TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed 
  by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content.  No portion of this work may be reproduced in any form without 
  permission of the author.  To learn more about the Open Gaming License and the d20 system license, please visit 
  www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the Coast, Inc. 
  LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc.  ALL RIGHTS RESERVED. This scenario is intended 
  for tournament use only and may not be reproduced without approval of the RPGA Network.  
   
  PAL4-06 
   
   
   
   
   
   
   
  Strands of Gloom 
   
  A One-Round D&D LIVING GREYHAWK®  
  Theocracy of the Pale Regional Adventure 
  Version 1.0 
   
  By Derek Schubert 
  Triad Editor: Donovan Hicks 
  Circle Editor: Craig Hier 
   
  Autumn advances and the Pale prepares for another season of long nights.  Armies move northward, but troubles grow 
  in the south where terrors in the Gamboge Forest ensnare friend and foe in a tangled web.  An adventure for PCs of 
  APLs 6 to 12 who know how to pick their battles. Part three of the Heritage series, including PAL2-03 Stitch in Time and 
  PAL4-02 Stirring the Waters, but you need not have played them before this one. 
   
  
  Strands of Gloom 
   
  Page 1 
  Introduction 
  This is an RPGA® Network scenario for the Dungeons & 
  Dragons® game. A four-hour time block has been allocated 
  for each round of this scenario, but the actual playing time 
  will be closer to three and a half hours. The rest of the time 
  is spent in preparation before game play, and record-
  keeping after the game. The following guidelines are here 
  to help you with both the preparation and voting segment 
  of the game. Read this page carefully so that you know and 
  can communicate to your players the special aspects of 
  playing an RPGA scenario.  
  Preparation  
   
   
   
   
  First you should print this scenario. This scenario was 
  created to support double-sided printing, but printing it 
  single sided will work as well. There is enough room along 
  the inside margin to bind the adventure, if you desire.  
   
  Read this entire adventure at least once before you run 
  your game. Be sure to familiarize yourself with any special 
  rules, spells, or equipment presented in the adventure. It 
  may help to highlight particularly important passages.  
   
  When you run an RPGA D&D adventure we assume 
  that you have access to the following books: the Player’s 
  Handbook, the Dungeon Master’s Guide, and the Monster 
  Manual. We also assume that you have a set of dice (at least 
  one d4, d6, d8, d10, d12, and d20), some scrap paper, a 
  pencil, an RPGA scoring packet, and your sense of fun. It is 
  also a good idea to have a way to track movement during 
  combat. This can be as simple as a pad of graph paper and a 
  pencil, as handy as a vinyl grid map and chits, or as 
  elaborate as resin dungeon walls and miniatures. 
   
  Keep in mind that you must have at least four players 
  (not counting the judge), for the game session to be a 
  sanctioned RPGA event. As well, you cannot have more 
  than six players participating in the game. 
  Playing the Game 
   
   
   
   
   
  Instruct the players either to prepare their characters 
  to participate in the adventure before the session begins, or 
  wait until you read the introduction, depending on the 
  requirements of the scenario as described in the 
  introduction. 
   
  Once you are ready to play, it is handy to instruct each 
  player to place a nametag in front of him or her. The tag 
  should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes it 
  easier for the players (and the judge) to keep track of who is 
  playing which character. 
   
  The players are free to use the game rules to learn 
  about equipment and weapons their characters are 
  carrying. That said, you as the judge can bar the use of even 
  core rulebooks during certain times of play. For example, 
  the players are not free to consult the Dungeon Master’s 
  Guide when confronted with a trap or hazard, or the 
  Monster Manual when confronted with a monster.  
   
  Some of the text in this scenario is written so that you 
  may present it as written to the players, while other text is 
  for your eyes only. Text for the players will be in bold 
  italics. It’s strongly recommended that you paraphrase the 
  player text instead of reading it aloud. Some of this text is 
  general and must be adapted to the specific situation or to 
  actions of the player characters. 
  Tracking 
   
   
   
   
   
  After the players have completed the scenario or the time 
  allotted to run the scenario has run out, the players and 
  judge fill out the RPGA Tracking Sheet.  The judge 
  should complete the top of the form and list his name 
  and RPGA number.  The players should each list their 
  name and RPGA number.  After the form is filled out it 
  should be given to the Event Coordinator. 
  LIVING GREYHAWK 
   
   
   
   
  This is a LIVING GREYHAWK Adventure.  As a LIVING 
  adventure it is expected that players bring their own 
  characters with them.  If players do not have a LIVING 
  GREYHAWK character generated, get a copy of the 
  current 
  LIVING 
  GREYHAWK 
  character 
  generation 
  guidelines, and a character sheet from your convention 
  coordinator or the RPGA Web site, and then have any 
  players without a character create one.  Once all players 
  have a LIVING GREYHAWK character, play can begin. 
   
  Along with the other materials discussed in the 
  Preparation section above that you are assumed to have in 
  order to run a D&D game, it is also recommended that 
  you have a copy of the LIVING GREYHAWK Gazetteer. 
  LIVING GREYHAWK Levels of Play 
   
   
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the Average 
  Party Level (APL): 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely being war horses, dogs trained 
  for war), other than those brought by virtue of a class 
  ability (i.e. animal companions, familiars paladin’s 
  mounts, etc.) use the sidebar chart to determine the 
  number of levels you add to the sum above. Add each 
  character’s animals separately. A single PC may only 
  bring four or fewer animals of this type, and animals 
  with 
  different 
  CRs 
  are 
  added 
  separately.  
  Nevertheless, if a character has the Mounted 
  Combat feat, he may bring a single warhorse, light or 
  
  Strands of Gloom 
   
  Page 2 
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  heavy, with him in the adventure and it will not 
  count 
  toward 
  the 
  APL 
  calculation. 
  3. 
  Sum the results of 1 and 2, and 
  divide by the number of 
  characters 
  playing 
  in 
  the 
  adventure.  Round to the 
  nearest whole number. 
  4. 
  If you are running a table of six 
  PCs, add one to that average. 
  By following these four steps, you 
  will have determined the APL. 
  Throughout this adventure, APLs 
  categorize the level of challenge the 
  PCs will face. APLS are given in 
  even-numbered increments. If the 
  APL of your group falls on an odd 
  number, ask them before the 
  adventure begins whether they 
  would like to play a harder or easier 
  adventure. Based on their choice, 
  use either the higher or the lower adjacent APL. 
   
  APL also affects the amount of experience and gold a 
  PC may gain at the end of the adventure. If a player 
  character is three character levels or more either higher 
  or lower than the APL at which this adventure is being 
  played, that character will receive only one-half of the 
  experience points for the adventure.  Further, if the PC is 
  three character levels or more lower than the APL at 
  which this adventure is being played, that PC will receive 
  one-half gold for the adventure as well.  This simulates 
  the fact that either the PC was not challenged as much as 
  normal or relied on help by higher-level characters to 
  reach the objectives. 
   
  Further, a PC who is four or more levels higher than 
  the highest APL supported by the adventure may not 
  play the scenario unless the highest APL supported by 
  the adventure is APL 12. 
   
  Note: LIVING GREYHAWK adventures are designed 
  for APL 2 and higher. Four or five 1st-level characters may 
  find difficulty with the challenges in a LIVING 
  GREYHAWK adventure. If a group is APL 1 there are two 
  things that the group can do to help even the score. 
  1. 
  Attempt to create a table of six 1st-level characters, or 
  try to enlist higher-level characters to play at that 
  table. 
  2. 
  Advise characters to buy riding dogs to help protect 
  them, and fight for them. All riding dogs are 
  considered trained to attack. PCs who want their 
  dogs to attack must succeed at a Handle Animal or 
  Charisma check (DC 10). Failure indicates that the 
  animal will not attack that round. This is a move 
  action (spoken command) that may be attempted 
  each round. If the animal is wounded or has taken 
  any nonlethal damage or ability score damage, the 
  DC increases to 12. 
  Time Units and Upkeep
   
   
   
   
  This is a standard one-round 
  Regional adventure, set in the 
  Theocracy 
  of 
  the 
  Pale.  
  Characters native to the Pale pay 
  one Time Unit per round, all 
  others pay two Time Units per 
  round. 
   
  Adventurer’s 
  Standard 
  Upkeep costs 12gp per Time 
  Unit.  Rich Upkeep costs 50gp 
  per Time Unit.  Luxury Upkeep 
  costs 100gp per Time Unit. 
  Characters that fail to pay at least 
  Standard Upkeep will retain 
  temporary ability damage until 
  the next adventure, must buy 
  new spell component pouches and healer’s kits, and may 
  suffer other in-game penalties (or possibly gain in-game 
  benefits) as may be detailed in this scenario. 
   
  A character that does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties by 
  living off the wild.  If the character possesses four or 
  more ranks in the Survival skill and succeeds at a Survival 
  check (DC 20), the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, may 
  refill spell component pouches and healer’s kits, and may 
  restock up to 20 arrows or bolts if the character has at 
  least four ranks in Craft (bowmaking).  The player is 
  allowed to Take 10 on this roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of 
  Chapter 3 of the LIVING GREYHAWK Campaign 
  Sourcebook. 
  Adventure Background 
  Enemies of the Theocracy of the Pale generally know 
  what they have to compete with: disciplined troops, a 
  profusion of clerics, positive energy, and spells of light 
  and fire.  To beat the Pale, an enemy must figure out how 
  to beat those factors.  And, as far as the Church knows, its 
  enemies lurk everywhere. 
   
  Paranoia allowed the Pale to remain strong through 
  the Greyhawk Wars and the travails of its neighbors, but 
  it sometimes blinds the Pale to its real enemies.  Internal 
  disputes, especially those involving the pagan Flan 
  druids, have plagued the Pale for years.  This scenario 
  picks up the story of some past Pale events. 
   
  In PAL2-03 Stitch in Time, a villain tried to turn a 
  village of Flan farmers against the Church by disguising 
  
  Strands of Gloom 
   
  Page 3 
  himself as a cleric of Pholtus and reopening an ancient 
  gate to the Lower Planes.  This gate was a remnant of Ur-
  Flan rituals, long guarded by druids of the Old Faith. 
  Several such gates, which the druids called the Scars of 
  Nerull, endured throughout the Pale. An old druid 
  named Taraya guarded this Scar near the Flan village of 
  Oak Bend, in the southern Pale, near Stradsett.  The 
  villain, Telios, was an evil bard and had received his 
  inspiration from a magical dream. 
   
  The special events Dark Scars Against the Light 
  (Winter Weekend in the Pale, Nov 2003) and Unnatural 
  Law (Theocracy by the Bay, April 2004) furthered the 
  storyline of the druids and the Scars of Nerull.  The 
  Church sealed some of the Scars permanently in late 593 
  CY, after an ambitious but corrupt member of the 
  Arcanist Guild tried to exploit them himself. The Church 
  interrogated rural villagers to root out the druids and 
  overruled the authority of the Old Faith to guard the 
  Scars. Several of the druidic guardians, held through the 
  winter as prisoners, stood trial in the spring.  Found 
  guilty of heresy, they were banished from the Pale. 
   
  Taraya, as one of the exiled druids, left the Pale but 
  arrived in another place in trouble: the village of 
  Bronzebrook, in the northern Gamboge, where she has 
  friends.  The woodsmen and rangers of the village have 
  long fought off hobgoblin raiders, but recent raids have 
  been more successful; a few men from Bronzebrook and 
  other forest villages have been captured or killed.  The 
  hobgoblins seem to have better intelligence and gear 
  than before. 
   
  [The design of the hobgoblin band uses some ideas 
  from the article “Paragons of War”, by Terry Edwards, 
  from Dragon magazine #309.] 
   
  The hobgoblins are benefiting from the help of a 
  new ally: a sage from the Dim Forest, far to the west in 
  the Grand Duchy of Geoff.  He has been researching and 
  breeding creatures native to the Plane of Shadow, hoping 
  to make them more resistant to light-based magics and 
  clerical turning.  The sage's wife, a shadowdancer, has 
  helped the hobgoblins by scouting, either herself or with 
  her shadow companion.  This sage has established a lab 
  here in the Gamboge Forest, to have a workplace free of 
  the meddling of Geoff’s Order of the Shining Beacon, 
  which is devoted to ridding the Dim Forest of its undead 
  and shadow creatures.  The sage has enlisted the 
  hobgoblins to guard his lab, which he set up under their 
  base, and to gather research subjects. So far, the sage has 
  succeeded in transforming some giant vermin into 
  shadow creatures, while his mammalian subjects (wolves 
  and the like) have either died or become undead umbral 
  creatures. 
   
  The sage’s plan has gone awry, though, as some of 
  the shadow creatures escaped three days ago.  The 
  expanding territory of the Green of the Gamboge 
  (Sasrananakmasha, or “Sassy”, from Nyrond's Gnome 
  scenarios) had invaded the home of a behir.  Unable to 
  drive away Sassy's hordes, this behir fled northward and 
  found an ideal new lair: the lab under the hobgoblins' 
  base. The behir killed several hobgoblins and even the 
  shadow companion but was wounded enough to 
  reconsider his choice of residence.  The chaos of the 
  battle allowed a few of the shadow vermin to escape.  The 
  sage desperately wants to find them to keep his research 
  secret, but he immediately planned for the worst and 
  started packing up.  Hobgoblin search parties have spread 
  out to hunt down the escaped creatures.  One of the 
  creatures, a mothlike monster called a gloomwing, has 
  gotten out of the forest and reached the city of Stradsett. 
   
  [Note: The gloomwing was a monster in the First 
  Edition AD&D Monster Manual II and was a canonical 
  denizen of the World of Greyhawk.  Since a company 
  other than Wizards of the Coast has published Third 
  Edition stats for gloomwings, they may not be used as 
  foes in Living Greyhawk scenarios.  They are mentioned 
  in this scenario only as plot devices.] 
   
  For his part, the behir fled through the forest and 
  found a new den.  One of the men from Bronzebrook 
  briefly saw the behir moving through the forest.  From 
  afar, he mistook it for a dragon. 
   
  The villagers do not know why their enemies have 
  become so strong, but they do know they need help.  
  Taraya is worried about Bronzebrook and the Pale, but is 
  careful not to appear to violate her sentence of 
  banishment.  Despite the role of adventurers in upsetting 
  her traditions and getting her exiled, she has 
  recommended sending for help among the people of the 
  Pale. 
   
  (Taraya is worried on another count, for her 
  apprentice and adopted son, Balach, is missing.  He has 
  not been seen in Oak Bend since before the round-up of 
  the druids last fall, when he departed to visit friends 
  outside the Pale.  This news may concern some PCs, who 
  met Balach in Stitch in Time, but they cannot find him in 
  this scenario.) 
  Adventure Summary 
  Introduction: It is autumn, the leaves are changing color 
  and falling, and the sun hangs low in the sky. The PCs 
  have come to the city of Stradsett, in the south of the 
  Pale.  Harvests have been lean this year, since some 
  druids could not (or chose not to) use their powers to 
  help the land as in most years. 
  Encounter One: On the street one night, the PCs are 
  caught up in a brawl among three visiting woodsmen 
  from Bronzebrook; one even attacks the PCs.  They have 
  just seen (and shot down) the gloomwing that made it to 
  town, but they failed to save against its confusion ability.  
  When the PCs resolve the situation—restrain or subdue 
  the woodsmen or otherwise allow the effect to end—
  they can learn about Bronzebrook’s need for help. If the 
  PCs attack them, they could technically go to jail for 
  assault, but let the circumstances be your guide. The PCs 
  
  Strands of Gloom 
   
  Page 4 
  can examine the body of the gloomwing and speculate on 
  its origin, before city guards confiscate it.  
  Encounter Two: The PCs go to Bronzebrook, where 
  they meet the residents, including Taraya.  Everyone 
  shares the tales of their adventures and woes, including 
  the hobgoblin raids on the patrolling rangers, the 
  apparent “dragon sighting”, and the absence of the 
  sheriff’s son and Taraya’s apprentice. 
   
  The middle of the adventure (Encounters Three and 
  Four) deals with the shadow creatures, the hobgoblin 
  search party, and the behir.  To simplify things for the 
  judge, the encounters are static.  They do not account for 
  the movements of these parties, whether they are 
  weakened from fighting each other, and so on, which 
  would be more realistic but more work for you. 
  Encounter Three: This covers the escaped shadow 
  creatures (giant vermin with the Shadow template), 
  which wander the forest looking for prey, as well as the 
  hobgoblin recovery-party, including a ranger, an adept, 
  normal warriors, and worgs. 
  Encounter Four: This covers the behir, at his new 
  temporary lair.  His strength is still reduced from the 
  battle at the lab.  He talks with parties that do not attack, 
  telling them how he was overpowered by Sassy's brood 
  and how he found the lab, the lair, the shadow creatures, 
  and so on.  If the PCs consider him a mere monster and 
  attack, he fights back; if they kill him, they miss out and 
  stumble on to the final encounter with less information. 
  Encounter Five: This is the hobgoblin base and the lab.  
  Many of the hobgoblins are out looking for the escaped 
  creatures, but some hobgoblins remain to defend the 
  place and to cover the sage’s relocation.  The defense 
  includes the chief, a priest, a monk, some warriors, and 
  umbral undead loyal to the hobgoblins. Trying to turn 
  disaster into opportunity, the sage has also left a special 
  stone to collect positive energy from turn-attempts, in 
  case good clerics come to investigate.  The lab is a creepy 
  place, crawling with larval shadow creatures.  Careful PCs 
  can find an overlooked page of research notes, and they 
  can interrogate the chief to find out that the sage may 
  have been working for someone more powerful. The PCs 
  can recover the prisoners, who have been drained of their 
  Strength during the experiments. 
  Conclusion: The heroes have stopped the bad guys and 
  the sage has to regroup.  Taraya and the folk of 
  Bronzebrook are grateful. Or not.  Balach and the other 
  young man are still missing. 
   
