TEXT: By Marc Radle
  A Pathfinder RPG adventure 
  for 8th-level characters
  
  1
  1
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  ShadowS 
     duSk Queen
  Special Thanks to the Merry Band of Playtesters: Eric Griffith, Rod Griffith, Miles Myers and Mitch Radle.
  By Marc Radle
  A Pathfinder adventure for 8th-level characters
  Design: Marc Radle
  Cover Artist: Bryan Syme
  Editor: Eytan Bernstein
  Interior Artist: Bryan Syme
  Cartography: Todd Gamble
  Art Direction and Graphic Design: Marc Radle
  Publisher: Wolfgang Baur
  CREDITS
  of
    the
  
  22
  adventure Background
  A mysterious shadow fey known as the Dusk Queen left the 
  Winter Court and came to a forest of shadows where she 
  ruled the land from a great stone tower. Although capable 
  of surprising acts of kindness, the vast majority of her reign 
  was marked by cruelty, violence and death. At some point, 
  the Dusk Queen encountered a powerful wizard from a 
  land of pitiless, burning sun and endless sand traveling in 
  her realm for unknown reasons. Against all logic or reason 
  they fell in love, eventually exchanging dark and secret 
  vows in the Queen’s throne room. Because of his homeland, 
  the wizard came to be known as the Sun King. 
  The two were happy in their own, strange way until the 
  Dusk Queen had a magical mirror created. This powerful 
  item, which was infused with shadowy strands of the Dusk 
  Queen’s very life essence, greatly expanded her powers and 
  her ambition. The mirror allowed her to spy on her enemies 
  (both real and imagined), cast powerful spells through it 
  across vast distances, and even magically transport herself 
  or her minions to the farthest locations. The Dusk Queen 
  used her mirror with rapidly growing paranoia and zeal, 
  wreaking havoc and death throughout the land. The Sun 
  King found it more and more difficult to overlook the 
  Queen’s escalating acts of evil and violence. When he 
  learned the Dusk Queen was secretly plotting to invade his 
  home land, the Sun King knew he had to act.
  In the deepest part of a cold, moonless night, the Sun 
  King wove his most powerful spells while the Dusk Queen 
  slept, magically banishing her to a hidden and unknown 
  prison. Once the Queen was gone, the wizard smashed the 
  Dusk Queen’s Mirror and departed the tower, vowing never 
  to return.
  The Sun King’s magic did not work as he had planned, 
  however. Due, perhaps, to the lingering spark of love 
  he still harbored within his heart, the Dusk Queen’s 
  magical imprisonment was not permanent. Likewise, the 
  destruction of her mirror was also incomplete—five shards 
  of glass exploded from the mirror and, impossibly, came to 
  rest in various locations throughout the surrounding forest, 
  waiting to be found …
  getting Started
  The adventure begins with the characters coming upon a 
  deep and mysterious forest, filled with ever-shifting shadows.
  When the PCs first approach the forest, read the following 
  to get the adventure underway:
  Before you is a dark forest with trees rising as much as a 
  hundred feet into the air. Foreboding and sorrow seem to 
  emanate from within. Occasionally, shadowy creatures are 
  glimpsed moving among the trees. Slow, plaintive howls 
  echo among the dark branches as a cool wind begins to 
  blow, as if whispering barely discernable words … 
   She has returned.  She has returned. She has returned. 
   The trees directly before you slowly part, forming a 
  natural opening which leads into the shadowy woods 
  beyond.
  A successful DC 18 Perception check by anyone peering 
  into the dark forest reveals the following:
  As your eyes slowly adjust to the dim light, you see the 
  silhouette of a large, tree-like creature emerge from the 
  woods and step onto the path perhaps 30 feet into the 
  forest. The strange creature completely blocks the path and 
  seems to be watching you and waiting.
  hroughout the land, legends of the Dusk Queen persist. They speak of a 
  sometimes kind, other times cruel, yet always mysterious fey queen who ruled 
  from her Dusk Tower—a tall spire of smooth, dark stone in the heart of a great, 
  shadowy forest. Perhaps the most gripping legends, however, whisper of the Dusk 
  Queen’s sudden and mysterious disappearance.
  t
  HOOKS
  How and why the PCs have come to the forest 
  of shadow is left to the GM and the needs of the 
  campaign. The party could simply happen upon 
  the forest while traveling through some desolate or 
  otherwise unexplored area and decide to investigate. 
  Alternatively, the forest could be a place well known 
  but avoided by locals which the PCs have specifically 
  come to explore. Local leadership might even hire the 
  PCs to enter the forest, find out if the rumors of the 
  Dusk Queen’s return are true and, if so, rid the forest 
  of her foul taint once and for all.
  Reluctant PCs can be tempted with legends of 
  specific magical treasures rumored to be within the 
  forest. The party wizard, for example, might hear of a 
  powerful, intelligent spellbook hidden somewhere in 
  the forest and decide to investigate.
  
  3
  3
  A. THE WEEPING TREANT (CR 8)
  The shadowy silhouette is a weeping treant. It does not 
  respond or react to the PCs in any way unless they enter the 
  forest and approach it. Once the PCs get within 30 feet, read:
  A large, living tree with dark, cracked bark blocks the trail 
  in front of you. Black eyes watch you intently. Thick, dark, 
  sap runs unchecked like tears down its gnarled face. The 
  strange creature shows no other sign of emotion. 
   Suddenly, it speaks in a deep, powerful voice: 
   
   “She has returned! The Dusk Queen has returned! Have 
  you come to retrieve the mirror shards for her?”
  The weeping treant watches the PCs, silently 
  waiting for an answer. The creature completely 
  blocks the path and lets no one pass until it 
  receives a satisfactory response.
  Development
  PCs attempting to gain information from the weeping 
  treant, convince it they have indeed come to retrieve the 
  shards for the Dusk Queen or otherwise deceive it in any 
  way, must succeed on a DC 21 Bluff or Diplomacy check. 
  If the PCs manage to fool the treant, it reveals the 
  locations of the five shards throughout the forest:
  One rests at the bottom of a dark pool 
  One is embedded in the trunk of the Hanging Tree 
  One lies beneath a mound of smooth, black stones 
  One has fallen into a deep pit of shadows 
  One is somewhere within the Putrid Bog 
  Once the weeping treant has given 
  this cryptic information, it insists 
  that the PCs leave immediately 
  to retrieve the shards for the Dusk 
  Queen, who resides once again in her tower. 
  The weeping treant might be persuaded to 
  DC
  Result
  12
  The Dusk Queen ruled the Shadow Forest and surrounding lands for many years until she vanished mysteriously 
  16
  The Dusk Queen possessed a powerful magic mirror which she used to control and terrorize her subjects. Someone 
  known as the Sun King smashed the Mirror shortly before the Dusk Queen’s sudden and mysterious disappearance.
  20
  The Shadow Forest is thought to be inhabited by frightening creatures, many of which come from the Plane of 
  Shadow itself!
  24
  The Dusk Queen was protected by a dark paladin. Many whispered that this dread guard was much more to her 
  than simply a royal guard.
  28
  The Dusk Queen was a shadow fey who journeyed to the Shadow Forest from the fey realm of the Winter Court. 
  She was also said to be a true theurge, able to wield both arcane and divine magic in powerful and unique ways.
  Knowledge (arcana, history, local, nobility or planes)
  answer a few additional questions, but very quickly becomes 
  impatient and suspicious. 
  Should the PCs at any point fail to convince the weeping 
  treant, or if it determines the PCs have been deceiving it, 
  the creature furiously and relentlessly attacks! 
  
