is four times as
  large). It is controlled by one of the levers in the panel
  on the south wall of the control room (area V16).
  a L a r g e Poisoned Spiked Pit Tr a p : CR 10;
  see Dungeon Master’s Guide page 74.
  Other Fe a t u re s : This area contains one shifting
  wall and two portals.
  s Shifting Wa l l : T he shifting wall in the south-
  western portion of this chamber is 10 feet long and
  m oves east/west. It is cont rolled by the second leve r
  f rom the west in the cont rol room of area V16. It can
  also be forcibly moved by pushing it and making a suc-
  cessful DC 30 Strength check.
  s Po rtals: T he nort hern p o rt a l in this section serve s
  as the terminus of three differe nt p o rt a l s in other loca-
  tions: a one-way p o rt a l f rom the more nort hern of the two
  small rooms east of area V11, the p o rt a l in area V10, and
  t he southern p o rt a l in this area. With a sliver of basalt as a
  k e y, it acts as a one-way p o rt a l leading to the terminus in
  a rea V17. With a sliver of black marble as a key, it func-
  tions as a one-way p o rt a l leading to the terminus in are a
  V24. With a holy symbol of Shar as a key, it acts as a two-
  way p o rt a l that connects with a cave high above the Tr a d e
  Wa y, amidst the mountains of the Cloud Peaks of Amn.
  T he southern p o rt a l in this section of the Laby r i nt h
  serves as the terminus of two different portals: the one-
  way portal in area V17, and the portal in area V24. With a
  sliver of basalt as a key, it acts as a one-way portal to the
  n o rt hern terminus in this area. With a sliver of black
  marble as a key, it functions as a one-way p o rt a l to the
  portal in area V10. With a holy symbol of Shar as a key,
  it acts as a two-way p o rt a l that connects with a deep,
  heavily shadowed vale in the hills west of the Sh a d ow
  Sea, within sight of the City of Shade.
  V21. Privy (EL 3+)
  This room is the temple’s only designated privy. Read or
  paraphrase the following when the PCs enter.
  T he unmistakable odor of a privy wafts from this
  c h a mb e r. Within its confines, wooden walls pro-
  vide privacy for up to five occupants.
  T he smooth stone walls of these tunnels are
  devoid of any markings, and the corridors seem to
  twist and turn without reason.
  An ova l -shaped pool dominates this sharply
  tapered room.
  
  1 3
  Gi ven the temple’s large number of occupant s, the
  privy is barely up to its task.
  Cre a t u re s : Two Adepts of the Night are assigned
  to this room at all times. T heir duties are to ensure
  that the privy remains as clean as possible. T h u s, both
  a re constantly busy gathering up chamber pots and
  dumping them into the refuse pit in the small room at
  t he east end of area V2. At any given time, the PCs
  h a ve a 90% chance of encountering at least one adept
  he re i n, plus 1d6-1 living NPCs from other areas of the
  c o m p l e x .
  D Adepts of the Night (2): Male human cleric 1;
  hp 10 each; see Dungeon Master’s Guide page 114.
  V22. Sargauth Stream
  T he stream that runs through this area serves as the
  temple’s water supply. Read or paraphrase the following
  when the PCs arrive.
  T he worm’s mouth holds the terminus of a one- w a y
  p o rt a l f rom the depths of the River Sargauth near
  Sk u l l p o rt. T h rough it comes a small trickle of
  potable water that feeds the pool in area V25 and
  keeps the natural cisterns in the surrounding cham-
  bers full.
  V23. Portal Prison (EL Varies)
  This rectangular chamber is wholly embedded in
  solid rock and reachable only via p o rt a l s . It serves as a
  prison cell for int ruders who dare to use the temple’s
  p o rt a l s .
  W hen the p o rt a l s in the dungeon (area V11) and the
  Labyrinth (areas V10, V16, V17, V20, and V24) are used
  without a key, they serve as one-way p o rt a l s that trans-
  port the users here (50% chance) or to area V39 or V40
  (25% chance each). Those who come here are generally
  just left to die. Once in a while, followers of Shar who
  can use the s h a d ow walk ability come and empty the
  room of its contents.
  Cre a t u re s : At any given time, this chamber con-
  tains the decaying remains of 1d10–1 humanoid cre a-
  t u re s. At your discre t i o n, it may also contain one or
  more living prisoners (DM’s choice).
  V24. East Labyrinth (EL 16+)
  This portion of the labyrinth is similar to area V10 and
  contains the same kind of guardian. Read or paraphrase
  the following when the PCs arrive.
  Cre a t u res: As with area V10, a nightwalker guard s
  this chamber.
  D Nightwalker: hp 178; see Nightshade ent ry,
  Monster Manual page 196.
  Other Fe a t u re s : This area contains two shifting
  walls and one portal.
  s No rthern Shifting Wa l l : This wall is 20 feet
  long and moves east/west. It is cont rolled by the second
  l e ver from the east in the cont rol room of V16. A success-
  ful St rength check (DC 20 from the north or south face, or
  DC 30 from the east or west face) can also force it to move. 
  s Southern Shifting Wa l l : This wall is 10 feet
  long and moves east/west. It is cont rolled by the we s t-
  ern lever in the control room of area V16. A successful
  St rength check (DC 30 from the east or west face, or
  DC 50 from the north face) can also force it to move .
  s Po rtals: T he p o rt a l at the southeastern end of
  this section serves as the terminus of three differe nt
  p o rt a l s in other locations: a one-way p o rt a l f rom the
  more southern of the two small rooms east of area V11,
  t he p o rt a l in area V10, and the nort hern p o rt a l in are a
  V20. With a sliver of basalt as a key, it functions as a
  one-way portal that transports the user to the terminus
  in area V17. With a sliver of black marble as a key, it
  becomes a one-way portal leading to the southern portal
  in area V20. With a holy symbol of Shar as a key, it acts
  as a two-way p o rt a l that connects with a small cave on
  the western bank of the River Reaching, just within the
  northern fringe of the Reaching Wood.
  V25. Pool of Darkness (EL 9)
  T he temple re s i d e nts use this chamber for bathing.
  Read or paraphrase the following when the PCs arrive.
  Despite its dangerous appearance, this water is safe to
  drink. A small crack at the bottom of the pool drains
  the water down into the Underdark.
  This chamber houses a large, rectangular pool
  filled with inky black water. A small stream of
  dark water runs under a door at the east end of the
  n o rth wall to feed the pool, making a soft shush-
  ing sound. Gentle ripples in the water suggest that
  some creature may lurk beneath the surface.
  T he smooth stone walls of these tunnels are
  devoid of any markings, and the corridors seem to
  twist and turn without reason.
  This empty, featureless room is about 20 feet wide
  and 60 feet in length.
  A large hearth carved to resemble the gaping maw
  of a purple worm disgorges a small trickle of
  water. The stream pools in the center of the room
  b e f o re draining away through shallow channels
  beneath the three exit doors.
  
  1 4
  Cre a t u re : An advanced shadow jelly from the
  Plane of Shadow lurks herein. 
  Tactics: The advanced shadow jelly attacks anyone
  who touches the water or stands next to the pool,
  e xcept for characters opening displaying the holy
  s y mbol of Sh a r. (Although the cre a t u re is nonint e l l i-
  g e nt, the Da rk Ma i d e n’s hand stays it from attacking
  her followers.)
  D Ad vanced Sh a d ow Jel l y : CR 9; Huge ooze
  (extraplanar); HD 18d10+108; hp 207; Init –5; Spd 10
  ft., climb 10 ft.; AC 3, touch 3, flat-footed 3; Atk +17
  melee (1d8 Str damage, slam); Space/Reach 15 ft./10 ft.;
  SA improved grab, St rength damage; SQ blindsight 60
  ft., ooze traits; AL N; SV Fo rt +12, Ref +1, Will +1; St r
  23, Dex 1, Con 22, Int –, Wis 1, Cha 1.  
  Skills and Feats: Climb +14, Hide –13. 
  Im p roved Grab (Ex ) : To use this ability, an
  a d vanced shadow jelly must hit with its slam attack.
  It can then attempt to start a grapple as a free action
  without provoking an attack of opport u n i t y. If it
  wins the grapple che c k, it establishes a hold and can
  automatically deal 1d8 points of St rength damage
  each ro u n d .
  St rength Damage (Su ) : T he touch of an
  a d vanced shadow jelly deals 1d8 points of St re n g t h
  damage to a living foe. A creature reduced to Strength 0
  by an advanced shadow jelly dies. This is a negative
  energy effect.
  Oo ze Tr a i t s : An advanced shadow jelly is
  immune to poison, sleep, paralysis, stunning, polymor-
  phing, and mind-influencing effects. It is not subject to
  critical hits or flanking. Shadow jellies are blind.
  Tre a s u re : On the bottom of the pool lies a long-
  forgotten relic called Su n g l o ry, which is sacred to the
  f o l l owers of Lathander. A company of Lathanderites
  once tracked a noted Sharran assassin through a
  mysterious p o rt a l to his base in Va n r a k d o o m, int e n d-
  ing to stage a raid on the Sharran stronghold. In the
  confusion of the ensuing wild battle, a Knight of the
  Aster dropped Su n g l o ry in the pool as he died. T he
  Sharrans never re a l i zed that their foes had possessed
  a weapon of such wort h, so they never looked for it
  after the fight.
  Su n g l o ry is a heavy mace that is equ i va l e nt to a s u n
  b l a d e (see the description on page 228 of the D u n g e o n
  Ma s t e r’s Guide, but replace all re f e rences to “bastard
  s w o rd” with “heavy mace” and all re f e rences to “s h o rt
  sword” with “light mace.”) 
  V26. Quarters of the Hands of Shar (EL Varies)
  T hese modestly furnished chambers house the senior
  priests of the ord e r. Read or paraphrase the follow i n g
  when the PCs approach any of these chambers.