  If the PCs fail or do nothing, then the behir settles 
  in, the hobgoblins round up the shadow vermin, and the 
  last of the prisoners are taken away, with only an escaped 
  gloomwing to mark these activities in the Gamboge. 
  Cast of Characters 
  The sage (off-stage NPC): male human expert.  This 
  researcher from the Dim Forest is fascinated by the study 
  of gloomwings and other shadow creatures. He has a 
  perverse addiction to the Strength-drain of various 
  shadow creatures, which partly explains his area of study 
  and his attraction to his wife. 
  The sage’s wife (off-stage NPC): female human 
  ranger/shadowdancer.  An expert in scouting and 
  intelligence, she helped on the hobgoblin raids.  Her 
  shadow companion used to oblige her husband's strange 
  addiction (since he knew he could not become its 
  spawn), but the behir's lightning breath destroyed it in 
  the fight at the base. 
  Vadric: male human (Oeridian), age 50. Captain of the 
  rangers in Bronzebrook and sheriff of the hamlet.  See 
  Encounter Two. 
  Taraya: female human (Flan), age 65. Former guardian of 
  a Scar of Nerull in the northern Gamboge Forest, now 
  banished from the Pale.  See Encounter Two. 
  Lerth: male behir. Old and wily, he was still outclassed 
  by the green dragons.  They killed his mate, too.  He was 
  badly wounded in the fight at the hobgoblin base.  See 
  Encounter Four. 
  Gar-kaleth Elek’kon: The champion of the hobgoblin 
  band combines skill at arms with stealth and guile. He 
  emulates the hobgoblin war-deity Nomog-Geaya.  At APL 
  10 or 12, this high-level leader should be a notorious 
  figure that the PCs have heard of. 
  Preparation for Play 
  Note which of the PCs played PAL2-03 Stitch in Time.  
  PCs may have gained an Influence Point with Taraya 
  (converted to a Favor of Pholtus in Year Three) or a Flan 
  spell-knot in this event. 
   
  Note, too, which PCs speak Goblin, since the 
  hobgoblins discuss strategy and give orders in Goblin.  
   
  The combats involve a lot of enemies and may take a 
  long time, so do whatever you can to speed them along; 
  ask players to remember whom they follow in initiative, 
  impose time limits on making decisions, and so on.  The 
  hobgoblins are supposed to be well-organized and good 
  tacticians, so try to play them as such. 
  Timetable for Running the Scenario 
  This scenario can easily run longer than four hours.  To 
  keep within a four-hour convention slot, the following 
  timetable can help you in pacing.  If you have longer than 
  a four-hour slot to play, adjust accordingly. 
  0:00-0:15 Introduction: character intros and roleplaying. 
  0:15-0:30 Encounter One: nonlethal combat, plot 
  development. 
  
  Strands of Gloom 
   
  Page 5 
  0:30-1:00 Encounter Two: plot development, NPC 
  introductions, roleplaying. 
  1:00-2:00 Encounter Three: combat. 
  2:00-2:30 Encounter Four: roleplaying (or combat for 
  aggressive PCs). 
  2:30-3:45 Encounter Five: dungeon crawl, combat. 
  3:45-4:00 Conclusion: roleplaying and wrap-up. 
  Introduction 
  The PCs have come to Stradsett, the southernmost and 
  one of the smallest of the nine cities of the Pale.  As of CY 
  594, Stradsett has a population of about 13,000.  Divided 
  into the northern “Law Quarter” and southern “Jumble 
  Quarter”, Stradsett serves as the home to Pale’s 
  diplomatic corps under Prelate Andon Kavelle.  Its 
  architecture reflects its proximity to the Gamboge, as 
  timber construction dominates, with some elven motifs 
  and details on the buildings. The street layout includes 
  some planted squares and public plazas, in contrast to the 
  paved squares of the cities in more northern and harsher 
  parts of the Pale.  For more information about Stradsett 
  and Pale cities, find the Pale Gazetteer online at 
  www.theocracyofthepale.com. 
   
  Throughout this scenario, little read-aloud text has 
  been provided.  Use the guidelines and your imagination 
  to give an evocative description that is appropriate to the 
  time of day and the action of the PCs. 
  The autumn sun arcs lower in the sky day by day.  
  Winds have begun to shift from west to north, 
  bearing the chill of impending winter to the 
  Theocracy of the Pale.  Migrating birds have already 
  winged away south, over Nyrond and Old Aerdy, 
  caring little for borders. 
   
  Stradsett still enjoys warm air on clear days like 
  today as local farmers bring their goods to market.  
  But the astute among you note differences in this 
  year’s harvest from the last: the wheat is a little 
  scarcer, the apples and chestnuts a little smaller, the 
  cattle a little less robust.  The Pale’s markets may 
  hold great profits for food-merchants from the 
  Urnst states, if they can recover from their own 
  domestic problems. 
   
  Some farmers and ranchers are resigned to the 
  vagaries of the natural world.  Others whisper, if no 
  priest’s ears might catch the words, about the 
  repercussions of the notorious Druid Trials earlier 
  in the year. 
  PCs residing in the Pale should know about the trials 
  held in Eltison in the early spring, and the widening rift 
  between the Oeridian ruling class (staunch Pholtans and 
  mostly residents of the nine cities) and rural Flan 
  populace. 
   
  It is late in the month of Harvester (real-world 
  September) and the city is full of visiting farmers and 
  pilgrims. 
  Inns have been packed all week, owing to the 
  harvest markets and to the presence of religious 
  travelers, visiting Stradsett during their circuit of 
  pilgrimages among the Pale’s nine cities.  Services at 
  the central Cathedral of Law, resplendent in marble 
  and carved oak, have likewise been full. 
   
  This evening, the sun’s orange rays cling to the 
  wooden spires of some of Stradsett’s famed 
  timbered churches, casting long shadows among the 
  winding streets and alleys of Jumble Quarter.  While 
  the Law Quarter to the north bustles with activity, 
  the city’s southern district holds the last few vacant 
  inns and church dormitories. Larger parks are here, 
  too, for those choosing to sleep under an open sky 
  before the nights become frosty. 
  As the PCs make their way through town, use Map #1 for 
  the street scene.  A lamplighter is passing through but 
  otherwise the street is quiet.  Allow the players to 
  describe their characters to each other here and to you.  
  Maybe some of them stayed at the same inn last night. 
  Even if they are not traveling together, they will meet 
  each other very soon. 
   
  Troubleshooting: If any PC insists on being 
  outside Jumble Quarter or outside the city altogether, 
  they miss Encounter One, but you can round them up 
  with news of trouble after the PCs are ready to go to 
  Encounter Two.  (Players at APL 6 and above should be 
  able to accommodate a hook by now.) 
  Encounter One: Wings of 
  Confusion 
  In this encounter, the PCs meet the three young rangers 
  from Bronzebrook who want to ask for the PCs’ help.  In 
  a twist on the standard hook, these men meet the PCs by 
  attacking them!  They have been confused by the escaped 
  gloomwing, just as they kill it. 
  All APLs (EL 1 because of conditions) 
  � Morrick and Ledger: Male human Rgr1; hp 10 
  (currently 2) and 10; see Appendix One. 
  � Andail: Male half-elf Rgr1; hp 9; see Appendix One. 
  Setup: As stated in the Introduction, the PCs should be 
  on the battlemat laid out according to Map #1. The fight 
  starts around the corner from the PCs. 
  Tactics: 
  Round 0 (surprise round for gloomwing): The 
  gloomwing emerges from its perch in an alley. The three 
  men see it and fail to save against confusion when they see 
  its patterned wings.  The confusion lasts 6 rounds and, as a 
  supernatural ability, cannot be dispelled. 
  
  Strands of Gloom 
   
  Page 6 
   
  Give the PCs a Listen check to hear the whirr of big 
  moth-wings and the cries of alarm from the three men 
  (DC 10, +1 per 10 feet).  PCs who succeed get a standard 
  action in the following round, as if a surprise round.  Roll 
  initiative. 
   
  Round 1 (surprise round for PCs): The gloomwing 
  attacks the men, biting and clawing Morrick for 8 points 
  of damage.  Morrick (must “attack nearest creature”) 
  draws his axe and slashes it, Ledger (must “attack caster”) 
  draws a bow and kills it, as it was already at reduced hit 
  points.  Andail (must “flee from caster”) double-moves 
  around the corner, such that the nearest creature to him 
  is a PC (or PC-controlled creature).  PCs get a Sense 
  Motive check (DC 25) or Spellcraft check (DC 24) to 
  recognize his enchantment. 
   
  Round 2 (first full round for PCs): On his turn, 
  Andail changes to “attack nearest creature”, one of the 
  PCs.  He draws his sword on the move and attacks.  
  Although he attacks for lethal damage, he is not in his 
  right mind; law-abiding PCs should not respond with 
  lethal force.  Give the PCs another Sense Motive check to 
  know why he is attacking.  Morrick and Ledger both “do 
  nothing but babble” this round. 
   
  Subsequent rounds: Roll randomly on the Player’s 
  Handbook table (under the spell confusion) for the actions 
  of the NPCs.  The effect wears off on Round 6. 
   
  Sensible, law-abiding PCs should use non-lethal 
  methods in combat. If the PCs do kill anyone, the guards 
  will arrest them, as noted below.  The clash of weapons or 
  normal casting of spells brings a few citizens in their 
  houses to their windows, so they can see what the PCs 
  have done. 
   
  After the Fight: The three men apologize for their 
  actions and forgive the PCs for any lethal damage short of 
  a killing blow.  Each uses a potion to heal himself as 
  needed, unless the PCs offer to use their own magic.  
  Andail first offers his potion to any PC that he wounded. 
   
  The Gloomwing: During or after the fight, the PCs 
  may examine the body of the gloomwing.  It appears to 
  be a six-foot-long moth, covered with shimmering, 
  geometric patterns of black and silver. It has large 
  feathery antennae and clawed legs. Its mouth has sharp 
  ivory mandibles. A Knowledge (planes) check (DC 15) 
  identifies it as an extraplanar outsider called a 
  gloomwing, native to the Plane of Shadow.  At DC 20, 25, 
  and so on, a PCs knows more about gloomwings: their 
  markings cause confusion, they sometimes live in deep 
  forests, they emit a Strength-damaging pheromone 
  (which the rangers saved against), and their larva are 
  fearsome bristled caterpillars called tenebrous worms.  
  The PCs do not remember hearing about instances of 
  gloomwings in the Pale or in the Gamboge Forest.  The 
  three men have never seen one before. 
   
  The Rangers’ Story: They tell the PCs that they 
  have come to Stradsett from the hamlet of Bronzebrook, 
  about twenty miles south in the Gamboge, hoping to find 
  someone to help them.  Unusually powerful hobgoblin 
  raiders have been attacking forest settlements and 
  captured one of their fellow rangers, a man named 
  Jeroon, last week.  Ledger says he even saw a dragon a few 
  days ago: at least, he briefly saw a big reptilian head and 
  tail moving off in the distance when he was on patrol, 
  and it looked greenish.  (He actually saw the behir, Lerth, 
  whom the PCs might meet in Encounter Three.)  Their 
  captain, Vadric, is concerned, since the rangers of 
  Bronzebrook are like sons to him; he sent these three out 
  to find help.  Honestly, they would prefer not to deal 
  with the Pale, but Stradsett is the closest city and besides, 
  the PCs (probably) are not typical Palites. 
   
  The Law: A group of four Stradsett guardsmen 
  (mixed male or female human Ftr1s, no stats provided) 
  arrives five minutes after the fight began.  They question 
  the PCs (if still present) about the fray and about the 
  monster lying dead on the street. 
   
  If the PCs did kill anyone, the guardsmen arrest the 
  PCs and the adventure is over for those who are guilty 
  (because they are either in jail or fleeing the Pale as 
  criminals).  Refer to the latest version of the Pale 
  Gazetteer 
  (available 
  online 
  at 
  www.theocracyofthepale.com) for the penalties for 
  breaking certain laws, such as Assault, Manslaughter, and 
  Murder. 
   
  If they have no reason to arrest a PC, the guards are 
  satisfied and confiscate the remains in the name of the 
  Church for further study; two stay behind while two go 
  to call for a cart. 
   
  Development: When the PCs are ready to leave 
  Stradsett, proceed to Encounter Two.  The three men 
  would prefer not to travel by night, but they follow the 
  PCs’ lead. 
  Encounter Two: Bronzebrook 
  In this encounter, the PCs go to Bronzebrook, meet the 
  residents, and learn the leads for further travels into the 
  forest. 
   
  See Map #2 for the positions of Stradsett, 
  Bronzebrook, the site of the capture, the site of the 
  “dragon sighting”, the behir’s lair, and the hobgoblin 
  base. 
   
  The following text assumes the PCs travel by the 
  forest-road to Bronzebrook. If the PCs use a different way 
  to get there, adjust accordingly.  The road is well 
  maintained for the passage of horses and wagons, but the 
  PCs do not meet any other travelers on the way. 
  The great and dense Gamboge is beginning to 
  change, as elms and oaks and hornwoods put on 
  their fall colors.  The bronzewood trees now provide 
  a shaggy, leafy green contrast that will persist 
  through the winter.  The trail winds over the rolling 
  and thickly forested terrain, dipping occasionally 
  
  Strands of Gloom 
   
  Page 7 
  down to small creeks and streams, crossed by 
  weathered but sturdy bridges.  Birds warble and 
  chirp loudly overhead, though the verdure muffles 
  most sounds.  A stand of trees suddenly erupts in a 
  flurry of black wings and raucous cawing as a 
  murder of crows flies away to resume its business in 
  peace. 
   
  Allow the PCs to talk further with the three rangers, 
  who would gladly hear of the PCs’ exploits and make sure 
  that they have gotten capable help.  They have probably 
  even heard of some high-level PCs who reside in the Pale 
  or northern Nyrond.  The three men have been training 
  together under Vadric, who now seems especially 
  downcast at the loss of their comrade Jeroon; they can tell 
  parts of his story (described below) if the PCs are curious. 
   They do not know that Taraya is staying in Bronzebrook. 
   
  After about twenty miles, the road reaches the 
  hamlet. 
  The forest-road has been descending alongside a 
  small brook—Bronze Brook, of course—for roughly 
  a mile, when it reaches a grassy clearing about a 
  hundred fifty yards across. To one side stands a 
  small orchard of nut trees. At the center of the 
  clearing, a stout log wall surrounds a small 
  settlement, the hamlet of Bronzebrook.  Most 
  humans in the Gamboge Forest live in settlements 
  like this for defense against bandits and humanoids; 
  only a brave or foolish few choose to live on their 
  own among the trees. 
   
  The two young guards on the watchtower raise 
  their bows in greeting and wave your group through, 
  expressing relief at the safe return of their friends. 
   
  Within, about two-dozen cabins stand among 
  small vegetable plots and turkey pens. Most of the 
  buildings are sized for humans, with a few for 
  smaller residents. 
   
  The three rangers lead the PCs to Vadric’s house, a sturdy 
  cabin fronting on the commons at the center of 
  Bronzebrook.  He has a guest, whom some PCs might 
  recognize (or the players might): the druidess Taraya, in 
  exile from the Pale.  She knew Vadric through his late 
  wife and arrived a couple of weeks ago.  She plans to visit 
  only a few more days. 
  � Vadric: Male human Ftr2/Rgr3; AL NG. 
  • 
  Description: A tall Oeridian man of about 50 years, 
  Vadric fits the mold of rugged frontier leader.  His 
  brown hair is greying, as is the short beard on his 
  square jaw.  His gravelly voice carries authority.  The 
  crow’s feet around his blue-grey eyes and the lines 
  on his forehead, however, hint at the worries of his 
  life.  He usually wears a dark green plaid mantle over 
  his normal clothing. 
  • 
  Personality: Vadric was a cavalryman in the Prelatal 
  Army but left twenty-five years ago, disillusioned 
  with military life.  He is now a member of the 
  Gamboge Foresters (a Nyrond meta-org, concerned 
  with the welfare of this forest). He works to earn the 
  respect of the villagers, rather than demanding blind 
  obedience. He distrusts the Church of the One True 
  Path, after what happened to his son (see below), and 
  sympathizes with arcanists. 
  • 
  Motivation/History: 
  Vadric 
  wants 
  to 
  keep 
  Bronzebrook safe but beholden to no nation.  The 
  people of Bronzebrook are about the only family he 
  has left.  His broken family: 
  • 
  His late wife, Merenna (meh-RENN-ah), was a 
  Flan farmgirl and a sorceress. She bore a 
  daughter but died giving birth to their son.  
  Their children inherited her power. 
  • 
  His son, Elthorn, disappeared five years ago, 
  when he was fourteen. A Pholtan priest arrested 
  him for unlawfully using sorcery in the Pale; he 
  never returned.  Taraya has explained the 
  villainy of priests-in-disguise, such as “Brother 
  Telios”, but Vadric is not convinced. 
  • 
  His wandering daughter, Sirafae (SEER-ah-fay), 
  is now twenty-three. She trained as a ranger but 
  also studied with Antárë the bard, and took up 
  adventuring after Elthorn disappeared.  Vadric 
  sees her only once or twice a year. 
  • 
  What He Knows: Over the past month, hobgoblin 
  raiders have been striking several nearby settlements 
  with alarming success.  A week ago, one of his 
  rangers was lost while on patrol.  He believes the 
  hobgoblin base to lie to the south, toward where the 
  mountains meet the forest, but he does not want to 
  leave Bronzebrook undefended by going out 
  himself. 
   
  Bronzebrook (hamlet): Conventional (sheriff); AL
  NG; 100 gp limit; Assets 450 gp; Population 92;
  Mixed (human 65, gnome 12, halfling 8, half-elf 4, elf 
  3). 
  Authority Figures: Vadric, male human Ftr2/Rgr3
  (sheriff). 
  Important Characters: Antárë, male elf (sylvan) Brd4;
  Narissa, female half-elf Clr3–Ehlonna; Kangen, male 
  human War4 (militia captain). 
  Others: Clr1–Ehlonna (2), Drd1, Ftr3, Ftr1 (3), Rgr1
  (5 – with 1 missing), Rog3, Rog1 (2), Wiz2; Ari1,
  Com4 (tavernkeeper), Com1 (62), Exp3 (smith), Exp1
  (3), War1 (4) (militia). 
  