  44
  THE WEEPING TREANT
  This twisted tree’s cracked, black bark is knotted into vaguely 
  humanoid features, with branches for arms and roots for legs. 
  Thick, sap-like black tears run unchecked down its face.
  THE WEEPING TREANT                         (CR 8)        
   XP 4,800
  N Huge plant
  Init –1; Senses low-light vision; Perception +12
  DEFENSE
  AC 21, touch 7, flat-footed 21 (–1 Dex, +14 natural, –2 size)
  hp 114 (12d8+60)
  Fort +13, Ref +3, Will +9
  Immune plant traits; DR 10/slashing
  Weaknesses vulnerability to fire
  OFFENSE
  Speed 30 ft.
  Melee 2 slams +17 (2d6+9/19–20)
  Ranged rock +7 (2d6+13)
  Space 15 ft.; Reach 15 ft.
  Special Attacks rock throwing (180 ft.), trample (2d6+13, 
  DC 25)
  STATISTICS
  Str 29, Dex 8, Con 21, Int 12, Wis 16, Cha 13
  Base Atk +9; CMB +20; CMD 29
  Feats Alertness, Improved Critical (slam), Improved 
  Sunder, Iron Will, Power Attack, Weapon Focus (slam)
  Skills Diplomacy +9, Intimidate +9, Knowledge (nature) +9, 
  Perception +12, Sense Motive +21, Stealth –9 (+7 in forests); 
  Racial Modifiers +16 Stealth in forests, +12 Sense Motive
  Languages Common, Sylvan, Treant
  SQ acidic tears, double damage against objects, treespeech
  ECOLOGY
  Environment any forest
  Organization solitary or deep grove (2–7)
  Treasure standard
  SPECIAL ABILITIES
  Acidic Tears (Ex) Thick, black tears stream continuously 
  down a weeping treant’s face and trunk. These tears 
  are highly acidic—anyone scoring a melee attack on a 
  weeping treant must succeed on a DC 20 Reflex save or 
  take 2d4 points of acid damage resulting from splashed 
  tears. Unless neutralized or wiped off (requiring a 
  standard action), the tears linger, dealing 2d4 points of 
  damage for an additional 3 rounds.
  Double Damage Against Objects (Ex) A weeping treant 
  that makes a full attack against an object or structure deals 
  double damage.
  Treespeech (Ex) A weeping treant has the ability to converse 
  with plants as if subject to a continual speak with plants 
  spell, and most plants greet them with an attitude of 
  friendly or helpful.
  Weeping treants are protectors of dark, shadowy forests. 
  They are as long-lived as the trees themselves and often 
  act as guardians for an entire forest or something specific 
  within a forest. Weeping treants are terrifying and relentless 
  when forced to fight in defense of their charge. They are 
  inherently distrustful, particularly of anything not of the 
  natural or shadow world, and are notoriously difficult to 
  fool or deceive.
  Sages and scholars have long debated why these creatures 
  weep, but the reason or reasons thus far remain a mystery. 
  As for the weeping treants themselves, they refuse to speak 
  of the matter.
  The typical weeping treant is 30 feet tall, with a trunk 
  3 feet in diameter, and weighs 4,500 pounds. Its gnarled 
  trunk is usually twisted and covered in thick, black bark.
  Treasure
  The weeping treant has no treasure
  THE SHADOW FOREST
  When the PCs enter the forest itself, the feeling of foreboding 
  and sorrow subtly intensifies. The mysterious, plaintive 
  howls continue to echo among the branches and the chilling 
  wind continues to ...
   
  She has returned.  She has returned. She has returned.
  A powerful abjuration aura permeates the entire forest, 
  limiting magical transportation such as dimension door or 
  teleport to a maximum of 30 feet at a time, regardless of the 
  spell’s normal range. 
  Swarms of black stirges (see sidebar) dwell in the upper 
  reaches of the tree tops. They viciously attack any who 
  attempt to climb or fly into the forest’s thick upper canopy. 
  the Search  
  for the ShardS
  Remember to continually reinforce the dark and mysterious 
  atmosphere as the PCs move throughout the forest. Long, 
  thick shadows tend to obscure vision; the sounds of animals 
  and other, even stranger beasts are randomly heard in the 
  distance; the cold wind whistles and howls through the trees. 
  During moments of inactivity, the wind again seems to wail ...
   
  She has returned.  She has returned. She has returned.
  B. THE SHADOW NYMPHS’ POOL (CR 9)
  A small pool of calm, dark water lies nestled in a secluded 
  clearing. As you watch, two delicate figures rise gracefully 
  from the still water.  The painfully beautiful creatures 
  have long black hair which falls down their bare backs 
  before gathering around their waists on the surface of the 
  dark water. 
   The two dark beauties stare at you for a moment with 
  calm, suspicious eyes before at last speaking, “Why have 
  you come to our pool? Are you here to harm us?”
  Sapphyl and Lasralith, two shadow nymphs, guard one 
  of the shards. They keep it extremely well hidden at the 
  
  5
  5
  bottom of their deep, dark pool (DC 30 Perception to find). 
  The shadow nymphs have no love for the Dusk Queen 
  and are not happy she has escaped from her long 
  imprisonment. A successful DC 20 Diplomacy check 
  convinces the distrustful Shadow Nymphs the PCs are 
  not loyal to the Dusk Queen and mean them no harm. 
  Sapphyl and Lasralith show great relief and beg the PCs to 
  destroy the Dusk Queen once and for all. If the PCs agree, 
  the Shadow Nymphs gladly volunteer to give the PCs the 
  mirror shard they have been hiding since they first found it. 
  The nymphs are desperate to see the Dusk Queen 
  destroyed. However, Sapphyl and Lasralith also fear for 
  their lives should the Queen learn they’ve aided the PCs 
  and are unwilling to offer any additional assistance beyond 
  what has been detailed here.
  Development 
  The Shadow Nymphs reveal (or confirm) the locations of 
  the other 4 shards. They stress that the forest is extremely 
  dangerous and that the PCs should remain on the trails at 
  all costs. Additionally, they share a rumor which says if all 
  5 shards can be found and placed physically together, the 
  combined shards can produce a magic powerful enough to 
  greatly aid in any battle against the Dusk Queen. 
  Treasure 
  Sapphyl and Lasralith have 3 potions of cure moderate 
  wounds and 1 scroll of restoration which they gladly give the 
  PCs to help them in their quest.
  GM Note
  It is important to remember Sapphyl and Lasralith have lived 
  in the forest for a very, very long time and can answer most 
  questions the PCs might have regarding the Dusk Queen 
  and her tower (essentially, the GM should use the Shadow 
  Nymphs to move the story along, clear up any confusion 
  the players might have so far and fill in missing plot points) 
  BLACK STIRGES
  Treat as standard stirges with the following changes:
  Shadow Blend (Su) In conditions of illumination 
  other than full daylight, a black stirge disappears 
  into the shadows, giving it concealment (50% miss 
  chance). Artificial illumination, even a light or 
  continual flame spell, does not negate this ability; 
  a daylight spell, however, does. A black stirge can 
  suspend or resume this ability as a free action. This 
  replaces blood drain. 
  Strength Damage (Su) A black stirge drains 1d4 
  points of Strength at the end of its turn if it is 
  attached to a living foe. Once a black stirge has 
  drained 4 points of Strength, it detaches and flies 
  off. This is a negative energy effect. A creature dies 
  if this Strength damage equals or exceeds its actual 
  Strength score. If its victim dies before the black 
  stirge has been sated, it detaches and seeks a new 
  target. This replaces diseased.
  
  66
  SHADOW NYMPH
  Use stats for Nymph but change:
  N Medium fey
  SQ shadow blend
  Shadow Blend (Su) In conditions other than bright 
  light, a shadow nymph can disappear into the shadows 
  as a move action, becoming invisible. In addition, in 
  conditions other than bright light, a shadow nymph 
  fades in and out of shadows, giving her concealment 
  (50% miss chance). Artificial illumination, even a light 
  or continual flame spell, does not negate this ability; a 
  daylight spell, or another more powerful spell that creates 
  light, however, does. A shadow nymph can suspend or 
  resume this ability as a free action.
  THE MIRROR SHARDS
  Each of the mirror shards is as wide as a man’s 
  fist and just under an inch in thickness. Although 
  apparently made of normal glass, they are extremely 
  difficult to break.
  Because the shards have the Shadow Queen’s 
  essence within them, they possess a spark of quasi-
  intelligence. The mirror shards’ primary goal is to 
  be rejoined with the Dusk Queen’s Mirror. A shard 
  continually urges any PC possessing it to take it to the 
  Queen’s Tower. If a PC attempts to damage a mirror 
  shard, remove it from the forest, or do anything else 
  contrary to the shard’s goal, it attempts to force the PC 
  into compliance (Will save DC19). 
  A mirror shard has: hp 30; hardness 20; break DC 30; 
  Ego 19 (as long as the Dusk Queen is alive)
  Combined Mirror Shards
  Aura strong (no school)
  Slot none; Price -; Weight 2 lbs.
  If all five mirror shards are held together, so they are 
  stacked on top of each other, front to back, front to back, 
  they have the following powers (CL equal to wielder’s 
  character level):
  • Wielder can fire an empowered searing light spell 
  three times per day. These receive a +4 bonus to 
  overcome SR possessed by creatures vulnerable or 
  sensitive to light
  • Instead of the above, the wielder can opt to fire a 
  single maximized searing light spell once per day. This 
  automatically overcomes SR possessed by a creature 
  vulnerable or sensitive to light
  Anyone can use the five mirror shards in this way, even  
  non-spellcasters.
  Although the shards’ edges are certainly sharp, 
  reasonably careful PCs should be in no danger of cutting 
  themselves when using the shards in this way. Clever PC 
  might even bind the five shards together with strong cord, 
  wire or rope in order to keep them together and make it 
  easier to use them. 
  WANDERING MONSTERS
  Although the paths are relatively safe and easy 
  to travel, the same cannot be said if the PCs 
  attempt to stray from the paths and venture 
  into the dense woods themselves, which is 
  considered difficult terrain. There is a 50% 
  chance of a random encounter for every 2d6 
  rounds spent in the forest depths instead of 
  on the paths. It’s possible PCs might decide to 
  stay and fight the creatures if they have little 
  trouble with some of the fights. It is up to 
  the GM’s discretion to increase the difficulty 
  of the random encounters if they wish to 
  emphasize the danger of straying or decrease 
  the likelihood of PCs fighting endless battles. 
  Wandering Monsters Table
  d%
  Encounter 
  1–10
  2d4 giant black widow spiders 
  11–17
  1d6 assassin vines
  18–25
  1d4 dire bats
  26–32
  1d3 worgs
  33-38
  1 yellow musk creeper and 1d6 yellow musk zombies
  39–50
  1d4 shadows 
  51-56 
  1d4 dire wolves 
  57-64
  3d6 ettercaps and 2d8 giant black spiders 
  65-75
  2d8 skeletal champions 
  76-84
  2d4 shadow mastiffs
  85-90 
  1 shambling mound 
  95–100
  1 shadow demon
  
