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.
  GRM3-09
  In the Blink of an
  Unseeing Eye
  A One-Round D&D LIVING GREYHAWK® 
  Gran March Regional Adventure
  Version 1.1 – For Premiere at KetchupKon 2003 Only
  by M. Sean Molley
  With many thanks to Nick Perch and Pete Winz,
  without whose work this adventure would never have been written
  The town of Carern seems to be experiencing a haunting. Considering recent events in the Dim Forest,
  tales of shadowy figures accosting travelers at the Old Stable Inn certainly require further investigation.
  And when horses start panicking in broad daylight, it means serious trouble in a town whose four-legged
  residents are at least as important as the two-legged ones. This is a one-round Gran March Regional
  Adventure 
  for 
  APLs 
  2 
  through 
  16.
  
  In the Blink of an Unseeing Eye
  Page 2
  Introduction
  In the Blink of an Unseeing Eye is an RPGA®
  Network scenario for the Revised 3.5 Edition of the
  Dungeons & Dragons® game. This adventure is
  designed to fit in a standard RPGA four- to five-
  hour time slot, although there is an optional
  encounter that can extend the play time by about
  an hour if it is pursued.
  The following guidelines are here to help you with
  both the preparation and voting segments 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 3.5 Player’s Handbook, the 3.5
  Dungeon Master’s Guide, and the 3.5 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.
  Instruct the players either to prepare their
  characters now, or wait until you read the
  introduction, depending on the requirements of the
  scenario as described in the introduction. 
  Keep in mind that you must have at least four
  players (not counting the DM), for the game
  session to be a sanctioned RPGA event. As well,
  you cannot have more than six players participating
  in the game.
  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 DM) 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 DM 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.
  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 chart below 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.
  3. Sum the results of 1 and 2, and divide by the
  number 
  of 
  characters 
  playing 
  in 
  the
  adventure.
  4. If you are running a table of six PCs, add one
  to that average.
  
  In the Blink of an Unseeing Eye
  Page 3
  # 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
  By following these four steps, you will have
  determined the APL. Throughout this adventure,
  APLs categorize the level of challenge the PCs
  will face.
  LIVING
  GREYHAWK
  adventure
  s 
  are
  designed
  for APL 2
  and
  higher. 
  If
  the 
  APL
  falls on an
  odd
  number,
  ask 
  the
  players 
  if
  they would
  like to play
  a 
  slightly
  less
  difficult
  adventure (in which case you would round down
  to the next-lowest even APL) or a slightly more
  difficult adventure (in which case you would round
  up to the next-highest even APL). This decision
  should be made at the start of the adventure and
  may not be changed once play begins.
  APL also affects the amount of experience a PC
  may gain at the end of the adventure. If a
  character is three character levels or more either
  higher or lower than the APL that this adventure is
  being played at, then that character will receive
  only half of the experience points awarded for the
  adventure. This simulates the fact that either the
  character was not as challenged as normal, or
  relied on help by higher-level characters to reach
  the mission objectives. 
  Is it a Full Moon?                                    
  No. This adventure takes place over several days,
  but it is well outside of the time of month when the
  full moon occurs. Lycanthropy will not be an issue
  in this module. Having your soul stolen away and
  bound to the Plane of Shadow might be an issue,
  but lycanthropy won’t.
  Time Units and Upkeep                          
  This is a standard one-round Regional Adventure,
  and is set in Gran March. Characters native to
  Gran March pay one Time Unit per round; all
  others pay two Time Units per round. There is an
  optional encounter, which costs 1 additional
  Time Unit for characters native to Gran March
  and 2 additional Time Units for all other
  characters.
  Military PCs may use military TU, and do not have
  to pay upkeep for this event, as their costs are
  paid for by the Gran March military. Military PCs
  (and veterans) will be activated early on in the
  module, so the standard regional rules for
  payment of military salary and other benefits
  apply. 
  For 
  non-military 
  PCs, 
  Adventurer’s
  Standard upkeep costs 12 gp per TU, Rich
  upkeep costs 50 gp per TU, and Luxury upkeep
  costs 100 gp per TU. Even non-military PCs that
  participated in the adventure GRM1-10 Fading
  Vision may be able to receive Standard upkeep
  for free, however. This is explained in more detail
  in the module.
  Author’s Note                               
  This adventure is an attempt to tie together some
  regional plot lines from the first year of the
  campaign, as well as lay the groundwork for some
  of the new plot lines that will be taking place in the
  future. Every attempt has been made to conform
  to regional canon and to uphold the outstanding
  work of the authors who have established the
  Gran March region as one of the very best in the
  campaign. 
  If you find any conflicts between what is
  presented in this module and material presented
  in previous regional modules (and the conflicts
  are not explained away by the text of this
  adventure), or if you have any other feedback,
  positive or negative, please feel free to send me
  an e-mail at sean@basementsoftware.com and
  let me know your thoughts and suggestions.
  Reference Materials
  This adventure draws on source materials from
  several previously released Gran March Regional
  modules. In particular, plot threads and NPCs
  created or referenced in the following adventures
  have been utilized:
  • 
  GRM1-02 “Caravan Duty,” by Pete Winz
  • 
  GRM1-03 “Horse Play,” by Nick Perch
  • 
  GRM1-10 “Fading Vision,” by Nick Perch
  • 
  GRM2-BI-01 “The Battle of Orlane” by
  Derrel Weaver (EconoCon 2002)
  
  In the Blink of an Unseeing Eye
  Page 4
  • 
  “The Patrol” by Pete Winz (unpublished,
  but still considered part of Gran March
  canon)
  • 
  GRM3-BI-01 “When Sunlight Turns to
  Ashes” by M. Sean Molley, Andrew
  Garbade, and Ryan White (Dragon*Con
  2003)
  It is not necessary for a game master to have
  played, 
  judged, 
  or 
  even 
  read 
  the 
  above
  adventures in order to run this adventure, nor is it
  necessary for a player to have played them or for
  a particular PC to have taken part in them. For
  ease 
  of 
  reference, 
  most 
  of 
  the 
  relevant
  background information has been summarized in
  Appendix B. If time is short, you could use this
  material as a player handout; however, the intent
  is for you to use the material contained therein to
  help provide tidbits of information to refresh your
  players’ memories – for some players, it might
  have been more than two real-world years since
  they played some of the adventures in question,
  after all.
  For those individuals who do have knowledge of
  the events that have transpired in the past, some
  of the things that take place in this adventure
  might make a bit more sense. Every attempt has
  been made to sustain the continuity of the Gran
  March region’s plotlines and major NPCs and to
  extend 
  and 
  enhance 
  those 
  plotlines 
  and
  personages wherever possible. Special details
  and references to certificates from the original
  modules will help flesh out the experience for
  those lucky players.
  Acknowledgements
  Any list of this nature will invariably be incomplete.
  However, the author wishes to thank the following
  individuals and groups:
  The Gran March Triad members, past and
  present, who directly assisted with the planning
  and plotting that led to this module: Will Dover, P.
  John Freeman, Lyman Green, and Michael D.
  Moore. Michael came late to the game, but did a
  heroic job proofing and editing the module on
  ridiculously short notice. The Circle member for
  the Sheldomar Valley region, Steven Conforti,
  was also extremely generous about cranking out
  a final edit and the AR with very little lead time.
  Daniel Wheeler took my pathetic attempt at
  cartography and turned it into the nice-looking
  map of Carern (and did so on about four hours’
  notice). And, of course, I would be remiss if I
  didn’t mention the authors of the first six Year
  Three Regional scenarios, all of whom got their
  work in on time, thus enabling me to have the
  opportunity to write this “bonus” adventure.
  Thanks, guys (and gal)!
  The plot for this adventure was suggested by
  threads left open and avenues left unexplored in
  previous regional modules. In particular, the
  modules Horse Play and Fading Vision by Nick
  Perch served as obvious sources of inspiration for
  this event, as well as for the Battle Interactive that
  preceded it. All of the work that went into
  developing Carern and the various NPCs therein
  provided me with a wonderful starting point (see
  Player Handout 1 for my most blatant theft of
  material from the original modules), and I hope
  that I have successfully extended what was
  already there while remaining true to the original
  author’s vision. 
  Derrel Weaver and the other Year Two Regional
  authors also did an amazing and inspiring job with
  the events that led up to the Battle of Orlane. I
  think it was the experience of running Eyes on
  Orlane immediately followed by Midnight Dawn
  immediately followed by the Battle Interactive that
  really showed me how a Living Campaign has the
  power to create an immersive, ongoing story.
  Extra-special thanks to Pete Winz, who provided
  invaluable historical source material concerning
  the characters he has developed over the last few
  years. Pete was extremely generous in allowing
  the use of his characters and material, particularly
  “The Patrol,” and has been very supportive of my
  attempts to hijack Captain Ennister and to prevent
  Corporal Birkit from having a peaceful retirement.
  The playtesters, most of whom risked their
  characters’ lives on untested combat encounters
  and all of whom made suggestions and provided
  feedback that helped to make this adventure
  much better, were Ivan Alexander, Tim Chandler,
  Amy Elk, Dallan Elk, Andrew Garbade, David
  Haller, Suzanne Johnson, Jack Lucas, Heidi
  Pritchett, Brian Schoner, Melissa White, and Ryan
  “I can’t believe I rolled a natural 1” White.
  The judges and players of the 2003 Dragon*Con
  Battle Interactive, which I co-wrote with Andrew
  Garbade and Ryan White, are also deserving of
  special mention. Large portions of the events of
  this module were determined because of the way
  that interactive transpired and because of the
  decisions that were made and actions that were
  taken by the people who participated. Thank you!
  