  Strands of Gloom 
   
  Page 8 
  � Taraya (tah-RYE-ah): Female human Drd7; AL NG. 
  • 
  Description: Taraya is a spry Flan woman of about 
  65 years.  Her long wavy hair has gone almost totally 
  silver since the events of Stitch in Time, and her face 
  and slightly bent posture show her age more than 
  they used to.  She has amber eyes and pronounced 
  laugh lines.  She dresses in typical Palish peasant 
  garb, mostly in greens and yellows.  Her animal 
  companion is a barn owl, old and unobtrusive. 
  • 
  Personality:  She is generally friendly and puts 
  people at ease, having had much practice in 
  deflecting suspicion by the Palish authorities.  
  Former guardian of a Scar of Nerull (an ancient gate 
  to the Lower Planes), Taraya has been banished from 
  the Pale. Still, she tries to find some good in the 
  events of the last year.  If a PC still wears a Flan spell-
  knot, she is especially warm to him.  (She would also 
  welcome stories of how the PC used the spell.) 
  Conversely, she might be distant if she thinks the 
  PCs told her secret to the Church. 
  • 
  Motivation: Taraya wants to keep the traditional 
  Flan culture from dying out among the rural people 
  of the Pale, though her banishment will make this 
  hard.  She is visiting Bronzebrook as a courtesy to 
  the family of Vadric’s late wife. She would like news 
  of her twenty-year-old apprentice Balach (rhymes 
  with “Alec”), who is missing.  The PCs may have met 
  him in Stitch in Time.  Balach was visiting other 
  druids outside the Pale before her arrest, but she 
  expected him to return during the winter. 
  • 
  What She Knows: She suspects something 
  malevolent about this band of hobgoblins but has no 
  useful theories.  The Great Green of the Gamboge 
  controls much of the forest but her territory stops 
  about thirty miles south of Bronzebrook. 
  Please note: Finding these other missing young men, 
  Elthorn and Balach, is not in the scope of this scenario, so 
  try not to confuse the players.  Their absence may be 
  important in the future, though. 
   
  The Influence Point with Taraya was converted to a 
  generic Favor of Pholtus at the end of Year Two, but if 
  any PC has not spent this IP/Favor, she can honor it now. 
   She helps in any way possible, casting spells of up to 4th 
  level.  A PC may also redeem it for Regional access to a 
  torc of animal speech (listed on the AR), but only if the PC 
  can speak Flan and is not a member of the Church of the 
  One True Path. 
   
  Where To Go Next?: Vadric urges the PCs to find 
  the hobgoblin base and do what they can to recover the 
  missing woodsmen.  Anything that the PCs can do to 
  hinder the hobgoblins would help the people of the 
  Gamboge—and, by extension, the Pale and Nyrond.  The 
  ranger, Ledger (from Encounter One), can take them to 
  the scene of the capture or to the supposed “dragon 
  sighting”, which he continues to talk about.  The PCs 
  might even find some way to use the clue of the errant 
  gloomwing to lead them to the shadow creatures.  If the 
  PCs come up with something clever, work with them. 
   
  Scrying: The PCs may want to scry on the missing 
  men.  As a 7th-level druid, Taraya has already tried this 
  approach.  Scrying on the missing ranger Jeroon yielded 
  only a vision of a completely dark environment.  Scrying 
  on Balach and Elthorn simply failed. 
   
  Development: When the PCs leave Bronzebrook, 
  go to Encounter Three. 
  Encounter Three: Hunters and 
  Hunted 
  In this encounter, the PCs go through the forest and run 
  into the escaped shadow vermin and the hobgoblin 
  recovery party. 
   
  Again, refer to Map #2 for the locations of the 
  relevant sites. 
   
  Whatever the PCs are doing to direct themselves 
  through the forest, they should eventually run across 
  these groups.  Here are two likely starting points: 
  • 
  The site of the capture – an area around a game trail 
  still shows signs of struggle (trampled undergrowth, 
  broken branches), but the trail of the hobgoblins is 
  hard to follow away to the south.  Base DC 15 for 
  firm ground – 2 for six creatures + 7 for a week’s 
  passing + 5 for hiding trail = 25.  The hobgoblins also 
  used dust of tracelessness (provided by the sage), 
  bringing the DC to 45. The young rangers of 
  Bronzebrook could not follow so difficult a trail.  
  Most PCs will find it impossible, too, so following 
  the behir’s trail (below) is more likely. 
  • 
  The site of the “dragon sighting” – clearly a very 
  large creature passed by here.  Base DC 15 – 2 for 
  Huge size + 7 for a week’s passing = 20. 
  • 
  DC 20: the creature had clawed feet, about 
  two feet long. 
  • 
  DC 25: the creature definitely had more 
  than four legs, but some feet walked in the 
  tracks of other feet. 
  • 
  DC 30: it had twelve feet.  A successful 
  Knowledge 
  (arcana) 
  check 
  (DC 
  19) 
  identifies a behir as a likely 12-footed 
  creature. 
  If they lack a tracker, the PCs may obtain the services of 
  Ledger, one of the young rangers from Bronzebrook.  See 
  Appendix One for his stats. 
   
  When the PCs are following a trail (the hobgoblins’ 
  or the behir’s) or have started to wander around lost, 
  spring the combat on them. 
  
  Strands of Gloom 
   
  Page 9 
   
  No map is provided for the combat.  Fill the 
  battlemat with an assortment of trees (large and small), 
  undergrowth, and maybe some boulders, to allow all 
  combatants to take cover.  Trees can anchor web spells, as 
  the hobgoblins know, so they try to avoid vulnerable 
  positions. 
  Shadow vermin escapees 
  APL 6 (EL 4, but see below) 
  � Shadow Giant Praying Mantis: hp 26; see 
  Appendix One. 
  APL 8 (EL 6, but see below) 
  � Shadow Giant Praying Mantis, Advanced: hp 76; 
  see Appendix One. 
  APL 10 (EL 9, but see below) 
  � Shadow Giant Stag Beetles, Advanced (2): hp 
  142; see Appendix One. 
  APL 12 (EL 10, but see below) 
  � Shadow Giant Stag Beetles, Advanced (3): hp 
  142; see Appendix One. 
  Setup: The vermin wait for prey in dense undergrowth 
  and leap to the attack.  They should not be close enough 
  to attack in the surprise round, though. The first creature 
  should be no closer than 40 ft. from the nearest PC—too 
  far to charge through undergrowth; a second creature 
  should be 60 ft. away, and a third should be 90 ft. away. 
  Since shadow creatures get total concealment in any 
  lighting except full daylight, the PCs should get only a 
  Listen check for the surprise round.  PCs with darkvision 
  get Spot checks, and PCs with blindsense/blindsight are 
  automatically aware. 
   
  Tactics: These are mindless creatures, so they 
  simply attack whatever comes their way. 
   
  Some PCs might think these to be ether creatures, 
  but a successful Knowledge (the planes) check (DC 15) 
  identifies them as shadow creatures.  (For DC 20, 25, etc, 
  give more information about the template.) Ether 
  creatures are a shinier iridescent black, not like the 
  shadowy black of these vermin.  Knowledge (nature) 
  checks identify the abilities of the base vermin. 
   
  The hobgoblins were already nearby and are drawn 
  by the sound and/or sight of combat.  They arrive on the 
  round when you think the final shadow vermin is going 
  to drop (your call). 
  Hobgoblin Recovery-Party 
  APL 6 (EL 6, added to above for EL 7) 
  � Hobgoblin Tracker (APL 6): Male hobgoblin Rgr4; 
  hp 31; see Appendix One. 
  � Hobgoblin Archers (3): hp 6, 6, 6; see Monster 
  Manual page 153.  These hobgoblin warriors 
  have longbows (Atk +2 ranged, damage 
  1d8/x3), plus 20 arrows each, instead of 
  javelins. 
  Worg: hp 30; see Monster Manual page 256. 
  APL 8 (EL 8, added to above for EL 9) 
  � Hobgoblin Tracker (APL 8): Male hobgoblin Rgr6; 
  hp 45; see Appendix One. 
  � Hobgoblin Archers (6): hp 6 each; see Monster 
  Manual page 153.  These hobgoblin warriors 
  have longbows (Atk +2 ranged, damage 
  1d8/x3), plus 20 arrows each, instead of 
  javelins. 
  � Worgs (2): hp 30 each; see Monster Manual page 256. 
  APL 10 (EL 9, added to above for EL 11) 
  � Hobgoblin Tracker (APL 10): Male hobgoblin 
  Rgr6; hp 45; see Appendix One. 
  � Hobgoblin Adept (APL 10): Male hobgoblin Adp6; 
  hp 43; see Appendix One. 
  � Hobgoblin Archers (8): hp 6 each; see Monster 
  Manual page 153.  These hobgoblin warriors 
  have longbows (Atk +2 ranged, damage 
  1d8/x3), plus 20 arrows each, instead of 
  javelins. 
  � Worgs (2): hp 30 each; see Monster Manual page 256. 
  APL 12 (EL 10, added to above for EL 12) 
  � Hobgoblin Tracker (APL 12): Male hobgoblin 
  Rgr8; hp 59; see Appendix One. 
  � Hobgoblin Adept (APL 12): Male hobgoblin Adp8; 
  hp 58; see Appendix One. 
  � Hobgoblin Archers (8): hp 6 each; see Monster 
  Manual page 153.  These hobgoblin warriors 
  have longbows (Atk +2 ranged, damage 
  1d8/x3), plus 20 arrows each, instead of 
  javelins.  Each also has 5 +1 arrows: Atk +3 
  ranged, damage 1d8+1/x3. 
  � Worgs (2): hp 30 each; see Monster Manual page 256. 
  � Dire Wolf Animal Companion: hp 45; see Monster 
  Manual page 65. 
  Setup: The band moves in from the south in a dispersed 
  formation.  The archers take up positions to cover the 
  battlefield. 
   
  Tactics: The hobgoblins want to ensure the death of 
  the shadow vermin, but they also don’t want to leave any 
  people to tell the tale!  As lawful creatures, hobgoblins 
  fight together effectively: 
  
  Strands of Gloom 
   
  Page 10 
  • 
  The tracker opens up with an entangle to slow the 
  opposition.  He concentrates his fire to bring down 
  single opponents, especially clerics, to deprive the 
  party of healing.  He uses his potion of fly to hover out 
  of melee reach (his intended defense against the 
  shadow vermin). 
  • 
  The worg(s) and dire wolf (APL 12 only) maneuver 
  to cover the ranger in melee. 
  • 
  The archers ready shots to disrupt spellcasting, or 
  switch to melee (aiding or grappling en masse) as 
  needed. 
  • 
  The adept, if present, gives a bless to the group at the 
  first sign of trouble. 
  If the tracker and adept are incapacitated and the worgs 
  are in bad shape, the remaining combatants surrender; 
  the worgs try to flee if they can.  At APL 10-12, the adept 
  does whatever he can to delay his death, while his raven 
  familiar flies to the base to warn about the PCs. 
   
  Development: The PCs can interrogate the 
  hobgoblins.  They do not know much. Some huge 
  dragon-snake attacked their base, broke things in the lab 
  (which they had been told to stay out of), and now their 
  chief has ordered them to hunt down these black bugs 
  and kill anyone who gets in the way. 
   
  When the PCs loot the tracker, they find strange 
  cobwebs of dark silk in his quiver and pouches.  Tiny 
  shadow-infused spiders made these, but they have since 
  departed. 
   
  Move on to Encounter Four (if the PCs reach the 
  behir’s lair) or Five (the hobgoblin base). 
   
  Encounter Four: I Am Not A 
  Monster! 
  In this encounter, the PCs can talk with the injured 
  behir, Lerth.  He should come across as a sympathetic 
  creature, a victim of the green dragons’ depredations and 
  of the hobgoblins’ villainy. Lerth can tell the PCs about 
  the hobgoblin base and how he got inside.  If the PCs 
  attack him, he fights back, and the PCs miss out on his 
  information. 
   
  The PCs might miss this encounter if they ignore 
  the “dragon sighting” lead and go straight to the base 
  from Bronzebrook.  If so, you should give them the 
  chance to follow the lead and meet the behir at the end of 
  the adventure. 
  Unlike most of the forest, where a cloak of trees 
  drapes over the undulating terrain, here the bones 
  of the earth show through.  A hill of gray rock rises 
  above a burbling stream.  Moss and small shrubs 
  cling to the stony substrate, and fallen leaves are 
  strewn about the base of the hill, but the summit 
  still rises to a window of sky unblocked by the 
  canopies of trees. 
  Setup: The tracks reach the base of the hill but become 
  harder to follow (DC 25) over the bare stone of the 
  hillside.  PCs might simply deduce that the creature 
  climbed the hill. 
   
  See Map #3 for the layout of the behir’s new home.  
  If the PCs arrive by day, he dozes while sunning himself 
  on the open stony hilltop.  At night, he rests among the 
  rocks, watching and listening, but not straining himself 
  much.  He needs to rest and heal his wounded Strength.  
  If he notices visitors, he tries to keep them between 
  himself and the sheer drop to the stream. He bluffs 
  aggression but does not attack. Ideally, the PCs do not 
  attack him.  If they talk, go to “Parley” below.  If they 
  fight, go to “Fight” below. 
  Parley 
  � Lerth: Male advanced behir; AL N. 
  • 
  Description: Lerth is a large old male behir, about 
  45 feet long and weighing 5000 pounds.  His scales 
  are a green-tinged blue with brown bands, and his 
  underbelly is light blue.  The end of his left horn was 
  broken off in an old fight.  Because of the remaining 
  Strength drain, he is paler than usual and his voice is 
  reedy.  He sometimes falls into coughing fits, which 
  send showers of sparks from his mouth. 
  • 
  Personality: Lerth is old and wily, a genius among 
  behirs, and therefore vain. His typical tactics 
  involved luring his prey into a vulnerable position, 
  then striking. He used to enjoy a comfortable life 
  with plentiful food and a pleasing mate, but the 
  invading green dragons ruined it all 
  • 
  Motivation: He needs food and rest to get his 
  strength back.  Then he wants revenge on the 
  hobgoblins and the dragons.  But he is also lonely 
  and afraid. 
  • 
  What He Knows: (The world probably looks 
  different to a Huge creature with twelve legs; try to 
  couch this in suitable behir-speak.)  When the green 
  dragons entered his territory in the south, he first 
  hoped they would go away, but they did not; he tried 
  to drive them off, but they did not go; after he found 
  his mate dead from acid burns, he left to find a new 
  home in the north.  His dazed wanderings took him 
  to a strange cave, with cages holding big black 
  insects (“some-legs”). Here, the hobgoblins (“two-
  legs”) and the umbral creatures (“moving darkness”) 
  attacked him.  He fought mightily and killed 
  several—he even swallowed two hobgoblins, but 
  then the terrible touch of the darkness made him 
  vomit them back up. After his teeth and claws could 
  not hurt the umbral creatures, he breathed lightning 
  and 
  destroyed 
  two, 
  including 
  the 
  shadow 
  
  Strands of Gloom 
   
  Page 11 
  companion.  He fled and wandered to this place.  He 
  has been here for four days.  He can tell the PCs how 
  to find the secret entrance to the hobgoblin base. 
  Fight 
  All APLs (EL 10, reduced to 9 for damaged Str) 
  � Lerth: Male advanced behir; hp 153; see Appendix 
  One. 
  Tactics: The behir tries to use his Improved Bull Rush 
  feat to knock warriors off the cliff and out of the fight.  
  He bites and swallows small or skinny foes, so he doesn’t 
  overeat in the middle of the fight. He reserves his 
  lightning breath for when opponents are lined up in a 
  row or flying out of reach. 
   
  Treasure: Lerth has no treasure. 
   
  Development: When the PCs are ready to go on to 
  the hobgoblin base, go to Encounter Five.  They may 
  want rest on the way, which is fine. 
  Encounter Five: Hobgob Hive 
  This is the base of the hobgoblins.  They took over the 
  ruins of a small fort and watchtower, the remnants of a 
  Palish logging operation from the mid-400s.  They 
  expanded into a cave network in the hill under the fort, 
  and here the researcher set up his lab.  He has already left 
  the lab for parts unknown. 
   
  Knowledge checks can tell the PCs a little about this 
  area: 
  • 
  Knowledge (nature), DC 15: the trees nearby are no 
  older than 150 years. 
  • 
  Knowledge (architecture & engineering), DC 15, or 
  Knowledge (local – Nyrond and her environs), DC 
  20: the Pale logged this part of the Gamboge in the 
  mid-400s and built a few little forts like these for 
  security.  They are designed to be easily defended by 
  a small force. 
  As at Bronzebrook, clearing an area of trees seems to 
  be a useful defense.  Here, a small stronghold of 
  mossy stone stands on a low rise, with probably a 
  hundred paces open between the building and the 
  orange-leafed forest. The clearing must have been 
  recent and hasty, since stumps and broken branches 
  remain in the open area.  The main structure 
  appears to be two stories tall, with a single-story 
  addition on the right side and a guard tower in 
  front.  It looks old but durable, with signs of 
  rebuilding on the tower and roof.  Two figures are 
  plain to see, standing on the battlemented tower.  A 
  narrow road leads across the open space and up the 
  hill to the front doors. 
  See Map #4 for the four levels of the base. 
   
  If the PCs talked productively with Lerth, they know 
  about the secret way in, which lies about half a mile away, 
  hidden by foliage.  Another application of dust of 
  tracelessness by the hobgoblins got rid of the behir’s trail 
  here, so only a lengthy and thorough search should find 
  the way in (judge’s call). 
   
  It is supposed to be hard to assault a hobgoblin lair 
  and take on all of the foes at once, even at high APLs.  
  Give the PCs the chance to be smart about attacking, but 
  hit them hard if they blunder in unprepared. 
   
  Lighting: The interior of the base is unlit, since all 
  of the occupants have darkvision. 
   
  Ceilings: 10 feet, unless otherwise noted. 
   