  Several senior Watchers and the select group known as
  the Hands of Shar live in these chambers.
  Cre a t u res: Four of the senior temple personnel
  s h a re each of these small ro o m s. Because they are on
  d i f f e re nt shifts, at least half of the occupants are out
  performing temple duties at any given time. 
  A total of twe nty Wa t c hers and ten Hands of Sh a r
  a re based in the temple. Six of the Wa t c hers are gar-
  risoned in areas V1 and V7; the rest live here. No matter
  w hen the PCs arrive, 3d4 watchers and 2d4 Hands of
  Shar are resting and relaxing in these ro o m s. Use the
  following statistics.
  D Watchers (14): Male or female human cleric 6 of
  Shar/nightcloak 1; hp 48 each; see area V26 for statistics.
  D Hands of Shar (8): Male or female human
  cleric 6 of Shar/nightcloak 4; CR 10; Me d i u m
  humanoid; HD 10d8–10; hp 40; Init +2; Spd 20 ft.; AC
  22, touch 12, flat-footed 21; Base Atk +7; Grp +8; At k
  +9/+4 melee (1d8+2, +1 heavy mace) or +10 ranged
  (1d8+1/19–20, +1 light cro s s b ow); SA rebuke undead
  4/day (+1, 2d6+1, 6th); SQ darkness spells, eyes of Shar,
  s h a d ow talk; AL NE; SV Fo rt +9, Ref +6, Will +16; St r
  13, Dex 14, Con 8, Int 10, Wis 18, Cha 12.  
  Skills and Feats: Bluff +6, Concentration +8, Di p l o-
  macy +3, Hide –1, Intimidate +3, Jump –10, Move
  Si l e ntly –1, Pe rform (oratory) +5, Spellcraft +7; Bl i n d-
  FightB, Insidious MagicB,PGtF, Iron Will, Pernicious Mag-
  i cP G t F, Sh a d ow We a ve Ma g i cP G t F, Spell Focus (illusion),
  Via NegativaCoR.
  Languages: Chondathan, Common.
  Da rkness Spel l s : A Hand of Shar can pre p a re
  any Da rkness domain spell as if it we re on her divine
  spell list. T he spell uses a spell slot equal to its level in
  the Darkness domain list.
  Eyes of Shar (Ex ) : T he Hand of Sh a r’s eyes are
  totally black, granting her darkvision to a range of 60
  feet. She can also see through magical darkness to a
  range of 10 feet in the same black-and-white sight that
  darkvision provides. She cannot be blinded by magical
  effects.
  ShadowTalk (Su): The Hand of Shar can commu-
  nicate mystically through the shadows of the mind. She
  can whisper short messages to other worshipers of Shar
  within 500 feet. All Shar worshipers within range of
  t he message hear it as a whisper in their minds.
  Ob s e rvers can hear the words if they are close enough
  to physically hear the Hand of Shar’s actual whispers (a
  DC 15 Listen check if the listener is within 10 feet, 
  Each of these rooms is furnished with a washbasin
  and two to four cots. At the foot of each bed is a
  small chest.
  
  1 5
  +1 DC per 5 feet beyond that). Sh a d ow talk is a lan-
  guage-dependant free action, and it can be used to com-
  municate with undead worshipers of Shar and undead
  creatures in the service of Shar worshipers.
  Cleric Spells Pre p a re d (caster level 10th): 0—c re a t e
  w a t e r, detect magic, guidance, read magic, resistance, virt u e ;
  1 s t —b a n e (DC 16), cause fear (DC 16), divine favo r ( C L
  9th), d o o m (DC 16), obscuring mist, protection from goodD
  (CL 12th); 2nd—b l i n d n e s s / d e a f n e s s (DC 18), d a rk n e s s ,
  desecrateD (CL 9th), enthrall (DC 17), hold person (DC 17),
  s i l e n c e (DC 17); 3rd —b l a c k l i g h tF R C S (DC 17), deeper dark-
  ness, dispel magic (2), magic circle against goodD (CL 11th);
  4 t h —a rmor of dark n e s s (+9 melee touch), g reater magic
  we a p o n (CL 9th), p o i s o n (DC 18), summon monster IV,
  unholy blightD (DC 18); 5th—d a rk b o l tD, F R C S (+9 ranged
  touch, DC 19), dispel goodD (CL 11th, DC 19), true seeing
  (+9 melee touch).
  D: Domain spell. Domains: Darkness (Blind-Fight as
  a bonus feat) and Evil (cast evil spells at +1 caster level).
  Po s s e s s i o n s : +2 full plate arm o r, +1 heavy mace, +1 light
  c ro s s b ow with 10 bolts, sanguine nostru mC o R, periapt of
  Wisdom +2, ring of protection +1, ring of feather falling, cloak
  of resistance +1, 5 potions of cure moderate wounds, 50 gp.
  Tre a s u re: Each chest contains the personal
  belongings of the ow n e r. Choose tre a s u re appro p r i a t e
  for the Encounter Level used.
  V27. Shadowstone Hall (EL Varies)
  This chamber serves as a sort of art gallery in which the
  temple re s i d e nts can take their leisure. Read or para-
  phrase the following when the PCs arrive.
  During the rule of Clan Me l a i rk y n, statues of Me l a i r-
  b o d e’s greatest kings adorned the bases in this hall.
  Lord Vanrak had the dwarven statues destroyed, and he
  is slowly replacing them with statues depicting the
  most favored servants of the Lady of Loss.
  Cre a t u re s : T he PCs have a 15% chance to
  e n c o u nter 1d4 of the temple’s re s i d e nts (DM’s choice)
  in this hall at any given time.
  De vel o p m e nt : Once the PCs have defeated
  anyone they find in the hall, they can examine the stat-
  ues more closely.
  T he first statue depicts Go rothir of Sh a r, the Da rk
  P ro p het of the Night (see area V44 for furt her details).
  A successful DC 30 Knowledge (history) check is
  required to identify him.
  T he second statue is of Dahlia, also known as the
  Queen of the Night—the greatest high priestess of the
  Reign of Night in the Netherese city of Sepulcher. The
  Queen of the Night led the entire Netherese church in
  her day and successfully transformed the port city of
  Sepulcher into a bastion of Sharran might.
  T he third statue depicts Irtemara el Eradsari, the
  Dancer before Da w n, who is the debauched and jaded
  high priestess of the Temple of Old Night in Calimport.
  Since Irtemara still live s, her inclusion in this collec-
  tion is a subtle slight by Lo rd Va n r a k, suggesting that
  his rival’s time has passed.
  Tre a s u re : T he statues are fashioned from black
  chalcedony that has been magically transformed (using
  Tro b r i a n d’s glassteel, a new spell from City of Sp l e n d o r s :
  Waterdeep) into a transparent material with the durabil-
  ity of steel. Each is worth 2,000 gp for materials alone,
  and as much as three times that amount to a collector of
  religious or historical objects of art.
  V28. Darklord and Krinth Quarters (EL varies)
  This complex serves as living qu a rters for Sh a r’s most
  senior servants and special guests.The five rooms to the
  west of the hallway are occupied by senior temple per-
  sonnel, and the tangle of int e rconnected rooms to the
  east houses krinth refugees from the City of Shade who
  were rescued and brought here by Lord Vanrak.
  Read or paraphrase the following when the PCs
  enter any of the western rooms.
  T hese rooms are home to the senior leaders of the
  c h u rc h, who are known as Da rk l o rds and Da rk l a d i e s.
  Creatures: Each chamber has only one occupant.
  Because they work differe nt shifts within the temple,
  only two are in their rooms at any given time.
  D Da rkladies Eveline and Condelia and
  Da rk l o rd Ju nt h e r : Male or female human cleric 6
  T hese rooms are finely furnished and obv i o u s l y
  designed for single occupant s. Each contains one
  bed draped in fine linen, a crystal washbasin, an
  oak table and chair, and a small bookshelf filled
  with books. At the foot of each bed is a small che s t .
  Eight black marble bases line this hall, four on
  each side. Five of the bases (four on the right, one
  on the left) are empty, while the other three are
  occupied with black crystalline statues.
  The first statue depicts a massive bear of a man
  with a thick beard, a great belly, and a wild mane
  of hair. His thickly muscled arms are open wide,
  as if he is encompassing all the world in his grasp.
  He wears the flowing robes of a priest of Sh a r.
  T he second statue depicts a tall, graceful woman
  of Ne t he rese heritage with long flowing hair. She
  wears a thin shift and a forbidding expre s s i o n .
  The third statue depicts a tiny, wizened woman
  of Calishite heritage. She is dressed in traditional
  Shoon robes and poised as if dancing.
  
  1 6
  of Shar/nightcloak 8; CR 14; Medium humanoid; HD
  14d8; hp 66; Init +2; Spd 20 ft.; AC 22, touch 12, flat-
  footed 21; Base Atk +10; Grp +11; Atk +12 melee
  (1d8+2, +1 heavy mace) or +14 ranged (1d4+1, + 2
  re t u rning chakra m); Full Atk +12/+7 melee (1d8+2, + 1
  heavy mace) or +14/+9 ranged (1d4+1, +2 re t u rn i n g
  c h a k ra m); SA rebuke undead 4/day (+1, 2d6+1, 14th);
  SQ darkness spells, disk of night, eyes of Sh a r, mind
  of Sh a r, shadow talk, Sh a r’s care s s, t rue lies; AL NE; SV
  Fo rt +11, Ref +6, Will +17; Str 13, Dex 14, Con 11, Int 10,
  Wis 19, Cha 12.  
  Skills and Feats: Bluff +15, Concentration +9, Di p l o-
  macy +8, Hide +6, Intimidate +3, Jump –10, Move
  Si l e ntly –1, Pe rform (oratory) +5, Spellcraft +7; Bl i n d-
  Fi g h tB, Exotic Weapon Proficiency (chakram), In i t i-
  ate of Sh a rC o R, Insidious Ma g i cB, P G t F, Iron Will, Pe r n i-
  cious Ma g i cP G t F, Sh a d ow We a ve Ma g i cP G t F, Spell Fo c u s
  ( i l l u s i o n ) .