  In the Blink of an Unseeing Eye
  Page 5
  Adventure Background
  The Dim Forest is a dark and unforgiving place,
  redolent with evil of all sorts. It is home to a
  myriad of creatures, both living and unliving, and
  has been the source of numerous plots against
  the good peoples of the Sheldomar Valley. Not all
  of the historical events referenced below are
  directly relevant to this adventure, but all of them
  played a part in setting up the situations and
  shaping the individuals who are central to this
  story.
  What Has Gone Before: 591 CY
  Although the Dim Forest is regarded as highly
  dangerous, it is not entirely uncontrolled. The
  Gran March Army maintains Fort Endurance
  within the boundaries of the Dim, and a trade
  route cuts through the forest between the cities of
  Orlane and Hochoch. Orlane has been relatively
  secure over the years (with at least one notable
  exception), but Hochoch is a recently-liberated
  city on the border of the war-torn lands of Geoff.
  One of the main priorities of the Gran March Army
  is to widen this trade route into a proper military
  road so that troops and supplies can more easily
  flow to the Army of Retribution, which is based in
  Hochoch.
  In early 591 CY, a number of soldiers, veterans,
  and civilian advisors were assigned to guard
  various caravans traveling through the Dim. The
  23rd Cavalry Squadron, under the command of
  Lieutenant Ennister and assisted by his Corporals
  Birkit 
  and 
  Anthorn, 
  was 
  responsible 
  for
  supervision of all of the caravan guards. One of
  these caravans, carrying a secret shipment of
  essential military supplies, was ambushed by a
  force of goblins. (This was the subject of GRM1-
  02 Caravan Duty.) Fortunately, the most vital
  supplies were recovered, although at great cost.
  Later in that same year, a much larger force of
  goblins laid siege to Fort Endurance (see GRM1-
  05 Under Siege for details). This attack was
  narrowly foiled thanks to the efforts of a group of
  heroes who were sent through a secret escape
  tunnel to make their way behind enemy lines to
  bring reinforcements in time to prevent the
  destruction of Fort Endurance. This attack would
  prove to be just a preview of the troubles that lay
  ahead for the Warden of the Dim March in his
  future efforts to pacify the area.
  Meanwhile, Barony Malthinius, which includes a
  substantial length of Gran March’s border with the
  Dim Forest, was experiencing troubles of its own.
  A group of orc raiders launched an attack against
  a horse farm near the village of Carern, stealing a
  sizable number of horses. (This was the subject of
  GRM1-03 Horse Play.)  Although the orcs were
  being supplied and supported by some unknown
  force, a group of heroes managed to track them to
  their lair and defeat them. The help of Old Narril, a
  local druid, was instrumental in this effort. Most of
  the horses were not recovered, and the identity of
  the orcish raiding party’s sponsor remained
  unknown, although the little evidence available
  pointed to Geoff.
  Later in that same year, a force consisting of orcs,
  ogres, and even a giant made a much more
  substantial attack against the village itself. Carern
  was nearly destroyed. The local Elector, a
  nobleman 
  named 
  Timmor 
  Ellthorn, 
  was
  kidnapped during the attack. (This was the subject
  of GRM1-10 Fading Vision.)  At Old Narril’s
  urging, a group of heroes set out in pursuit of the
  Elector’s kidnappers. What they discovered was
  beyond their wildest imaginings. An ancient
  artifact of the Occluded Empire, known as the Eye
  of Eternity, was the ultimate target of the evil
  wizard who had planned and carried out the
  attack against Carern. The Eye, which exists in a
  demiplane known as a Fading Land that at one
  time had been under the direct control of Vecna,
  lay beyond a portal in the Dim Forest that could
  only be activated by the sacrifice of a sentient
  being. 
  Aided by an ancient elven Shade Guardian who
  had long ago sworn eternal vigilance over the Eye
  and by a cleric of Solonor named Tyrriel
  Minaelon, the heroes pursued this evil worshipper
  of the Whispered One and managed to save the
  Elector and prevent the activation of the Eye of
  Eternity. Upon their return to the Material Plane
  from the Fading Land, the Shade Guardian
  promised that he would return to his duties, and
  everyone involved hoped that the portal and its
  terrible secret would once again fade into
  obscurity. The people of Carern began to rebuild
  their village.
  What Has Gone Before: 592 CY
  In early 592 CY, travelers began reporting that a
  group of hobgoblin bandits was operating along
  the road between Orlane and Buxton’s Crossing.
  Subsequent investigation directed by Lieutenant
  (now Captain) Ramanche of the 20th Battle
  revealed a massive encampment of goblins, orcs,
  and even a few giants, within easy striking
  distance of Orlane. (This was the subject of
  GRM2-01 Eyes on Orlane.)
  
  In the Blink of an Unseeing Eye
  Page 6
  Before anyone could act on this intelligence,
  however, an army descended upon Orlane, bent
  on destroying the city and killing all those within.
  (The Battle of Orlane was a special interactive at
  EconoCon 2002 in Atlanta, and the adventure
  GRM2-03 Midnight Dawn detailed the beginnings
  of the invasion of the city of Orlane.) The ferocity
  of the initial assault was such that the defenders
  of Orlane were nearly routed. Knight-Colonel
  Watcher Tark Obleron, commander of the 20th
  Battle, withdrew the bulk of his forces into the
  keep at Orlane, deliberately allowing the 20th to
  come under siege, in order to give as many
  civilians as possible time to escape the city and to
  buy time for reinforcements to arrive. Rumor had it
  that the invading army consisted not only of
  goblins and orcs, but also of ogres, giants, and
  undead. The leader of this army was rumored to
  be a Death Knight.
  Reinforcements did come, in the form of a hastily-
  formed 34th Provisional Battle, supplemented by
  adventurers 
  and 
  heroes 
  from 
  across 
  the
  Sheldomar Valley. Over a period of two days of
  some of the most intense fighting that has ever
  taken place within the borders of the modern Gran
  March, Orlane was liberated, although at great
  cost. Among the most disturbing revelations was
  that the second-in-command of the Gran March
  reinforcements was actually a doppelganger in
  service to the Death Knight. Fortunately, this
  traitorous spy was detected and used to feed
  false information to the besieging army, and the
  final push to rescue Orlane was successful. The
  people of the city turned to rebuilding, while the
  20th Battle turned a wary eye towards the Dim
  Forest, from whence the invading army had come.
  In late 592 CY, the Gran March Army decided to
  conduct a reconnaissance-in-force deep into the
  Dim Forest. In addition to the attack on Orlane
  earlier in the year, there had been persistent
  rumors of an entity or small group that was
  serving as an organizer and commander of the
  various monstrous humanoid tribes of the Dim. If
  such an organizing force did in fact exist, it could
  spell serious trouble for the March, as one of the
  only things that had historically kept the massive
  numbers of evil humanoids in check was their
  own tendency to war with one another and their
  resistance to any kind of central command. Both
  the siege of Fort Endurance in 591 and the near-
  destruction of Orlane earlier in 592 served as vivid
  demonstrations of the potential power of a
  humanoid army, particularly if such an army had
  the backing of the giantish forces besieging Geoff.
  The 23rd Cavalry Squadron under the command of
  Lieutenant Ennister was given the task of
  conducting this extended scouting mission. Unlike
  most military operations, no “civilian advisors”
  were permitted on the mission, due to the
  uncertain nature of the threat and the potential for
  great danger. This potential was realized,
  unfortunately, when a massive goblinoid force
  attacked and nearly destroyed the entire 23rd.
  Ennister himself was killed and beheaded in the
  conflict, although fortunately his body was
  recovered and he was subsequently resurrected.
  (These events were chronicled in The Patrol, an
  unpublished 
  adventure 
  that 
  is 
  nonetheless
  considered part of Gran March canon.)
  A mysterious entity known as the Warlord of the
  Dim Forest was apparently the author of this
  attack, and the one prisoner who might have been
  able to reveal more about the Warlord and his
  plans – a kobold messenger captured before the
  goblinoid onslaught – managed to escape from
  the armed escort taking him to Fort Endurance for
  further questioning. The end result was a major
  defeat for the Army, a disastrous loss of life for the
  men and women of the 23rd, and a warning that
  someone 
  was 
  indeed 
  organizing 
  the 
  evil
  humanoids of the Dim with the purpose of
  destroying Gran March.
  What Has Gone Before: 593 CY
  In the summer of 593 CY, a number of
  independent events coincided to blur the borders
  between the Plane of Shadow and the Material
  Plane, which are already weaker than normal in
  that area due to the forest’s own malevolent
  nature. A group of evil fey creatures known as
  shadar-kai (see Appendix D, which includes an
  excerpt from the Fiend Folio) were drawn to the
  Dim Forest due to the unusually strong pull of the
  Plane of Shadow that they could feel therein.
  They established an outpost and began carrying
  out a plot to break the barrier between the
  Material and the Shadow. 
  The entire shadar-kai race suffers under an
  ancient affliction, known as the Shadow Curse,
  which defines their very existence as one of
  constant agony and suffering. Their goal was to
  bind all of the living creatures within the Dim
  Forest to the Plane of Shadow, trapping their
  souls forever. By doing this, the shadar-kai
  believed that they could free their own souls from
  the grip of the Shadow Curse. The shadar-kail
  believed that for each soul that they entombed in
  Shadow one soul from among their own number
  would be freed. 
  