  Typical Masonry Walls: 1 ft. thick; hardness 8; hp 
  90 (per 10-ft. section); Break DC 35; Climb DC 20. 
  Ground Level  
   
   
   
   
  G1. Outer Defenses 
  The area around the fort is cleared for 100 yards (300 feet, 
  60 squares) in all directions.  The building sits atop a 15-
  foot-high hill. The slopes leading up to it are 30 ft. (6 
  squares) wide and the hobgoblins have covered them 
  with loose gravel.  Count this as steep slopes covered 
  with scree.  Moving through these sloped squares costs 
  double movement, with Move Silently checks made at –2 
  and Tumble checks at –5. (See the Dungeon Master’s Guide, 
  page 89.)  The 10-foot-wide road is clear, but open to 
  longbow fire from defenders in area S1. 
  G2. Front Gate 
  The front gate consists of two stout wooden doors, barred 
  from the inside. 
   
  Good Wooden Doors (barred): 2 in. thick; 
  hardness 5; hp 20; Break DC 25. 
  G3. Entry Hall 
  This small hall ends in another pairs of barred doors 
  (same stats as above).  Murder holes in the ceiling allow 
  defenders in S1 to drop oil, alchemist’s fire, or 
  thunderstones into this area. 
   
  The two squares in front of the inner doors are 
  trapped at all APLs except APL 6.  Magic items or spells in 
  these squares (volumes) set off the trap. The hobgoblins 
  get around it by removing any magical gear before 
  passing through.  An additional EL is figured in for the 
  vulnerability to attacks from area S1. 
  APL 6 (EL 0+1) 
   
  � No trap, but one EL for difficult setup.  
  APL 8 (EL 2+1) 
   
  � Ray of Enfeeblement Trap: CR 2; magic device; 
  proximity trigger (detect magic in 2 squares); automatic 
  reset; Atk +2 ranged touch; spell effect (ray of enfeeblement, 
  
  Strands of Gloom 
   
  Page 12 
  CL 2nd, 1d6+1 Str penalty); Search DC 26; Disable Device 
  DC 26. 
  APL 10 (EL 3+1) 
   
  � Ray of Enfeeblement Trap: CR 3; magic device; 
  proximity trigger (detect magic in 2 squares); automatic 
  reset; Atk +4 ranged touch; spell effect (ray of enfeeblement, 
  CL 6th, 1d6+3 Str penalty); Search DC 26; Disable Device 
  DC 26. 
  APL 12 (EL 6+1) 
   
  � Enervation Trap: CR 6; magic device; proximity 
  trigger (detect magic in 2 squares); automatic reset; Atk +7 
  ranged touch; spell effect (enervation, CL 12th, 1d4 
  negative levels); Search DC 29; Disable Device DC 29. 
  G4. Main Hall 
  This large room was the living quarters for most of the 
  hobgoblin garrison, who are now dead or out hunting the 
  escaped vermin.  It contains triple-bunks, two large tables 
  with chairs, and a fireplace.  Stairs lead up to area S1, and 
  a rack at the bottom of the stairs holds weapons when the 
  hobgoblins are not using them.  Most of this area has a 
  20-foot ceiling, and the balcony from S1 looks over this 
  area. 
   
  A pulley-operated lift at the squares marked ‘a’ allows 
  large items or creatures to be lowered to area L2. 
   
  The hobgoblins prefer to make their stand in this 
  room, given its large size and availability of cover. 
  G5. Kennels 
  These rooms house the worgs and dire wolf. The umbral 
  creatures stay here out of habit, too, as they are not used 
  to being incorporeal. 
  G6. Shrine 
  This area holds a small altar to the hobgoblin god 
  Nomog-Geaya. The monk (APL 10-12) meditates here 
  most of the time, so she may be slow in responding to a 
  sudden attack. 
  G7. Leaders’ Quarters 
  These curtained sleeping-quarters house the chief, 
  tracker, priest, adept, and monk. 
  Second Level  
   
   
   
   
  S1. Guard Post 
  Two hobgoblin warriors normally stand guard here 
  looking out through the five arrow slits in the front wall. 
   (Remember, arrow slits are too small to allow line of 
  effect for most spells through the wall.) 
   
  Murder holes in the floor allow the defenders to 
  throw things down into area G3.  This post is well 
  stocked: 
  • 
  4 longbows 
  • 
  200 arrows 
  • 
  10 thunderstones 
  • 
  10 flasks of alchemist’s fire 
  • 
  10 flasks of acid 
  • 
  10 gallon-barrels of oil 
  Ordinary hobgoblin warriors shoot longbows at +2 
  ranged for 1d8 points of damage. 
   
  Stairs lead down to area G4 and a balcony also 
  provides a view over area G4.  A rope here rings a signal-
  bell downstairs.  A ladder leads up through a trapdoor to 
  area T1. 
  Tower Level  
   
   
   
   
  T1. Rooftop 
  This area is open to the sky and surrounded by 
  battlements. 
   
  The two apparent guards here (marked by Xs) are 
  actually two permanent illusions (CL 12th, Will save DC 
  22), intended to draw the fire of attackers.  The real 
  guards are below.  If a PC is scrutinizing the illusory 
  hobgoblins, allow a Spot check (DC 20, modified for 
  distance) or Sense Motive check within within 30 ft. (DC 
  25) to notice their suspicious lack of movement. 
  Capturing Positive Energy 
  The researcher, gambling on further trouble in
  the base, has hidden an experiment on the ceiling
  of area G4: a small magical stone keyed to absorb
  positive energy.  If a cleric turns undead within
  60 ft. of this gem, it absorbs any unused HD of
  turned undead.  Please make a note of any such
  turning, which is part of the Critical Event
  Summary.  The researcher intends to retrieve the
  stone later and do further research with the
  stored energy.  An associate has attached it to the
  ceiling, covered it with a few cobwebs, and cast a 
  Nystul’s magic aura to keep it from radiating magic.
   If the PCs specifically search the ceiling, they can
  find it with a DC 25 Search check.  Otherwise,
  assume the stone escapes their notice. The
  hobgoblins do not know about it. 
  
  Strands of Gloom 
   
  Page 13 
   
  A trapdoor in the corner leads to area S1. 
   
  Wooden Trapdoor (barred): 1 in. thick; hardness 5; 
  hp 10; Break DC 25. 
  Lower Level (Caverns) 
   
   
   
  L1. Blocked Tunnel 
  This is the way the behir came in and left.  It is about 8 
  feet in diameter. The hobgoblins have partly collapsed 
  the tunnel to prevent any more Huge creatures from 
  getting in or out.  It is easily passable by Small creatures, 
  and by Medium creatures too if some stones are moved 
  aside. 
   
  A ten-foot climb (DC 15) leads up to area L2. 
  L2. Lab Cavern 
  This large cavern has sleeping alcoves for the researcher 
  and his wife, and the work area has been cleared out.  The 
  big tables are now empty.  Several blasted cages remain.  
  The ceiling height varies from 12 to 15 feet high.  A 
  pulley-operated lift in the squares marked ‘a’ allows items 
  to be raised to area G4 above. 
   
  Typically two hobgoblins stand guard here. 
   
  This cavern should feel creepy, with no direct 
  lighting and a host of larval shadow vermin crawling 
  about, leaving little slime trails, and weaving webs and 
  cocoons of dark silk.  Their multifaceted eyes reflect 
  imported light sources with an eerie grayish sheen.  They 
  are harmless. 
   
  Magic and diligent workers have cleaned most of the 
  lab, but some smashed glassware and strange dark spills 
  on the floor remain.  A Search check (DC 25) in the 
  rubble in the corner (square marked ‘b’) turns up Player’s 
  Handout #1, one page from the sage’s research notes. 
  L3. Prison Cells 
  The missing man from Bronzebrook (Jeroon, male 
  human Rgr1, AL NG) and four other abducted 
  woodsmen (male human Exp1, AL N) are here.  They 
  show signs of debilitating illness, an effect of having their 
  blood drawn and their Strength damaged. 
  Remaining Forces 
   
  Two footmen normally stay in S1, and two more in 
  L2; the leaders and any other footmen stay on the ground 
  floor; and the umbral creatures stay in G5.  If the 
  hobgoblins are alerted to the PCs, they try to bring the 
  battle up to the big room, G4. 
  APL 6 (EL 8+, say 9) 
  � Gar-kaleth Elek’kon, Hobgoblin Chief (APL 6): 
  Male hobgoblin Ftr4/Rog2; hp 54; see Appendix One. 
  � Hobgoblin Priest (APL 6): Male hobgoblin Clr5; 
  hp 43; see Appendix One. 
  � Hobgoblin Footmen (4): hp 6 each; see Monster 
  Manual page 153.  These hobgoblin warriors 
  have guisarmes (Atk +2 melee, damage 
  2d4+1/x3) in addition to their longswords.  They 
  are AC 14 (touch 11, flat-footed 13) when not 
  using a shield. 
  Umbral Worg: hp 26; see Appendix One. 
  APL 8 (EL 10+, say 11) 
  � Gar-kaleth Elek’kon, Hobgoblin Chief (APL 8): 
  Male hobgoblin Ftr6/Rog2; hp 70; see Appendix One. 
  � Hobgoblin Priest (APL 8): Male hobgoblin Clr7; 
  hp 59; see Appendix One. 
  � Hobgoblin Footmen (8): hp 6 each; see Monster 
  Manual page 153.  These hobgoblin warriors 
  have guisarmes (Atk +2 melee, damage 
  2d4+1/x3) in addition to their longswords.  They 
  are AC 14 (touch 11, flat-footed 13) when not 
  using a shield. 
  � Umbral Worg: hp 26; see Appendix One. 
  APL 10 (EL 12) 
  � Gar-kaleth Elek’kon, Hobgoblin Chief (APL 10): 
  Male hobgoblin Ftr6/Rog3; hp 77; see Appendix One. 
  � Hobgoblin Priest (APL 10): Male hobgoblin Clr8; 
  hp 67; see Appendix One. 
  � Hobgoblin Monk (APL 10): Female hobgoblin 
  Mnk6; hp 45; see Appendix One. 
  � Hobgoblin Footmen (8): hp 6 each; see Monster 
  Manual page 153.  These hobgoblin warriors 
  have guisarmes (Atk +2 melee, damage 
  2d4+1/x3) in addition to their longswords.  They 
  are AC 14 (touch 11, flat-footed 13) when not 
  using a shield. 
  � Umbral Worgs (2): hp 26, 26; see Appendix One. 
  APL 12 (EL 14) 
  � Gar-kaleth Elek’kon, Hobgoblin Chief (APL 12): 
  Male hobgoblin Ftr6/Rog4; hp 93; see Appendix One. 
  � Hobgoblin Priest (APL 12): Male hobgoblin Clr9; 
  hp 75; see Appendix One. 
  � Hobgoblin Monk (APL 12): Female hobgoblin 
  Mnk8; hp 59; see Appendix One. 
  � Hobgoblin Footmen (8): hp 6 each; see Monster 
  Manual page 153.  These hobgoblin warriors 
  have guisarmes (Atk +2 melee, damage 
  2d4+1/x3) in addition to their longswords.  They 
  are AC 14 (touch 11, flat-footed 13) when not 
  using a shield. 
  
  Strands of Gloom 
   
  Page 14 
  � Umbral Dire Wolves (3): hp 39 each; see Appendix 
  One. 
  Tactics: As with the fight in Encounter Three, this one 
  can be complicated, but if you prepare well, the 
  hobgoblins will have aptly good organization and tactics. 
   They tend to concentrate on single opponents. 
  • 
  The chief tests the PCs’ defenses and tries to keep 
  them off-balance, with Spring Attack at APL 8+.  If 
  he has the Elusive Target feat (APL 10-12), he 
  relishes seeing PCs accidentally attack each other or 
  fail to do Power Attack damage to him. 
  • 
  The priest uses his spells to turn himself into a melee 
  fighter, adding a leadoff bless to help his whole side 
  and a targeted dispel magic to negate a PC’s buff-spells 
  (such as death ward).  He can bolster the umbral 
  creatures or try to dispel a turning with a rebuke 
  attempt.  He can sheathe his sword (move), cast a 
  spell (standard), and Quick-Draw his sword again 
  (free), possibly with an initial 5-foot step to avoid the 
  AoO for sheathing the weapon. 
  • 
  The footmen help set up the attacks of the leaders, 
  using their polearms to trip, set up flanks, or merely 
  aid. 
  • 
  The umbral creatures, which were living creatures 
  until a few weeks ago, are still getting used to being 
  incorporeal.  They are stupider than before and hate 
  most living things, but they still see the hobgoblins 
  as allies.  They have been trained to fly through the 
  floor to strike the low-Strength wizards or archers in 
  the back ranks. 
  • 
  The monk can grapple opponents, making them 
  easier targets for the umbral creatures or the chief.  
  At APL12, she can also disarm wands, amulets, or 
  weapons, using her sai and Improved Disarm. 
  If the chief and priest are incapacitated, the remaining 
  hobgoblins surrender; the monk tries to flee if she can. 
   
  Interrogation: No one knows where the sage, his 
  wife, and the remaining shadow creatures have gone.  
  They packed up and simply disappeared yesterday. The 
  chief, advised by the priest, made the negotiations with 
  the sage, who paid a lot of cash and magic items for the 
  hobgoblins’ protection.  The sage also had a helper for his 
  side of the negotiations, a very persuasive auburn-haired 
  Oeridian man who called himself Telios. (PCs or players 
  may recall this name as the villain from Stitch in Time.  As 
  far as the PCs know, Telios was arrested and later 
  executed for impersonating a priest.)  The chief also 
  heard the sage arguing with someone in the lab one time, 
  but when he looked in, he saw only a shadowy figure, 
  perhaps someone in a black cloak. The sage saw him and 
  shouted at him to leave.  The chief did not get a better 
  look at the visitor or hear his voice. 
   
  Development: When the PCs have had enough, 
  proceed to the Conclusion.  If they missed talking to the 
  behir in Encounter Three, they may follow his trail and 
  meet him on the way back to Bronzebrook before the 
  Conclusion. 
  Conclusion 
  The following points are valid if the PCs succeeded in 
  stopping the hobgoblins and recovering the prisoners. 
   
  The PCs know about the horrid Shadow-research, 
  but the sage, his wife, and the surviving experiments 
  have departed. 
   
  The behir, if still alive, settles into a permanent 
  home in the northern Gamboge.  He eats a lot but does 
  not intentionally menace sentient creatures. He might 
  head to the Flinty Hills to find another mate, once the 
  dragons are gone. 
   
  The people of Bronzebrook thank the PCs deeply 
  and make some special ranger gear available to them, as 
  on the AR.  Vadric’s spirits pick up somewhat. 
   
  Taraya is pleased with the PCs’ success but is still 
  worried about the threat posed by the researcher and 
  whoever he is working for.  She stays in Bronzebrook a 
  few more days, then departs for parts unknown.  She 
  assures the PCs that they have not seen the last of each 
  other.  In the meantime, she asks them to keep alert for 
  any sign of young Balach. 
   
  If the PCs ask in Stradsett about what happened to 
  Telios, the villain from “Stitch in Time”, they learn that 
  the Church executed him and burned the remains.   How 
  he could have been seen at the hobgoblins’ base, speaking 
  on behalf of the sage, is a mystery. 
  The End 
   
  Experience Point Summary 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award.  Award the total value (objectives plus 
  roleplaying) to each character. 
  Encounter Two 
  Defeat shadow vermin and hobgoblins 
   
  APL6 210 xp 
   
  APL8 270 xp 
   
  APL10 330 xp 
   
  APL12 360 xp 
  Encounter Four 
  Parley with or defeat behir 
   
  All APLs 270 xp 
  
  Strands of Gloom 
   
  Page 15 
  Encounter Five 
  Defeat traps 
   
  APL6 30 xp 
   
  APL8 90 xp 
   
  APL10 120xp 
   
  APL12 210 xp 
  Defeat home guard 
   
  APL6 270 xp 
   
  APL8 330 xp 
   
  APL10 360 xp 
   
  APL12 420 xp 
  Story Awards 
  Learn behir’s information 
   
  APL6 15 xp 
   
  APL8 30 xp 
   
  APL10 30 xp 
   
  APL12 45 xp 
  Recover prisoners 
   
  APL6 30 xp 
   
  APL8 45 xp 
   
  APL10 60 xp 
   
  APL12 75 xp 
  Recover sage’s notes 
   
  APL6 30 xp 
   
  APL8 30 xp 
   
  APL10 30 xp 
   
  APL12 30 xp 
  Discretionary roleplaying award 
   
  APL6 45 xp 
   
  APL8 60 xp 
   
  APL10 150 xp 
   
  APL12 165 xp 
  Total possible experience: 
   
  APL6 900 xp 
   
  APL8 1125 xp 
   
  APL10 1350 xp 
   
  APL12 1575 xp 
  Treasure Summary 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their earthly 
  possessions.  Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold.  If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the local 
  watch, and so on), characters may return to retrieve loot.  If 
  the characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available.  A normal 
  adventuring party can usually gather this wealth in a round 
  or so.  If for some reason, they pass up this treasure, the 
  coin total is subtracted from the encounter totals given 
  below. 
   
  Next, the magic items are listed.  Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure.  Many times characters must cast identify, analyze 
  dweomer or similar spell to determine what the item does 
  and how to activate it.  Other times they may attempt to 
  use the item blindly.  If the magic item is consumable (a 
  potion, scroll, magic bolts, etc.) and the item is used before 
  the end of the adventure, its total is subtracted from the 
  adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure.  Write the total in the 
  GP Gained field of the adventure certificate.  Because this is 
  a Regional scenario, characters may spend additional Time 
  Units to practice professions or create items immediately 
  after the adventure so this total may be modified by other 
  circumstances. 
   
  L = Looted gear from enemy; C = Coin, Gems, Jewelry, 
  and other valuables; M = Magic Items. 
  Encounter Two:   
   
  APL 6: L: 114 gp; C: 0 gp; M: 111 gp – +1 studded 
  leather (98 gp per PC), 3 potions of cure light wounds (13 gp 
  total). 
   
  APL 8: L: 94 gp; C: 0 gp; M: 390 gp – +1 studded leather 
  (98 gp per PC), +1 composite longbow (+2 Str bonus) (217 
  gp), 3 potions of cure light wounds (13 gp total), potion of fly 
  (62 gp). 
  