  Languages: Chondathan, Common.
  Da rkness Spel l s : Vanrak can pre p a re any Da rk-
  ness domain spell as if it we re on his divine spell list.
  The spell uses a spell slot equal to its level in the Dark-
  ness domain list.
  Disk of Night (Su ) : Any chakram used by a
  Darklady is treated as if it were a +2 returning chakram. If
  it remains out of her hand for more than 1 round, it
  reverts to its original abilities.
  Eyes of Shar (Ex): The Darklady’s eyes are totally
  black, granting her darkvision to a range of 60 feet. She
  can also see through magical darkness to a range of 10
  feet in the same black-and-white sight that dark v i s i o n
  p rov i d e s. She cannot be blinded by magical effects.
  Sh a d ow Talk (Su ) : T he Da rklady can communi-
  cate mystically through the shadows of the mind. She
  can whisper short messages to other worshipers of Shar
  within 500 feet. All Shar worshipers within range of
  t he message hear it as a whisper in their minds.
  Ob s e rvers can hear the words if they are close enough
  to physically hear the Darklady’s actual whispers (a DC
  15 Listen check if the listener is within 10 feet, +1 DC
  per 5 feet beyond that). Sh a d ow talk is a language-
  dependant free action, and it can be used to communi-
  cate with undead worshipers of Shar and undead cre a-
  tures in the service of Shar worshipers.
  Sh a r ’s Caress (Su ) : Vanrak can surround a he l d
  c h a k r a m, whip, or dagger with Sh a d ow We a ve magic,
  giving the weapon the unholy property for 1 round per
  use. The Darklady can invoke this power as a free action
  once per day. She must decide to use this ability before
  t he attack is made, and if the attack misses, that use of
  Shar’s caress is wasted.
  True Lies (Sp): A darklady can reach into a cre a-
  t u re’s mind and modify its memories as the 4th-leve l
  b a rd spell modify memories. T he Da rklady can use this
  ability once per tenday as a 10th-level bard.
  Cleric Spells Pre p a re d (caster level 14th): 0—c re a t e
  w a t e r, detect magic (CL 15th), g u i d a n c e (CL 15th), re a d
  m a g i c (CL 15th), resistance, virt u e (CL 13th); 1st—b a n e
  (DC 16), cause fear (DC 16), detect secret doorsD (CL 15th),
  disguise self (DC 16), divine favo r (CL 13th), d o o m ( D C
  16), obscuring mist; 2 n d —b l i n d n e s s / d e a f n e s s (DC 17),
  d a rkness, desecra t e (CL 13th), detect thoughtsD (CL 15th),
  e n t h ra l l (DC 17), hold person (DC 17), s i l e n c e (DC 17);
  3 rd —b l a c k l i g h tF R C S (DC 17), c l a i ra u d i e n c e / c l a i rvoy a n c eD
  (CL 15th), crushing despair (DC 18), deeper darkness, dispel
  magic, slashing dark n e s sC o R (+12 ranged touch, CL 13th);
  4 t h —a rmor of dark n e s s (+11 melee touch), death ward
  (+11 melee touch), d i v i n a t i o nD (CL 15th), g reater magic
  we a p o n (CL 13th), p o i s o n (DC 19), summon monster IV;
  5th—darkboltFRCS (+12 ranged touch, DC 19), dispel good
  (DC 19), true seeingD (+11 melee touch, CL 15th) unhal-
  low (CL 13th); 6th—find the pathD (+11 melee touch, CL
  15th), harm (+11 melee touch, CL 15th, DC 21), prying
  e yes (CL 15th), remorseless charmC o R (DC 21); 7th—
  legend loreD (CL 15th), nightmare (DC 22), shadow trapCoR
  (DC 21). 
  D: Domain spell. Domains: Darkness (Blind-Fight as
  a bonus feat) and Knowledge (cast divinations at +1
  caster level).
  Possessions: +2 full plate arm o r, +1 heavy mace, +1
  chakram, +1 ring of protection, periapt of Wisdom +2, amulet
  of health +2, camellia of the Black LadyC o R, cloak of
  elvenkind, potion of cure moderate wounds, 200 gp.
  D Da rklady Se m i o n e : Female human sorc e re r
  6 / s h a d ow adept 7; CR 13; Medium humanoid; HD
  13d4+13; hp 45; Init +2; Spd 30 ft.; AC 18, touch 14, flat-
  footed 16; Base Atk +6, Grp +6; Atk +7/+2 melee (1d8,
  m a s t e rw o rk morningstar) or +10 ranged (1d4+2, + 2
  chakram); SQ darkvision, familiar (cat), familiar benefits
  ( A l e rt n e s s, empathic link, share spells), low - l i g h t
  vision, shadow defense +2, shadow walk, shield of shad-
  ows; AL CE; SV Fort +5, Ref +6, Will +9; Str 10, Dex 14,
  Con 13, Int 10, Wis 8, Cha 20.  
  Skills and Feats: Bluff +21, Concentration +17, Di p l o-
  macy +7, Intimidate +7, Knowledge (arcana) +8, Listen
  +1*, Move Si l e ntly +5, Spellcraft +10, Spot +1*; Alert-
  n e s sB, Combat Casting, Entangling Sp e l lC o R, Exo t i c
  Weapon Proficiency (chakram), Insidious Ma g i cB, P G t F,
  Lingering Sp e l lC o R, Pernicious Ma g i cB, P G t F, Re a p i n g
  Sp e l lC o R, Sh a d ow We a ve Ma g i cP G t F, Tenacious Ma g i cB, P G t F.
  Languages: Chondathan, Common.
  Darkvision (Su): Semione can see in the dark as
  though she we re permanently affected by a d a rk v i s i o n
  spell.
  Familiar: Semione’s familiar is a cat named Mirra.
  T he familiar uses the better of her own and Se m i o n e’s
  
  1 7
  base save bonuses.The creature’s abilities and character-
  istics are summarized below.
  Mi r r a, Fe m a le Cat Familiar: CR —; Ti n y
  magical beast; HD 1/2d8 (effective 13d8); hp 22;
  Init +2; Spd 30 ft.; AC 17, touch 14, flat-footed 15;
  Base Atk +6; Grp –6; Atk +10 melee (1d2–4, 
  2 claws) and +5 melee (1d3–4, bite); Space/Reach
  2-1/2 ft./0 ft.; SQ deliver touch spells, improve d
  e va s i o n, low-light vision, scent, speak with
  master; AL NE; SV Fo rt +4, Ref +6, Will +11; St r
  3, Dex 15, Con 10, Int 8, Wis 12, Cha 7.  
  Skills and Fe a t s : Balance +10, Bluff +14, Climb
  +6, Concentration +16, Hide +18**, Jump +10,
  Listen +3, Move Si l e ntly +6, Spot +3; We a p o n
  Finesse.
  Del i ver Touch Spel l s : Mirra may delive r
  touch spells for her master.
  Im p roved Evasion (Ex ) : If Semione is
  exposed to any effect that normally allows her to
  attempt a Reflex saving throw for half damage,
  s he takes no damage with a successful saving
  t h row and half damage if the saving throw fails.
  Speak with Master (Ex ) : Mirra can com-
  municate verbally with Semione. Other creatures
  do not understand the communication without
  magical help.
  Skills: Mirra has a +4 racial bonus on Climb,
  Hide, and Move Si l e ntly checks and a +8 racial
  bonus on Jump checks. She has a +8 racial bonus
  on Balance checks. She uses her Dexterity modi-
  fier instead of her St rength modifier for Climb
  and Jump checks. **In areas of tall grass or heavy
  undergrowth, the Hide bonus rises to +8.
  Familiar Benefits: Semione gains special bene-
  fits from having a familiar. This creature grants her a +3
  bonus on Move Silently checks (included in the above
  statistics).
  Al e rtness (Ex ) : * Mirra grants her master Alertness as
  long as she is within 5 feet.
  Empathic Link (Su ) : Semione can communicate tele-
  pathically with her familiar at a distance of up to 1 mile.
  T he master has the same connection to an item or a
  place that the familiar does.
  Sh a re Spells (Su ) : Semione may have any spell she
  casts on herself also affect her familiar if the latter is
  within 5 feet at the time. She may also cast a spell with
  a target of “You” on her familiar.
  Shadow Defense (Ex): Semione has a +2 profane
  bonus on saving throws against spells from the schools
  of enchant m e nt, illusion, and necro m a n c y, as well as
  spells with the darkness descriptor.
  Shadow Walk (Sp): Semione can use shadow walk
  (caster level 7th) once per day.
  Shield of Shadows (Su): Semione can surround
  herself with a globe of purple-black force as a standard
  action. This shield of shadows functions like a s h i e l d
  spell, granting her a +4 shield bonus to AC and absorb-
  ing magic missiles cast at he r. In addition, the shield of
  s h a d ows provides concealment (20% miss chance)
  against melee and ranged attacks. Semione can see and
  reach through the shield, so it does not provide cove r
  or concealment to opponent s. Semione may use a
  shield of shadows for up to 14 rounds per day. T h i s
  duration need not be consecutive—s he may break it
  up into increments as small as 1 round if she so desires.
  Creating or dismissing the shield of shadows is a
  standard action.