  7
  7
  C. THE PUTRID BOG (CR 9)
  The forest gives way suddenly to a thick bog of twisted 
  trees and dripping vines. A few small hillocks and other 
  areas of soft, damp ground peek out from the muck and 
  stagnant water.  
   A strange gray mist hangs in the air, slowly swirling and 
  drifting though the misshapen trees and vines of the bog 
  as if possessing a mysterious sentience. The putrid stench 
  of rot and decay threatens to nauseate even those with the 
  stoutest fortitude.
  Environment
  The Putrid Bog is covered in brackish water and thick 
  mud ranging from only a few inches deep at most points 
  to as much as a few feet at others and is considered 
  difficult terrain. 
  Any non-resident of the bog must make a DC 20 
  Fortitude save or be sickened by the bog’s putrid stench for 
  as long as they remain within its confines. A successful save 
  renders its maker immune to the effects of the bog’s stench 
  for the duration of their visit. Delay poison or neutralize 
  poison removes the effect from the sickened creature, and 
  renders them immune to the effects for the remainder 
  of their visit. Creatures with immunity to poison are 
  unaffected, and creatures resistant to poison receive their 
  normal bonus on their saving throws.
  Despite the overwhelming smell of death and decay, the 
  Putrid Bog is in fact teeming with life, most of it vile.
  At the heart of the Putrid Bog lies a ring of ancient 
  standing stones:
  An earthen mount rises from the muck. Tall, twisted 
  standing stones form a ring on the center of the mound, 
  like some misshapen stone claw. The mysterious rocks 
  encircle an ancient stone altar of black rock carved with 
  strange, barely discernable symbols. A mirror shard lies on 
  the altar’s surface. 
   A palpable feeling of evil and dark magic radiates from 
  the entire area and the black altar in particular. 
  The mound is solid enough to walk on unimpeded and is 
  one of the few areas within the bog not considered difficult 
  terrain. The mound is approximately fifty feet across and 
  rises 5 feet above the swampy waters of the bog. The ring 
  of standing stones, each anywhere from 9 to 12 feet tall, is 
  approximately 30 feet in diameter. 
  The black rock altar radiates a permanent symbol of 
  stunning (CL 14; Will DC 19 negates) which is triggered by 
  anyone not evil passing through the ring of standing stones.
  Development
  Any spellcaster placing both hands on the black altar causes 
  the symbols to glow faintly. For the next 24 hours, that 
  spellcaster may treat any necromancy spell he casts as if it 
  were enhanced with the Maximize Spell feat without taking 
  up a higher spell slot or requiring a longer casting time. A 
  spellcaster may only benefit from this effect once per week. 
  Creature
  The spirit naga Vessh Ossk lurks within the ring of standing 
  stones. She was drawn to the stone circle and the dark magic 
  of the black altar and has claimed both as her own. Vessh 
  Ossk found the mirror shard some time ago and has been 
  placing it on the altar each night as an experiment. The naga 
  is aware of the Dusk Queen’s return but has yet to decide if 
  she wishes to return the shard or keep it for herself.
  The spirit naga is supremely evil, highly intelligent, and 
  extremely manipulative. If she learns the PCs possess any 
  of the other shards, she will use lies, deception and then 
  outright threats to get them for herself. If the PCs refuse, she 
  viciously attacks. Vessh Ossk will not give up her own shard 
  under any circumstance and will fight to protect it. She will 
  not leave the confines of the bog for any reason, however.
  Spirit Naga                                                 CRx
  hp 95 (Pathfinder Bestiary)
  Treasure
  Vessh Ossk has a collection of gems buried near the 
  altar. The collection consists of 1 small ruby (100 gp), 2 
  diamonds (150 gp each) and a pyramid carved from deep 
  green jade (260 gp)
  D. THE DEAD BEHIR (CR 9)
  Countless pebbles and other small stones litter this large 
  clearing. In the center, you see a large mound of smooth, 
  black stones. Lying on the ground in front of the mound 
  is the dead body of a large, black, reptilian creature, its 
  fearsome head crowned with two large, curling horns.  
   Surrounding the carcass are a number of hulking, dark-
  furred creatures with tiny, milk-white eyes.
  Environment
  The large pile of black stones is approximately 30 feet in 
  diameter and 20 feet tall. Each stone is perfectly smooth 
  and about the size of a man’s head. Both the mound and 
  clearing are considered difficult terrain.
  The strange black behir carcass is approximately 40 feet 
  long and fills much of the area directly in front of the 
  mound of black stones.
  Creatures
  A band of bugbears has recently ventured into the forest and 
  is hoping to claim it as new hunting grounds. Three bugbears 
  are focused on picking over the recently slain carcass of 
  the black behir while six others are spread out across the 
  clearing, busily repairing weapons and performing other 
  chores. The bugbears are all focused on their tasks and most 
  likely unaware of reasonably cautious PCs. 
  
  88
  The bugbears are led by Gothrolg, a powerful half-umbral 
  dragon bugbear, who is currently out of view on the far side 
  of the mound but quickly flies up on top of the black stones 
  at the first sign of trouble.
  Gothrolg is a sadistic creature who delights in torture, 
  pain and suffering and has a taste for flesh, both living 
  and undead. The half-umbral dragon bugbear recently 
  recovered the shard, which the slain black behir had been 
  guarding, and is unsure what to do with it. He is more than 
  willing to fight to keep the shard, and will happily sacrifice 
  the bugbears in the process. However, Gothrolg has no 
  particular allegiance to the Dusk Queen and is unwilling 
  to die for her or the shard; if reduced to 5 hp or less, he 
  attempts to flee.
  GOTHROLG
  This massive bugbear has coarse, black fur, muscular 
  bare arms resembling tree-trunks, and draconic features, 
  including large, bat-like dragon wings. A grisly necklace of 
  ears and fingers hangs loosely around its neck. The hulking 
  creature’s beady red eyes glint with sadistic intelligence and 
  a lust for killing. 
  ADVANCED HALF-UMBRAL DRAGON 
  BUGBEAR                                                CR 5
  XP 1,600
  CE Medium dragon (goblinoid)
  Init +3; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +14
  DEFENSE
  AC 27, touch 14, flat-footed 23 (+3 armor, +3 Dex, +9 
  natural, +1 deflection)
  hp 48 (3d8+24)
  Fort +7, Ref +6, Will +4
  Defensive Abilities DR 5/—; Immune sleep, paralysis, and 
  damage from negative energy and Strength drain.
  OFFENSE
  Speed 30 ft.; fly 60 ft. (average)
  Melee bite +12 (1d6+9), 2 claws +11 (1d4+9)
  Special Attacks breath weapon (30-foot cone, DC 14, 6d8 
  negative energy, 3/day)
  TACTICS
  Gothrolg maintains his position on top of the mound when 
  possible, forcing PCs to climb in order to reach him, and 
  uses Flyby Attack to swoop down and attack PCs with his 
  powerful bite. If necessary, he goes airborne and out of melee 
  range where he can use his breath weapon to greatest effect.
  STATISTICS
  Str 28, Dex 17, Con 26, Int 14, Wis 16, Cha 15
  Base Atk +2; CMB +11; CMD 24
  Feats Flyby Attack, Weapon Focus (bite)
  Skills Bluff +8, Diplomacy +3, Fly +6, Intimidate +10, 
  Perception +11, Sense Motive +6, Stealth +14, Survival +8 ; 
  Racial Modifiers +4 Intimidate, +4 Stealth
  SQ stalker
  Languages Common, Goblin
  ECOLOGY
  Environment temperate mountains and forests
  Organization solitary
  Treasure +1 leather armor, ring of protection +1
  SPECIAL ABILITIES
  Breath Weapon (Ex) 30-foot cone of negative energy that 
  deals 6d8 points of damage, usable three times per day. A 
  successful DC 14 Reflex save reduces damage by half.
  Stalker (Ex) Perception and Stealth are class skills for 
  Gothrolg.
  Bugbears (8)                                              CRx
  XP 600; hp 26 (Pathfinder Bestiary)
  Treasure
  Searching the mound of black stones requires a successful 
  DC 20 Perception check. Buried within the mound are 
  three broken potion bottles (empty), a ring of energy 
  resistance, minor (cold) and a wand of eyes of the voidACG 
  with 11 charges remaining.
  E. MESSAGE FROM THE SHADOWS
  A hauntingly beautiful woman emerges silently from 
  the shadows and stares at you with cold, dark eyes. The 
  surrounding shadows seem to pool around her and power 
  pours from her body. She smiles, but her dark eyes remain 
  cold as she speaks to you in soft, soothing tones. 
   “You are gathering my shards for me, and for that I 
  am eternally grateful. Once you have all five, I trust you 
  will bring them to me at once. If you do, I will reward 
  each of you handsomely. I assure you, the rumors about 
  me have been greatly exaggerated; I am not the monster 
  many believe me to be. Bring me the shards and I shall be 
  pleased. Keep them for yourself …” 
   The woman’s voice trails off and her cold eyes narrow 
  menacingly.
  The Dusk Queen is using major image in an attempt to 
  manipulate the PCs. Once the message has been delivered, 
  the image continues to regard the PCs quietly for a few 
  moments before slowly fading away.
  GM Note
  Although keyed to a specific location on the map, this 
  encounter can actually occur at any point along the path, 
  after the PCs have acquired two or three of the shards. 
  Ideally, this should take place during a lull in the action, 
  and should be used for maximum dramatic effect. 
  