  Strands of Gloom 
   
  Page 16 
   
  APL 10: L: 182 gp; C: 0 gp; M: 594 gp – +1 studded 
  leather (98 gp per PC), ring of protection +1 (167 gp), +1 
  composite longbow (+2 Str bonus) (217 gp), 3 potions of cure 
  light wounds (13 gp total), potion of fly (62 gp), scroll of 
  burning hands (CL 5th) (10 gp), scroll of cure light wounds (2 
  gp), potion of cure moderate wounds (25 gp). 
   
  APL 12: L: 182 gp; C: 0 gp; M: 777 gp – +1 studded 
  leather (98 gp per PC), ring of protection +1 (167 gp), cloak of 
  resistance +1 (83 gp), +1 composite longbow (+2 Str bonus) 
  (217 gp), 3 potions of cure light wounds (13 gp total), potion of 
  fly (62 gp), scroll of burning hands (CL 5th) (10 gp), scroll of 
  cure light wounds (2 gp), scroll of daylight (CL 8th) (50 gp), 
  scroll of lightning bolt (CL 8th) (50 gp), potion of cure 
  moderate wounds (25 gp). 
  Encounter Five:   
   
  APL 6: L: 206 gp; C: 0 gp; M: 624 gp – +1 chain shirt 
  (104 gp per PC), +1 darkwood shield (105 gp), +1 full plate 
  (221 gp), +1 heavy steel shield (98 gp), 2 scrolls of cure light 
  wounds (4 gp total), 2 potions of cure moderate wounds (50 gp 
  total), 2 uses of dust of tracelessness (42 gp total). 
   
  APL 8: L: 207 gp; C: 0 gp; M: 1108 gp – +1 chain shirt 
  (104 gp per PC), +1 darkwood shield (105 gp), +1 longsword 
  (193 gp), ring of jumping (208 gp), +1 full plate (221 gp), +1 
  heavy steel shield (98 gp), cloak of resistance +1 (83 gp), 2 
  scrolls of cure light wounds (4 gp total), 2 potions of cure 
  moderate wounds (50 gp total), 2 uses of dust of tracelessness 
  (42 gp total). 
   
  APL 10: L: 292 gp; C: 0 gp; M: 1741 gp – +1 chain shirt 
  (104 gp per PC), +1 darkwood shield (105 gp), +1 longsword 
  (193 gp), steadfast boots (500 gp), ring of jumping (208 gp), +1 
  full plate (221 gp), +1 heavy steel shield (98 gp), cloak of 
  resistance +1 (83 gp), bracers of armor +1 (83 gp), 2 scrolls of 
  cure light wounds (4 gp total), potion of cat’s grace (25 gp), 3 
  potions of cure moderate wounds (75 gp total), 2 uses of dust of 
  tracelessness (42 gp total). 
   
  APL 12: L: 292 gp; C: 0 gp; M: 2825 gp – +2 chain shirt 
  (354 gp per PC), +1 darkwood shield (105 gp), +1 spell storing 
  longsword (693 gp), steadfast boots (500 gp), ring of jumping 
  (208 gp), +1 full plate (221 gp), +1 heavy steel shield (98 gp), 
  cloak of resistance +1 (83 gp), amulet of natural armor +1 (167 
  gp), bracers of armor +1 (83 gp), ring of protection +1 (167 gp), 
  2 scrolls of cure light wounds (4 gp total), potion of cat’s grace 
  (25 gp), 3 potions of cure moderate wounds (75 gp total), 2 
  uses of dust of tracelessness (42 gp total). 
  Total Possible Treasure 
  APL 6: L: 320 gp; C: 0 gp; M: 735 gp  - Total: 1055 gp (cap 
  900 gp) 
  APL 8: L: 301 gp; C: 0 gp; M: 1,498 gp  - Total: 1,799 gp 
  (cap 1,300 gp) 
  APL 10: L: 474 gp; C: 0 gp; M: 2,335 gp  - Total: 2,809 gp 
  (cap 2,300 gp) 
  APL 12: L: 474 gp; C: 0 gp; M: 3,602 gp  - Total: 4,076 gp 
  (cap 3,300 gp)  
  Items for the Adventure Record 
  Special 
  Favor of Taraya:  The druidess Taraya is grateful that you 
  stopped another menace to the Gamboge Forest, so you 
  have earned a deeper favor.  If you are not a member of 
  the Church of the One True Path and can speak fluent 
  Flan without magical aid (and you may wait until both of 
  these are true, if they are not now), you may buy a torc of 
  animal speech with Regional frequency. 
  Torc of Animal Speech: This beaten bronze necklace is 
  unadorned by pendant or ornament. Its wearer can use a 
  speak with animals effect at will.  Faint divination; CL 6th; 
  Craft Wondrous Item, speak with animals; Price 12,000 gp; 
  Weight 1 lb. 
  Steadfast boots: This thick and heavy iron-toed boots 
  help keep the wearer from getting knocked down.  
  Someone wearing steadfast boots cannot be tripped or 
  pushed back by a bull rush.  As long as the wearer carries 
  a melee weapon that is one-handed or larger, she also 
  counts as being set against a charge.  The weapon does 
  not have to have reach.  Faint transmutation; CL 3rd; 
  Craft Wondrous Item, bull’s strength; Price 6,000 gp; 
  Weight 1 lb. 
  Nature’s Draught: This tiny vial contains a murky, 
  pungent liquid.  When consumed, nature’s draught 
  causes subtle changes in the user’s scent.  Animals 
  respond well to a character who has consumed nature’s 
  draught, finding her less threatening and easier to trust.  
  Drinking a vial of nature’s draught provides a +1 
  circumstance bonus on Handle Animal and wild 
  empathy checks made during the next day. 
  Forester’s Cloak: Woven from several pieces of green 
  and brown canvas, these large ponchos aid anyone trying 
  to hide in a forest environment.  The carefully chosen 
  colors blend in with the vegetation, and the poncho’s 
  loose shape obscures the humanoid form.  Forester’s 
  cloaks provide a +1 circumstance bonus on Hide checks 
  made in a forest. 
  Blunt Arrow: These arrows have wooden tips specially 
  crafted to deal nonlethal damage instead of normal 
  damage.  Damage as normal for bow; Crit x2; Range 
  Increment as weapon, Weight 1/5 lb. each; Type 
  bludgeoning. 
  Item Access 
  APL 6: 
  • 
  +1 Darkwood Shield (Adventure; DMG; 1,257 gp) 
  • 
  Dust of Tracelessness (2 max per PC) (Adventure; DMG; 
  250 gp) 
  • 
  Nature’s Draught (Regional; A&EG; 50 gp) 
  • 
  Forester’s Cloak (Regional; A&EG; 20 gp) 
  
  Strands of Gloom 
   
  Page 17 
  • 
  Blunt Arrows (20 max per PC) (Adventure; A&EG; 5 
  sp each) 
  • 
  Torc of Animal Speech – see Favor above (Regional; 
  MotW; 12,000 gp) 
  APL 8 (all of APL 6 plus the following): 
  • 
  Ring of Jumping (Adventure; DMG; 2,500 gp) 
  APL 10 (all of APLs 6-8 plus the following): 
  • 
  Steadfast Boots (Adventure; A&EG; 6,000 gp) 
  APL 12 (all of APLs 6-10 plus the following): 
  • 
  +2 Chain Shirt (Adventure; DMG; 4,250 gp) 
  • 
  +1 Spell Storing Longsword (Adventure; DMG; 8,315 
  gp) 
   
   
   
  
  Strands of Gloom 
   
  Page 18 
  Appendix One – NPCs 
  Encounter One 
   
   
   
   
  All APLs 
  Morrick and Ledger: Male human Rgr1; CR 1; 
  Medium Humanoid (human); HD 1d8+2; hp 10; Init 
  +2; Spd 30 ft.; AC 15, touch 12, flat-footed 13; Base 
  Atk/Grp +1/+2; Atk +2 melee (1d8+1/x3, battleaxe) or 
  +3 ranged (1d8/x3, longbow); Full Atk +2 melee 
  (1d8+1/x3, battleaxe) or +3 ranged (1d8/x3, longbow); 
  SA —; SQ wild empathy +0; AL N(G); SV Fort +4, Ref 
  +4, Will +1; Str 13, Dex 15, Con 14, Int 10, Wis 12, Cha 
  8. 
   
  Skills and Feats: Heal +3, Hide +5, Knowledge 
  (geography) +2, Knowledge (nature) +4, Listen +5, 
  Move Silently +5, Spot +5, Survival +5; Point Blank 
  Shot, Precise Shot, Track (B). 
   
  Languages: Common. 
   
  Possessions: Studded leather, battleaxe, handaxe, 
  dagger, longbow, 20 arrows, backpack, waterskin, 
  potion of cure light wounds. 
   
  Physical Description: Both of these men are in their 
  mid-twenties, of mixed ancestry.  Morrick stands a 
  stocky 5’9”, and has wavy red-brown hair and hazel 
  eyes; he has a booming laugh and seems easily amused. 
   Ledger is taller (6’1”) and leaner, with short black hair, 
  olive skin, blue eyes, a beak of a nose, and three 
  earrings in his left ear; he doesn’t talk much, except 
  about the dragon he saw. 
  Andail: Male half-elf Rgr1; CR 1; Medium Humanoid 
  (elf); HD 1d8+1; hp 9; Init +2; Spd 30 ft.; AC 16 (15 
  without buckler), touch 12, flat-footed 14 (13 without 
  buckler); Base Atk/Grp +1/+1; Atk +1 melee (1d8/19-
  20, longsword) or +3 ranged (1d8/x3, longbow); Full 
  Atk +1 melee (1d8/19-20, longsword) or +3 ranged 
  (1d8/x3, longbow); SA —; SQ half-elf traits, low-light 
  vision, wild empathy +2; AL CG; SV Fort +3, Ref +4, 
  Will +1; Str 11, Dex 15, Con 12, Int 10, Wis 12, Cha 12. 
   
  Skills and Feats: Diplomacy +3, Gather Information 
  +3, Hide +5, Listen +6, Move Silently +5, Search +5, 
  Spot +6, Survival +5; Point Blank Shot, Track (B). 
   
  Languages: Common, Elven. 
   
  Possessions: Studded leather, buckler, longsword, 
  handaxe, dagger, longbow, 20 arrows, backpack, 
  waterskin, potion of cure light wounds. 
   
  Physical Description: The spokesman of the group, 
  Andail is a handsome young half-elf with ponytailed 
  brown hair, green eyes, and a stubbly beard.  He is 
  short for a half-elf (5’0”) but tries to act big, with an 
  affectedly deep voice. 
  Encounter Three 
   
   
   
   
  APL 6 
  Shadow Giant Praying Mantis: CR 4; Large Vermin 
  (Extraplanar); HD 4d8+8; hp 26; Init -1; Spd 30 ft., fly 
  60 ft. (poor); AC 14, touch 8, flat-footed 14; Base 
  Atk/Grp +3/+11; Atk +6 melee (1d8+4, claws); Full Atk 
  +6 melee (1d8+4, claws) and +1 melee (1d6+2, bite); 
  Space/Reach 10 ft./5 ft.; SA improved grab; SQ cold 
  resistance 9, darkvision 60 ft., fast healing 2, low-light 
  vision, shadow blend, vermin traits; AL N; SV Fort +6, 
  Ref +0, Will +3; Str 19, Dex 8, Con 15, Int —, Wis 14, 
  Cha 11. 
   
  Skills and Feats: Hide -1 or +11 among foliage, 
  Move Silently +5, Spot +6. 
   
  Improved Grab (Ex): To use this ability, a giant 
  praying mantis must hit with its claws attack.  If it wins 
  the ensuing grapple check, it establishes a hold and 
  makes a bite attack as a primary attack (at its full +6 
  attack bonus). 
   
  Shadow Blend (Su): In any conditions other than 
  full daylight, a shadow creature can disappear into the 
  shadows, giving it total concealment.  Artificial 
  illumination, even a light or continual flame spell, does 
  not negate this ability, but a daylight spell or darkvision 
  does. 
   
  Hobgoblin Tracker (APL 6): Male hobgoblin Rgr4; 
  CR 4; Medium Humanoid (goblinoid); HD 4d8+8; hp 
  31; Init +4; Spd 30 ft.; AC 18, touch 14, flat-footed 14; 
  Base Atk/Grp +4/+6; Atk +7 melee (1d8+2/x3, 
  masterwork battleaxe) or +8 ranged (1d8+2/x3, 
  masterwork composite longbow [+2 Str bonus]); Full 
  Atk +7 melee (1d8+2/x3, masterwork battleaxe) or +9 
  ranged (1d8+2/x3, masterwork composite longbow [+2 
  Str bonus]) or +7/+7 ranged (1d8+2/x3, masterwork 
  composite longbow [+2 Str bonus]); SA —; SQ animal 
  companion, darkvision 60 ft., favored enemy elves +2, 
  link with companion, share spells, wild empathy +3; 
  AL LE; SV Fort +6, Ref +8, Will +2; Str 14, Dex 18, Con 
  15, Int 10, Wis 12, Cha 8. 
   
  Skills and Feats: Hide +11, Knowledge (nature) +7, 
  Listen +8, Move Silently +15, Spot +8, Survival +10; 
  Endurance (B), Point Blank Shot, Precise Shot, Rapid 
  Shot (B), Track (B). 
   
  Languages: Goblin, Common. 
   
  Combat Style (Ex): This ranger has selected 
  archery.  He gains the Rapid Shot feat without the 
  normal prerequisites. 
   
  Animal Companion (Ex): This ranger has a 
  hawk as an animal companion.  It is a normal hawk, as 
  
  Strands of Gloom 
   
  Page 19 
  in the Monster Manual page 273.  It does not participate 
  in the combat. 
   
  Ranger Spell Prepared (1; save DC 12): 1st—entangle. 
   
  Possessions: +1 studded leather, masterwork battleaxe, 
  dagger, masterwork composite longbow (+2 Str bonus), 
  20 normal arrows, 10 cold iron arrows, 10 silver arrows, 
  tanglefoot bag, 3 potions of cure light wounds. 
   
  Physical Description: The wiry ranger prefers drab 
  clothing to the usual hobgoblin red and black.  
  Impressive ritual scars surround his right eye.  He is a 
  dead shot and the bone pins in his hair are trophies 
  from past targets. 
   
  APL 8 
  Shadow Giant Praying Mantis, Advanced: CR 6; 
  Huge Vermin (Extraplanar); HD 9d8+36; hp 76; Init -2; 
  Spd 30 ft., fly 60 ft. (poor); AC 15, touch 6, flat-footed 
  15; Base Atk/Grp +6/+22; Atk +12 melee (2d6+8, claws); 
  Full Atk +12 melee (2d6+8, claws) and +7 melee (1d8+4, 
  bite); Space/Reach 15 ft./10 ft.; SA improved grab; SQ 
  cold resistance 14, darkvision 60 ft., fast healing 2, low-
  light vision, shadow blend, vermin traits; AL N; SV 
  (including +2 luck bonus) Fort +12, Ref +3, Will +7; Str 
  27, Dex 6, Con 19, Int —-, Wis 14, Cha 11. 
   
  Skills and Feats: Hide -6 or +6 among foliage, Move 
  Silently +4, Spot +6. 
   
  Improved Grab (Ex): To use this ability, a giant 
  praying mantis must hit with its claws attack.  If it wins 
  the ensuing grapple check, it establishes a hold and 
  makes a bite attack as a primary attack (at its full +14 
  attack bonus). 
   
  Shadow Blend (Su): In any conditions other than 
  full daylight, a shadow creature can disappear into the 
  shadows, giving it total concealment.  Artificial 
  illumination, even a light or continual flame spell, does 
  not negate this ability, but a daylight spell or darkvision 
  does. 
   
  Hobgoblin Tracker (APL 8): Male hobgoblin Rgr6; 
  CR 6; Medium Humanoid (goblinoid); HD 6d8+12; hp 
  45; Init +4; Spd 30 ft.; AC 18, touch 14, flat-footed 14; 
  Base Atk/Grp +6/+8; Atk +9 melee (1d8+2/x3, 
  masterwork battleaxe) or +11 ranged (1d8+3/x3, +1 
  composite longbow [+2 Str bonus]); Full Atk +9/+4 melee 
  (1d8+2/x3, masterwork battleaxe) or +11/+6 ranged 
  (1d8+3/x3, +1 composite longbow [+2 Str bonus]) or 
  +9/+9/+4 ranged (1d8+3/x3, +1 composite longbow [+2 Str 
  bonus]); SA —; SQ animal companion, darkvision 60 
  ft., favored enemy elves +4, favored enemy humans +2, 
  link with companion, share spells, wild empathy +5; 
  AL LE; SV Fort +7, Ref +9, Will +3; Str 14, Dex 18, Con 
  15, Int 10, Wis 12, Cha 8. 
   
  Skills and Feats: Hide +13, Knowledge (nature) +9, 
  Listen +10, Move Silently +17, Spot +10, Survival +15; 
  Endurance (B), Manyshot (B), Point Blank Shot, 
  Precise Shot, Rapid Shot (B), Skill Focus (Survival), 
  Track (B). 
   
  Languages: Goblin, Common. 
   
  Combat Style (Ex): This ranger has selected 
  archery.  He gains the Rapid Shot feat without the 
  normal prerequisites. 
   
  Animal Companion (Ex): This ranger has a 
  hawk as an animal companion.  It is advanced from a 
  normal hawk, as in the Monster Manual page 273; it has 
  +2 HD, +2 natural armor, +1 Str/Dex, and evasion.  It 
  does not participate in the combat. 
   
  Improved Combat Style (Ex): This ranger has 
  selected archery.  He gains the Manyshot feat without 
  the normal prerequisites. 
   
  Ranger Spells Prepared (2; save DC 12): 1st—entangle, 
  magic fang. 
   
  Possessions: +1 studded leather, masterwork battleaxe, 
  dagger, +1 composite longbow (+2 Str bonus), 20 normal 
  arrows, 10 cold iron arrows, 10 silver arrows, tanglefoot 
  bag, 3 potions of cure light wounds, potion of fly. 
   
  Physical Description: The wiry ranger prefers drab 
  clothing to the usual hobgoblin red and black.  
  Impressive ritual scars surround his right eye.  He is a 
  dead shot and the bone pins in his hair are trophies 
  from past targets. 
   