  In the Blink of an Unseeing Eye
  Page 7
  In order to accomplish their goal, the shadar-kai
  needed to bring the Dim Forest itself as close to
  the Plane of Shadow as they possibly could. The
  shadar-kai constructed several artifacts known as
  Wells of Darkness and spent several months
  using the Wells to brew massive quantities of a
  substance known as liquid night. This substance
  is a much stronger version of the night extract
  described in the Fiend Folio. The liquid night,
  which is essentially the essence of highly distilled,
  magically infused shadow-stuff, began seeping
  into the water table beneath the Dim Forest, with
  the result that liquefied shadows were drawn up
  into the roots of every tree in the Dim Forest. 
  The shadow-elixir did not harm the trees directly,
  but as time passed, the trees began to radiate
  darkness in small quantities from their leaves and
  branches. The millions of leaves and branches of
  the affected trees, each radiating a tiny bit of
  darkness, caused the cumulative effect that led to
  the 2003 Battle Interactive When Sunlight Turns
  to Ashes: the Dim Forest became shrouded in an
  unending twilight, which attracted the attention of
  both the Gran March Army and the wizards of
  Syrloch.
  The shadar-kai believed that once they pumped
  enough liquid night into the water and soil of the
  Dim Forest, they would be able to proceed with
  their ritual to transport the entire forest, and all the
  currently un-cursed souls within it, to the Plane of
  Shadow, thus freeing their own souls from the
  Shadow Curse. The preparations for this ritual
  were nearly complete, when a number of
  individuals entered the Dim Forest bent on
  determining the cause of the magical darkness
  and putting an end to it. 
  One of these groups was a volunteer military
  force sent by the Warden of the Dim Forest, who
  had observed the spreading of the magical
  darkness as far as Fort Endurance. Under the
  command of Lieutenant Ennister of the 23rd
  Cavalry 
  Squadron, 
  the 
  Military 
  Volunteers
  marched into the Dim, established a base camp,
  and set about conducting scouting operations to
  determine the nature and source of the darkness.
  The Military Volunteers’ mission was complicated
  by the efforts of the Warlord of the Dim Forest,
  who made an unsuccessful attempt to kill Ennister
  (for the second time) and destroy the military
  encampment. The forces of the Army were able to
  defend themselves and rout their goblinoid
  attackers. The Warlord himself was not captured
  or killed, however, and is presumably still at large
  and still in command of a sizable goblinoid and
  orcish army.
  The other group was a collection of independent
  operatives, who slipped into the forest in small
  bands, seeking their own solution to the problem.
  Many of these Forest Operatives sought out a
  group of elves called the Free Band, who are
  known to be insurgents opposing the efforts of
  Gran March to build a road through the Dim
  Forest linking Hochoch and Orlane. Many people
  throughout Gran March believed that the magical
  darkness was likely another attempt by the Free
  Band to sabotage the road-building effort. The
  Forest Operatives’ mission was complicated by a
  number of diplomatic issues, including the
  reluctance of the Free Band to lend their aid to
  any effort of the Army, even in the face of a much
  greater threat from the shadar-kai. The shadar-kai
  themselves attempted to assassinate the elven
  leaders, but luckily their plans were thwarted, and
  in the end the elves of the Dim Forest provided
  crucial support to the Army and helped turn the
  tide of what otherwise would have been a losing
  battle.
  When all was said and done, the combined efforts
  of the Military Volunteers and the Forest
  Operatives, assisted by the Free Band and
  another group of elves known as the Runners of
  the Flame, were just barely sufficient to defeat the
  forces of the shadar-kai and put an end to their
  vile ritual. Although the leaders of the shadar-kai
  were destroyed, an unknown number of the dark
  fey escaped from the battle, and are thought to be
  still lurking within the Dim Forest, nursing their
  wounds and plotting their revenge. The magical
  darkness lifted, for the most part, although a few
  scattered pockets of unnatural darkness do
  remain deep within the heart of the Dim.
  Lieutenant Ennister was promoted to Captain for
  his efforts and for his command of the successful
  mission to defeat the shadar-kai.
  The Current Situation
  Although the shadar-kai ritual did not succeed, the
  powerful forces that were unleashed by the dark
  fey still caused a significant amount of damage. At
  the very moment that the last of the Wells of
  Darkness was destroyed, one of the High
  Arcanists of the shadar-kai completed his portion
  of the ritual, and a ripple of magical energy
  passed through the entire Dim Forest, seeking
  weak points in the barrier between the Material
  Plane and the Plane of Shadow. 
  
  In the Blink of an Unseeing Eye
  Page 8
  As it happened, there was one place in the Dim
  Forest where an active gate between planes
  already existed – the ancient portal to the Fading
  Land. The energies released by the shadar-kai
  ritual warped and distorted the portal, and even
  touched the ancient relic, the Eye of Eternity.
  Although largely quiescent, the Eye felt the touch
  of this strange magic, and it responded. This
  connection not only activated some of the powers
  of the Eye, it also tore the planar portal loose from
  the Fading Land and instead pointed it to the
  Plane of Shadow.
  The 
  shadar-kai 
  arcanist 
  whose 
  ritual 
  had
  precipitated all of this did not have long to savor
  his triumph: he was slain mere moments later
  along with the rest of the leaders of the shadar-kai
  army. However, in his dying moments, he was
  able to draw upon the powers of the Eye of
  Eternity and his own Shadow Curse to give
  himself another chance at life – or rather, unlife.
  He became a Shadow Lord, a dark reflection of
  himself, a soul without a physical body, trapped
  on the Plane of Shadow. The Fading Land and
  the Plane of Shadow have been drawn together,
  and an “echo” of the Fading Land came into
  being. It is in this location that the shadowy
  reflection of the Eye of Eternity can be accessed
  from the Plane of Shadow, even though the Eye
  itself remains locked in its demiplane. Now, the
  Shadow Lord seeks to complete his mastery of
  the Eye of Eternity and use its formidable powers
  to resume his quest to free the shadar-kai from
  their ancient curse by capturing as many souls as
  possible and binding them to the Plane of
  Shadow.
  Along with the Shadow Lord, several other evil
  forces are at work in the area. Kennigamek, better
  known as the Warlord of the Dim Forest, still
  commands a sizable goblinoid army, and his
  efforts to undermine the government of Gran
  March continue. The horse market of Carern, in
  which enough horses to outfit a small army are
  gathered in one place, is too tempting a target for
  him to ignore. However, his recent losses leave
  him unable to launch a direct attack against
  Carern at the current time. 
  Instead, Kennigamek has arranged for the horses
  at the marketplace to be infected with a special
  magical disease (concocted by certain allies of his
  who are beyond the scope of this adventure). This
  disease is slow-acting; the horses will not feel its
  effects for several months, thus making it more
  likely that they will have been disseminated
  throughout the March and maximizing the
  chances of spreading the disease to other horses.
  The fundamental premise is that an army whose
  entire cavalry has lost its mounts will be much
  less able to resist Kennigamek’s future efforts. 
  A small team under the Warlord’s command has
  recently set up a camp in the Dim Forest and has
  kidnapped Old Narril, the druid who lives near
  Carern. Kennigamek knows that if Old Narril gets
  involved, he has the knowledge and the skill to
  detect and destroy the magical disease before it
  can take hold. Rather than kill the druid outright,
  which would raise suspicion, Kennigamek has
  ordered his men to capture and hold the druid
  until after the horses have all been thoroughly
  infected and have been taken away by their new
  owners to the far corners of the March.
  As it turned out, Old Narril was an easy target for
  the kidnappers because he was distracted by his
  own concerns. A number of malevolent spirits
  called wendigo have recently taken up residence
  in the Dim Forest. These creatures hate normal
  animals of their own kind and seek to spread their
  own taint by corrupting others. One of the horses
  that was originally kidnapped by the orcish raiders
  back in 591 CY was infected with this spirit and
  set free. Although it took a while for the creature
  to come to grips with its new existence, it has now
  embarked on a campaign to add to its “herd” by
  spreading its magical corruption to others. Old
  Narril didn’t know exactly what was wrong, but he
  sensed that something was amiss, and his
  prophetic visions led him to believe that he should
  seek out this restless spirit and put an end to its
  evil. He was in the process of tracking the
  wendigo when he was ambushed and kidnapped
  by the forces of Kennigamek.
  Meanwhile, the wendigo has been pursuing its
  latest victim, a warhorse on a small farm outside
  of Carern. Before the process of magical
  corruption could be completed, however, the
  targeted warhorse (along with its stablemates)
  was taken to Carern for the annual marketplace.
  Because there are no outward signs of corruption
  until the transformation is complete, the horse’s
  owner, retired Corporal Feodor Birkit, has no idea
  that he is about to receive a very unpleasant
  surprise – once the first horse in his herd
  becomes a wendigo, the others will soon follow,
  as the corruption spreads quickly. 
  To make matters worse, the Shadow Lord has
  been conducting some initial forays to the Material
  Plane, testing his control over the portal to the
  Plane of Shadow. As a result, two things have
  happened: some shadow creatures have slipped
  