  9
  9
  F. THE HANGING TREE (CR 9) 
  A lone, twisted tree rises from a small hill ahead of you. 
  Skeletons, some with their hands still bound behind their 
  backs, hang from strong branches high up in the tree. The 
  branches creak as the skeletons twist and sway in the wind. 
  By all appearances, these gruesome remains have been 
  here for a very long time.  
   High up on the trunk, a mirror shard is 
  deeply embedded in a thick branch.
  This was known as the Hanging Tree. 
  The skeletons belonged to people who 
  displeased the Dusk Queen during her reign. 
  Unless the PCs possess magical means to 
  reach the shard, they will likely need to climb 
  to reach it (DC 20 Climb).
  Environment
  The shard is embedded in a thick branch 40 
  feet up the tree. A PC that reaches the shard 
  may attempt to pry it loose (DC 15 Disable 
  Device) or forcibly yank it free (DC 18 
  Strength check). Failing either of these checks 
  by 5 or more requires a Reflex save (DC 15) 
  to avoid being cut by the shard for 1d6 points 
  of damage. Failing either check by 10 or more 
  also requires a successful DC 20 Reflex save 
  to avoid falling from the tree for 4d6 points 
  of damage.
  The shard is too firmly embedded in the 
  tree for mage hand or similar magic to 
  pull free.
  Creatures
  A spectre and 2 wraiths guard the shard. 
  They swarm out suddenly from the 
  surrounding shadows and attack as soon as the 
  shard is disturbed. 
  Spectre                                                      CR 7
  hp 48 (Pathfinder Bestiary)
  Wraith (2)                                                   CR 5
  hp 44 (Pathfinder Bestiary)
  Treasure
  A ring of the ram with 22 charges left is on one of the 
  skeleton’s hands.
  G. THE PIT OF SHADOWS (CR 9)
  An oblong pit yawns like a jagged wound in the ground in 
  front of you. It is perhaps 20 feet across and at least twice 
  that in length. A dense, almost palpable blackness seems to 
  rise up from the depths of the pit.
  Environment 
  It is particularly difficult to see very far into the pit. PCs 
  without low-light vision or darkvision cannot see more 
  than a few feet. Even PCs who can see in the darkness find 
  they are able to penetrate the thick blackness only half as 
  far as normal.
  A DC 15 Perception check reveals a partially worn and 
  eroded set of ancient stone steps cut into the sides of the 
  pit. They wind their way precariously downward into the 
  darkness before eventually ending at a stone ledge which 
  juts out abruptly 60 feet below. The steps are extremely 
  steep and uneven, making them difficult to navigate. PCs 
  failing a DC 15 Acrobatics or Climb check fall from the 
  steps and crash to the stone ledge below, taking 3d6 points 
  of damage. 
  If the PCs take precautionary measures, such as using 
  rope or other climbing gear, the GM is encouraged to award 
  those PCs a circumstance bonus to their checks.
  
  10
  10
  GM Note
  Although characters falling from the steps should normally 
  have a chance of missing the stone ledge and falling 
  downward into the swirling darkness, doing so would 
  certainly take the character out of the adventure! Therefore, 
  be sure to play up the dramatic impact of a falling character 
  barely managing to grab hold of something as he crashes 
  onto the ledge and narrowly avoids falling down into the 
  swirling darkness below! 
  Once the PCs are close enough to the stone ledge, read:
  Peering over the edge of the stone outcrop, you see a 
  swirling miasma of inky blackness some 50 feet farther 
  down. This strange vortex of darkness resembles 
  impossibly dense storm clouds which completely fill the 
  remainder of the deep pit.  
  This mysterious, swirling cloud of darkness is in fact a 
  portal to the Plane of Shadow. Although specific details 
  regarding what lies beyond are well beyond the scope of 
  this adventure, the GM is free utilize this gate at a later 
  point in the campaign if he wishes. 
  Once on the ledge, the PCs discover a cave opening. Like 
  the rest of the shadowy darkness within the pit, visibility is 
  difficult even for those with darkvision.
  The cave opening leads directly into a natural cavern 60 
  feet across and 40 feet high. At the center of the cavern, 
  narrow steps leading up to a stone ring are just barely 
  discernable.
  Environment
  The stone ring is approximately 2 feet high, 10 feet in 
  diameter and encloses a pool of dark water, 15 ft. deep. A 
  DC 20 Perception check reveals a glint from a mirror shard 
  which lies at the very bottom of the pool.
  Creature
  Ilmareth, an elder shadow drake dwells here with his two 
  ‘pet’ shadows. Ilmareth, who had been the Dusk Queen’s 
  fiercely devoted mount, was devastated and confused by 
  her sudden disappearance. He retreated here to his lair 
  and sank into a long, deep depression. Ilmareth knew of 
  the shard in his pool, but until the recent whispers of his 
  Queen’s return, he was unsure what to do with it.
  As soon as anyone touches or otherwise interacts with the 
  water, read:
  A large dragon-like creature with black scales and 
  shadowy wings emerges suddenly from the darkness. 
  The creature’s red eyes glare at you as it speaks in a deep, 
  monotone voice: 
   “I know why you have come, but I am a loyal servant of 
  the Queen. You’ll not take this shard; the only thing I will 
  give you is DEATH!”
  Ilmareth attacks with reckless abandon to protect his shard, 
  as will the two shadows that share his cave with him. If the 
  battle goes particularly poorly for him, he attempts to escape 
  the cave with the shard and retreat to the Dusk Tower.
  ILMARETH, ELDER SHADOW DRAKE       CR 7
  XP 3,200
  CE Large dragon (cold)
  Init +5; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +10
  DEFENSE
  AC 20, touch 10, flat-footed 19 (+1 Dex, +10 natural, –1 size)
  hp 84 (8d12+32)
  Fort +10, Ref +7, Will +5
  Immune cold, paralysis, sleep
  Weaknesses light sensitivity, vulnerable to fire
  OFFENSE
  Speed 20 ft.; fly 60 ft. (average)
  Melee bite +13 (2d6+6 plus 1d6 cold), tail slap +8 (1d8+3)
  Space 10 ft.; Reach 10 ft.
  Special Attacks stygian breath (20-foot-radius spread, DC 
  18, 7d6 cold)
  STATISTICS
  Str 22, Dex 13, Con 18, Int 8, Wis 9, Cha 13
  Base Atk +8; CMB +15; CMD 26
  Feats Flyby Attack, Improved Initiative, Power Attack, Vital 
  Strike
  Skills Climb +17, Fly +10, Intimidate +12, Perception +10, 
  Stealth +8
  Languages Common, Draconic
  SQ speed surge, shadow blend, shadow jump
  ECOLOGY
  Environment any 
  Organization solitary, pair, or rampage (3–12)
  SPECIAL ABILITIES
  Shadow Blend (Su) In conditions other than bright light, 
  an elder shadow drake can disappear into the shadows as 
  a move action, effectively becoming invisible. An elder 
  shadow drake in combat under these conditions fades 
  in and out of shadows, giving it concealment (50% miss 
  chance). Artificial illumination, even a light or continual 
  flame spell, does not negate this ability; a daylight spell, 
  however, does. An elder shadow drake can suspend or 
  resume this ability as a free action. 
  Shadow Jump (Su) An elder shadow drake may travel 
  between shadows as if by means of a dimension door spell. 
  This magical transport must begin and end in an area 
  with at least some dim light. An elder shadow drake can 
  jump up to a total of 160 feet each day in this way; this 
  may be a single jump of 160 feet or multiple jumps of 10 
  feet or more each. This amount can be split among many 
  jumps, but each one, no matter how small, counts as a 
  10-foot increment.
  Speed Surge (Ex) Three times per day as a swift action, an 
  elder shadow drake may draw on its draconic heritage for 
  