  S o rc e rer Spells Know n (6/8/7/7/7/7/4 per day; caster
  l e vel 13th): 0—acid splash, daze (DC 16), detect magic,
  ghost sound (DC 16), o p e n / c l o s e (CL 12th), p re s t i d i g i t a t i o n
  (DC 15), ray of fro s t (+8 ranged touch, CL 12th), re a d
  magic, touch of fatigue (+6 melee touch); 1st—c h a rm
  person (DC 17), chill touch (+8 melee touch, DC 18), corro-
  s i ve gra s pMa g (+6 melee touch), magic missile (CL 12th),
  t rue strike; 2 n d —ghoul touch (+6 melee touch, DC 18),
  m i s d i re c t i o n (DC 18), s c a re (DC 18), s p e c t ral hand, Ta s h a’s
  hideous laughter (DC 18); 3rd—bedevilCoR, control darkness
  and shadowC o R, s u g g e s t i o n (DC 19), vampiric touch ( + 6
  melee touch, DC 19); 4th—c o n t a g i o n (DC 20), e n e rva-
  tion, fear (DC 20), phantasmal killer (DC 20); 5th—domi-
  nate person (DC 21), n e c rotic skull bomb (DC 21), s h a d ow
  e vocation (DC 21); 6th—acid fog, circle of death (DC 22). 
  Po s s e s s i o n s : Amulet of natural armor +1, bracers of armor +3,
  ring of protection +2, m a s t e rw o rk morningstar, +2 chakra m ,
  wand of shocking grasp, cloak of Charisma +2, 250 gp.
  D Da rk l o rd Raint h e r : Male human ro g u e
  7 / s h a d owdancer 8; CR 15; Medium humanoid; HD
  7d6+7 plus 8d8+8; hp 78; Init +5; Spd 30 ft.; AC 22, touch
  17, flat-footed 22; Base Atk +11; Grp +12; Atk +14 melee
  (1d6+3/17–20, +2 keen short sword) or +17 ranged
  ( 1 d 6 + 1 /3, +1 short b ow); Full Atk +14/+9/+4 melee
  (1d6+3/17–20, +2 keen short sword) or +17/+12/+7 ranged
  ( 1 d 6 + 1 /3, +1 short b ow); SA sneak attack +4d6; SQ dark-
  v i s i o n, defensive roll, eva s i o n, hide in plain sight,
  i m p roved uncanny dodge, s h a d ow illusion, s h a d ow jump,
  s l i p p e ry mind, summon shadow, trap sense +2, trapfind-
  ing, uncanny dodge; AL NE; SV Fo rt +5, Ref +16, Wi l l
  +4; Str 12, Dex 20, Con 13, Int 14, Wis 10, Cha 8.  
  Skills and Feats: Balance +25, Bluff +17, Di p l o m a c y
  +19, Escape Artist +23, Hide +15, Intimidate +11, Jump
  +13, Listen +5, Move Si l e ntly +23, Pe rform (dance) +9,
  Spot +5, Tumble +17; Combat Reflexes, CravenCoR, Dirty
  R a tC o R, Dodge, Mo b i l i t y, Natural Bu l l yC o R, Sp r i n g
  Attack.
  
  1 8
  L a n g u a g e s : Abyssal, Chondathan, Common,
  Draconic.
  Sneak Attack (Ex ) : R a i nt her deals 4d6 extra
  p o i nts of damage on any successful attack against flat-
  footed or flanked targets, or against a target that has
  been denied its Dexterity bonus for any reason. T h i s
  damage also applies to ranged attacks against targets up
  to 30 feet away. Cre a t u res with concealment, cre a t u re s
  without discernible anatomies, and cre a t u res immune
  to extra damage from critical hits are all immune to
  sneak attacks. Raint her may choose to deliver non-
  lethal damage with his sneak attack, but only whe n
  using a weapon designed for that purpose, such as a sap
  (blackjack).
  Darkvision (Su): Rainther can see in the dark as
  though he were permanently under the effect of a dark-
  vision spell.
  De fe n s i ve Roll (Ex ) : R a i nt her can roll with a
  p o t e ntially lethal blow to take less damage from it.
  Once per day, when he would be reduced to 0 or fewer
  hit points by damage in combat (from a weapon or
  other blow, not a spell or special ability), he can attempt
  to roll with the damage. He makes a Reflex saving
  throw (DC = damage dealt) and, if successful, takes only
  half damage from the blow. He must be aware of the
  attack and able to react to it in order to execute his
  d e f e n s i ve roll. If he is in a situation that would deny
  him any Dexterity bonus to AC, he can’t attempt a
  defensive spell.
  Evasion (Ex): If Rainther is exposed to any effect
  that normally allows him to attempt a Reflex saving
  throw for half damage, he takes no damage with a suc-
  cessful saving throw.
  Hide in Plain Sight (Ex ) : R a i nt her can hide
  while within 10 feet of a shadow even while being
  observed.
  Im p roved Uncanny Dodge (Ex ) : R a i nt he r
  cannot be flanked and can be sneak attacked only by a
  character who has at least 19 levels of rogue.
  Sh a d ow Illusion (Sp): R a i nt her can cre a t e
  visual illusions from surrounding shadow s. This abil-
  i t y’s effect is identical to that of the arcane spell s i l e n t
  image and may be employed once per day.
  Shadow Jump (Su): Rainther can travel between
  s h a d ows as if by means of a dimension door spell. T he
  limitation is that the magical transport must begin and
  end in an area with at least some shadow. Rainther can
  jump up to a total of 80 feet each day in this manner;
  this may be a single jump of 80 feet or two jumps of 40
  feet each. This amount can be split among many jumps,
  but each one, no matter how small, counts as a 10-f o o t
  increment. 
  Sl i p p e ry Mind (Ex ) : This ability re p re s e nt s
  R a i nt he r’s ability to wriggle free from magical effects
  that would othe rwise cont rol or compel him. If
  R a i nt her is affected by an enchant m e nt and fails his
  saving throw, he can attempt his saving throw again 1
  round later. He gets only this one extra chance to suc-
  ceed on his saving throw. If it fails as well, the spell’s
  effects occur normally.
  Summon Shadow (Su): Rainther can summon a
  s h a d ow (see Monster Ma n u a l page 221 for the shadow’s
  s t a t i s t i c s, except that it has 2 extra Hit Dice, with the
  re quisite increases to base attack bonus and save s ) .
  Unlike a normal shadow, this one’s alignment matche s
  Rainther’s, and the creature cannot be turned, rebuked,
  or commanded by any third part y. This shadow serve s
  as a companion to Raint her and can communicate
  i ntelligibly with him. If a shadow companion is
  d e s t royed, or Raint her chooses to dismiss it, he must
  attempt a DC 15 Fortitude save. If it fails, Rainther loses
  3,000 XP, though his XP total can never drop below 0 as
  t he result of a shadow’s dismissal or destruction. A
  d e s t royed or dismissed shadow companion cannot be
  replaced for 30 days.
  Trapfinding (Ex ) : R a i nt her can find, disarm, or
  bypass traps with a DC of 20 or higher. He can use the
  Se a rch skill to find, and the Disable Device skill to
  disarm, magic traps (DC 25 + the level of the spell used
  to create it). If his Disable Device result exceeds the
  trap’s DC by 10 or more, he discovers how to bypass the
  trap without triggering or disarming it.
  Uncanny Dodge (Ex ) : R a i nt her retains his De x-
  terity bonus to Armor Class even when flat-footed or
  targeted by an unseen foe. (He still loses his De x t e r i t y
  bonus if paralyzed or otherwise immobile.)
  Possessions: Amulet of natural armor +1, bracers of arm o r
  +4, ring of protection +2, +2 keen short sword, +1 short b ow
  with 20 arrow s, g l oves of Dexterity +2, hat of disguise, 200 gp.
  Read or paraphrase the following when the PCs
  e nter any of the chambers to the east of the hallway.
  T hese eastern rooms are now given over to krint h
  refugees rescued by Lo rd Vanrak from the City of
  Shade. T he krinth va ry widely in level and ability, but
  t heir number includes many would-be adve nt u re r s.
  D K r i nth (78): Various classes; hp varies; see
  Champions of Ruin page 14.
  T hese rooms we re once finely appointed guest
  qu a rters for visitors to the temple, but they now
  bear witness to the extended occupancy of far less
  civilized creatures. Each room has two to four cots
  and a washbasin. At the foot of each bed is a small
  chest of personal items.
  
  1 9
  Tre a s u re: Each chest contains the personal
  belongings of the ow n e r. Choose tre a s u re appro p r i a t e
  for the Encounter Level used.
  V29. Darkfire Temple (EL 18+)
  This immense chamber once housed a temple to
  Moradin. To honor the Lady of Lo s s, the followers of
  Shar have transformed it into a twisted parody of the
  Soulforger’s original chapel. Read or paraphrase the fol-
  lowing when the PCs open the doors.
  T he dwarf statue is in fact a he retical depiction of the
  So u l f o r g e r. Any dwarf re c o g n i zes it as such automati-
  c a l l y, and any other character can do so with a DC 15
  Knowledge (religion) check.
  The room actually contains five lesser forges spaced
  e venly along the south wall. T he figures next to the m
  a re Large statues of humiliated dwarf patriarc h s, each
  depicted in the same manner as his god. The north wall
  is lined with seven Medium statues, each of a human
  wearing tattered black robes and beseeching the he a v-
  ens for merc y. Behind the last of these statues, on the
  north wall in the northeast corner of the room, is a con-
  cealed door.
  T he large forge in the center of the room and the five
  smaller forges along the south wall are permanently lit
  by billowing d a rk f i reMa g / Lo D, and each is considered an
  altar to Sh a r. T he Sharran priests burn their offerings to
  t he Lady of Loss within the d a rk f i re, thus ensuring that
  t hey are truly lost once consumed.
  As shown on the map, the forges produce a large
  volume of smoke that envelops much of the temple.
  Any living cre a t u re that spends 1 full round within an
  area covered by smoke is affected as if by a stinking cloud
  spell (caster level 12th).