  In the Blink of an Unseeing Eye
  Page 9
  through the portal and are now infesting the Dim
  Forest, and a group of shadar-kai who survived
  the recent battle have been drawn to the site of
  the portal. Their Shadow Curse can only be
  relieved while they are on the Plane of Shadow,
  and they have struck a deal with the Shadow Lord
  (whom they recognize as one of their own) to
  serve as guardians of the portal while he
  determines how best to take advantage of the
  situation.
  All of the above events would be taking place in
  complete secrecy, were it not for the fact that one
  entity managed to escape the Dim Forest with the
  knowledge of what has transpired. Glanadriel, the
  Shade Guardian who centuries ago gave up his
  mortal existence as a sylvan elf to stand watch
  over the Eye of Eternity, felt the twisted magics of
  the Shadow Lord when they wrenched the portal
  away from the Fading Land and pointed it to the
  Plane of Shadow. In fact, Glanadriel was nearly
  destroyed, as a significant portion of his own
  essence is comprised of shadow-stuff, and the
  transformation of the portal nearly resulted in his
  unmaking. He was driven slightly mad by this
  experience and fled the Dim, taking refuge in the
  nearest familiar-seeming place he could find – the
  Old Stable Inn in Carern. The Old Stable Inn
  nearly burned down in 591 CY, and it was rebuilt
  with timbers that were cut from deep within the
  Dim Forest, coincidentally not too far from the
  portal. The natural resonance of this wood called
  to Glanadriel, and he has concealed his spirit
  within the walls of the Inn. 
  Although his experiences have driven him
  somewhat mad, Glanadriel is a formidable entity,
  who has survived for many centuries as the lone
  guardian of a terrible, evil artifact. Thus, he is
  certainly not beyond redemption, and in fact he
  subconsciously 
  realizes 
  that 
  something 
  is
  seriously wrong, both with himself and with the
  portal. Although he does not quite understand
  what he is doing, Glanadriel’s ancient oaths direct
  his actions, and he has been trying to get
  someone to come and help. Unfortunately, due to
  his weakened state, Glanadriel is only able to
  communicate by manifesting himself and reaching
  out his arms in supplication, all the while calling
  out words of friendship and peace. Due to his
  madness, however, his words all come out in the
  tongue of his long-ago mortal existence, an
  ancient dialect of Elven that just sounds like
  gibberish or magical chanting to the poor
  commoners who hear it. 
  The repeated appearance of a shadowy figure
  reaching out from the walls and chanting evil
  spells has caused everyone in town to believe
  that the Old Stable Inn is haunted by a malevolent
  ghost. Although the hauntings have been terrible
  for business, the proprietor of the Old Stable Inn
  is not willing to abandon her livelihood, and she
  has been making a number of efforts to have the
  “evil spirit” exorcised from his establishment. To
  date, these efforts have all failed, as there are no
  clerics of any significant power in Carern.
  Because Glanadriel is trying to get someone to
  help him, and because he is good and noble, he
  has not harmed anyone (even in his madness), so
  the “haunted Inn” is more a curiosity than anything
  else at the moment. Some curiosity-seekers have
  even deliberately come to Carern to see the
  “ghost,” and the PCs might be included among
  their number.
  Worst of all is the fate that has befallen Tyrriel
  Minaelon, the elven cleric who accompanied a
  group of heroic adventurers on their quest into the
  Fading Land several years ago. Although he
  recognized it as evil, Tyrriel was fascinated by the
  portal and by the Fading Land beyond. Not to
  mention the fact that an entire lost tribe of elves
  who had been dwelling in the Fading Land were
  rescued in the process!  Tyrriel resolved to study
  the elves, the portal, and the Fading Land. He had
  just returned to the area of the portal a few weeks
  before the shadar-kai began their insidious efforts
  to drag the Dim Forest to the Plane of Shadow.
  Tyrriel and Glanadriel struck up a friendship, and
  the Shade Guardian hoped that the elven cleric
  would find a way to destroy the portal stone once
  and for all, thus removing any future risk that the
  Eye of Eternity could be turned to evil ends.
  Although he obviously would not engage in the
  sacrifice necessary to empower the stone, Tyrriel
  did study it closely, and in fact was standing on
  the stone when the shadar-kai leaders were
  destroyed and the High Arcanist’s ritual went
  awry. 
  As the uncontrolled magical energies ripped the
  portal open and bound it to the Plane of Shadow,
  Tyrriel was slain, and his “sacrifice” caused the
  portal to open – and remain open, with the
  hapless elven cleric’s soul bound into the portal
  stone itself. Now, Tyrriel’s soul serves as the fuel
  powering the portal, and the Shadow Lord has
  been able to manipulate this to his own ends,
  using the elf’s energies to maintain the portal and
  project his own powers onto the Material Plane.
  One of the last sights that the Shade Guardian
  Glanadriel 
  saw 
  was 
  his 
  friend’s 
  horrified
  
  In the Blink of an Unseeing Eye
  Page 10
  expression as his soul was torn from his body and
  the portal, which had lain dormant for so long,
  sprang open, revealing the lifeless expanse of the
  Plane of Shadow beyond.
  With the shadowy reflection of the Eye of Eternity
  at his command, as well as the ability to control
  the active portal between the Material Plane and
  the Shadow Plane, the Shadow Lord is now in a
  position to wreak serious havoc on the people of
  Gran March and the entire Sheldomar Valley.
  Fortunately, his grasp of the powers at his
  disposal is not yet complete, and there is still time
  for heroes to intervene.
  Enter the PCs, who must find a way to rescue Old
  Narril from his kidnappers, destroy the wendigo
  spirit and the shadow creatures, defeat the
  shadar-kai and the Shadow Lord, and free the
  Shade Guardian and the soul of Tyrriel from their
  torments. Should the heroes fail, then the forces
  of Shadow will gain a grip on the beating heart of
  the Dim Forest that will be very hard to break.
  Adventure Summary 
  As the adventure begins, the PCs are just arriving
  in the town of Carern, in southern Barony
  Mathinius. Carern is well-known as the location of
  an annual marketplace for horse farmers, in which
  the finest steeds from across the March are bred,
  displayed, traded, and sold. Military PCs have
  been sent to review the security arrangements or
  to look at some of the horses for possible
  purchase, depending on the branch of the military
  in which they serve. Non-military PCs will need to
  contrive their own reasons for being in Carern;
  details about the town, including some reasons
  why characters might want to visit, are provided in
  Player Handout 1. 
  One very reasonable option is that the PCs might
  have heard travelers’ tales of the “haunting” of the
  Old Stable Inn. Being adventurers, this is naturally
  the sort of thing they might very well find worthy of
  investigation. This hook also occurs in the
  introductory boxed text.
  Introduction
  The PCs arrive in Carern just before noon. A brief
  description of the changes that have taken place
  (through rebuilding and through growth) is
  provided, along with some information about the
  horse market, which is sponsored by the
  Herdmasters’ Guild.
  Encounter 1: Stampede!  
  The PCs see a string of warhorses being led
  through town. Some of them may recognize the
  owner of these horses as ex-Corporal Feodor
  Birkit, with whom they may have served in the
  module Caravan Duty. Birkit completed his term
  of service under Lieutnenant (now Captain)
  Ennister and retired, taking over the operation of
  his family’s horse farm here in Barony Malthinius.
  He has had some success in breeding tougher,
  stronger warhorses and is bringing a number of
  his horses to the marketplace in hopes of selling
  them to the Gran March Cavalry.
  Unfortunately, a malevolent nature spirit, known
  as a wendigo, is attempting to prey on the horses
  assembled here in Carern. A wendigo is a terrible,
  evil fey spirit that hates all living things, especially
  living things of its own race or species. This
  particular wendigo was formed several years ago
  when one of the horses stolen during an orcish
  raid on Carern was deliberately infused with an
  evil sprit by a cleric of Gruumsh. Now, the
  wendigo horse seeks to corrupt others of its kind,
  and it has chosen one of the horses in Birkit’s
  string as its latest target. 
  Just as the PCs arrive in town, the wendigo (flying
  nearly invisibly overhead) uses one of its
  supernatural powers to finish the task of driving
  one of the horses mad. The victimized horse,
  which is now in danger of becoming a wendigo
  itself, rears and begins attacking the other horses,
  causing the potential for a stampede. The PCs
  must act quickly to either prevent or contain the
  stampede. Birkit, his two young ranch hands
  (Havar and Ylldren, a pair of boys some of the
  PCs might have helped rescue from a fire in
  GRM1-03 Horse Play), and a number of other
  commoners (not to mention the PCs themselves)
  are in danger of being trampled.
  Glanadriel, sensing the presence of the wendigo
  spirit, rises from the ground directly in front of
  Birkit’s horse just as the wendigo passes
  overhead. Although the Shade Guardian is trying
  to warn Birkit of the danger, his actions may well
  be perceived by the PCs as threatening, thus
  increasing their resolve to track down and deal
  with the “hauntings” in town.
  Encounter 2: Carern
  If the PCs are Gran March natives, there is a
  good chance that they have been to Carern in the
  past. Several locations and individuals are
  detailed in this section, including the Elector and
  his estate, the marketplace and the various horse
  farmers who are setting up for the upcoming sale,
  
  In the Blink of an Unseeing Eye
  Page 11
  the local shrine in honor of St. Cuthbert, and the
  military hostel. A couple of young acolytes of
  Hieroneous are also collecting donations, seeking
  to raise enough funds to build a shrine or temple
  to their deity here in the village.
  The various NPCs can tell the heroes some or all
  of the information about the history of Carern, the
  Marketplace, and the recent hauntings. In
  particular, the local cleric of St. Cuthbert
  attempted to turn the spirit, but his powers were
  not sufficient to the task. Still, the PCs can get a
  decent description of the ghost from the cleric,
  and this might trigger memories of the Shade
  Guardian from Fading Vision for those players
  who took part in the earlier adventure.
  If they visit him, Elector Timmor Ellthorn will be
  overjoyed to see any of the heroes who took part
  in rescuing him two years ago. The Elector will
  implore them to help solve the problem, as the
  marketplace is very important to the overall
  economy of Carern. Any PC who successfully
  rescued the Elector in GRM1-10 Fading Vision
  can also stay for free (Standard upkeep) at the
  Elector’s modest manor house, or he will gladly
  pay for their lodings at the Old Stable Inn.
  Several NPCs will also mention that no one has
  seen the druid, Old Narril, recently; this is
  unusual, because he always comes to town for
  the Marketplace to ensure that the horses are
  being well-treated and to look after any injuries or
  other problems that might crop up with that many
  animals being in one place at one time.
  Encounter 3: The Haunting
  Arriving at the Old Stable Inn, the PCs can
  interact with the proprietor and with the few hardy
  travelers who choose to stay here in spite of the
  “ghost” 
  problems. 
  The 
  innkeeper, 
  Verdana
  Pallorn, is not unfamiliar with magic herself (she’s
  a 4th-level Sorceress) but is at a loss to explain
  the hauntings. All she knows for sure is that they
  have been bad for business, but at least no one
  has been hurt. 
  In hopes of driving out the ghost, Verdana has
  just imported a shipment of special magical
  candles from Faber’s Way, where a somewhat
  famous goblin chandler by the name of Nobish
  lives. The candles are supposed to be able to
  protect against evil spirits. (Nobish appeared in
  the Year One adaptable module Festival Knight;
  he doesn’t appear in this adventure, although PCs
  with certed Festival Lanterns from that adventure
  can buy refills and all of the PCs will gain
  Regional access to various types of magical
  candles if they assist Verdana in dealing with her
  problem.)
  That 
  night, 
  assuming 
  they 
  give 
  him 
  the
  opportunity, Glanadriel will manifest to the PCs. If
  any of them are elves or speak Elven, or if they
  have some way of magically communicating with
  him, they should be able to get his story. All he
  knows is that something terrible has happened to
  the portal, his friend Tyrriel was affected, and he
  was nearly destroyed himself. This should be
  more than enough to convince the PCs that they
  need to head in that direction. Unfortunately,
  Glanadriel does not actually know how to get from
  Carern to the location of the portal; he does not
  travel by walking around in the Dim Forest, after
  all.  The PCs might know the way, and several
  NPCs can also suggest that finding Old Narril and
  getting directions from him would be an excellent
  idea.
  Encounter 4: Ambush!
  Heading into the Dim Forest, the PCs may decide
  to stop off at Old Narril’s hut to see if the druid is
  around. They won’t find him, but they will find his
  dog’s tracks and will be able to determine that the
  druid headed deeper into the Dim Forest,
  obviously on an errand of some sort, but that he
  did not return.
  Whether following the druid’s trail or simply
  moving in the direction of the portal, the PCs will
  be ambushed by the goblinoid forces of the
  Warlord of the Dim Forest, who have orders to
  deal with anyone who looks like they are
  searching for Old Narril. If the PCs are taking
  appropriate precautions, they may avoid being
  surprised; otherwise they will be at a significant
  disadvantage as the attackers will have time to
  cast their various prep spells. This encounter
  introduces players to a number of spells that have
  changed in the 3.5 edition of the rules, including
  enlarge person, ray of enfeeblement, and
  scorching ray. It has the potential to be a very
  dangerous encounter. 
  Assuming the PCs prevail, they can back-track
  the evil humanoids to their campsite, where they
  discover the bound and gagged Old Narril, along
  with some cryptic instructions from the Warlord
  indiciating that some sort of attempt is going to be
  made to do something to the horses at the
  Marketplace in order to undermine the Gran
  March Army. Old Narril will also tell them about
  the wendigo spirit and his efforts to track it down
  and deal with it.
  