  11
  11
  a boost of strength and speed to take an additional move 
  action in that round.
  Stygian Breath (Su) As a standard action, an elder shadow 
  drake can exhale a ball of black liquid that explodes into 
  a cloud of frigid black mist. This attack has a range of 60 
  feet and deals  7d6 points of cold damage (DC 18 Reflex 
  half) to all creatures within a 20-foot-radius spread. 
  The mist snuffs out light sources in the area affected, 
  extinguishing non-magical light sources and dispelling 
  light spells of 1st level or lower. Once an elder shadow 
  drake has used its stygian breath, it cannot do so again for 
  1d6 rounds. The save DC is Constitution-based.
  Elder shadow drakes are mischievous and greedy. They 
  prefer to haunt dark and lonely places, such as dark caves, 
  dense forests and shadowy ruins. Elder shadow drakes are 
  almost pure black with glowing red eyes. They are long-
  lived, and can reach 200 to 250 years in age.
  Shadows (2)                                              CR 3
  hp 18 (Pathfinder Bestiary)
  Treasure
  A bead of newt prevention, a slightly rusted +1 ghost touch 
  short sword with the word “Nanroc” faintly carved into the 
  blade, and 120 gp can be found at the bottom of the well.
  the Queen of ShadowS
  Once the PCs have all five shards, they must make their way 
  to the clearing near the center of the forest and infiltrate the 
  Dusk Tower itself. When they approach the tower, read:
  THE DUSK QUEEN’S TOWER
  The tower appears to be made of smooth black stone. 
  There are no windows and only a single door. The tower is 
  clearly in disrepair; bits of the stone have crumbled away 
  and cracks run like spider webs across its surface. Vines 
  snake up the outside, as if trying to choke the life from the 
  tower, or perhaps pull it to the ground. 
  A single, ornate door, crafted of sturdy darkwood and 
  reinforced with black iron is the tower’s only entrance. 
  Although the door is not physically locked, it is warded with 
  an arcane lock (CL 10), and protected by a glyph of warding 
  (CL 10; 5d8 points of cold blast damage). 
  The darkwood door is 3” thick, has 30 hit points and 
  hardness 5. 
  
  12
  12
  SHADOWY NEGOTIATIONS
  Once the PCs enter the tower, read:
  A single large chamber opens before you. There is no ceiling 
  overhead; the wooden floors of the upper levels appear to 
  have crumbled away long ago. A massive chandelier lies 
  twisted and broken in the middle of the floor, apparently 
  having crashed to the floor when the ceiling above rotted 
  away. Thick shadows fill the upper reaches of the tower. 
  Directly across from you, on a black marble dais at the far 
  end of the chamber, is an ornate black throne. 
   To either side of the throne, once-majestic stairs 
  climb the walls, reaching as high as a man’s head before 
  crumbling away. 
   To the right of the throne, a large oval mirror in a thick 
  darkwood frame hangs on the stone wall. The frame is 
  carved with delicate runes, many of which look chipped 
  or defaced. The glass in the mirror has clearly been 
  shattered; thousands of tiny cracks create a chaotic spider 
  web pattern across its surface. In five distinct spots, large 
  pieces of the glass, each about the size of a man’s hand, are 
  missing entirely.
  Environment
  A large tapestry depicts the Dusk Queen riding her 
  shadow drake mount, Ilmareth, against the backdrop of 
  a stormy night sky. Well-worn, the tapestry is of superior 
  workmanship and worth at least 300 gp to the right buyer.
  Development
  The Dusk Queen is invisible and flying overhead in the 
  shadowy, upper portion of the chamber. Once the PCs 
  enter the throne room, she addresses them in a soothing 
  and friendly voice, using ventriloquism so she does not give 
  away her position: 
  Greetings, my friends. I trust you have retrieved all of my 
  mirror shards for me. Please kindly place them on my 
  throne and then step back. Once you have done so, I will 
  reward you handsomely as promised. I am, after all, a just 
  queen, true to my word.
  The Dusk Queen focuses all of her charisma and powers 
  of persuasion to cajole the shards from the PCs. If 
  unsuccessful, the Dusk Queen quickly becomes furious and 
  addresses the PCs in a menacing voice: 
  “FOOLS! If you will not listen to reason, then I will pluck 
  the shards from your cold, lifeless hands!”  
   As the Dusk Queen’s angry words echo throughout the 
  chamber, an ominous looking warrior clad in black armor 
  and wielding a glowing black glaive appears out of the 
  shadows. Lifeless eyes burn from inside the dread knight’s 
  hollow skull.
  BATTLE FOR THE SHARDS (CR 11)
  The Dusk Queen attacks relentlessly from above, using 
  every means at her disposal to destroy the PCs and take the 
  shards while the Dread Knight pummels them in combat 
  on the ground.
  Environment
  Because there are no longer any upper floors, the inside of 
  the tower is essentially a shadowy, 80 ft. high shaft.
  GM Note
  A PC with all 5 shards attempting to use the empowered 
  searing light against the Dusk Queen or her Dread Knight 
  must succeed on a DC 19 Will save each time in order to 
  force the shards to comply. 
  Aazael, the Dread Knight  
                     CR 9
  XP 6,400
  Human graveknight antipaladin 8
  CE Medium undead (augmented humanoid)
  Init +5; Senses darkvision 60 ft.; Perception +16
  Aura sacrilegious aura (30 ft., DC 17); aura of evil; aura of 
  cowardice, aura of despair
  DEFENSE
  AC 26, touch 12, flat-footed 25 (+10 armor, +1 Dex, +1 
  Deflection, +4 natural)
  hp 119 (8d10+48)
  Fort +12, Ref +6, Will +11
  Defensive Abilities channel resistance +4, rejuvenation; DR 
  10/magic; Immune cold, electricity, undead traits; SR 20
  OFFENSE
  Speed 30 ft.
  Melee +1 glaive +16/+11 (1d10+14/19-20x3 plus 2d6 cold)
  Special Attacks channel destruction, devastating blast (4d6 
  cold, DC 17), undead mastery (DC 17)
  Antipaladin Spells Prepared (CL 5th)
  2nd—litany of warding (DC 17), blindness/deafness (DC 17)
  1st—bane x 2 (DC 16) 
  TACTICS
  During Combat Aazael uses his touch of corruption and 
  associated cruelties against any who manage to get past 
  his glaive. He fires his devastating blast at foes he cannot 
  physically reach and channels negative energy when it 
  will affect the maximum number of foes. Aazael quickly 
  attempts to determine which of his good-aligned foes is 
  the most powerful and then uses smite good against them. 
    At the first hint the battle is going against him, he 
  summons Annominc, his fiendish black panther.   
  Morale Aazael is fanatically devoted to the Dusk Queen 
  and fights to the death to protect her.
  STATISTICS
  Str 23 Dex 12 Con — Int 13 Wis 14 Cha 17 
  Base Atk +8/+3; CMB +14; CMD 25
  Feats Channel Smite, Improved Critical (glaive), Improved 
  InitiativeB, Mounted CombatB, Ride-By AttackB, Selective 
  Channeling, ToughnessB, Vital Strike, Weapon Focus (glaive) 
  