  T he five ye l l ow - g reen lines on the map re p re s e nt
  sections of the floor that can be tilted up to form 5-foot-
  h i g h, 6-inch-deep barriers. In the raised position, the y
  function as obstacles, each of which costs 2 squ a res of
  m ove m e nt to cro s s. Intended to pre ve nt charges and
  other forms of fast movement, they are controlled by a
  set of levers behind the altar. If forced to defend the
  temple, Sh a r’s followers stage a fighting withdrawal,
  s l owly conceding each barrier as they re t reat. A suc-
  cessful DC 15 Disable Device check lowers a 5-f o o t -
  wide section of wall and prevents the lever mechanism
  from raising it anew.
  Creatures: The creatures working the bellows are
  ogre zombies. Twelve of them attend the main bellows,
  and two operate each of the lesser bellows.
  T he clergy of Shar have transformed the defaced
  idol of Moradin into a blackstone gigant. It in turn has
  aided them in decorating this temple with statuary.
  T he five statues that line the south wall we re once
  shield dwarves. They were purchased as slaves in Skull-
  port, attired as nobility, enlarged with magic, then pet-
  rified by the blackstone gigant and placed he re by the
  clergy of Shar to make a mockery of the temple that
  once belonged to their kind. The seven statues that line
  the northern wall were agents of House Moonstar who
  we re captured by Lo rd Va n r a k’s followe r s, petrified by
  t he blackstone gigant, and placed he re as reminders to
  any others who would try to challenge the power of
  Sh a r. T he blackstone gigant can transform the statues
  along the south wall into Large animated objects and
  those along the north wall into Medium animated
  objects by touch. 
  In addition, 2d8 worshipers of Shar are pre s e nt at
  any given time. (Draw these from among the NPCs
  described elsewhere in the adventure.) Furthermore, if
  t he alarm has been raised, Lo rd Vanrak has assigned
  t we l ve members of the Sh a d ow Guard (see area V3) to
  defend the temple.
  D Og re Zombies (22): hp 55 each; see Mo n s t e r
  Manual page 265.
  D Blackstone Gi g a nt : hp 236; see Fiend Fo l i o
  page 21.
  D Medium Animated Objects (up to 7): h p
  31 each; see Monster Manual page 13.
  The double doors part to reveal a 20-foot-wide pas-
  sage that leads 50 feet eastward and then opens
  i nto a vast room outfitted as a temple. Fa s h i o n e d
  of black marble blocks inlaid with arcane ru n e s,
  t he temple appears to be approximately 140 feet
  deep and 100 feet wide. Its arc hed ceiling soars
  some 60 feet above.
  In the center of the temple is a vast forge lit by
  black fire. Da rk, noxious smoke billows fort h
  f rom it, obscuring all else within. A dozen or so
  m a n-s i zed humanoids work the vast bellows that
  m a i ntain the fire. In fro nt of the forge stands a
  large altar made of ro u g h - hewn granite and
  stained with rivers of dried blood.
  Dimly visible beyond the billowing smoke is a
  giant, black statue of a male dwarf with his hands
  bound behind his back. His head is bowed, and he
  has been shorn of his beard. Black tears appear to
  gush forth from the statue’s empty eye sockets.
  Along the south wall are additional forges,
  each burning with the same black fire as the cen-
  tral one. Two shadowy humanoid figures work a
  smaller set of bellows to maintain each, and a
  large, still figure, barely visible through the
  smoke, stands nearby. Along the north wall stand
  a few statues of humanoid figure s, but the details
  are obscured by the smoke.
  
  2 0
  D Large Animated Objects (up to 5): hp 52
  each; see Monster Manual page 13.
  De vel o p m e nt : If the followers of Shar are hard
  p ressed, those who cannot flee or choose not to do so
  make their final stand in this room.
  V30. Labyrinth Portal (EL 11+)
  This chamber serves as the primary access to the con-
  trol room (see area V16) in the Labyrinth. 
  Four Hands of Shar (see area V26) are stationed here at
  all times. They protect the portal and use it to access the
  control room if intruders are reported in the Labyrinth.
  V31. Wyrmwhisper Landing (EL 0, 2, or 3)
  This chamber is the access point for the cavern complex
  ( a reas V31, V32, V33, and V35) claimed by the shadow
  dragon Umb r a x a k a r, who serves as Va n r a k’s steed. Re a d
  or paraphrase the following when the PCs arrive .
  Two 2nd- l e vel Adepts of the Night (see areas V1 and V 7 )
  a re stationed he re at all times. T heir assignment is to pass
  messages from Umbraxakar (see area V33) to the othe r
  i n h a b i t a nts of Vanrakdoom and to attend to any othe r
  needs the dragon may have. T he PCs have a 95% chance of
  finding one or both of the adepts he re at any given time.
  V32. Wyrmhorde Cave (EL 0 or 16)
  This cavern serves as the temple tre a s u ry and as
  Umbraxakar’s bedchamber.
  In addition to serving as Va n r a k’s steed, Umb r a x a k a r
  g u a rds the temple tre a s u ry by sleeping on it. He con-
  siders it his, but he allows Vanrak to “borrow” from it as
  needed.
  Cre a t u re : Umb r a x a k a r, a wyrm from the Plane of
  Sh a d ow, sleeps on the pile of tre a s u re in this chamb e r.
  At any given time, he may be here, or in area V33, or in
  area V35 (25% chance for each). The rest of the time, he
  is either hunting in the Un d e rd a rk (20% chance; see
  area V35) or ferrying Lord Vanrak across the night skies
  of Faerûn (5% chance).
  D Um b r a x a k a r : Male mature adult shadow dragon;
  CR 16; Large dragon; HD 22d12+88; hp 231; Init +0; Spd 80
  ft., fly 150 ft. (poor); AC 34, touch 9, flat-footed 34; Base At k
  +22; Grp +32; Atk +28 melee (2d6+6, bite); Full Atk +28
  melee (2d6+6, bite) and +22 melee (1d8+3, 2 claws) and +22
  melee (1d6+3, 2 wings) and +22 melee (1d8+9, tail slap);
  Sp a c e / Reach 10 ft./5 ft. (10 ft. with bite); SA breath we a p o n
  ( 4 0 -ft. cone of shadows), frightful presence, spell-like abili-
  t i e s, spells; SQ damage reduction 10/magic, darkvision 120
  ft., immunities (energy drain, paralysis, sleep), low - l i g h t
  v i s i o n, shadow blend, spell resistance 25; AL CE; SV Fo rt
  +17, Ref +13, Will +18; Str 23, Dex 10, Con 19, Int 20, 
  Wis  20, Cha 21.  
  Skills and Fe a t s : C o n c e ntration +29, Diplomacy +34,
  Hide –4, Intimidate +30, Jump +26, Knowledge (arc a n a )
  +30, Knowledge (history) +30, Knowledge (the planes)
  +30, Listen +30, Se a rch +30, Sense Mo t i ve +30, Sp e l l c r a f t
  +9, Spot +30, Use Magic Device +30; Bl i n d- Fight, Comb a t
  Casting, Flay Fo eC o R, Fl y by At t a c k, Int i m i d a t o r, Mu t i l a t o r-
  C o R, Sh a d ow We a ve Ma g i cP G t F, Weapon Focus (bite).
  L a n g u a g e s :
  Abyssal, Au r a n, Chondathan,
  Common, Draconic, Giant, Terran.
  Breath Weapon (Su ) : Umb r a x a k a r’s bre a t h
  weapon is an 80-foot cone of billowing, smoky shadows
  with an energy drain effect. Each cre a t u re within the
  cone gains four negative leve l s. A successful DC 25
  Reflex save halves the number of levels lost (ro u n d e d
  d own). This same DC is used for the Fo rtitude save to
  overcome the negative levels 24 hours later.
  Frightful Presence (Ex ) : W he n e ver Umb r a x-
  akar attacks, charges, or flies ove r head, each cre a t u re
  within a radius of 210 feet that has fewer than 22 HD is
  subject to the effect. A potentially affected creature that
  succeeds on a DC 26 Will save remains immune to
  Umbraxakar’s frightful presence for 24 hours. On a fail-
  u re, a cre a t u re with 4 or fewer HD becomes panicked
  for 4d6 ro u n d s, and one with 5 or more HD becomes
  shaken for 4d6 rounds. Umbraxakar ignores the fright-
  ful presence of other dragons.
  S p ell-Like Ab i l i t i e s : 3 / d a y —m i r ror image;
  2/day—dimension door. Caster level 7th.
  S p el l s : Umbraxakar casts spells as a 7th-leve l
  sorcerer.
  Sh a d ow Blend (Su ) : In any condition of illumina-
  tion other than full daylight, Umbraxakar can disappear
  i nto the shadow s, gaining total concealment. Art i f i c i a l
  i l l u m i n a t i o n, even a l i g h t or continual flame spell, does not
  negate this ability. A d a y l i g h t spell, howe ve r, does.
  The walls of this natural cavern glisten with slime,
  and the air is unnaturally cold. The cavern floor is
  l i t t e red with the bones of many differe nt cre a-
  tures. In the center of the room lies a great horde
  of tre a s u re, spread out to form a wyrm-s i zed bed.
  Two large passageways provide egress from this
  20-foot-square room. One corridor leads off to the
  east, and the other gives access to a wide staircase
  leading down to the south. Two crude cots are
  tucked in the southeast corner of the room.
  This 15-f o o t -s qu a re chamber is empty save for a
  large stone arch piercing the south wall. T he
  swirling mists in the center of the arch suggest
  that it may be a portal.
  
  2 1
  S o rc e rer Spells Know n (6/8/7/5 per day; caster leve l
  7th): 0—a rcane mark, daze (DC 16), detect magic, ghost
  sound (DC 16), net of shadowsMag (DC 16), read magic, spirit
  wormMag (+28 melee touch, DC 16); 1st—chill touch (+28
  melee touch), magic missile (CL 6th), s h a d ow spra y ( D C
  17), s l e e p (DC 17), unseen serva n t ; 2 n d —d a rkness, ghoul
  t o u c h (+28 melee touch, DC 18), undead torc hMa g; 3rd —
  shadow wellMag, suggestion (DC 19).