  In the Blink of an Unseeing Eye
  Page 12
  At this point, the adventure can go in several
  directions, although ultimately the heroes must
  deal with all of the threats. 
  Encounter 5: Nice Horsey!
  The PCs (perhaps accompanied by Old Narril)
  must deal with the wendigo spirit that has begun
  preying on horses in the Dim Forest. If the PCs
  have brought mounts, then their own horses might
  be subjected to the creature’s maddening attack.
  Tracking the wendigo is difficult, because the
  spirits fly and can become incorporeal, but with a
  high enough Survival check it is possible.
  Alternatively, the PCs may choose to bait a trap
  with one or more horses, and the wendigo will be
  drawn irresistibly to the lure.
  At higher APLs, a creature known as an Ecalypse
  (basically a shadow horse with six legs) has come
  through the portal at the behest of the Shadow
  Lord and is aiding the wendigo in its efforts. 
  Destroying the evil fey spirits will remove one of
  the major threats to the equine population of
  Barony Malthinius.
  Encounter 6: A Shadowy Reunion
  Arriving at the area where the portal is located,
  the PCs must first deal with the shadar-kai who
  have taken up residence in the area and who are
  determined to protect their link to the Plane of
  Shadow at all costs. The PCs may also acquire
  some magical runes that will later enable them to
  plane shift back to the Material Plane from the
  Plane of Shadow.
  The soul of Tyrriel Minaelon is bound to the portal,
  and in fact the Shadow Lord will use Tyrriel’s own
  clerical powers against the PCs in their fight with
  the shadar-kai. Once the dark fey have been
  defeated, Tyrriel (who is in obvious agony – his
  soul is trapped between planes and being slowly
  torn apart to power the evil magics of this place)
  will beg the PCs to free him. Though he is an
  incorporeal spirit, he can be killed, and doing so
  will put him to rest, as well as closing the portal –
  at least, in theory. At lower-level tables, destroying
  Tyrriel’s soul will indeed close the portal; however,
  at high-level tables, the Shadow Lord snatches
  Tyrriel’s soul away before the portal can be
  closed, and the PCs must step through and
  confront the evil wizard in his lair on the Plane of
  Shadow.
  Optional Encounter 1: The Marketplace
  At APL 2 through 8, destroying Tyrriel’s soul will
  cause the portal to the Plane of Shadow to
  disappear. (It’s left to the high-level tables to
  confront the Shadow Lord head-on.)  Based on
  the information in the notes they recovered from
  the goblinoid camp, the PCs will know that
  someone is plotting to do something to the horses
  at the marketplace, specifically to the special new
  breed of warhorses that Corporal Birkit has been
  working on in secret for the last year. With Old
  Narril’s help, the PCs must stake out the
  Marketplace and attempt to prevent the plan from
  succeeding.
  The magical disease is being brought to the
  horses in the guise of their feed, which has been
  enchanted to spread the contagion. The PCs can
  discover this in a variety of ways. The feed is
  brought to the marketplace each day by a group
  of Gran March soldiers. Upon being discovered,
  these soldiers will turn out to be thralls in service
  to a group of doppelgangers. The doppelgangers
  and their unwilling allies will attempt to kill the PCs
  and proceed with their plan. If it becomes obvious
  that they are overmatched, the doppelgangers will
  flee. The magically-dominated soliders, sadly,
  have had their minds destroyed by being
  inoculated with a strange jelly (aboleth secretions)
  and cannot be revived or restored.
  If they survive, the PCs will have gained a
  disturbing piece of information – this is not the first
  time that doppelgangers have turned up as
  infiltrators of the Gran March Army. Who, if
  anyone, can be trusted any more?  How deep
  does this conspiracy run, and who’s behind this
  insidious replacement of normal men and women
  with evil shape-changers?
  Optional Encounter 2: The Plane of Shadow
  At APL 10 and higher, “killing” Tyrriel is not
  sufficient to close the portal. The PCs must step
  through the portal to the Plane of Shadow and
  deal with the Shadow Lord and the Eye of Eternity
  directly. This is a very difficult battle, as the
  Shadow Lord has great arcane powers and he is
  also able to draw upon the denizens of the Plane
  of Shadow to aid him. The soul of Tyrriel Minaelon
  will make one last effort to aid the PCs in the final
  battle, breaking free of his imprisonment within
  the Eye of Eternity and spending his own life force
  to help ward the PCs against the draining touch of
  the undead shadows.
  Unfortunately, the portal closes before the PCs
  have the chance to step back through it. However,
  the magical runes taken from the shadar-kai in
  Encounter 6 provide a way for the PCs to return
  home. Otherwise, if any of the PCs can cast the
  
  In the Blink of an Unseeing Eye
  Page 13
  plane shift spell, they can escape that way. If they
  have no other way to return home, then the PCs
  must wander the Shadow Plane until they are
  able to find a planar vortex and escape back to
  the Material Plane. Regardless, if the PCs
  succeed in defeating the Shadow Lord, the Eye of
  Eternity will once again be imprisoned in the
  Fading Land, hopefully for good this time.
  For the high-level tables, Old Narril will leave prior
  to their heading to the Plane of Shadow, and he
  and 
  Corporal 
  Birkit 
  will 
  deal 
  with 
  the
  doppelgangers off-screen. The PCs will be
  informed of what happened if they successfully
  complete their mission and make it back to
  Carern.
  For the low-tier tables, there will be a slight
  discontinuity, as to them it will appear that the
  portal closed when they successfully defeated the
  shadar-kai and put Tyrriel’s soul to rest. This can
  be explained away by saying that the Shadow
  Lord was subsequently able to re-open the portal
  and this time it was dealt with by a different group
  of adventurers (specifically, a high-level group).
  This should not detract from the accomplishments
  of the lower-level tables, though.
  Conclusion
  Hopefully, the PCs were able to deal with all of the
  threats: the wendigo spirit preying on the horses,
  the Shadow Lord and his minions, and the forces
  of the Warlord of the Dim Forest working to
  undermine the military’s supply of horses. If they
  successfully completed some, but not all, of these
  objectives, 
  then 
  the 
  conclusion 
  will 
  vary
  depending on what they did and did not
  accomplish.
  PCs who saved the horses (and their owners)
  from the stampede can get access to purchase
  some of Corporal Birkit’s special new breed of
  warhorses.
  PCs who helped “cleanse” the Old Stable Inn will
  be able to purchase magical candles from
  Verdana, with a frequency of Regional. The
  candles have a variety of beneficial effects.
  PCs who helped deal with the portal to the Plane
  of Shadow and the Shadow Lord will have the
  gratitude of Glanadriel and of Elector Ellthorn, as
  well as coming to the attention of Syrloch.
  Military PCs are eligible for a commendation for
  protecting the marketplace and preserving the
  supply of horses to the Gran March Army.
  Members of the cavalry, the Couriers, the
  Diplomatic Corps, or other primarily mounted
  forces will receive additional notice with those
  organizations.
  Depending on the overall outcome, the stage will
  be set for future developments, as the plots
  against Gran March (from within and without)
  continue to fester…
  