  13
  13
  Skills Bluff +10, Handle Animal +9, 
  Intimidate +17, Knowledge (religion) 
  +6, Perception +16, Ride +13, Sense 
  Motive +10, Spellcraft +5, and Stealth 
  +6; Racial Modifiers +8 Intimidate, +8 
  Perception, +8 Ride
  Languages Common, Abyssal
  SQ phantom mount, ruinous 
  revivification
  Combat Gear +1 glaive, +1 full plate, ring 
  of protection +1
  SPECIAL ABILITIES
  Aura of Cowardice (Su): Aazael radiates 
  a daunting aura that causes all enemies 
  within 10 feet to take a –4 penalty 
  on saving throws against fear effects. 
  Creatures that are normally immune to 
  fear lose that immunity while within 10 
  feet of him. This functions only while 
  the Dread Knight remains conscious, 
  not if he is unconscious or dead.
  Aura of Evil (Ex): Aazael’s aura of evil 
  (see the detect evil spell) is equal to his 
  antipaladin level. A paladin who uses 
  smite evil on Aazael deals 2 points of 
  damage per paladin level on his first 
  successful attack. 
  Aura of Despair (Su): Enemies within 
  10 feet of Aazael take a –2 penalty on 
  all saving throws. This penalty does 
  not stack with the penalty from aura of 
  cowardice. This ability functions only 
  while Aazael is conscious, not if he is 
  unconscious or dead.
  Annominc
  Advanced, fiendish panther
  N Medium animal
  Init +6; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +7
  DEFENSE
  AC 17, touch 14, flat-footed 13 (+4 Dex, +3 natural)
  hp 52 (4d8+8)
  Fort +7, Ref +9, Will +4
  Resist 5 (cold & fire); SR 8
  OFFENSE
  Speed 30 ft., climb 20 ft.
  Melee bite +8 (1d8+5 plus grab), 2 claws +8 (1d3+5)
  Special Attacks smite good 1/day, pounce, rake (2 claws 
  +8, 1d3+5)
  STATISTICS
  Str 20, Dex 23, Con 19, Int 2, Wis 17, Cha 10
  Base Atk +4; CMB +7 (+11 grapple); CMD 21 (24 vs. 
  trip)
  Feats Improved Natural Attack (bite), Weapon Finesse
  Skills Acrobatics +12, Climb +13, Perception +9, Stealth 
  +11 (+15 in undergrowth); Racial Modifiers +4 on 
  Stealth in undergrowth
  ECOLOGY
  Environment any
  Organization solitary
  Treasure none
  Smite Good 1/day as a swift action, Annominc can add 
  +3 to his damage against a good foe; smite persists 
  until target is dead or Annominc rests.
  Annominc is loyal to Aazael and will obey his every 
  command.
  
  14
  14
  Channel Destruction (Su): Weapons Aazael wields seethe 
  with energy and deal an additional 2d6 points of cold 
  damage.
  Channel Negative Energy (Su): Six times per day, Aazael 
  can release a wave of negative energy which either deals 
  4d6 points of damage to living creatures or heals undead 
  creatures. This burst affects all creatures of one type (either 
  undead or living) in a 30-foot radius centered on the 
  Dread Knight. Creatures taking damage from channeled 
  energy receive a DC 17 Will save to halve the damage. 
  Undead healed by channeled energy cannot exceed their 
  maximum hit point total—all excess healing is lost. This is 
  a standard action 
  that does not 
  provoke an attack of 
  opportunity. Each use of 
  this ability consumes two uses 
  of Aazael’s touch of corruption ability. This is 
  a Charisma-based ability.
  Cruelty (Su): Whenever Aazael uses 
  touch of corruption to deal 
  damage to a target, that target 
  also receives one of the 
  following effects. The 
  target receives a DC 
  17 Fortitude save to 
  avoid the cruelty. If the save 
  is successful, the target takes the 
  touch of corruption damage 
  as normal, but not the effects 
  of the cruelty. 
  • sickened for 8 rounds.
  • staggered for 4 rounds.
  Detect Good (Sp): At will, Aazael 
  can use detect good, as the spell. As a 
  move action, he can concentrate on a single 
  item or individual within 60 feet and determine if it is 
  good, learning the strength of its aura as if having studied 
  it for 3 rounds. While focusing on one individual or 
  object, Aazael does not detect good in any other object or 
  individual within range.
  Devastating Blast (Su): Three times per day, Aazael may 
  unleash a 30-foot cone of energy as a standard action. 
  This blast deals 4d6 points of cold damage (DC 17 Reflex 
  for half).
  Fiendish Boon (Sp): Once per day, as a full-round action, 
  Aazael may magically call Annominc, his fiendish black 
  panther servant (see sidebar page 13), which immediately 
  appears adjacent to him.  
   Should his fiendish panther die or be banished, the 
  Dread Knight may not summon it again for 30 days. 
  During this 30-day period, Aazael takes a –1 penalty on 
  attack and weapon damage rolls.
  Phantom Mount (Su): Once per hour, Aazael can summon 
  a skeletal horse similar to a phantom steed. This mount 
  is more real than a typical phantom steed, and can carry 
  one additional rider. The mount’s powers are based on 
  Aazael’s total Hit Dice rather than caster level. If the 
  mount is destroyed, it can be summoned again with full 
  hit points 1 hour later.
  Rejuvenation (Su): One day after the Dread Knight is 
  destroyed, his armor begins to rebuild the undead body 
  trapped within. This process takes 1d10 days—if the body 
  is destroyed before that time passes, the armor merely 
  starts the process anew. After this time has elapsed, Aazael 
  wakens fully healed.
  Sacrilegious Aura (Su): Aazael constantly exudes an aura 
  of intense evil and negative energy in a 30-foot radius. 
  This aura functions as the spell desecrate and uses the 
  Dread Knight’s armor as an altar of sorts to double the 
  effects granted. Aazael constantly gains the benefits of 
  this effect (including the bonus hit points, as this aura 
  is part of the Dread Knight’s creation). In addition, this 
  miasma of fell energies hinders the channeling of positive 
  energy. Any creature that attempts to summon positive 
  energy in this area—such as through a cleric’s channel 
  
  15
  15
  energy ability, a paladin’s lay on hands, or any spell with 
  the healing subtype—must make a DC 17 concentration 
  check. If the character fails, the effect is expended but 
  does not function.
  Smite Good (Su): Three times per day, Aazael can call out 
  to the dark powers to crush the forces of good. As a swift 
  action, he chooses one target within sight to smite. If this 
  target is good, Aazael adds +3 on his attack rolls and +8 
  on all damage rolls made against the target of his smite. 
  If the target of smite good is an outsider with the good 
  subtype, a good-aligned dragon, or a good creature with 
  levels of cleric or paladin, the bonus to damage on the 
  first successful attack increases to +16 points of damage. 
  Regardless of the target, smite good attacks automatically 
  bypass any DR the creature might possess. 
   In addition, while smite good is in effect, the Dread 
  Knight gains a +3 deflection bonus to his AC against 
  attacks made by the target of the smite. If Aazael targets 
  a creature that is not good, the smite is wasted with no 
  effect. Smite good remains until the target of the smite is 
  dead or the next time Aazael rests and regains his uses of 
  this ability.
  Touch of Corruption (Su): As standard action Aazael can 
  surround his hand with a fiendish flame 7 times per day 
  which causes 4d6 points of damage. Using this ability 
  requires a touch attack which does not provoke attacks of 
  opportunity. Alternatively, Aazael can use this power to 
  heal undead creatures 4d6 hit points. 
  Undead Mastery (Su): As a standard action, Aazael can 
  attempt to bend any undead creature within 50 feet to its 
  will. The targeted undead must succeed at a DC 17 Will 
  save or fall under the Dread Knight’s control. This control 
  is permanent for unintelligent undead; an undead with 
  an Intelligence score is allowed an additional save every 
  day to break free from Aazael’s control. A creature that 
  successfully saves cannot be affected again by Aazael’s 
  undead mastery for 24 hours. Aazael can control 40 Hit 
  Dice of undead. If he exceeds this number, the excess 
  from earlier uses of the ability becomes uncontrolled, as 
  per animate dead.
  Unholy Resilience (Su): Aazael receives a +3 bonus on all 
  saving throws.
  Aazael’s Dread Knight Armor
  A grave knight’s armor is a fiendish second skin fused over 
  the desiccated flesh and scarred bones locked within; the 
  undead warrior’s life force lingers on in his armor, much 
  like a lich’s essence is bound within a phylactery. Unless 
  every part of Aazael’s armor is ruined along with its body, 
  Aazael will rejuvenate after it is destroyed. 
  Aazael’s suit of deep black full plate armor has hardness 
  10 and 45 hit points. Merely breaking Aazael’s armor 
  does not destroy it; it must be ruined, such as by being 
  disintegrated, exposed to the Positive Energy Plane, or 
  thrown into the heart of a volcano.
  THE DUSK QUEEN
  A hauntingly beautiful woman stares at you with cold, dark 
  eyes. Shadows pool around her and power can almost be 
  felt emanating from her body.
  The Dusk Queen  
                                 CR 9
  XP 6,400
  Shadow fey theurge 10 (New Paths Compendium) 
  NE Medium fey
  Init +6; Senses darkvision 60 ft.; low-light vision; 
  Perception +16
  Weaknesses light sensitivity
  DEFENSE
  AC 21, touch 13, flat-footed 19 (+4 mage armor, +4 shield, 
  +2 Dex, +1 deflection)
  hp 50 (10d6)
  Fort +6, Ref +8, Will +14 
  Defensive Abilities DR 10/adamantine (100 points); 
  Immune fire (120 points); 3rd level or lower spells; Resist 
  electricity 20; SR 22
  OFFENSE
  Speed 30 ft.
  Ranged Touch Attacks +7
  Special Attacks spell synthesis
  Caster Check vs SR +14 (Spell Penetration, Greater Spell 
  Penetration)
  Shadow Fey Spell-Like Ability (CL 10th)
  1/day— shadow jump
  Theurge Spell-Like Ability (CL 10th)
  1/day— shadow handsDM (DC 16)
  Arcane Spells Prepared (CL 10th)
  5th—chain of bonesDM, cone of cold (DC 20)
  4th—lesser globe of invulnerability, overwhelming griefUM 
  (DC 21), phantasmal killer (DC 19)
  3rd—deep slumber (DC 20), fly, shadow snareDM 
  2nd—blindness/deafness (DC 17), bone shardsDM, spectral 
  hand
  1st—color spray (DC 16), ray of enfeeblement (DC 16), 
  shadow handsDM (DC 16)
  0— deepen shadowDM, haunted fey aspect, touch of fatigue 
  (DC 15), shadow biteDM (DC 15)
  Divine Spells Prepared (CL 10th)
  5th—greater command (DC 22), unholy ice (javelins)UM 
  (DC 20)
  4th—river of moonlightDM (DC 19), terrible remorseUM  
  (DC 21)
  3rd—deeper darkness, dispel magic
  2nd—dread boltDM (DC 17), pilfering handUC, silence (DC 
  17)
  1st—doom (DC 16), forbid action (x2) (DC 18)
  0—bleed (DC 15), detect magic, mending, quickenDM
  TACTICS
  Before Combat The Dusk Queen has been monitoring the 
  party’s progress for some time and has had plenty of time 
  to prepare for their arrival. She uses her large supply of 
  scrolls to cast fly, greater invisibility, freedom of movement, 
  