  Tre a s u re : T he dragon’s horde includes a g re a t e r
  shadow staffUnd, a helm of darknessMag, lenses of darknessCAr, a
  mace of the darkchildrenMag, moon bracers +8Mag, a rod of four
  m o o n s (see sidebar), a wand of polymorph, and a staff of
  n i g h tMa g / C A r, plus gems, art, and coins worth approx i-
  mately 107,000 gp.
  V33. Lair of Umbraxakar (EL 0 or 16)
  This cavern serves as the entrance chamber to Umbrax-
  akar’s caverns.
  This cavern provides access to areas V32 and V35.
  Cre a t u re : Umbraxakar has a 25% chance to be
  here at any given time.
  D Um b r a x a k a r : Male mature adult shadow
  dragon; hp 231; see area V32 for statistics.
  V34. Mastiff Master’s Quarters (EL 11+)
  This area once served as a small kitchen for the dwarves
  of Clan Melairkyn.
  T he kegs along the wall contain shadow s y rup ale. T h i s
  c h a mber is now the home of the temple’s mastiff
  m a s t e r. Howe ve r, the prodigious amounts of shadow
  ale and the occasional bite to eat make it a popular spot
  for temple patrols to take a short break as well.
  Cre a t u re s : Gr i m t o o t h, the gluttonous, grinning
  shadurakul who keeps and trains the temple’s pack of
  s h a d ow mastiffs, resides in this room. He rarely leave s
  e xcept to train the shadow mastiffs in area V36. T h u s, PCs
  h a ve a 90% chance to find him he re at any given time. 
  W he t her or not Grimtooth is pre s e nt, the PCs have
  a 45% chance to find 2d4 temple NPCs (chosen fro m
  among those detailed elsewhere) relaxing here.
  D Gr i m t o o t h : Male shadurakul; hp 99; see Fi e n d
  Folio page 27.
  Ta c t i c s : If combat breaks out he re, Gr i m t o o t h
  whistles for the shadow mastiffs from area V36. T he y
  come racing up the stairs to battle int ruders at his
  s i g n a l —or if they hear any sounds of battle—a r r i v i n g
  in 1 round.
  V35. Sinkhole (EL 0 or 16)
  This sinkhole near the rear of Umb r a x a k a r’s lair twists
  and turns down into the Un d e rd a rk. Read or para-
  phrase the following when the PCs arrive.
  Umbraxakar typically uses this route to reach his
  normal hunting gro u n d s. T he path is twisting and tor-
  tuous, and in some places the passage is so narrow that
  Umbraxakar must employ magic to reduce his size .
  V36. Kennel (EL 12)
  The dwarves had hollowed out this cavern in search of
  ore, but later abandoned it. Now it serves as the kennel
  for the temple’s dogs.
  A large sinkhole has opened in the floor at the
  rear of this cavern. A hot, sulfurous breeze wafting
  up from the hole suggests that it leads down int o
  the depths of the earth.
  This spacious, square room is almost comfortable,
  g i ven the modicum of warmth provided by the
  s l ow-burning coals in its great fireplace. Se ve r a l
  tables placed throughout the room are cove re d
  with the remnants of uneaten food and spilled ale,
  and crude kegs line the wall.
  C a rved stone steps lead up into a natural cave r n .
  Its walls glisten with slime, its floor is strewn with
  b o n e s, and the air is unusually cold. T h ree ro u g h
  passages lead away into the darkness.
  pqqqqrs
  pqqqqrs
  NEW MAGIC ITEM
  The Rod of Four Moons is the personal weapon of the
  Moonmaiden. During lunar eclipses, Selûne gives a
  lesser replica of it to a champion of her faith as a
  symbol of her covenant that her light will return.
  Rod of Four Moons: The Rod of Four Moons func-
  tions as a +2 defending holy heavy mace. The wielder
  can use each of the following spells once per day:
  hold monster, lighting bolt, polymorph, and rope trick. To
  use this relic, the wielder must worship Selûne and
  either sacrifice a 7th-level divine spell slot or have
  the True Believer feat plus at least 13 HD.
  Moderate abjuration; CL 9th; Craft Magic Arms
  and Armor, Craft Rod, Sanctify RelicC D, polymorph, hold
  m o n s t e r, holy smite, lightning bolt, rope trick, shield or s h i e l d
  of faith, creature must be good; Price 151,112 gp.
  
  2 2
  This rough stone cavern is home to a pack of twe l ve
  s h a d ow mastiffs. Most of the temple’s inhabitants are
  afraid to enter the cave, so they feed the hounds by
  sending corpses down the slide into the cavern below. 
  D Shadow Mastiffs (12): hp 30 each; see Mon-
  ster Manual page 22.
  Tactics: If the extraplanar hounds smell intruders,
  t hey withdraw into the shadows and wait. Once the i r
  p rey has ent e red the cave r n, the shadow mastiffs
  attempt to encircle it before unleashing their baleful
  howls.
  Development: If the alarm is raised in the temple
  but the int ruders cannot be found, twe l ve members of
  the clergy who are skilled at handling shadow mastiffs
  come get the dogs. T hey split up the cre a t u res int o
  teams of two and order them to hunt down the int e r-
  lopers by scent. If the priests believe that the intruders
  got away via the Seadeeps, Vanrak dispatches a hunting
  party that includes Grimtooth and all twelve mastiffs to
  pursue them through Halaster’s Halls.
  V37. Undercroft of Lost Souls (EL 12)
  This underc roft once housed the dead of Clan
  Melairkyn, but the dwarven remains once interred here
  h a ve been replaced by the fallen followers of the Da rk
  Goddess.
  Shar teaches that the dead are lost, bitterly leaving
  behind what they held in life. T h u s, these graves con-
  tain no treasure.
  Cre a t u re s : T he dwarves once buried he rein do
  not rest easy. Ten of them have risen as spectres to
  h a u nt the place whe re their remains once rested. Si x
  n ow haunt the western re a c hes of the underc roft, and
  the other four haunt the eastern reaches.
  D S p e c t res (10): hp 45 each; see Monster Ma n u a l
  page 232.
  Ta c t i c s : T he ten spectres attack any cre a t u re that
  d a res disturb their burial place, but the two groups do
  not work in concert.
  V38. Deepcrypts (EL 12)
  These four crypts were commandeered by the Sharrans
  to house the mortal remains of their most import a nt
  priests. Read or paraphrase the following when the PCs
  pass through any of the secret doors that give access to
  the crypts.
  T he southernmost deepcrypt is flooded waist-high,
  thanks to a natural spring that recently broke through a
  crack in the floor. The others are dry.
  Each of these chambers contains the remains of a
  senior follower of Shar.
  Tr a p : T he pit trap at the entrance to each crypt is
  i d e ntical to the smaller version of the pit traps in the
  Labyrinth (see area V10). The lever in the southeast sec-
  tion of area V37 locks the traps.
  a Poisoned Spiked Pit Traps (4): CR 10; see
  Dungeon Master’s Guide page 74. 
  Cre a t u re : Each crypt is haunted by a gre a t e r
  shadow. Combat noise in any one crypt draws the other
  shadows.
  D Greater Sh a d ows (4): hp 58; see Mo n s t e r
  Manual page 221.
  V39. Portal Prison
  Ot her than its size, this chamber is identical to
  a rea V 2 3 .
  V40. Portal Prison
  Ot her than its size, this chamber is identical to
  a rea V 2 3 .
  V41. Chapel of Loss (EL 17+)
  This chamber is the private chapel of Lo rd Va n r a k
  Moonstar.
  T he pyramid serves as an altar to Sh a r, and the symb o l
  on the cube is her holy symbol. T he statue depicts the
  Dark Maiden.
  A large pool dominates the center of this ro u g h -
  hewn cavern. From the center of the pool rises a
  t h re e-step pyramid carved of basalt. Slick stone
  steps lead from the eastern edge of the pool to the
  top of the pyramid.
  Atop the pyramid stands a glistening, purple-
  black marble cube inscribed with a circ u l a r
  symbol. Behind it stands a black granite statue of a
  w o m a n, her arms outstre t c hed as if we l c o m i n g
  someone into her embrace.
  Beyond the secret door, a narrow, sloping passage
  leads downward. At the far end of the rectangular
  c h a mb e r, a sarcophagus lies atop a narrow bier.
  Twe l ve statues of leering, grinning gargoyles line
  this long hall. Be t ween each pair of adjacent stat-
  ues (except for the first pair on either side) is a
  low, narrow passageway lined with bas relief stone
  plaques.
  A foul stench suggestive of carrion wafts up from
  the cavern below. Narrow steps lead down into the
  gloom, and beside them runs a greased slide caked
  with bits of blood and rotten meat.
  
  2 3
  No d e s : This chamber is both a Class 3 Evil No d e
  and a Class 3 Sh a d ow We a ve Node. (See Champions of
  Ruin, pages 95 and 98, respectively.)
  Evil Node Granted Spells: The Evil Node grants bedevil-
  CoR, slashing darknessCoR, and vampiric touch.
  Sh a d ow We a ve Node Granted Sp e l l s : T he Sh a d ow
  We a ve Node grants c o n t rol darkness and shadowsC o R,
  crushing despair, and lesser shadow tentacleLoD.
  Cre a t u re : A sorrowsworn demon lairs in the
  ro u g h - hewn tunnels to the southeast of this cave r n .
  The creature was drawn to the lingering sorrow of Clan
  Melairkyn that clings to this sublevel.
  In addition, Lord Vanrak has imprisoned within this
  node the undead remains of three failed Sharran priests
  who failed to master the Evil Node. He can call upon
  them to defend him if attacked in his private sanctum,
  as noted in Champions of Ruin.
  T he PCs also have a 10% chance to find Lo rd Va n r a k
  in this room if the alarm has not been raised. Ot he rw i s e ,
  he returns to this chamber only if he needs to draw upon
  t he power of the Evil Node or the Sh a d ow We a ve No d e .