  APL 10 
  Shadow Giant Stag Beetle, Advanced: CR 7; Huge 
  Vermin (Extraplanar); HD 15d8+75; hp 142; Init -1; 
  Spd 30 ft.; AC 20, touch 7, flat-footed 20; Base Atk/Grp 
  +11/+29; Atk +19 melee (6d6+15, bite); Full Atk +19 
  melee (6d6+15, bite); Space/Reach 15 ft./10 ft.; SA 
  trample 3d8+5; SQ cold resistance 20, darkvision 60 ft., 
  evasion, fast healing 2, low-light vision, shadow blend, 
  vermin traits; AL N; SV (including +2 luck bonus) Fort 
  +16, Ref +6, Will +7; Str 31, Dex 8, Con 21, Int —-, Wis 
  10, Cha 9. 
   
  Skills and Feats: Move Silently +5. 
   
  Shadow Blend (Su): In any conditions other than 
  full daylight, a shadow creature can disappear into the 
  shadows, giving it total concealment.  Artificial 
  illumination, even a light or continual flame spell, does 
  not negate this ability, but a daylight spell or darkvision 
  does. 
   
  Trample (Ex): Reflex half DC 27.  The save DC is 
  Strength-based. 
   
  
  Strands of Gloom 
   
  Page 20 
  Hobgoblin Tracker (APL 10): Male hobgoblin Rgr6; 
  CR 6; Medium Humanoid (goblinoid); HD 6d8+12; hp 
  45; Init +4; Spd 30 ft.; AC 19, touch 15, flat-footed 15; 
  Base Atk/Grp +6/+8; Atk +9 melee (1d8+2/x3, 
  masterwork battleaxe) or +11 ranged (1d8+3/x3, +1 
  composite longbow [+2 Str bonus]); Full Atk +9/+4 melee 
  (1d8+2/x3, masterwork battleaxe) or +11/+6 ranged 
  (1d8+3/x3, +1 composite longbow [+2 Str bonus]) or 
  +9/+9/+4 ranged (1d8+3/x3, +1 composite longbow [+2 Str 
  bonus]); SA —; SQ animal companion, darkvision 60 
  ft., favored enemy elves +4, favored enemy humans +2, 
  link with companion, share spells, wild empathy +5; 
  AL LE; SV Fort +7, Ref +9, Will +3; Str 14, Dex 18, Con 
  15, Int 10, Wis 12, Cha 8. 
   
  Skills and Feats: Hide +13, Knowledge (nature) +9, 
  Listen +10, Move Silently +17, Spot +10, Survival +15; 
  Endurance (B), Manyshot (B), Point Blank Shot, 
  Precise Shot, Rapid Shot (B), Skill Focus (Survival), 
  Track (B). 
   
  Languages: Goblin, Common. 
   
  Combat Style (Ex): This ranger has selected 
  archery.  He gains the Rapid Shot feat without the 
  normal prerequisites. 
   
  Animal Companion (Ex): This ranger has a 
  hawk as an animal companion.  It is advanced from a 
  normal hawk, as in the Monster Manual page 273; it has 
  +2 HD, +2 natural armor, +1 Str/Dex, and evasion.  It 
  does not participate in the combat. 
   
  Improved Combat Style (Ex): This ranger has 
  selected archery.  He gains the Manyshot feat without 
  the normal prerequisites. 
   
  Ranger Spells Prepared (2; save DC 12): 1st—entangle, 
  magic fang. 
   
  Possessions: +1 studded leather, ring of protection +1, 
  masterwork battleaxe, dagger, +1 composite longbow (+2 
  Str bonus), 20 normal arrows, 10 cold iron arrows, 10 
  silver arrows, tanglefoot bag, 3 potions of cure light 
  wounds, potion of fly. 
   
  Physical Description: The wiry ranger prefers drab 
  clothing to the usual hobgoblin red and black.  
  Impressive ritual scars surround his right eye.  He is a 
  dead shot and the bone pins in his hair are trophies 
  from past targets. 
   
  Hobgoblin Adept (APL 10): Male hobgoblin Adp6; 
  CR 5; Medium Humanoid (goblinoid); HD 6d6+18; hp 
  44; Init +0; Spd 30 ft.; AC 13, touch 10, flat-footed 13; 
  Base Atk/Grp +3/+3; Atk +4 melee (1d8/x3, 
  masterwork 
  spear) 
  or 
  +3 
  ranged 
  (1d8/19-20, 
  masterwork light crossbow); SA —; SQ darkvision 60 
  ft., empathic link, raven familiar, share spells; AL NE; 
  SV Fort +5, Ref +4, Will +8; Str 10, Dex 10, Con 16, Int 
  12, Wis 16, Cha 13. 
   
  Skills and Feats: Appraise +4, Concentration +12, 
  Heal +12, Knowledge (nature) +3, Knowledge 
  (religion) +5, Move Silently +4, Survival +6; Brew 
  Potion, Lightning Reflexes, Scribe Scroll. 
   
  Raven familiar: This creature grants its master a 
  +3 bonus on Appraise checks.  It also grants Alertness 
  as long as it is within 5 feet.  The familiar uses the 
  better of its own and its master’s base save bonuses.  CR 
  —; Tiny Magical Beast; HD 6; hp 22; Init +2; Spd 10 ft., 
  fly 40 ft. (average); AC 17, touch 14, flat-footed 15; Base 
  Atk/Grp +3/-10; Atk +7 melee (1d2-5, claws); Full Atk 
  +7 melee (1d2-5, claws); Space/Reach 2-1/2 ft./0 ft.; SA 
  —; SQ deliver touch spells, improved evasion, speak 
  with master; AL NE; SV Fort +2, Ref +4, Will +7; Str 1, 
  Dex 15, Con 10, Int 8, Wis 14, Cha 6.  Speaks Goblin.  It 
  should merely be a scout, away from the fray. 
   
  Adept Spells Prepared (3/3/2; save DC = 13 + spell 
  level): 0—cure minor wounds, ghost sound, guidance; 1st—
  bless, burning hands, cure light wounds; 2nd—scorching ray, 
  web. 
   
  Possessions: 
  Masterwork 
  studded 
  leather, 
  masterwork spear, dagger, masterwork light crossbow, 
  10 bolts, scroll of burning hands (CL 5th), scroll of cure 
  light wounds, divine scroll of web, potion of cure moderate 
  wounds, spell component pouch. 
   
  APL 12 
  Shadow Giant Stag Beetle, Advanced: CR 7; Huge 
  Vermin (Extraplanar); HD 15d8+75; hp 142; Init -1; 
  Spd 30 ft.; AC 20, touch 7, flat-footed 20; Base Atk/Grp 
  +11/+29; Atk +19 melee (6d6+15, bite); Full Atk +19 
  melee (6d6+15, bite); Space/Reach 15 ft./10 ft.; SA 
  trample 3d8+5; SQ cold resistance 20, darkvision 60 ft., 
  evasion, fast healing 2, low-light vision, shadow blend, 
  vermin traits; AL N; SV (including +2 luck bonus) Fort 
  +16, Ref +6, Will +7; Str 31, Dex 8, Con 21, Int —-, Wis 
  10, Cha 9. 
   
  Skills and Feats: Move Silently +5. 
   
  Shadow Blend (Su): In any conditions other than 
  full daylight, a shadow creature can disappear into the 
  shadows, giving it total concealment.  Artificial 
  illumination, even a light or continual flame spell, does 
  not negate this ability, but a daylight spell or darkvision 
  does. 
   
  Trample (Ex): Reflex half DC 27.  The save DC is 
  Strength-based. 
   
  Hobgoblin Tracker (APL 12): Male hobgoblin Rgr8; 
  CR 8; Medium Humanoid (goblinoid); HD 8d8+16; hp 
  59; Init +4; Spd 30 ft.; AC 19, touch 15, flat-footed 15; 
  Base Atk/Grp +8/+10; Atk +11 melee (1d8+2/x3, 
  masterwork battleaxe) or +13 ranged (1d8+3/x3, +1 
  composite longbow [+2 Str bonus]); Full Atk +11/+6 
  
  Strands of Gloom 
   
  Page 21 
  melee (1d8+2/x3, masterwork battleaxe) or +13/+8 
  ranged (1d8+3/x3, +1 composite longbow [+2 Str bonus]) 
  or +11/+11/+6 ranged (1d8+3/x3, +1 composite longbow 
  [+2 Str bonus]); SA —; SQ animal companion, 
  darkvision 60 ft., favored enemy elves +4, favored 
  enemy humans +2, link with companion, share spells, 
  swift tracker, wild empathy +7, woodland stride; AL 
  LE; SV Fort +9, Ref +11, Will +4; Str 14, Dex 19, Con 15, 
  Int 10, Wis 12, Cha 8. 
   
  Skills and Feats: Hide +15, Knowledge (nature) +11, 
  Listen +12, Move Silently +19, Spot +12, Survival +17; 
  Endurance (B), Manyshot (B), Point Blank Shot, 
  Precise Shot, Rapid Shot (B), Skill Focus (Survival), 
  Track (B). 
   
  Languages: Goblin, Common. 
   
  Combat Style (Ex): This ranger has selected 
  archery.  He gains the Rapid Shot feat without the 
  normal prerequisites. 
   
  Animal Companion (Ex): This ranger has a dire 
  wolf as an animal companion.  It is a normal dire wolf, 
  as in the Monster Manual page 65. 
   
  Improved Combat Style (Ex): This ranger has 
  selected archery.  He gains the Manyshot feat without 
  the normal prerequisites. 
   
  Ranger Spells Prepared (2; save DC 12): 1st—entangle, 
  magic fang. 
   
  Possessions: +1 studded leather, ring of protection +1, 
  cloak of resistance +1, masterwork battleaxe, dagger, +1 
  composite longbow (+2 Str bonus), 20 normal arrows, 10 
  cold iron arrows, 10 silver arrows, tanglefoot bag, 3 
  potions of cure light wounds, potion of fly. 
   
  Physical Description: The wiry ranger prefers drab 
  clothing to the usual hobgoblin red and black.  
  Impressive ritual scars surround his right eye.  He is a 
  dead shot and the bone pins in his hair are trophies 
  from past targets. 
   
  Hobgoblin Adept (APL 12): Male hobgoblin Adp8; 
  CR 7; Medium Humanoid (goblinoid); HD 8d6+24; hp 
  58; Init +0; Spd 30 ft.; AC 13, touch 10, flat-footed 13; 
  Base Atk/Grp +4/+4; Atk +5 melee (1d8/x3, 
  masterwork 
  spear) 
  or 
  +4 
  ranged 
  (1d8/19-20, 
  masterwork light crossbow); SA —; SQ darkvision 60 
  ft., empathic link, raven familiar, share spells; AL NE; 
  SV Fort +5, Ref +4, Will +9; Str 10, Dex 10, Con 16, Int 
  12, Wis 17, Cha 13. 
   
  Skills and Feats: Appraise +4, Concentration +14, 
  Heal +14, Knowledge (nature) +5, Knowledge 
  (religion) +5, Move Silently +4, Survival +6; Brew 
  Potion, Lightning Reflexes, Scribe Scroll. 
   
  Raven familiar: This creature grants its master a 
  +3 bonus on Appraise checks.  It also grants Alertness 
  as long as it is within 5 feet.  The familiar uses the 
  better of its own and its master’s base save bonuses.  CR 
  —; Tiny Magical Beast; HD 8; hp 29; Init +2; Spd 10 ft., 
  fly 40 ft. (average); AC 18, touch 14, flat-footed 18; Base 
  Atk/Grp +4/-9; Atk +8 melee (1d2-5, claws); Full Atk +8 
  melee (1d2-5, claws); Space/Reach 2-1/2 ft./0 ft.; SA —; 
  SQ deliver touch spells, improved evasion, speak with 
  master, speak with other birds; AL NE; Str 1, Dex 15, 
  Con 10, Int 9, Wis 14, Cha 6.  Speaks Goblin.  It should 
  merely be a scout, not be close to the fray. 
   
  Adept Spells Prepared (3/4/3/1; save DC = 13 + spell 
  level): 0—cure minor wounds, ghost sound, guidance; 1st—
  bless, burning hands (2), cure light wounds; 2nd—scorching 
  ray, web (2); 3rd—lightning bolt. 
   
  Possessions: 
  Masterwork 
  studded 
  leather, 
  masterwork spear, dagger, masterwork light crossbow, 
  10 bolts, divine scroll of lightning bolt (CL 8th), scroll of 
  daylight (CL 8th), scroll of burning hands (CL 5th), scroll 
  of cure light wounds, potion of cure moderate wounds, spell 
  component pouch. 
  Encounter Four 
   
   
   
   
  All APLs 
  Lerth: Male advanced behir; CR 10; Huge Magical 
  Beast; HD 12d10+84; hp 153; Init +1; Spd 40 ft., climb 
  15 ft.; AC 20, touch 9, flat-footed 19; Base Atk/Grp 
  +12/+29 (now +25); Atk +19 (now +15) melee (2d4+13 
  (now +7), bite); Full Atk +19 melee (2d4+13 (now +7), 
  bite); Space/Reach: 15 ft./10 ft.; SA breath weapon, 
  constrict 2d8+9 (now +5), improved grab, rake, swallow 
  whole; SQ can’t be tripped, darkvision 60 ft., immune 
  to electricity, low-light vision, scent; AL N; SV Fort 
  +15, Ref +9, Will +7; Str 28 (now 20), Dex 13, Con 25, 
  Int 12, Wis 16, Cha 10. 
   
  Skills and Feats: Climb +17 (now +13), Hide +8, 
  Listen +5, Spot +20, Survival +3; Alertness, Cleave, 
  Improved Bull Rush, Power Attack, Track. 
   
  Languages: Common. 
   
  Breath Weapon (Su): 20-foot line, every 10 
  rounds, damage 7d6 electricity, Reflex DC 23 half.  The 
  save DC is Constitution-based. 
   
  Rake: 1d4+4 (now +2), 6 claws +19 (now +15) 
  melee. 
   
  Possessions: none. 
  Note: Lerth is still suffering from Strength damage 
  inflicted by umbral creatures.  The effects of the lost 
  Strength are indicated in parentheses. 
   
  Encounter Five 
   
   
   
   
  APL 6 
  Gar-kaleth Elek’kon, Hobgoblin Chief (APL 6): 
  Male hobgoblin Ftr4/Rog2; CR 6; Medium Humanoid 
  
  Strands of Gloom 
   
  Page 22 
  (goblinoid); HD 4d10+2d6+18; hp 54; Init +3; Spd 30 
  ft.; AC 21 or 22 w/ Dodge, touch 13 or 14 w/ Dodge, 
  flat-footed 18; Base Atk/Grp +5/+7; Atk +9 melee 
  (1d8+4/19-20, masterwork longsword) or +9 ranged 
  (1d8+2/x3, masterwork composite longbow [+2 Str 
  bonus]); Full Atk +9 melee (1d8+4/19-20, masterwork 
  longsword) or +9 ranged (1d8+2/x3, masterwork 
  composite longbow [+2 Str bonus]); SA sneak attack 
  +1d6; SQ darkvision 60 ft, evasion, trapfinding; AL LE; 
  SV Fort +7, Ref +7, Will +3; Str 15, Dex 16, Con 16, Int 
  13, Wis 10, Cha 10. 
   
  Skills and Feats: Balance +4, Handle Animal +5, 
  Hide +2, Intimidate +5, Jump +10, Move Silently +8, 
  Ride +5, Spot +9, Tumble +13; Combat Expertise, 
  Dodge, 
  Iron 
  Will, 
  Mobility, 
  Weapon 
  Focus 
  (longsword), Weapon Specialization (longsword). 
   
  Languages: Goblin, Common, Giant. 
   
  Possessions: +1 chain shirt, +1 darkwood shield, 
  masterwork longsword (in locked gauntlet), handaxe, 
  dagger, masterwork composite longbow (+2 Str bonus), 
  10 normal arrows, 5 cold iron arrows, 5 silver arrows, 
  potion of cure moderate wounds, tanglefoot bag. 
   
  Physical Description: Standing 6’7” tall, the rangy 
  hobgoblin chief bears a longsword in honor of the god 
  Nomog-Geaya.  To show his fortitude, his arms are 
  covered in ritual scars and his lip is pierced with brass 
  studs, but his large blue nose is unadorned.  He is 
  dressed in a red-tinted chain shirt with black leather 
  underneath.  His magical shield is a war-trophy, taken 
  from an officer in the Pale’s Prelatal Army several years 
  ago. 
   
  Hobgoblin Priest (APL 6): Male hobgoblin Clr5; CR 
  5; Medium Humanoid (goblinoid); HD 5d8+15; hp 43; 
  Init +0; Spd 30 ft.; AC 22, touch 10, flat-footed 22; Base 
  Atk/Grp 
  +3/+4; 
  Atk 
  +6 
  melee 
  (1d8+1/19-20, 
  masterwork longsword) or +3 ranged (1d6+1, javelin); 
  Full 
  Atk 
  +6 
  melee 
  (1d8+1/19-20, 
  masterwork 
  longsword) or +3 ranged (1d6+1, javelin); SA rebuke 
  undead 4/day; SQ —; AL LE; SV Fort +7, Ref +1, Will 
  +7; Str 13, Dex 10, Con 16, Int 10, Wis 16, Cha 12. 
   
  Skills and Feats: Concentration +11, Spellcraft +8; 
  Martial Weapon Proficiency (longsword) (B), Quick 
  Draw, Scribe Scroll, Weapon Focus (longsword) (B). 
   
  Languages: Goblin, Common. 
   
  Cleric Spells Prepared (5/4+1/3+1/2+1; save DC 13 + 
  spell level): 0—cure minor wounds, detect magic, guidance 
  (2), resistance; 1st—bane, bless, cure light wounds, enlarge 
  person*, magic weapon; 2nd—aid, bull’s strength, spiritual 
  weapon*, spiritual weapon; 3rd—dispel magic, magic 
  vestment*, prayer. 
  *Domain spell. Deity: Nomog-Geaya. Domains: Strength 
  (feat of strength gives +5 enhancement bonus to 
  Strength for 1 round); War (free Martial Weapon 
  Proficiency and Weapon Focus with deity’s favored 
  weapon). 
   