  16
  16
  lesser globe of invulnerability, mage armor, protection 
  from energy (fire), resist energy (electricity), shield, spell 
  resistance, stoneskin and true seeing.
  During Combat The Dusk Queen attacks with spells 
  while remaining well hidden and protected in the 
  shadows high overhead for as long as possible. 
  She first casts unholy ice (javelins) and cone of 
  cold simultaneously, using her spell synthesis 
  ability to catch the PCs off guard. She then 
  continues to cast her most powerful spells 
  early in hopes of ending the battle quickly. 
  The Dusk Queen is a cunning, cold and 
  relentless foe who delights in the pain she 
  causes her opponents. 
  Morale The Dusk Queen is supremely 
  confident in her abilities and 
  cannot fathom the idea that she 
  might be defeated. If reduced to 
  10 or fewer hit points, she flies 
  into an uncontrollable rage and 
  fights to the death.
  Base Statistics Without the 
  spells listed under Before 
  Combat, the Dusk Queen’s 
  statistics are AC 13, touch 13, 
  flat-footed 11; Immune none 
  Resist none SR none.
  STATISTICS
  Str 9 Dex 15 Con 10, Int 21  
  Wis 20 Cha 21
  Base Atk +5; CMB +4; 
  CMD +16
  Feats Alertness, Greater 
  Spell Focus (Enchantment), 
  Greater Spell Penetration, 
  Improved Initiative, 
  Scribe ScrollB, Spell FocusB 
  (Enchantment), Spell Penetration
  Skills Appraise +9, Bluff +10, Diplomacy +13, 
  Fly +10, Heal +10, Intimidate +10, Knowledge 
  (arcana) +13, Knowledge (planes) +10, Knowledge 
  (religion) +10, Perception +16, Sense Motive +19, 
  Spellcraft +17, Stealth +7 Racial Modifiers +2 Perception, 
  +2 Sense Motive 
  Languages Common, Draconic, Elven, Goblin, Sylvan, 
  Umbral
  SQ focused caster, innate spells, swift as shadows  
  Combat Gear scrolls of dominate person, freedom of 
  movement, invisibility purge, mage armor, protection from 
  energy, resist energy, shield, slay living, slow, spell resistance, 
  stone skin, true seeing; Other Gear cloak of resistance +2, 
  handy haversack, ring of feather falling, ring of protection +1
  SPECIAL ABILITIES
  Focused Caster (Ex): The Dusk Queen may roll twice on 
  any concentration check and take the higher result.
  Spell Synthesis (Su): Once per day, the Dusk Queen may 
  cast two spells she has prepared (one arcane and one 
  divine), using one action. Both of the spells must have 
  the same casting time. The Dusk Queen can make any 
  decisions concerning these spells independently of each 
  other. Anyone targeted by both of the spells takes a –4 
  penalty on saves made against each spell. The Dusk 
  Queen receives a +4 bonus on caster level checks made to 
  overcome spell resistance with these two spells.
  Swift as Shadows: Like most shadow fey, the Dusk Queen 
  can remain stealthy even when moving. She reduces the 
  penalty for using Stealth while moving by 5 and reduces 
  the Stealth check penalty for sniping by 10. 
  
  17
  17
  adventure concluSion
  Replacing the 5 shards into the empty spots on the broken 
  mirror is simple enough, assuming the PCs still wish 
  to. When the first shard is replaced, the mirror’s frame 
  begins to glow slightly but the thousands of spidery cracks 
  remain. Once the final is placed into the mirror, all 5 shards 
  immediately fuse into the rest of the glass and the cracks 
  magically repair themselves, leaving a perfectly smooth and 
  whole mirror once again! The mirror is firmly attached to 
  the wall with powerful magic and cannot be removed by 
  anything short of a wish or similar magic. 
  If repaired, the mirror will allow the PCs to step into the 
  glass and magically transport themselves away from the 
  tower, as teleport. Without the various command words and 
  intimate knowledge of how the mirror works, however, the 
  PCs will be unable to use any of the mirror’s other powers.
  Clever PCs may realize there is little compelling reason 
  to repair the mirror at all, now that the Queen has been 
  destroyed, and might instead decide to keep the 5 mirror 
  shards. If so, the shards keep their magical qualities. What’s 
  more, if the Dusk Queen is dead, the shards no longer 
  possess the Queen’s life essence and therefore no longer 
  require an Ego check when using their empowered searing 
  light. The PCs will have acquired a unique and powerful 
  treasure indeed!
  Treasure
  In addition to the shards and the considerable magic 
  possessed by the Dusk Queen and her Dread Knight, a 
  successful DC 20 Perception check reveals a compartment 
  concealed in the base of the throne. Hidden inside are the 
  Dusk Queen’s remaining scrolls (lesser globe of invulnerability, 
  mage armor) and the Shadow Grimoire (see Appendix)
  THE TOWER’S FATE
  Once the PCs have had time to catch their breath and 
  search the throne room, read the following:
  A tremor ripples across the floor of the throne room. 
  Moments later, an even stronger tremor rocks the entire 
  tower. Dust and bits of stone begin to fall as large cracks 
  appear on the stone walls! The shaking quickly grows more 
  and more violent, making it abundantly clear the tower is 
  in danger of collapse!
  If the PCs move quickly, they are able to get out in time 
  and move to a safe distance just as the entire tower crashes 
  to the ground in a cacophonous and deafening roar, 
  leaving nothing but a massive pile a stone, rubble and 
  absolute destruction!
  If, for some reason, the PCs choose to remain inside the 
  tower, they most certainly meet with the same grim fate.
  GM Note: 
  The tower’s collapse utterly destroys the Dusk Queen’s 
  mirror. The force of the collapse is not powerful enough 
  