  In the Blink of an Unseeing Eye
  Page 14
  Introduction
  Before beginning play, it will be useful for you to
  collect some information from the players about
  the Gran March regional adventures that their
  characters have previously participated in. A
  number of the events in this adventure will have
  extra significance to PCs that took part in several
  of the CY 591 Gran March regionals that were set
  in Carern. However, you don’t want to give
  anything away about this adventure, so the best
  thing to do is to ask for more information than you
  really need. One way to do this is to take each
  player aside and ask that player if his or her PC
  has ever been to Carern, and if so, what sort of
  events or adventures did the PC have while he or
  she was there. The players know that this module
  is set in Carern already, assuming they have read
  the blurb, so you should be able to coax the
  necessary information about past events out of
  the players without needing to specifically ask
  questions that would spoil the surprises to come.
  The most important items are to note which PCs
  took part in Horse Play (and their outcome of their
  attempt to retrieve the stolen horses), and which
  PCs took part in Fading Vision (and the nature of
  their interactions with the Shade Guardian and the
  success or failure of their efforts to rescue the
  Elector). It would also be useful to know which
  PCs took part in Caravan Duty, as those PCs will
  already know Feodor Birkit. Finally, you should
  find out if any of the PCs participated in the
  Dragon*Con 2003 Battle Interactive, as those
  characters have already encountered the shadar-
  kai and thus will recognize these foes when the
  time comes.
  While you are collecting information from the
  players, it is also useful to have each player pre-
  roll a few of the typical “opposed” skill checks for
  future reference. That way you can refer to the
  pre-rolled results when you need to have the PCs
  make a check without tipping off the players that
  something suspicious is happening. For this
  adventure, three Hide, Listen, Move Silently, and
  Spot checks are probably sufficient. Have each
  player make one Will save, too – you won’t use it,
  but it always scares players when they have to
  make a Will save in advance (especially when
  they roll poorly).
  Once everyone is ready to begin, read or
  paraphrase the following boxed text. This text
  does not assume that the PCs are traveling
  together, but PCs who already know one another
  or who are coming off of their last adventure
  together are certainly welcome to decide that they
  are already in a group. All of the PCs traveling to
  Carern would have heard roughly the same tales
  and rumors from the folks they met along the way.
  Your journey to the village of Carern has been
  largely uneventful. The roads are more
  crowded than usual, and you have seen
  several long strings of horses being taken to
  the southwest. Some of your fellow travelers
  have spoken of the annual marketplace that is
  held in Carern, and how the finest horses from
  across the region will be on display in just a
  few days. Although the Herdmaster’s Guild
  maintains a presence in Carern year-round, it
  is only for a month or so during the fall that
  the full-blown marketplace is in session, and
  the ranchers always bring their best stock,
  looking not only to sell, but also to buy.
  Breeding horses is as much an art as it is a
  science, but all agree, some of the finest
  horseflesh in all of the Sheldomar Valley will
  be on display in Carern for the next few weeks.
  By and large, the people you have met on the
  road were cheerful and friendly, enjoying the
  crisp fall air and the pleasant weather. Earlier
  today, 
  however, 
  you 
  overheard 
  several
  travelers having a heated debate about where
  they were going to stay while they were in
  Carern for the marketplace; one of them was
  insisting that she had heard the Old Stable Inn
  was haunted, and that a ghostly apparition
  had been attacking boarders on a nightly
  basis for the last month. Unfortunately, they
  knew little more than that, so you proceeded
  on 
  your 
  journey 
  with 
  your 
  curiosity
  unassuaged.
  Along with talk of the upcoming horse market,
  you have overheard a number of travelers
  discussing the recent incidents in the Dim
  Forest, during which a strange, magical
  darkness descended upon the entire forest. It
  was only through the efforts of a group of
  volunteers and Army members that the
  darkness was apparently banished, although
  some say that pockets linger, and that the
  shadow creatures of the Dim have been more
  aggressive than usual ever since the events of
  a few months past. Fortunately, Carern itself is
  about a half day’s journey away from the edge
  of the Dim, and the military action took place
  to the north, closer to Fort Endurance, so the
  town was largely unaffected. 
  
  In the Blink of an Unseeing Eye
  Page 15
  In any case, there are no signs of darkness on
  this day, magical or otherwise. A few puffy
  clouds do wander across the sky, lazily
  pausing in front of the sun every now and then
  and casting shadows on the ground at your
  feet. It’s just before noon when you finally
  arrive at your destination.
  Some of the text below describes the current level
  of activity at the various locations, but it is similar
  in nature to the text of Player Handout 1, so
  paraphrase it accordingly. Characters who have
  been to Carern previously will recognize a number
  of the landmarks described below, although
  naturally there have been a few changes since
  the last time the PCs have been to this village.
  Carern is a small village, although it has been
  growing somewhat of late, with a population of
  around 250 people. There are no signs of the
  attacks from several years ago; although
  many of the buildings were destroyed by a
  rampaging horde of orcs, ogres, and giants,
  the townsfolk seem to have rebuilt and
  recovered quite 
  nicely. 
  The 
  majority of
  structures 
  in 
  the 
  village 
  are 
  sturdily
  constructed wooden buildings with thatched
  roofs. Easily the largest building in town is the
  famous Old Stable Inn, the only real boarding
  house available. There doesn’t seem to be a
  lot of activity around the inn, though –
  perhaps the tales you heard of a ghost
  haunting the place are true, after all, or
  perhaps it’s just the time of day. There are a
  few odd decorations – a variety of lanterns
  and candles, it appears – hanging from hooks
  and sitting on poles at various locations
  around the outside of the Inn.
  To the north of town, you can see the fortified
  manor of Elector Timmor Ellthorn, built atop a
  man-made hill that overlooks the Green
  Stream, which provides most of the town’s
  drinking water. 
  To the south, a tent city has sprung up around
  a large wooden show ring that looks like it
  could hold 20 or 30 horses at once. A number
  of small makeshift corrals and even a hastily-
  erected barn are also visible in that area.
  Although the marketplace is still about a week
  or so from its official opening, you can see a
  fair number of men and horses moving around
  in 
  and 
  among 
  the 
  various 
  freshly-built
  buildings and fences. Perhaps some of the
  more enterprising merchants have decided to
  get an early start. The breeze shifts slightly,
  and along with the smell of hay, you catch a
  whiff of the distinctive odor that comes from a
  large number of horses standing around. Sure
  enough, several young boys with shovels and
  pitchforks scurry back and forth among the
  stalls, performing what is surely the least
  pleasant task associated with the annual
  marketplace.
  Along the eastern side of the street, taking up
  the northern length of the road, is a large
  produce market, with a variety of buyers and
  sellers haggling over grain and fruit. A number
  of makeshift stands have been set up along
  the other side of the road. They appear to be
  selling everything that a horse owner could
  desire, from tack to feed and everything in
  between. Next to the Old Stable Inn, you can
  see the small shrine of St. Cuthbert that
  serves 
  as 
  Carern’s 
  only 
  real 
  religious
  establishment. A bright orange awning a bit
  farther down the street also catches your eye.
  The small hostel for military visitors, a squat
  barracks-style building, appears to have a few
  current residents as well.
  Refer to the map of Carern (Appendix C) for a
  depiction of the main section of Carern and
  Player Handout 1 for an overview of the major
  locations. If there were groups of PCs traveling on
  the road, but not together, then this is an
  opportunity to have each group of PCs ride (or
  walk) up, provide character descriptions, and
  introduce themselves to one another. Give the
  players a moment to discuss what they want to do
  first, but before they actually go anywhere,
  proceed directly into Encounter One. This first
  encounter is designed to start things off with a bit
  of action and draw the players (as opposed to
  their characters) into the adventure.
  Encounter One
  It is a few minutes before noon, and the PCs are
  just arriving in Carern. If some or all of the PCs
  were traveling together, or if they met as part of
  the Introduction, then they are all in a group on
  the edge of the road leading into town. This
  encounter assumes that the PCs have chosen a
  destination somewhere in town and are heading
  in that direction. Before they can go anywhere,
  however, a chaotic series of events takes place. 
  The PCs should be placed on the map in roughly
  the center of the road, probably heading south,
  while the string of horses comes in from the north.
  If some of the characters have chosen a
  
  In the Blink of an Unseeing Eye
  Page 16
  destination to the north (probably the Elector’s
  manor house) then those characters should be on
  the north end of the map and the string of horses
  should be to the south of them, heading towards
  the marketplace. Either way, the closest PC
  should be around 60 feet away from the edge of
  the string of horses when the commotion starts.
  Read or paraphrase the following:
  You can see a string of around 30 heavy
  horses coming towards you, obviously headed
  towards the southern marketplace area. The
  horses are accompanied by three riders: one
  middle-aged man, who appears to be directing
  the operation, and two teenage boys. The man
  sits his saddle easily, as if he has spent his
  entire life ahorse. He calmly directs the boys
  as they ride along the flanks of the slowly-
  moving herd. The brisk tenor of his voice and
  the crispness of his commands indicate a man
  who has probably spent some time as a leader
  in the military, although his long, shaggy
  brown hair and slightly paunchy frame
  indicate a more relaxed lifestyle.
  At this point, PCs that played Caravan Duty might
  recognize the man leading the string of horses.
  He is a former Corporal in the Gran March Army
  named Feodor Birkit. After serving his time,
  Corporal Birkit retired and returned to his family’s
  horse farm here in Barony Malthinius. As a
  member of the 23rd Cavalry Squadron serving
  under (then-) Lieutenant Ennister, Birkit learned a
  lot about what makes a good cavalry mount and
  has been applying that knowledge over the last
  year. He managed to get hold of some special
  breeding stock from Keoland, and the horses that
  he is bringing to this year’s marketplace are a
  special breed, tougher and stronger than normal
  warhorses.
  Unfortunately for Birkit, a malevolent spirit from
  the Dim Forest has taken a “liking” to one of the
  horses in his herd. This creature is called a
  wendigo, and is an evil fey that hates all others of
  its own kind and seeks to infect them with its own
  dread disease. (See Appendix D for details on the
  wendigo template.)  This particular wendigo was
  created over two years ago when a number of
  horses were stolen from a farm near Carern by a
  group of orcs led by a cleric of Gruumsh. Though
  adventurers managed to recover some of the
  horses, this particular animal was deliberately
  infected with the spirit of the wendigo and set
  loose to roam the Dim Foest in hopes that its
  corruption would spread.
  The wendigo has been tracking a particular horse
  in Birkit’s herd for the last few days, traveling in its
  gaseous form (wind walking) and using its
  maddening whispers special ability to drive the
  poor beast inexorably insane. Just as the PCs
  arrive on the scene, the wendigo (which is in
  gaseous form about 300 feet in the air) will make
  its final attack upon the horse that it has chosen
  as its victim, and the horse’s mind will snap. 
  Meanwhile, Glanadriel, the Shade Guardian who
  is currently hiding in the timbers of the Old Stable
  Inn, senses the presence of the evil spirit.
  Although Glanadriel is still fundamentally good,
  his perceptions and ability to understand the world
  around him are currently somewhat limited.
  Fearing that the entity that corrupted the portal
  and nearly destroyed him has returned, Glanadriel
  rushes to the area and rises up from the ground
  just in front of Birkit’s horse. This shadowy figure
  rising out of the earth spooks the horse, of course,
  and combined with the wendigo-tormented horse
  going insane and rearing unexpectedly, causes
  the rest of the horses to panic and threaten a
  dangerous stampede. The PCs must act quickly.
  Each character should make a Spot check. The
  result determines which of the elements of the
  scene the character notices in the instant before
  everything goes crazy. A higher check result
  means that the character also sees the items
  given under lower check results, although it would
  be more fun if you are able to parcel these tidbits
  out as much as possible so that different people
  get different pieces of information.
  DC 10 – The character sees the lead rider’s horse
  rear up, as if frightened by something on the
  ground in front of it.
  DC 15 – The character sees a horse in the middle
  of the pack suddenly rear up, foaming at the
  mouth, snap its traces, and bite another horse
  near it.
  DC 20 – The character sees a shadowy figure
  about the size of a slender human rise up from
  the ground right in front of the lead rider. The
  figure has one arm outstretched, as if it is pointing
  at the rider. (DM note: in reality, Glanadriel is
  pointing into the sky, where the wind-walking
  wendigo hovers, but this is not obvious.)
  DC 30 – The character sees a small cloud, or
  perhaps a wisp of fog, moving rapidly across the
  sky. It’s impossible to tell what, but the character
  gets the impression that something is up there.
  (At lower APLs, it is unlikely that anyone will
  receive this piece of information, and that’s okay.
  