  D So r rowsworn De m o n : hp 297; see Mo n s t e r
  Manual III page 36.
  D Bodaks (3): hp 28; see Monster Manual page 10.
  D L o rd Va n r a k : hp 104; see Appendix for statistics.
  Tre a s u re : Atop the altar lies the Book of Stolen Se c re t s ,
  a tome that has become legendary among the faithful of
  Sh a r. This item is equ i va l e nt in all ways to a book of vile
  d a rk n e s s . Of the curre nt occupants of the temple, only
  Lo rd Vanrak has thus far perused this tome.
  V42. Gallery of Night (EL 0 or 19)
  This area is one of Lo rd Va n r a k’s favorite places in the
  complex.
  Lord Vanrak spends countless hours here, staring at the
  o t he rworldly tapestries while quietly cont e m p l a t i n g
  the Lady of Loss.
  Creatures: The PCs have a 25% chance of encoun-
  tering Lord Vanrak herein.
  D L o rd Vanrak Mo o n s t a r : hp 104; see Ap p e n-
  dix for statistics.
  V43. Death Knight’s Rest (EL 13+)
  Once a crypt for a dwarven laird of Clan Me l a i rk y n,
  this chamber now serves as Vanrak’s resting place. Read
  or paraphrase the following when the PCs arrive.
  The chamber is actually 30 feet in width and 60 feet in
  length, and the platform dominates the last 20 feet of it.
  Although Lo rd Vanrak has no need to sleep, he re t i re s
  to his sarcophagus from time to time to commune with
  his goddess.
  Creatures: The PCs have a 10% chance of encoun-
  tering Lo rd Vanrak in this room at any given time.
  Whether he is present or not, two dread wraiths, drawn
  to the death knight’s service from elsewhere in Under-
  mountain, guard this chamber.
  Dread Wraiths (2): hp 104; see Monster Ma n u a l
  page 258.
  V44. Crypt of Gorothir (EL 17)
  In the Year of the Sh a d owkin Return (1136 DR), the
  whispers of the Dark Lady led Lord Vanrak to the long-
  lost remains and shattered staff of her servant Gorothir.
  Once the Dark Ranger had claimed Vanrakdoom as his
  ow n, he int e r red Go ro t h i r’s remains the re, in a place
  sacred to his goddess.
  Gorothir of Shar, the Dark Prophet of the Night, domi-
  nated the Church of the Dark Lady from the waning of
  Ne t heril (circa –310 DR) until his death in the Year of
  t he Unblinking Eye (446 DR). Hated by his count l e s s
  d e s c e n d a nts for his tyrannical ways, the Da rk Pro p he t
  was destroyed by his own grandchildren, who arranged
  for his foes (mages whose magics he had comman-
  d e e red, clergy of rival gods, and rulers whose thro n e s
  he had usurped) to ambush him while he raided a place
  of power sacred to Selûne. The massive conflagration of
  warring magic destroyed Sh a r’s serva nt, leaving only
  his staff and girdle untouched. An archwizard of Selûne
  s h a t t e red the Sh a d owstaff of Go ro t h i r—an act for which
  he paid with his life—but Gorothir’s girdle survived and
  This dark, fre ezing cold chamber is filled with
  s h a d ows that seem to dance and flicker in an
  unfelt breeze. At the south end lies a black marble
  s a rcophagus atop a tarnished silver bier. Tw o
  extremely tall, humanlike, and repulsive creatures
  with long, rotting wings and peeling flesh stand
  guard in front of the sarcophagus. Rivulets of filth
  and decay drip down their rotting forms to coat
  the floor in a pool of ooze.
  This long, arched chamber is styled in the manner
  of a cathedral. T he fart hest portion of the ro o m
  c o ntains a raised platform, on which sits a lidless
  stone sarcophagus surrounded by nine crouching
  g a r g oyle statues. T he gargoyles are cont o rted in
  various positions suggesting fear or supplication.
  This long, quiet hall is lined on both sides with
  a l c ove s. T he rectangular ones along the west wall
  hold simple wooden benche s. T he trapezo i d a l
  alcoves on the east wall hold tapestries of swirling
  shadowstuff.
  
  2 4
  has since passed through many hands. (See Un d e rd a rk
  page 134 for more details of this relic.)
  Cre a t u re s : Selûne is served by seven shard s,
  angelic cre a t u res of the moon equ i va l e nt to planetars.
  On rare occasions, the Lady of Loss has managed to cor-
  rupt these divine serva nts of her eternal rival, trans-
  forming them into angels of decay. Two such fallen
  s h a rds (since replaced) stand eternal guard over the
  interred corpse of Gorothir.
  D An g els of Decay (2): hp 198 each; see Li b r i s
  Mortis page 83.
  Trap: The lid of Gorothir’s sarcophagus is inscribed
  with a symbol of death (caster level 18th).
  a Symbol of Death Trap: CR 9; spell; location
  trigger; no reset; spell effect (symbol of death, 1 5 t h - l e ve l
  cleric, death, DC 22 Fo rt save negates); Se a rch DC 33;
  Disable Device DC 33. Cost: 11,200 gp to hire NPC
  spellcaster.
  Tre a s u re : T he bier upon which the sarc o p h a g u s
  rests is a massive block of tarnished silver we i g h i n g
  about 2,000 pounds and worth its weight in silve r. In
  t he surface of the silver just beneath the sarcophagus is
  c a rved a symbol of the Mo o n m a i d e n, eclipsed and
  defaced by a cloying shadow in the shape of Sh a r’s holy
  s y mbol. This silver block is the Pl i nth Stone of the
  Mo o n m a i d e n, one of the earliest altars used by the fol-
  l owers of Selûne on the slopes of Mo u nt Wa t e rd e e p.
  Reclaiming it and reconsecrating it to the Mo o n m a i d e n
  would be a great victory for the followers of Se l û n e .
  Once Go ro t h i r’s remains had been properly int e r re d ,
  Shar rew a rded her serva nt by reforming Go ro t h i r’s shat-
  t e red staff. T he Sh a d owstaff of Go ro t h i r is now a sacre d
  relic (major artifact) of the Church of Sh a r, equ i va l e nt to
  a s h a d ow magic Sh a d ows t a f f (see page 281 in the D u n g e o n
  Ma s t e r’s Guide). T he Sh a d owstaff of Go ro t h i r lies within the
  s a rc o p h a g u s, atop the pile of shattered bones that was
  once the Da rk Pro p he t’s skeleton.
  CONCLUDING THE 
  ADVENTURE
  T he PCs can achieve many victories in this adve nt u re .
  Recovering the Plinth Stone of the Moonmaiden from
  a rea V44 and turning it over to Se l û n e’s followe r s,
  d e s t roying Lo rd Vanrak and clearing the temple of his
  f o l l owe r s, or taking the Sh a d owstaff of Go ro t h i r f ro m
  Sh a r’s faithful are all worthy conclusions, depending
  upon the level of the PCs and their exact mission.
  FURTHER ADVENTURES
  Vanrakdoom is the focus of the Dark Maiden’s power in
  Un d e r m o u nt a i n, Wa t e rd e e p, and up and down the
  Sw o rd Coast. A successful assault on this stro n g h o l d
  deals a sharp and devastating check to the ambitions of
  Shar’s followers for years thereafter. It also incites their
  e ve r -simmering wrath, inducing an orgy of violence
  not seen since the Year of the Tr i t o n’s Horn (697 DR),
  w hen the machinations of Lalondra incited Sh a r’s fol-
  l owers to riot along the length and breadth of the
  Sword Coast. The PCs may be called to deal with one or
  m o re of these vengeful incident s, or they may suffer
  attacks on their own persons.
  If the PCs gained possession of the Sh a d owstaff of
  Go ro t h i r, Sh a r’s followers will go to any lengths to
  reclaim it before it can be destroyed or hidden. A quest
  to destroy the staff or to reconsecrate the Pl i nth St o n e
  of the Moonmaiden might also be a worthy undert a k-
  ing for the characters.
  APPENDIX: 
  VANRAK’S STATISTICS
  This section provides complete statistics and a personal
  history for Lord Vanrak Moonstar.
  LORD VANRAK MOONSTAR
  Lord Vanrak Moonstar, also known as the Dark Ranger,
  long ago betrayed his family’s traditional patro n, the
  Mo o n m a i d e n, to embrace the worship of Sh a r. Lo rd
  Va n r a k’s personal history is int e rw oven with the his-
  t o ry of House Moonstar and the City of Sp l e n d o r s, as
  detailed in the Adventure Background section. 
  Long considered the bogeyman of House Moonstar
  and the Church of Selûne, Lo rd Vanrak resides in the
  depths of Undermountain as the uncontested master of
  Vanrakdoom (UM SLM). Vanrak seeks nothing less
  than the destruction of the Moonmaiden, but he is con-
  t e nt to begin by destroying House Moonstar and the
  House of the Mo o n, and subjugating all of Wa t e rd e e p
  to the bitter comfort of the Dark Maiden.
  T he Da rk Ranger stands just over 6 feet in he i g h t ,
  his broad shoulders making a striking foil for his strap-
  ping, skeletal frame. He wears a mantle of black velvet
  over his gleaming black mithral shirt, and he keeps a
  jet black chakram strapped to the back of each of his
  black leather gaunt l e t s. His eyes are twin pits of dark-
  ness reflecting a soul that has been utterly consumed
  by the Lady of Loss.