  18
  18
  to ruin Aazael’s armor, however, which means the dread 
  knight will begin to rejuvenate 1d10 days later, while still 
  buried under the ruble. This is important to keep in mind 
  if the GM wants to run the sequel to Shadows of the Dusk 
  Queen, Ghosts of Shadows Past.
  APPENDIX:  
  THE SHADOW GRIMOIRE
  Aura strong transmutation; CL 12th; 
  Price 32,700 gp; Weight 2 lb.
  Alignment neutral; Senses 30 ft.; darkvision
  Intelligence 16; Wisdom 14; Charisma 14; Ego 20
  Skills: Bluff +8, Diplomacy +8, Knowledge (arcana) +15, 
  Knowledge (history) +7, Knowledge (nobility) +5, 
  Knowledge (planes) +12, Knowledge (religion) +7, 
  Sense Motive +9, and Spellcraft +13
  Communication: Speech (Common, elven, sylvan, 
  umbral), telepathy, empathy
  Armor Class 7; Hardness 10; Hit Points 20 (make whole 
  needed to restore hit point damage)
  Protection Greater glyph of warding (blast 10d8 cold, 
  Reflex DC 16)
  DESCRIPTION
  This thick tome is covered in inky black nightmare hide 
  leather and bound with iron overlaid with silver. Delicate 
  silver runes are inlaid in a circular pattern across the 
  cover.  The pages within are written in silver ink on jet-
  black paper. The book is extremely well-crafted, durable 
  and waterproof, and measures just over 12 inches tall, 9 
  inches wide and 1 inch thick
  The Shadow Grimoire is an intelligent spellbook (see 
  Deep Magic for full details on intelligent spellbooks). It 
  has the powers of a blessed book and currently contains 
  the following spells:
  SPELLS
  5th—chain of bonesDM, cone of cold, shadow plane 
  adaptationDM, shadow slavesDM, shadow selfDM, wall of 
  darknessDM
  4th—black handDM, black tentacles, devouring shadowDM, 
  lesser globe of invulnerability, overwhelming griefUM, 
  phantasmal killer, shadow attackDM, shadow projectionAPG
  3rd—deep slumber, fly, shadow snareDM
  2nd—blindness/deafness, bone shardsDM, darkness, 
  darkvision, shadow jumpDM, slitherDM, spectral hand, spy 
  my shadowDM
  1st—color spray, consume lightDM, light blindnessDM, 
  misleading shadowsDM, ray of enfeeblement, shadow 
  handsDM, shadow shapeDM, shadow blessingDM, shadow 
  weaponUM 
  Cantrips—deepen shadowDM, douseDM, haunted fey aspect, 
  resize shadowDM, shadow biteDM, shadow blindnessDM, 
  silhouetteDM, touch of fatigue
  PERSONALITY
  The Dusk Queen received the Shadow Grimoire as a gift 
  while she still dwelt in the fey realm of the Winter Court. 
  The book is intelligent, haughty and extremely proud 
  of its abilities and its unique nature. Once it decides to 
  reveal its sentience and awareness, it expects to be treated 
  in every possible way like a highly regarded equal. As 
  long as the Grimoire is confident its owner shares its 
  outlook and goals, it reveals its abilities and complies 
  with most requests.
  The Shadow Grimoire is often mysterious, cryptic, and 
  prone to falling silent for long periods of time, without 
  cause or explanation. If it feels it is being mistreated or not 
  shown the proper level of respect, the Grimoire will snap 
  itself shut and refuse to open or use any of its abilities. If 
  such behaviors persist, it might attempt to hide itself or 
  escape from its owner using shadow jump. It might even 
  shout for help when the party encounters someone the 
  Grimoire feels would be a more suitable owner.
  In worst cases, a battle of wills could result. See 
  Intelligent Items: Items against Characters in the 
  Pathfinder RPG for full details on Ego contests)
  GOALS AND MOTIVATIONS
  The Grimoire has little interest in good or evil, law or 
  chaos. Its primary interests lie in magic, specifically 
  shadow and darkness magic or anything pertaining to the 
  Shadow Plane. The Grimoire is single-minded in its desire 
  to learn all it can about shadow magic and it expects its 
  owner to share this desire. It insists that its owner prepare 
  a minimum of three shadow or darkness spells from 
  among the highest level spells the owner can cast each day. 
  If the owner refuses, see Personality above.
  SPECIAL ABILITIES
  Bookish: The Shadow Grimoire can open and close itself 
  and flip instantly to any page it desires, including the 
  current scroll page (see below) as an immediate action. 
  A DC 34 Strength check is required to close it or pry it 
  open against its will (or attempt to tear out a page).
  Scroll Page: The Shadow Grimoire always contains one 
  spell, from among all the spells transcribed within it, that 
  the owner may cast directly from the book as if it were 
  a scroll. Once the spell is cast, another spell randomly 
  (other than the one just cast) becomes the next spell 
  that can be cast directly from the book. The owner must 
  spend a standard action to flip pages and find the new 
  scroll-page spell. Once found, the scroll page can be 
  marked for future reference. The owner does not need 
  to provide a material component if it costs under 100 
  gp, and casting the spell does not remove it from the 
  spellbook. The Grimoire does not have the ability to cast 
  this spell itself. 
  Shadow Jump (Sp): The Shadow Grimoire can cast 
  shadow jump 3/day 
  
  19
  19
  Shadow Knowledge The Shadow Grimoire’s secrets 
  cling to its owner’s mind like the Shadow Plane itself. 
  As long as the owner is in possession of the Grimoire, 
  he is considered trained in all Knowledge skills as long 
  as the check pertains to shadow or darkness magic, 
  or the geography, history and denizens of the Shadow 
  Plane. If the owner is already trained in the appropriate 
  Knowledge skill, he gains a +2 circumstance bonus on 
  these checks instead.
  Sunlight Vulnerability (Ex) The Shadow Grimoire must 
  remain cloaked in shadow or the darkness of night at all 
  times. The spellbook is immediately damaged if exposed 
  to direct sunlight (not merely a daylight spell) for even 
  an instant. For every minute the Shadow Grimoire is 
  exposed to sunlight, it takes 1d8 points of damage. If this 
  damage exceeds the book’s total hit points, the Shadow 
  Grimoire bursts into grey flame and is forever destroyed. 
  CONSTRUCTION
  Requirements Craft Wondrous Item, secret page, shadow 
  jump; Cost 16,350 gp
  GM NOTE
  The price of the Shadow Grimoire may seem high for 
  characters at this level. However, it is important to 
  understand that a living spellbook is much easier to 
  manage than other magical items of a similar price. For 
  example, PCs cannot memorize spells beyond what their 
  caster level allows. Also, the Shadow Grimoire is the final 
  authority of if and when its powers are used. The book 
  typically acquiesces to the owner’s wishes, but that is 
  hardly absolute— the Grimoire always retains full control 
  of its abilities. 
  Essentially, the GM should treat the Shadow Grimoire as 
  an NPC as well a magic item, which makes it an excellent 
  tool for dispensing special clues and other campaign 
  information that might not be easy to convey otherwise. 
  The Grimoire can be a teacher and mentor, as well as a 
  mysterious source of secrets and knowledge.
  It is recommended that the GM set aside traditional 
  wealth and reward levels when introducing a living book 
  such as the Shadow Grimoire into the campaign.
  If a PC decides to keep the Grimoire, the GM should 
  observe and cultivate the symbiotic relationship between 
  them carefully. While a living book retains control over 
  its special abilities, it still relies on its owner to carry it 
  around so it can learn and influence events.
  
  20
  20
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  Radle.  
  
     The 
  Queen  
        of 
      ShadowS
  hroughout the land, legends of 
  the Dusk Queen persist. They speak 
  of a sometimes kind, other times 
  cruel, yet always mysterious fey 
  queen who ruled from her 
  Dusk Tower—a tall spire 
  of smooth, dark stone in 
  the heart of a great, shadowy 
  forest. Perhaps the most gripping 
  legends, however, whisper 
  of the Dusk Queen’s sudden and 
  mysterious disappearance ... and her 
  even more mysterious return.
  T
  
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  Open Design, Kobold Press, and Midgard are trademarks of Open Design. 
  Pathfinder is a registered trademark of Paizo Publishing, and the Pathfinder® Roleplaying Game and the Pathfinder® Roleplaying 
  Game Compatibility Logo are trademarks of Paizo Publishing, and are used under the Pathfinder® Roleplaying Game 
  Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more information on the compatibility license. 
  Compatibility with the Pathfinder® Roleplaying Game requires the Pathfinder® Roleplaying Game from Paizo Publishing. 
  See http://paizo.com/pathfinderRPG for more information on the Pathfinder® Roleplaying Game. Paizo, Publishing does not 
  guarantee compatibility, and does not endorse the product.
  Open Game Content:  The Open content in this issue includes the monster stat blocks, new spells, and new monsters.. All other 
  material is Product Identity, especially place names, character names, locations, story elements, and fiction. No other portion of 
  this work may be reproduced in any form without permission.
  ©2015 Open Design. All rights reserved.
  www.koboldpress.com
  ShadowS 
     duSk Queen
  Art and Maps
  Design: Marc Radle
  Cover Artist: Bryan Syme
  Editor: Eytan Bernstein
  Interior Artist: Bryan Syme
  Cartography: Todd Gamble
  Art Direction and Graphic Design: Marc Radle
  Publisher: Wolfgang Baur
  CREDITS
  of
    the
  
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  Shadows of the Dusk Queen    •    Kobold Press    www.koboldpress.com
  
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  Shadows of the Dusk Queen    •    Kobold Press    www.koboldpress.com
  
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  Shadows of the Dusk Queen    •    Kobold Press    www.koboldpress.com
  
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  Shadows of the Dusk Queen    •    Kobold Press    www.koboldpress.com
  
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  Shadows of the Dusk Queen    •    Kobold Press    www.koboldpress.com
  
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  Shadows of the Dusk Queen    •    Kobold Press    www.koboldpress.com
  
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  Shadows of the Dusk Queen    •    Kobold Press    www.koboldpress.com
  
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  Shadows of the Dusk Queen    •    Kobold Press    www.koboldpress.com
  
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  Shadows of the Dusk Queen    •    Kobold Press    www.koboldpress.com
  
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SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Kobold Press - Open Design/Shadows of the Dusk Queen.pdf