  In the Blink of an Unseeing Eye
  Page 17
  Old Narril will be able to tell the PCs a bit more
  about the wendigo if they rescue him in Encounter
  4.)
  Read or paraphrase the following text for all PCs,
  regardless of the result of their Spot checks. For
  those PCs that gain additional information, you
  can work that information into this description as
  you see fit, or you can simply tell each player what
  his or her character saw.
  All seems quiet as the town goes about its
  daily business. A cloud passes across the
  sun, momentarily darkening the bright glare of
  noon. Suddenly, a loud whinny erupts from
  the herd of horses moving down the street.
  Several horses rear, and you can see the
  ropes holding them together snap. The lead
  rider starts to yell a command to the two
  younger boys riding on the sides of the herd,
  but then his own horse rears, neighing in
  terror, and he is thrown to the ground. The
  entire herd seems to disintegrate instantly into
  a swirling mass of bared teeth and flashing
  hooves – it looks as though the horses are
  about to stampede!
  Some of the PCs may believe that the shadowy
  figure or the strange ghostly form in the air
  probably 
  have 
  something 
  to 
  do 
  with 
  the
  stampede. Unfortunately, they have no time to act
  on this information, because they must take
  immediate action to deal with the stampede. In
  addition to Birkit, who is currently lying on the
  ground in front of the panicked herd, there are the
  two teenage boys, as well as any number of other
  commoners, all of whom are in danger.
  Setup: Refer to Map 1 for the layout of the main
  street through town. As described above, the herd
  of horses was moving from the north edge of the
  map towards the south edge of the map. There
  are about 20 horses in the herd. (Note that under
  the D&D 3.5 rules, a horse takes up a 10’ space,
  but because these are traveling so closely
  together, and for the sake of expediency, it’s okay
  to assume that horses can share their spaces.)
  Corporal Birkit should be prone, lying in front of
  the herd of horses. He will surely be trampled if
  they stampede. Birkit’s horse is there as well. The
  two boys, Havar and Ylldren, are on either side of
  the herd of horses (they are still mounted). The
  maddened horse is in the center of the pack,
  attacking any other horse that it can reach.
  Glanadriel, the shadowy figure, is just in front of
  Birkit’s horse, but he will panic and flee in the first
  round, returning to his hideout within the Old
  Stable Inn. The wendigo is 300 feet in the air
  above the herd of horses, in its wind walking form,
  and will fly away in the first round. There is no
  reason for it to linger, knowing that it has
  completed its work and that the horse it has just
  driven mad will attempt to kill one of its own kind
  and will thereafter transform into a wendigo. The
  PCs should not be able to engage the wendigo in
  combat during this encounter.
  Dealing with the Situation: The PCs may take
  any number of steps to try and deal with the
  situation. Go ahead and roll initiative so that you
  can resolve the characters’ actions in a sensible
  order and so that everyone will have a chance to
  do something helpful. The most immediate
  problem 
  is 
  preventing 
  the 
  horses 
  from
  stampeding, if possible. Any of the following
  techniques have a chance of succeeding, as do
  any not listed here that you feel would be
  reasonable:
  Handle Animal: A character with the Handle
  Animal skill can attempt to calm one horse as a
  standard action, if the character is within 5 feet of
  the horse. The DC for this is 15. For each 5 points
  above 15, the character can calm one extra horse
  within range. This can also be done as an
  untrained Charisma check, but the DC rises to 20
  and no more than one horse may be calmed.
  Handle Animal will work to calm any of the
  panicked horses, but will not work on the
  maddened horse.
  Wild Empathy: A character with the Wild
  Empathy class feature (druid or ranger) can make
  a check to try and calm a number of horses as a
  full-round action. The normal requirement that the
  character spend 1 full minute is waived in this
  case. The mechanics for Wild Empathy are
  described in the Player’s Handbook (page 35 for
  druids and page 47 for rangers). Essentially, it
  functions like a special Diplomacy check, using
  the table on page 72. The character is trying to
  change the attitude of the horses from Hostile to
  Indifferent, which means that the DC for the check
  is 25. A successful check means that all of the
  horses within 30 feet of the character will calm
  down, with the exception of the maddened horse.
  Speak with Animals: A character with some
  supernatural or magical ability to speak with
  normal animals can attempt to calm down the
  panicked horses, which will be saying the equine
  equivalent of “he’s crazy, he’s crazy, he’s trying to
  kill us!” over and over and over again. Use the
  same mechanics as Handle Animal or Wild
  Empathy.
  
  In the Blink of an Unseeing Eye
  Page 18
  Command Normal Animals: A paladin’s bonded
  mount has the ability to command normal animals
  of its type. See page 45 of the Player’s Handbook
  for details on this ability, which requires the mount
  to succeed on a Concentration check and allows
  the affected creatures to attempt a Will save.
  Although it’s unlikely, there are other creatures
  that might have the ability to speak with or
  command normal animals of their type, such as a
  spellcaster’s familiar. While the normal horses can
  be calmed, preventing the stampede, almost
  nothing will cause the maddened horse to stop its
  rampage.
  Killing the Maddened Horse: A PC with ranged
  weapons or a targeted spell might be able to pick
  out and kill just the crazed horse. Doing this will
  not stop the stampede right away, because the
  rest of the horses are still panicked, but it will
  lower the DC of any other attempts to calm or
  handle the remaining horses by 10.
  Healing the Maddened Horse: If a PC casts heal
  or remove disease on the crazed horse, then the
  wendigo taint will be removed, and the horse will
  immediately calm down. This will not prevent the
  other panicked horses from stampeding, but it is
  about the only way to avoid having to kill the
  maddened horse. Other cure spells and neutralize
  poison will have no effect. As with killing the
  maddened horse, this will not stop the stampede,
  but it makes calming the remaining horses much
  easier (lower the DC by 10 for all checks).
  Calm Animals or Calm Emotions: These spells
  will have a powerful effect on the panicked
  horses, 
  although 
  calm 
  emotions 
  does 
  not
  necessarily have a large enough radius of effect
  to catch the entire herd with one casting. Still,
  either spell (if cast while a majority of the horses
  are still close enough together) can prevent the
  stampede 
  from 
  taking 
  place, 
  allowing 
  the
  remaining horses to be handled individually. For
  simplicity’s sake, assume that the panicked
  horses all automatically fail their Will saves
  against this or any similar spells. The maddened
  horse is immune to these spell and will continue
  attacking and biting the horses around it until it is
  dealt with, however.
  Heavy warhorse (1): hp 30, Wisdom score has
  been reduced to 0; see Monster Manual.
  Regardless of the APL, the maddened horse is a
  standard heavy warhorse. It has not yet
  completed the wendigo transformation and so
  does not have any of the characteristics of the
  template. Its current Wisdom score is effectively
  zero, which affects its Will saves, but it is immune
  to any attempt to magically calm, charm,
  command, dominate, or otherwise control it. It can
  be affected by spells that do not involve
  manipulating its emotions, such as hold animal or
  hold monster. The only way to save it from
  transforming into a wendigo is to heal it of the
  disease, and the only way to stop it from
  continuing its rampage short of healing it is to kill
  it.
  The rest of the horses are also heavy warhorses,
  but they will not engage in combat. They will
  attempt to flee the maddened horse and will
  trample anyone that happens to be in their way.
  Their initial direction of flight is directly south,
  which will cause them to trample Birkit and
  probably kill him unless the PCs are able to do
  something to save him.
  Heavy warhorses (19): hp 30 each; see Monster
  Manual.
  Tactics: The maddened horse has only one goal:
  to kill another horse and then gallop away into the
  woods, where it will complete its transformation
  into a wendigo and join its creator. To this end, it
  will attack every round, always preferring to attack
  another horse instead of another creature. Once it
  successfully kills another horse, it will run off at
  maximum speed in the direction of the Dim
  Forest, where it will soon complete the wendigo
  transformation. If it is tracked, the tracks will go for
  a mile or so and will then end abruptly with four
  long, bloody, vaguely hoofprint-shaped smears.
  Note that because the horse has not yet
  transformed into a wendigo, it has not yet
  acquired the template, so it does not have any of
  the special abilities and cannot pass on the curse
  to those it bites.
  Glanadriel will sink back into the ground during
  the first round. The PCs might try to turn him,
  thinking that he is some kind of an undead
  shadow. Let the turn attempt proceed normally
  and then just describe the shadowy figure sinking
  back into the ground. The player can draw his or
  her own conclusions about whether or not this
  was because the turning attempt was successful.
  The wendigo will simply fly away, still in its
  gaseous form, and able to move at up to 600 feet
  per round if it desires. It will not engage in combat
  or hang around to see what becomes of its new
  creation; it knows that it can (and will) create
  more.
  The panicked horses will trample anyone and
  everyone in their path beginning on the second
  