  Possessions: +1 full plate, +1 heavy steel shield, 
  masterwork longsword, 3 javelins, dagger, 2 flasks of 
  unholy water, scroll of dispel magic, 2 scrolls of cure light 
  wounds, potion of cure moderate wounds, 2 wooden holy 
  symbols, spell component pouch. 
   
  Umbral Worg: CR 5; Medium Undead (Incorporeal); 
  HD 4d12; hp 26; Init +3; Spd fly 40 ft. (perfect); AC 13, 
  touch 13, flat-footed 11; Base Atk/Grp +2/—; Atk +5 
  melee (1d6 Str, incorporeal touch); Full Atk +5 melee 
  (1d6 Str, incorporeal touch); SA create spawn, strength 
  damage; SQ darkvision 60 ft., incorporeal traits, turn 
  resistance +2, undead traits; AL CE; SV Fort +1, Ref +4, 
  Will +7; Str —, Dex 17, Con —, Int 2, Wis 16, Cha 12. 
   
  Skills and Feats: Hide +7, Listen +7, Spot +7, 
  Survival +3 (+7 when tracking by scent); Alertness, 
  Track. 
   
  Strength Damage (Su): The touch of an umbral 
  worg deals 1d6 points of Strength damage to a living 
  foe.  A creature reduced to Strength 0 by an umbral 
  worg dies. 
   
  Create Spawn (Su): Any aberration, animal, 
  dragon, giant, humanoid, magical beast, or monstrous 
  humanoid reduced to Strength 0 by an umbral worg 
  rises as an umbral creature in 1d4 rounds.  Such a 
  spawn is under the command of the umbral worg that 
  created it and remains enslaved until its master’s death. 
   The spawn does not possess any of the abilities it had 
  in life but gains the umbral template. 
   
  An umbral creature can control a number of 
  spawn equal to its HDx2 (8 for an umbral worg).  If it 
  creates a spawn that causes it to exceed this limit, the 
  spawn longest under its control is released. 
   
  APL 8 
  Gar-kaleth Elek’kon, Hobgoblin Chief (APL 8): 
  Male hobgoblin Ftr6/Rog2; CR 8; Medium Humanoid 
  (goblinoid); HD 6d10+2d6+24; hp 70; Init +3; Spd 30 
  ft.; AC 21 or 22 w/ Dodge, touch 13 or 14 w/ Dodge, 
  flat-footed 18; Base Atk/Grp +7/+10; Atk +12 melee 
  (1d8+6/19-20, +1 longsword) or +11 ranged (1d8+3/x3, 
  masterwork composite longbow [+3 Str bonus]); Full 
  Atk +12/+7 melee (1d8+6/19-20, +1 longsword) or 
  +11/+6 ranged (1d8+3/x3, masterwork composite 
  longbow [+3 Str bonus]); SA sneak attack +1d6; SQ 
  darkvision 60 ft, evasion, trapfinding; AL LE; SV Fort 
  +8, Ref +8, Will +4; Str 16, Dex 16, Con 16, Int 13, Wis 
  10, Cha 10. 
   
  Skills and Feats: Balance +4, Handle Animal +5, 
  Hide +2, Intimidate +5, Jump +18, Move Silently +8, 
  Ride +5, Spot +9, Tumble +15; Combat Expertise, 
  
  Strands of Gloom 
   
  Page 23 
  Dodge, Iron Will, Mobility, Spring Attack, Weapon 
  Focus 
  (longsword), 
  Weapon 
  Specialization 
  (longsword). 
   
  Languages: Goblin, Common, Giant. 
   
  Possessions: +1 chain shirt, +1 darkwood shield, +1 
  longsword (in locked gauntlet), handaxe, dagger, 
  masterwork composite longbow (+3 Str bonus), 10 
  normal arrows, 5 cold iron arrows, 5 silver arrows, ring 
  of jumping, potion of cure moderate wounds, tanglefoot bag. 
   
  Physical Description: Standing 6’7” tall, the rangy 
  hobgoblin chief bears a longsword in honor of the god 
  Nomog-Geaya.  To show his fortitude, his arms are 
  covered in ritual scars and his lip is pierced with brass 
  studs, but his large blue nose is unadorned.  He is 
  dressed in a red-tinted chain shirt with black leather 
  underneath.  His magical shield is a war-trophy, taken 
  from an officer in the Pale’s Prelatal Army several years 
  ago. 
   
  Hobgoblin Priest (APL 8): Male hobgoblin Clr7; CR 
  7; Medium Humanoid (goblinoid); HD 7d8+21; hp 59; 
  Init +0; Spd 30 ft.; AC 22, touch 10, flat-footed 22; Base 
  Atk/Grp 
  +5/+6; 
  Atk 
  +8 
  melee 
  (1d8+1/19-20, 
  masterwork longsword) or +5 ranged (1d6+1, javelin); 
  Full 
  Atk 
  +8 
  melee 
  (1d8+1/19-20, 
  masterwork 
  longsword) or +5 ranged (1d6+1, javelin); SA rebuke 
  undead 4/day; SQ —; AL LE; SV Fort +9, Ref +3, Will 
  +9; Str 13, Dex 10, Con 16, Int 10, Wis 16, Cha 12. 
   
  Skills and Feats: Concentration +16, Spellcraft +10; 
  Martial Weapon Proficiency (longsword) (B), Quick 
  Draw, Scribe Scroll, Skill Focus (Concentration), 
  Weapon Focus (longsword) (B). 
   
  Languages: Goblin, Common. 
   
  Cleric Spells Prepared (6/5+1/4+1/3+1/1+1; save DC 
  13 + spell level): 0—cure minor wounds, detect magic, 
  guidance (2), resistance (2); 1st—bane, bless (2), cure light 
  wounds, divine favor, enlarge person*; 2nd—aid, bull’s 
  strength, spiritual weapon*, spiritual weapon (2); 3rd—
  dispel magic, magic vestment*, prayer, wind wall; 4th—
  death ward, divine power*. 
  *Domain spell. Deity: Nomog-Geaya. Domains: Strength 
  (feat of strength gives +7 enhancement bonus to 
  Strength for 1 round); War (free Martial Weapon 
  Proficiency and Weapon Focus with deity’s favored 
  weapon). 
   
  Possessions: +1 full plate, +1 heavy steel shield, cloak of 
  resistance +1, masterwork longsword, 3 javelins, dagger, 
  2 flasks of unholy water, scroll of dispel magic, 2 scrolls 
  of cure light wounds, potion of cure moderate wounds, 2 
  wooden holy symbols, spell component pouch. 
   
  Umbral Worg: CR 5; Medium Undead (Incorporeal); 
  HD 4d12; hp 26; Init +3; Spd fly 40 ft. (perfect); AC 13, 
  touch 13, flat-footed 11; Base Atk/Grp +2/—; Atk +5 
  melee (1d6 Str, incorporeal touch); Full Atk +5 melee 
  (1d6 Str, incorporeal touch); SA create spawn, strength 
  damage; SQ darkvision 60 ft., incorporeal traits, turn 
  resistance +2, undead traits; AL CE; SV Fort +1, Ref +4, 
  Will +7; Str —, Dex 17, Con —, Int 2, Wis 16, Cha 12. 
   
  Skills and Feats: Hide +7, Listen +7, Spot +7, 
  Survival +3 (+7 when tracking by scent); Alertness, 
  Track. 
   
  Strength Damage (Su): The touch of an umbral 
  worg deals 1d6 points of Strength damage to a living 
  foe.  A creature reduced to Strength 0 by an umbral 
  worg dies. 
   
  Create Spawn (Su): Any aberration, animal, 
  dragon, giant, humanoid, magical beast, or monstrous 
  humanoid reduced to Strength 0 by an umbral worg 
  rises as an umbral creature in 1d4 rounds.  Such a 
  spawn is under the command of the umbral worg that 
  created it and remains enslaved until its master’s death. 
   The spawn does not possess any of the abilities it had 
  in life but gains the umbral template. 
   
  An umbral creature can control a number of 
  spawn equal to its HDx2 (8 for an umbral worg).  If it 
  creates a spawn that causes it to exceed this limit, the 
  spawn longest under its control is released. 
   
  APL 10 
  Gar-kaleth Elek’kon, Hobgoblin Chief (APL 10): 
  Male hobgoblin Ftr6/Rog3; CR 9; Medium Humanoid 
  (goblinoid); HD 6d10+3d6+27; hp 77; Init +3; Spd 30 
  ft.; AC 21 or 22 w/ Dodge, touch 13 or 14 w/ Dodge, 
  flat-footed 22 (uncanny dodge); Base Atk/Grp +8/+11; 
  Atk +13 melee (1d8+6/19-20, +1 longsword) or +12 
  ranged (1d8+4/x3, masterwork composite longbow [+3 
  Str bonus]); Full Atk +13/+8 melee (1d8+6/19-20, +1 
  longsword) or +12/+7 ranged (1d8+4/x3, masterwork 
  composite longbow [+3 Str bonus]); SA sneak attack 
  +2d6; SQ darkvision 60 ft, evasion, trap sense +1, 
  trapfinding; AL LE; SV Fort +9, Ref +8, Will +5; Str 16, 
  Dex 16, Con 16, Int 13, Wis 10, Cha 10. 
   
  Skills and Feats: Balance +9, Handle Animal +5, 
  Hide +2, Intimidate +5, Jump +18, Move Silently +8, 
  Ride +5, Spot +12, Tumble +16; Combat Expertise, 
  Dodge, Elusive Target (see Appendix Two), Iron Will, 
  Mobility, Spring Attack, Weapon Focus (longsword), 
  Weapon Specialization (longsword). 
   
  Languages: Goblin, Common, Giant. 
   
  Possessions: +1 chain shirt, +1 darkwood shield, +1 
  longsword (in locked gauntlet), masterwork handaxe, 
  dagger, masterwork composite longbow (+3 Str bonus), 
  10 normal arrows, 5 cold iron arrows, 5 silver arrows, 
  ring of jumping, potion of cure moderate wounds, tanglefoot 
  bag, steadfast boots (see Appendix Two). 
  
  Strands of Gloom 
   
  Page 24 
   
  Physical Description: Standing 6’7” tall, the infamous 
  hobgoblin chief bears a longsword in honor of the god 
  Nomog-Geaya.  To show his fortitude, his arms are 
  covered in ritual scars and his lip is pierced with brass 
  studs, but his large blue nose is unadorned.  He is 
  dressed in a red-tinted chain shirt with black leather 
  underneath.  His magical shield is a war-trophy, taken 
  from an officer in the Pale’s Prelatal Army several years 
  ago. 
   
  Hobgoblin Priest (APL 10): Male hobgoblin Clr8; CR 
  8; Medium Humanoid (goblinoid); HD 8d8+24; hp 67; 
  Init +0; Spd 30 ft.; AC 22, touch 10, flat-footed 22; Base 
  Atk/Grp 
  +6/+7; 
  Atk 
  +9 
  melee 
  (1d8+1/19-20, 
  masterwork longsword) or +6 ranged (1d6+1, javelin); 
  Full Atk +9/+4 melee (1d8+1/19-20, masterwork 
  longsword) or +6/+1 ranged (1d6+1, javelin); SA rebuke 
  undead 4/day; SQ —; AL LE; SV Fort +10, Ref +3, Will 
  +10; Str 13, Dex 10, Con 16, Int 10, Wis 17, Cha 12. 
   
  Skills and Feats: Concentration +17, Spellcraft +11; 
  Martial Weapon Proficiency (longsword) (B), Quick 
  Draw, Scribe Scroll, Skill Focus (Concentration), 
  Weapon Focus (longsword) (B). 
   
  Languages: Goblin, Common. 
   
  Cleric Spells Prepared (6/5+1/4+1/3+1/2+1; save DC 
  13 + spell level): 0—cure minor wounds, detect magic, 
  guidance (2), resistance (2); 1st—bane, bless (2), cure light 
  wounds, divine favor, enlarge person*; 2nd—aid, bull’s 
  strength, calm emotions, spiritual weapon*, spiritual weapon; 
  3rd—dispel magic, magic vestment*, prayer, wind wall; 
  4th—death ward, divine power*, spell immunity. 
  *Domain spell. Deity: Nomog-Geaya. Domains: Strength 
  (feat of strength gives +8 enhancement bonus to 
  Strength for 1 round); War (free Martial Weapon 
  Proficiency and Weapon Focus with deity’s favored 
  weapon). 
   
  Possessions: +1 full plate, +1 heavy steel shield, cloak of 
  resistance +1, masterwork longsword, 3 javelins, dagger, 
  2 flasks of unholy water, scroll of dispel magic, 2 scrolls 
  of cure light wounds, potion of cure moderate wounds, 2 
  wooden holy symbols, spell component pouch. 
   
  Hobgoblin Monk (APL 10): Female hobgoblin 
  Mnk6; CR 6; Medium Humanoid (goblinoid); HD 
  6d8+12; hp 45; Init +3; Spd 50 ft.; AC 17 or 18 w/ 
  Dodge, touch 16 or 17 w/ Dodge, flat-footed 14; Base 
  Atk/Grp +4/+10; Atk +7 melee (1d8+2, unarmed strike) 
  or +7 melee (1d4+2, masterwork sai) or +8 ranged (1d6, 
  masterwork sling); Full Atk +7 or +6/+6 melee (1d8+2, 
  unarmed strike) or +7 or +6/+6 melee (1d6+2, 
  masterwork sai) or +8 ranged (1d6, masterwork sling); 
  SA flurry of blows, ki strike (magic); SQ darkvision 60 
  ft, evasion, purity of body, slow fall 30 ft., still mind; AL 
  LE; SV Fort +8, Ref +9, Will +8; Str 14, Dex 16, Con 14, 
  Int 10, Wis 15, Cha 8. 
   
  Skills and Feats: Balance +15, Listen +11, Move 
  Silently +16, Tumble +12; Deflect Arrows, Dodge, 
  Improved Disarm, Improved Grapple, Mobility, 
  Weapon Focus (unarmed strike). 
   
  Languages: Goblin, Common. 
   
  Still Mind (Ex): This monk gains a +2 bonus on 
  saving throws against spells and effects from the 
  Enchantment school. 
   
  Possessions: Bracers of armor +1, masterwork sai, 
  dagger, masterwork sling, 10 normal bullets, 5 cold 
  iron bullets, 5 silver bullets, potion of cat’s grace, potion of 
  cure moderate wounds, 2 flasks of alchemist’s fire, 
  tanglefoot bag, monk’s outfit. 
   
  Umbral Worg: CR 5; Medium Undead (Incorporeal); 
  HD 4d12; hp 26; Init +3; Spd fly 40 ft. (perfect); AC 13, 
  touch 13, flat-footed 11; Base Atk/Grp +2/—; Atk +5 
  melee (1d6 Str, incorporeal touch); Full Atk +5 melee 
  (1d6 Str, incorporeal touch); SA create spawn, strength 
  damage; SQ darkvision 60 ft., incorporeal traits, turn 
  resistance +2, undead traits; AL CE; SV Fort +1, Ref +4, 
  Will +7; Str —, Dex 17, Con —, Int 2, Wis 16, Cha 12. 
   
  Skills and Feats: Hide +7, Listen +7, Spot +7, 
  Survival +3 (+7 when tracking by scent); Alertness, 
  Track. 
   
  Strength Damage (Su): The touch of an umbral 
  worg deals 1d6 points of Strength damage to a living 
  foe.  A creature reduced to Strength 0 by an umbral 
  worg dies. 
   
  Create Spawn (Su): Any aberration, animal, 
  dragon, giant, humanoid, magical beast, or monstrous 
  humanoid reduced to Strength 0 by an umbral worg 
  rises as an umbral creature in 1d4 rounds.  Such a 
  spawn is under the command of the umbral worg that 
  created it and remains enslaved until its master’s death. 
   The spawn does not possess any of the abilities it had 
  in life but gains the umbral template. 
   
  An umbral creature can control a number of 
  spawn equal to its HDx2 (8 for an umbral worg).  If it 
  creates a spawn that causes it to exceed this limit, the 
  spawn longest under its control is released. 
   
  APL 12 
  Gar-kaleth Elek’kon, Hobgoblin Chief (APL 12): 
  Male hobgoblin Ftr7/Rog4; CR 11; Medium-size 
  Humanoid (goblinoid); HD 7d10+4d6+33; hp 93; Init 
  +3; Spd 30 ft.; AC 22 or 23 w/ Dodge, touch 13 or 14 w/ 
  Dodge, flat-footed 22 (uncanny dodge); Base Atk/Grp 
  +10/+13; Atk +15 melee (1d8+6/19-20, +1 spell storing 
  longsword) or +14 ranged (1d8+4/x3, masterwork 
  composite longbow [+3 Str bonus]); Full Atk +15/+10 
  melee (1d8+6/19-20, +1 spell storing longsword) or +14/+9 
  ranged (1d8+4/x3, masterwork composite longbow [+3 
  
  Strands of Gloom 
   
  Page 25 
  Str bonus]); SA sneak attack +2d6; SQ darkvision 60 ft, 
  evasion, trap sense +1, trapfinding, uncanny dodge; AL 
  LE; SV Fort +9, Ref +9, Will +5; Str 16, Dex 16, Con 16, 
  Int 13, Wis 10, Cha 10. 
   
  Skills and Feats: Balance +9, Handle Animal +5, 
  Hide +2, Intimidate +8, Jump +18, Move Silently +13, 
  Ride +5, Spot +14, Tumble +18; Combat Expertise, 
  Dodge, Elusive Target (see Appendix Two), Iron Will, 
  Mobility, Spring Attack, Weapon Focus (longsword), 
  Weapon Specialization (longsword). 
   
  Languages: Goblin, Common, Giant. 
   
  Possessions: +2 chain shirt, +1 darkwood shield, +1 spell 
  storing longsword (dispel magic [CL 9th] stored) (in locked 
  gauntlet), masterwork handaxe, dagger, masterwork 
  composite longbow (+3 Str bonus), 10 normal arrows, 5 
  cold iron arrows, 5 silver arrows, ring of jumping, potion 
  of cure moderate wounds, tanglefoot bag, steadfast boots 
  (see Appendix Two). 
   