  D L o rd Vanrak Mo o n s t a r : Male elite Te t h y r i a n
  human death knight ranger 2/cleric 4 of Sh a r / n i g h t-
  cloak 10; CR 19; Medium undead (augment e d
  humanoid); HD 16d12; hp 104; Init +0; Spd 30 ft.; AC 23,
  touch 10, flat-footed 23; Base Atk +12; Grp +17; Atk or
  Full Atk +17 melee (1d8+2 plus 1 Con, negative energy
  touch) or +12 ranged (1d4+7/19–20/3, 2 +2 ra ve n o u s
  
  2 5
  re t u rning chakra m sC o R); SA abyssal blast, fear aura, re b u k e
  undead 5/day (+4, 2d6+6, 4th), touch attack; SQ damage
  reduction 15/bludgeoning and magic, darkness spells,
  disk of night, eyes of Sh a r, favo red enemy (humans +2),
  immunities (cold, electricity, polymorph), mind of Sh a r,
  minion of Sh a r, s h a d ow talk, Sh a r’s care s s, spell re s i s t a n c e
  26, summon mount, t rue lies, turn immunity, undead fol-
  l owe r s, undead traits, voice of ineffable evil, wild empathy
  +4; AL NE; SV Fo rt +15, Ref +8, Will +19; Str 20, Dex 10,
  Con —, Int 13, Wis 20, Cha 14.  
  Skills and Fe a t s : Bluff +8, Concentration +12, Di p l o-
  macy +5, Hide +20, Intimidate +5, Knowledge (re l i-
  gion) +20, Knowledge (the planes) +20, Move Si l e nt l y
  +5, Pe rform (oratory) +8, Spellcraft +5, Su rv i val +10;
  Bl i n d- Fi g h tB, Exotic Weapon Proficiency (chakram),
  Insidious Ma g i cB, P G t F, Iron Will, Node Sp e l l c a s t i n g
  ( Sh a d ow We a ve )C o R, Pernicious Ma g i cP G t F, Practiced
  Sp e l l c a s t e rC A, Sh a d ow We a ve Ma g i cP G t F, Spell Fo c u s
  (necromancy), TrackB, Two-Weapon FightingB.
  Languages: Abyssal, Chondathan, Common.
  Abyssal Blast (Su ) : Once per day, Vanrak can
  unleash a blast of eldritch fire that fills a 20-foot-radius
  spread anywhere within a range of 1,040 feet. The blast
  deals 16d6 points of damage, half fire and half divine
  (Reflex DC 20 half).
  Fear Aura (Su ) : Vanrak is shrouded in a dre a d f u l
  aura of death and evil. Any cre a t u re with fewer than 5
  HD within 15 feet of Vanrak must succeed on a DC 20
  Will save or be affected as though by a fear spell (caster
  level 16th).
  Touch Attack: Vanrak’s touch attack uses negative
  energy to deal 1d8+2 points of damage plus 1 point of
  Constitution damage to a living creature. A DC 20 Will
  s a ve reduces the damage by half and negates the Con-
  stitution damage.
  Da rkness Spel l s : Vanrak can pre p a re any Da rk-
  ness domain spell as if it we re on his divine spell list.
  The spell uses a spell slot equal to its level in the Dark-
  ness domain list.
  Disk of Night (Su): Any chakram used by Vanrak
  is treated as if it we re a +2 re t u rning chakra m . If it
  remains out of his hand for more than 1 round, it
  re ve rts to its original abilities. Any additional abilities
  (such as ravenous) that the weapon may have still apply.
  Eyes of Shar (Ex): Vanrak’s eyes are totally black,
  g r a nting him darkvision to a range of 60 feet. He can
  also see through magical darkness to a range of 10 feet
  in the same black-and-white sight that darkvision pro-
  vides. He cannot be blinded by magical effects.
  Fa vo red Enemy (Ex ) : Vanrak gains a +2 bonus
  on his Bl u f f, Listen, Sense Mo t i ve, Spot, and Su rv i va l
  c hecks when using these skills against humans. He
  gains the same bonus on weapon damage.
  Minion of Shar (Sp): Once per tenday as a stan-
  dard action, Vanrak can summon ten shadows to do his
  bidding for 10 ro u n d s. Any shadows that a summoned
  shadow creates by draining Strength are under Vanrak’s
  c o nt rol, but vanish along with the original when the
  duration of the effect expires. Vanrak can verbally com-
  municate with the shadows as if he knew their lan-
  guage. He can also use his shadow talk ability to com-
  municate with them.
  Sh a d ow Talk (Su ) : Vanrak can communicate
  mystically through the shadows of the mind. He can
  whisper short messages to other worshipers of Sh a r
  within 500 feet. All Shar worshipers within range of
  t he message hear it as a whisper in their minds.
  Ob s e rvers can hear the words if they are close enough
  to physically hear Va n r a k’s actual whispers (a DC 15
  Listen check if the listener is within 10 feet, +1 DC per
  5 feet beyond that). Sh a d ow talk is a language-d e p e n-
  d a nt free action, and it can be used to communicate
  with undead worshipers of Shar and undead cre a t u re s
  in the service of Shar worshipers.
  Sh a r ’s Caress (Su ) : Vanrak can surround a he l d
  c h a k r a m, whip, or dagger with Sh a d ow We a ve magic,
  giving the weapon the unholy property for 1 round per
  use. Vanrak can invoke this power as a free action twice
  per day. He must decide to use this ability before the
  attack is made, and if the attack misses, that use of
  Shar’s caress is wasted.
  Summon Mo u nt (Su ) : Vanrak can summon a
  m o u nt, typically a nightmare, though it may be of any
  other species used as a mount. The mount may have no
  m o re than 8 Hit Dice. If the mount is lost or killed,
  Vanrak may summon another one after a year and a day.
  True Lies (Sp): Vanrak can reach into a cre a t u re’s
  mind and modify its memories as the 4th-level bard
  spell modify memories. Vanrak can use this ability twice
  per tenday as a 10th-level bard.
  Turn Immunity (Ex): Vanrak cannot be turned.
  He can be banished with holy word , h owe ve r, just as if
  he were an evil outsider. When banished, he returns to
  Shar’s plane.
  Undead Fo l l owe r s : Vanrak attracts lesser
  undead creatures that happen to exist within a 200-mile
  r a d i u s. He may have up to 32 HD of such followe r s.
  T hese cre a t u res remain in his service until destroye d
  and are in addition to any undead cre a t u res Va n r a k
  might be able to command or rebuke as a class ability.
  Va n r a k’s curre nt followers are the two dread wraiths
  that haunt area V43.
  Undead Tr a i t s : Vanrak is immune to poison,
  s l e e p, paralysis, stunning, disease, death effects, necro-
  mantic effects, mind-influencing effects, and any effect
  re quiring a Fo rtitude save unless it also works on
  
  2 6
  o b j e c t s. He is not subject to critical hits, subdual
  damage, ability damage, ability drain, or energy drain.
  Ne g a t i ve energy heals him, and he is not at risk of
  death from massive damage, but is destroyed at 0 or
  fewer hit points. He has darkvision to a range of 60 feet.
  Vanrak cannot be raised, and resurrection works only if
  he is willing.
  Voice of In e f f a b le Evil (Sp): Once per day,
  Vanrak can command a cre a t u re as per the d o m i n a t e
  m o n s t e r spell (caster level 10th). T he effect lasts for 24
  h o u r s. Unlike most spell-like abilities, voice of ineffable
  evil has a verbal component.
  Cleric Spells Pre p a re d (caster level 16th): 0—d e t e c t
  magic, guidance, inflict minor wounds (2, DC 17), re a d
  magic, resistance; 1 s t —b a n e (DC 17), curse water ( C L
  17th), divine favo r (CL 15th), d o o m (DC 18), m a g i c
  we a p o n (CL 15th), obscuring mist, protection from goodD
  (CL 17th), shield of faith; 2 n d —b u l l’s stre n g t h (CL 15th),
  d e s e c ra t eD (CL 15th), e n t h ra l l (DC 18), hold person ( D C
  18), owl’s wisdom (CL 15th), silence (DC 18), zone of truth
  (DC 18); 3rd —animate dead (CL 17th), b l a c k l i g h tD, F R C S
  (DC 18), d a rk f i reMa g (+17 melee touch or +12 ranged
  t o u c h, CL 15th), dispel magic, slashing dark n e s sC o R ( + 1 2
  ranged touch, CL 15th), speak with dead (DC 20); 4th—
  dismissal (DC 19), freedom of movement, poison (+17 melee
  t o u c h, DC 21), s c ry i n g (DC 19), tongues, unholy blightD
  (DC 19, CL 16th); 5th—commune, crawling dark n e s sMa g
  (+17 melee touch), darkboltD,FRCS (+12 ranged touch, DC
  20), righteous might (CL 15th), slay living (+17 melee
  t o u c h, DC 22); 6th—c reate undeadD (CL 17th), g re a t e r
  dispel magic, gate sealF R C S, h a rm (+17 melee touch, DC
  23); 7th—blasphemy (DC 22, CL 16th), ravageCoR (DC 24,
  CL 17th), nightmareD (DC 23, CL 17th).
  D: Domain spell. Domains: Darkness (Blind-Fight as
  a bonus feat) and Evil (cast evil spells at +1 caster level).
  Po s s e s s i o n s : Mail of dark n e s s (+4 greater shadow mithra l
  shirt), Shar’s hunger (2 +1 ravenous chakrams that act as +2
  returning ravenous chakrams in Vanrak’s hand), whispered
  writings of the night (lesser phylactery of the priesthoodMa g) .
  ABOUT THE AUTHOR
  Eric L. Boyd has been a fan of the FO R G OTT E N RE A L M S
  p roduct line since the first time Elminster graced the
  pages of DRAGON magazine. When he’s not playing the
  role of software deve l o p m e nt manager or dad, Er i c
  e n j oys writing about Faerûn late into the night and
  knitting together obscure bits of Re a l m s l o re. Eric has
  written or coauthored nearly a dozen books about
  Faerûn and contributed to many more. His most recent
  credits include Faiths and Pantheons, Races of Faerûn, Ser-
  pent Kingdoms, Champions of Ru i n , and the upcoming
  City of Splendors:  Waterdeep.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/D&D 3.5/D&D 3.5 Adventures/Vanrakdoom.pdf