  Physical Description: Standing 6’7” tall, the widely 
  feared hobgoblin warlord bears a longsword in honor 
  of the god Nomog-Geaya.  To show his fortitude, his 
  arms are covered in ritual scars and his lip is pierced 
  with brass studs, but his large blue nose is unadorned.  
  He is dressed in a red-tinted chain shirt with black 
  leather underneath.  His magical shield is a war-trophy, 
  taken from an officer in the Pale’s Prelatal Army several 
  years ago. 
   
  Hobgoblin Priest (APL 12): Male hobgoblin Clr9; CR 
  9; Medium Humanoid (goblinoid); HD 9d8+27; hp 75; 
  Init +0; Spd 30 ft.; AC 22, touch 10, flat-footed 22; Base 
  Atk/Grp 
  +6/+7; 
  Atk 
  +9 
  melee 
  (1d8+1/19-20, 
  masterwork longsword) or +6 ranged (1d6+1, javelin); 
  Full Atk +9/+4 melee (1d8+1/19-20, masterwork 
  longsword) or +6/+1 ranged (1d6+1, javelin); SA rebuke 
  undead 4/day; SQ —; AL LE; SV Fort +10, Ref +4, Will 
  +10; Str 13, Dex 10, Con 16, Int 10, Wis 17, Cha 12. 
   
  Skills and Feats: Concentration +18, Spellcraft +12; 
  Martial Weapon Proficiency (longsword) (B), Quick 
  Draw, Scribe Scroll, Silent Spell, Skill Focus 
  (Concentration), Weapon Focus (longsword) (B). 
   
  Languages: Goblin, Common. 
   
  Cleric Spells Prepared (6/5+1/5+1/3+1/ 2+1/1+1; 
  save DC 13 + spell level): 0—cure minor wounds, detect 
  magic, guidance (2), resistance (2); 1st—bane, bless (2), cure 
  light wounds, divine favor, enlarge person*; 2nd—aid, bull’s 
  strength, calm emotions, divine favor (silent), silence, spiritual 
  weapon*; 3rd—dispel magic, magic vestment*, prayer, wind 
  wall; 4th—death ward, dispel magic (silent), divine power*; 
  5th—freedom of movement (silent), righteous might*. 
  *Domain spell. Deity: Nomog-Geaya. Domains: Strength 
  (feat of strength gives +9 enhancement bonus to 
  Strength for 1 round); War (free Martial Weapon 
  Proficiency and Weapon Focus with deity’s favored 
  weapon). 
   
  Possessions: +1 full plate, +1 heavy steel shield, cloak of 
  resistance +1, masterwork longsword, 3 javelins, dagger, 
  2 flasks of unholy water, scroll of dispel magic, 2 scrolls 
  of cure light wounds, potion of cure moderate wounds, 2 
  wooden holy symbols, spell component pouch. 
   
  Hobgoblin Monk (APL 12): Female hobgoblin 
  Mnk8; CR 8; Medium Humanoid (goblinoid); HD 
  8d8+16; hp 59; Init +3; Spd 50 ft.; AC 20 or 21 w/ 
  Dodge, touch 18 or 19 w/ Dodge, flat-footed 17; Base 
  Atk/Grp +6/+12; Atk +9 melee (1d10+2, unarmed 
  strike) or +9 melee (1d4+2, masterwork sai) or +10 
  ranged (1d6, masterwork sling); Full Atk +9/+4 or 
  +8/+8/+3 melee (1d8+2, unarmed strike) or +9/+4 or 
  +8/+8/+3 melee (1d6+2, masterwork sai) or +10 ranged 
  (1d6, masterwork sling); SA flurry of blows, ki strike 
  (magic); SQ darkvision 60 ft, evasion, purity of body, 
  slow fall 40 ft., still mind, wholeness of body; AL LE; 
  SV Fort +9, Ref +10, Will +10; Str 14, Dex 16, Con 14, 
  Int 10, Wis 16, Cha 8. 
   
  Skills and Feats: [44 pts] Balance +17 [11 rks +3 Dex 
  +2 synergy (Tumble)], Listen +14 [11 rks +3 Wis], Move 
  Silently +18 [11 rks +4 racial +3 Dex], Tumble +14 [11 
  rks +3 Dex]; Deflect Arrows, Dodge, Improved Disarm, 
  Improved Grapple, Mobility, Weapon Focus (unarmed 
  strike). 
   
  Languages: Goblin, Common. 
   
  Still Mind (Ex): This monk gains a +2 bonus on 
  saving throws against spells and effects from the 
  Enchantment school. 
   
  Wholeness of Body (Ex): This monk can cure up 
  to 16 points of her own wounds each day, and she can 
  spread this healing out over several uses. 
   
  Possessions: Amulet of natural armor +1, bracers of 
  armor +1, ring of protection +1, masterwork sai, dagger, 
  masterwork sling, 10 normal bullets, 5 cold iron 
  bullets, 5 silver bullets, potion of cat’s grace, potion of cure 
  moderate wounds, 2 flasks of alchemist’s fire, tanglefoot 
  bag, monk’s outfit. 
   
  Umbral 
  Dire 
  Wolf: 
  CR 
  6; 
  Large 
  Undead 
  (Incorporeal); HD 6d12; hp 39; Init +3; Spd fly 40 ft. 
  (perfect); AC 12, touch 12, flat-footed 10; Base Atk/Grp 
  +3/—; Atk +6 melee (1d8 Str, incorporeal touch); Full 
  Atk +6 melee (1d8 Str, incorporeal touch); SA create 
  spawn, strength damage; SQ darkvision 60 ft., 
  incorporeal traits, turn resistance +2, undead traits; AL 
  CE; SV Fort +2, Ref +5, Will +7; Str —, Dex 17, Con —, 
  Int 2, Wis 14, Cha 12. 
  
  Strands of Gloom 
   
  Page 26 
   
  Skills and Feats: Hide +1, Listen +8, Spot +8, 
  Survival +3 (+7 when tracking by scent); Alertness, 
  Run, Track (B), Weapon Focus (incorporeal touch). 
   
  Strength Damage (Su): The touch of an umbral 
  dire wolf deals 1d8 points of Strength damage to a 
  living foe.  A creature reduced to Strength 0 by an 
  umbral dire wolf dies. 
   
  Create Spawn (Su): Any aberration, animal, 
  dragon, giant, humanoid, magical beast, or monstrous 
  humanoid reduced to Strength 0 by an umbral dire 
  wolf rises as an umbral creature in 1d4 rounds.  Such a 
  spawn is under the command of the umbral dire wolf 
  that created it and remains enslaved until its master’s 
  death.  The spawn does not possess any of the abilities 
  it had in life but gains the umbral template. 
   
  An umbral creature can control a number of 
  spawn equal to its HDx2 (12 for an umbral dire wolf).  
  If it creates a spawn that causes it to exceed this limit, 
  the spawn longest under its control is released. 
   
  
  Strands of Gloom 
   
  Page 27 
  Appendix Two – New Rules 
  New Feats 
  Elusive Target (Tactical] (from Complete Warrior) 
   
  Trying to land a blow against you can be a 
  maddening experience. 
   
  Prerequisites: Dodge, Mobility, base attack bonus 
  +6. 
   
  Benefit: The Elusive Target feat enables the use of 
  three tactical maneuvers. 
   
  Negate Power Attack: To use this maneuver, you 
  must designate a specific foe to be affected by your 
  Dodge feat.  If that foe uses the Power Attack feat 
  against you, the foe gains no bonus on the damage roll 
  but still takes the corresponding penalty on the attack 
  roll. 
   
  Diverting Defense: To use this maneuver, you must 
  be flanked and you must designate one of the flanking 
  attackers to be affected by your Dodge feat.  The first 
  attack of the round from the designated attacker 
  automatically misses you and may strike the other 
  flanking foe instead; the attacking creature makes an 
  attack roll normally, and its ally is considered flat-
  footed.  If the designated attacker is making a full 
  attack against you, its second and subsequent attacks 
  function normally. 
   
  Cause Overreach: To use this maneuver, you must 
  provoke an attack of opportunity from a foe by moving 
  out of a threatened square.  If the foe misses you, you 
  can make a free trip attempt against this foe, and the 
  foe does not get a chance to trip you if your attempt 
  fails. 
   
   
  New Equipment 
  Steadfast boots (from Arms & Equipment Guide): 
  This thick and heavy iron-toed boots help keep the 
  wearer from getting knocked down.  Someone wearing 
  steadfast boots cannot be tripped or pushed back by a 
  bull rush.  As long as the wearer carries a melee 
  weapon that is one-handed or larger, she also counts as 
  being set against a charge.  The weapon does not have 
  to have reach. 
   
  Faint transmutation; CL 3rd; Craft Wondrous 
  Item, bull’s strength; Price 6,000 gp; Weight 1 lb. 
   
   
   
   
   
  
  Strands of Gloom 
   
  Page 28 
  Appendix Three – Templates 
  Shadow Creatures (Manual of the Planes) 
  Shadow creatures dwell on the Plane of Shadow, 
  sometimes crossing into other planes where the 
  barriers between dimensions are weak.  Just as parts of 
  the Plane of Shadow resemble a strange distorted 
  version of the Material Plane, shadow creatures 
  superficially resemble creatures from the Material 
  Plane.  Shadow creatures are darker, more elusive, and 
  spookier than their material counterparts.  Grays and 
  blacks are their most common colors, with white and 
  yellow rarely seen.  They are not to be confused with 
  shadows (undead creatures that often dwell on the 
  Plane of Shadow).  Other creatures native to the Plane 
  of Shadow exist that have stronger or weaker 
  connections to the energies of that place (such as the 
  shadow mastiff) and do not follow this template. 
  Creating a Shadow Creature 
  “Shadow” is a template that can be added to any 
  corporeal creature (referred to hereafter as the base 
  creature). The creature’s type does not change but it 
  gains the Extraplanar subtype.  It otherwise uses all the 
  base creature’s statistics and special abilities except as 
  noted below. 
   
  Speed: As base creature x 1 1/2. 
   
  Special Qualities: A shadow creature retains all 
  the special qualities of the base creature and also gains 
  the following ones: 
  • 
  Cold Resistance 5 + 1 per HD, to a maximum 
  of 20. 
  • 
  Darkvision with a range of 60 feet. 
  • 
  Low-light vision. 
  • 
  Shadow Blend (Su): In any conditions other 
  than full daylight, a shadow creature can 
  disappear into the shadows, giving it total 
  concealment.  Artificial illumination, even a 
  light or continual flame spell, does not negate 
  this ability, but a daylight spell or darkvision 
  does. 
  Shadow 
  creatures 
  also 
  have 
  one 
  additional 
  supernatural ability for every 4 HD they possess 
  (minimum of one) chosen from the following list: 
  • 
  +2 luck bonus on all saving throws 
  • 
  cause fear once per day (CL 5th) 
  • 
  DR 5/magic 
  • 
  evasion (as the rogue class feature) 
  • 
  mirror image once per day (CL 5th) 
  • 
  plane shift self to or from the Plane of Shadow 
  once per day (CL 15th) 
  • 
  fast healing 2 
  If the base creature already has one or more of these 
  special qualities, use the better value. 
   
  Skills: Same as the base creature, plus a +6 bonus 
  to Move Silently. 
   
  Feats: Same as the base creature. 
   
  Climate/Terrain: Same as the base creature. 
   
  Organization: Same as the base creature. 
   
  Challenge Rating: Same as the base creature +1. 
   
  Treasure: Same as the base creature. 
   
  Alignment: Same as the base creature, although 
  rarely good. 
   
  Advancement: Same as the base creature. 
   
  Level adjustment: +2. 
  Umbral Creatures (Savage Species) 
  Umbral creatures are, like shadows, creatures of living 
  darkness.  They hate life and light with equal fervor.  
  Their touch bestows the painful chill of nonexistence, 
  making them very dangerous opponents. 
   
  An umbral creature looks like a shadowy version 
  of a material creature, and it may easily be mistaken for 
  a living creature from the Plane of Shadow.  Umbral 
  creatures are difficult to see in dark or gloomy areas, 
  but they stand out starkly in brightly illuminated 
  places. 
   
  Natural enemies of all that live, umbral creatures 
  are aggressive and predatory.  They are quick to strike 
  and make short work of those unprepared to deal with 
  them. 
   
  Umbral creatures speak whatever languages they 
  spoke in life. 
  Creating an Umbral Creature 
  “Umbral creature” is an acquired template that can be 
  added to any aberration, animal, dragon, giant, 
  humanoid, magical beast, or monstrous humanoid.  
  The creature (referred to hereafter as the base creature) 
  must have a Charisma score of at least 8. An umbral 
  creature has all the base creature’s characteristics 
  except as noted here. 
   
  Size and Type: The creature’s type changes to 
  undead, and it takes the incorporeal subtype. 
   
  Hit Dice: All the base creature’s Hit Dice change 
  to d12s. 
  
  Strands of Gloom 
   
  Page 29 
   
  Speed: The creature gains a fly speed of 40 feet if 
  it did not already have a faster fly speed, and its 
  maneuverability becomes perfect. 
   
  AC: The creature loses its natural armor bonus but 
  gains a deflection bonus equal to its Charisma modifier 
  or +1, whichever is greater. 
   
  Attacks: The creature loses all its attacks and gains 
  an incorporeal touch attack. 
   
  Damage: An umbral creature’s incorporeal touch 
  attack deals Strength damage based on the creature’s 
  size, according to the table below. 
   
  Special Attacks: An umbral creature loses the 
  base creature’s special attacks and gains the special 
  attack of Strength damage, described below. 
   
  Strength Damage (Su): The touch of an umbral 
  creature deals 1d6 points of Strength damage to a 
  living foe.  A creature reduced to Strength 0 by an 
  umbral creature dies. 
  Size 
  Damage 
   
  Size 
  Damage 
  Fine 
  1 
  Large 
  1d8 
  Dimin. 
  1d2 
  Huge 
  2d6 
  Tiny 
  1d3 
  Garg. 
  2d8 
  Small 
  1d4 
  Colos. 
  4d6 
  Medium 
  1d6 
   
   
   
  Special Qualities: An umbral creature gains the 
  four special qualities described below. 
   
  Create Spawn (Su): Any aberration, animal, dragon, 
  giant, humanoid, magical beast, or monstrous 
  humanoid reduced to Strength 0 by an umbral creature 
  rises as an umbral creature in 1d4 rounds.  Such a 
  spawn is under the command of the umbral creature 
  that created it and remains enslaved until its master’s 
  death.  The spawn does not possess any of the abilities 
  it had in life but gains the umbral template. 
   
  An umbral creature can control a number of 
  spawn equal to its HDx2.  If it creates a spawn that 
  causes it to exceed this limit, the spawn longest under 
  its control is released. 
   
  Incorporeal Subtype: An umbral creature can be 
  harmed only by other incorporeal creatures, +1 or 
  better magic weapons, spell, spell-like abilities, and 
  supernatural abilities.  The creature has a 50% chance to 
  ignore any damage from a corporeal source, except for 
  force effects or attacks made with ghost touch 
  weapons.  An umbral creature can pass through solid 
  objects, but not force effects, at will.  Its attacks ignore 
  natural armor, armor, and shields, but deflection 
  bonuses and force effects work normally against them. 
   An umbral creature always moves silently and cannot 
  be heard with Listen checks if it doesn’t wish to be. 
   
  Turn Resistance: An umbral creature gains turn 
  resistance +2. 
   
  Undead Traits: An umbral creature is immune to 
  mind-affecting 
  effects, 
  poison, 
  sleep, 
  paralysis, 
  stunning, disease, death effects, necromantic effects, 
  and any effect that requires a Fortitude save unless it 
  also works on objects.  It is not subject to critical hits, 
  nonlethal damage, ability damage, ability drain, energy 
  drain, or death from massive damage.  An umbral 
  creature cannot be raised, and resurrection works only 
  if it is willing.  The creature has darkvision (60-foot 
  range). 
   
  Abilities: +2 Dex, -4 Int (minimum 2), +2 Wis, +2 
  Cha.  As an incorporeal undead, an umbral creature has 
  no Strength or Constitution score. 
   
  Climate/Terrain: Any land & underground. 
   
  Organization: Solitary, pair, gang (3-4), or swarm 
  (6-11). 
   
  Challenge Rating: Base creature’s CR +3. 
   
  Treasure: None. 
   
  Alignment: Always chaotic evil. 
   
  Level adjustment: +5. 
  
  Strands of Gloom 
   
  Page 30 
  Map #1 – Portion of Stradsett Jumble Quarter 
   
   
  
  Strands of Gloom 
   
  Page 31 
  Map #2: Portion of the Gamboge Forest 
   
   
  
  Strands of Gloom 
   
  Page 32 
  Map #3: Behir’s Hill 
   
   
   
  
  Strands of Gloom 
   
  Page 33 
  Map #4: Hobgoblin Base 
   
  
  Strands of Gloom 
   
  Page 34 
  Player Handout #1: Discarded Research Notes 
  The following page was found among some rubble on the lower level of the stronghold.  It was badly scorched and torn, 
  but this much is legible (even if not immediately understandable). 
   
   
   
   
  
  Strands of Gloom 
   
  Page 35 
  Critical Event Summary 
   
  If you judge this scenario before December 31, 2004, you may have a chance to influence the plot of future scenarios in 
  this series. Even after that date, the author would appreciate hearing from judges.  Please email your feedback, 
  comments, advice, or noteworthy stories about this scenario to Derek Schubert at derek.schubert@alumni.duke.edu, 
  with the subject “PAL4-06 Feedback”. 
   
  Questions: 
  1.  Did the PCs kill the behir? 
   
  2.  Did the PCs turn or destroy any of the umbral creatures?  Did the special stone absorb any unused HD of turning? 
   
  3.  Did the PCs find the special stone? 
   
  4.  If you have any other comments or questions, please include them.  
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Theocracy of the Pale/594/Normal Scenarios/PAL4-06 - Strands of Gloom (APL 6-12)/PAL4-06 - Strands of Gloom.pdf