  In the Blink of an Unseeing Eye
  Page 19
  round. Treat this as the horses moving into an
  occupied square, forcing anyone in that square to
  suffer 1d8 points of damage for each horse
  involved in the trample. A Reflex save (DC 15) is
  allowed for half damage. A typical commoner (3
  hp, Reflex +0) will probably be severely wounded
  or killed if trampled by more than one horse.
  Havar and Ylldren, human male Com1/Exp1: 
  hp 6; Dex 14. Skills:  Handle Animal +5, Ride +9.
  The two boys will do everything they can just to
  remain in the saddle and keep their own mounts
  from panicking. They must each attempt a Ride
  check every round as if they were controlling a
  mount in battle (DC 20) to avoid being unhorsed
  and to keep their own horses from joining the
  stampede. They  won’t have the opportunity to
  use their Handle Animal skill (although they can
  help chase down individual horses once the main
  stampede has been prevented).
  Feodor Birkit, human male Ftr5:  hp 32; Ref +2.
  Birkit will realize that he is in a very precarious
  situation. With the herd of horses stampeding
  directly in front of him, he will concentrate on
  trying to avoid being trampled. If any PCs attempt
  to ride their own horses into the panicked herd,
  then they will find it difficult to contol their mounts.
  Each mounted PC within 30 feet of the stampede
  must succeed on a Ride check (free action, DC
  10 for a war-trained horse or DC 20 for a normal
  horse) to control the mount each round. A failure
  on the check means that the PC must spend the
  round doing nothing but keeping his or her horse
  under control. A failure that does not beat DC 5
  means that the PC is thrown. A thrown PC suffers
  1d6 points of damage from the fall and will be at
  risk of being trampled. The scent of panic and fear
  from its own kind will cause even the sternest
  horse to blanch at least a little bit. Paladin mounts
  are immune to this effect, of course.
  In order to give the PCs as much of a chance as
  possible to prevent the stampede or to minimize
  the damage it causes, put the panicked horses
  last in the initiative order. On the first round, they
  will rear and whinny and panic; on the second
  round, they will begin stampeding. Roll initiative
  for the maddened horse normally. 
  Assume that the wendigo flies away at some point
  during the round (no need to put it into the
  initiative order, as there is really not much the PCs
  can do to affect it), and assume that Glanadriel
  has an initiative roll of 20. His only action is to sink
  back into the ground and disappear. 
  Glanadriel, Shade Guardian (elf) Rgr6/Wiz5: hp
  82; see Appendix.
  Glanadriel will take no offensive actions as long
  as he can try to escape, even if a PC somehow
  includes him in an area-effect spell or specifically
  targets him (perhaps with something like searing
  light). It would be best if Glanadriel succeeds on
  any saving throws that he might need to make in
  order to get away, but his full statistics are
  provided in the appendix in the event that the PCs
  are somehow able to prevent him from escaping.
  He does not want to fight, especially in his current
  state, but he will do so if cornered, and he is quite
  powerful.
  Conversing with Birkit:  If the PCs manage to
  prevent or stop the stampede, Birkit’s first concern
  will be for the two boys, and his second concern
  will be for his horses. He will certainly understand
  the necessity of killing the maddened horse, but
  he will be very unhappy if the PCs deal with the
  stampede by killing large numbers of his herd. He
  will thank the PCs profusely for their efforts, and
  any of them that served with him in Caravan Duty
  should recognize him at this point if they have not
  already done so. (Birkit will remember the PCs, as
  well as any significant events that transpired when
  those PCs played the earlier module. He is not
  really in the mood for a long conversation about
  old war stories at the moment.)
  Birkit did not see either the shadowy figure
  (Glanadriel) or the ghostly wisp in the air (the
  wendigo). He will be puzzled as to what drove his
  horse insane and will be very concerned for the
  safety of the rest of his herd. He has heard the
  rumors of a ghost haunting the Old Stable Inn but
  does not really know any of the details. He will
  concede that it’s possible that the ghost could
  have possessed his horse and caused it to go
  mad, if the PCs bring that subject up, but he will
  not think of it on his own. (This is in fact incorrect,
  but Birkit has no way of knowing that, and if the
  PCs want to come to the wrong conclusion, that’s
  fine.)
  Birkit will invite the PCs to come and visit him
  once the marketplace is up and running. Since his
  days in the 23rd Cavalry Squadron, he has been
  running his family’s horse farm and has been
  attempting to breed some better mounts for his
  fellow cavalrymen. “After all,” he will say with a
  smile, “I don’t want some pikeman’s nag carrying
  good cavalrymen into battle. I figure I spent
  enough time with my butt stuck in a saddle to
  know what makes a good horse. Plus, I’m sick of
  hearing about how Keoland has all the best
  
  In the Blink of an Unseeing Eye
  Page 20
  warhorses.”  At the conclusion of the module, if
  the PCs rescued him and did a minimum of
  damage to his herd, then Birkit will be willing to
  sell some of his special mounts (see the
  Adventure Record for details). Birkit, like most of
  the folks in these parts who raise horses, is a
  member in good standing of the Herdmaster’s
  Guild.
  If asked, Birkit will talk a bit about some of the
  other NPCs that the characters might remember
  from previous modules. He has a lot of respect
  and admiration for Captain Ennister, and notes
  that the officer has “loosened up” a great deal
  since the two of them first started serving
  together. Corporal Anthorn, whom the PCs may
  recall from Caravan Duty, was unfortunately killed
  in battle, sacrificing himself so that a large number
  of his squadmates could survive a goblin ambush.
  “Anthorn always loved the Army, and I hear that
  his son is his spitting image.” Birkit sighs. “Me, I
  just wanted to serve my time and come home. I
  love my country, and I would do anything for the
  March, but spending the rest of my life caught in
  the meat grinder just didn’t seem like a smart
  thing to do. I’ve got a bit too much meat to grind,
  you know,” he adds, laughing and patting his
  stomach.
  If asked about the two boys, Havar and Ylldren,
  Birkit will respond that their parents were killed
  during the attacks on Carern a couple of years
  ago, and he has adopted them. They’re good
  boys, fast learners, and are getting to be quite
  good with the horses. Upon getting a closer look,
  some of the PCs might recognize the two boys as
  being the same lads they saved from a burning
  stable in the module Horse Play. The boys
  certainly remember their rescuers and will engage
  in the appropriate amount of hero-worship. It’s
  clear that they idolize Birkit above anyone else,
  though, and that he treats them very well. The
  boys recently turned 13, and are looking forward
  to joining the Army, although they have seen a fair
  amount of destruction in their young lives, so their
  enthusiasm is tempered by an understanding of
  the seriousness of war that few boys their age
  possess. Naturally, they both want to follow in
  Birkit’s footsteps and join the 23rd Cavalry
  Squadron.
  Scene of the Crime:  At this point, there is little
  more the PCs can learn about what really took
  place. Examining the (presumably dead) horse
  will not tell them much, although a DC 10
  Knowledge (nature) check or a DC 15 Heal check
  will reveal that the horse was definitely suffering
  from some kind of malady. Its eyeballs are
  bloodshot and there is blood coming from its ears.
  Birkit and the boys will both swear that the horse
  looked fine this morning. An attempt to detect
  magic or detect poison will reveal nothing (the
  wendigo is a natural spirit, and its “curse” is really
  a disease). 
  If a PC is somehow able to speak with the
  surviving animals, the other horses will relate that
  the affected horse had been acting very
  withdrawn and sullen lately, but that it had not
  attacked any of the other horses before now.
  Several of the horses will report that they have
  been frightened at night for the last several days,
  but they cannot explain why – they know
  instinctively that something is hunting them, but
  they cannot explain any better than that. However,
  the fact that the hunting started several days
  before the herd came to Carern might be a clue
  that the shadowy figure rising up from the ground
  actually did not cause the horse’s madness.
  Examining the area where the shadowy figure
  rose up from the ground will tell the PCs very little.
  If anyone is able to detect evil, there will be a faint
  (and fading) aura of evil from that spot on the
  ground because Glanadriel is an undead creature,
  and all undead radiate evil. This might mislead the
  PCs and provide further (false) evidence that the
  shadowy figure is the source of the problem. The
  maddened horse will also radiate a faint evil, from
  the touch of the wendigo upon its mind.
  If none of the PCs saw the shadowy figure rise up
  from the ground, then after the stampede is over,
  one of the nearby commoners will rush over and
  tell them that he saw “a ghost” trying to kill Birkit’s
  horse just before everything went crazy. He will
  describe the ghost as “all black, like a man made
  out of shadows” and say that it was pointing at
  Birkit just before the other horse went crazy. The
  commoner’s description matches the description
  of the ghost that has reportedly been hauting the
  Old Stable Inn.
  Development: If the stampede killed any people
  or did significant damage to any of the buildings,
  then Elector Ellthorn will be informed, and he will
  send the file of pikemen normally stationed at his
  manor. These men will arrive within 10 minutes
  and attempt to restore order and begin cleaning
  up the mess.
  After the PCs have dealt with the stampede as
  best they can and conversed with Birkit, they will
  probably 
  want 
  to 
  pursue 
  some 
  lines 
  of
  investigation in Carern. This is the subject of
  
  In the Blink of an Unseeing Eye
  Page 21
  Encounter 2. If the PCs instead want to proceed
  directly to the Old Stable Inn and track down the
  “ghost,” then proceed to Encounter 3.
  The fates of Birkit and the two stable boys should
  be noted on the Critical Events Summary. 
  Encounter Two
  There are a number of points of interest in Carern.
  The PCs might wish to visit some or all of these
  locations during their stay in the village. Each
  area is detailed briefly along with notes about the
  NPCs found there. 
  By the time the stampede has been calmed down
  and the PCs have completed their investigation of
  that area, it is about half an hour past noon. Night
  will fall in about six more hours. Carern is not a
  large village, so you can assume that it takes no
  more than 15 minutes for the PCs to visit any of
  the locations described below, or longer if they
  spend 
  an 
  extended 
  amount 
  of 
  time 
  in
  conversation. Since there won’t be any more
  “incidents” until around midnight, it’s not important
  to keep incredibly accurate track of the time.
  Glanadriel will manifest again around midnight if
  given the opportunity (see Encounter 3 for
  details).
  Locations in Carern that the PCs might want to
  visit include the Elector’s manor, the army hostel,
  the shrine to St. Cuthbert, the produce market,
  and the horse marketplace (which is still being
  assembled). There is also an orange awning,
  under which two young acolytes of Hieroneous
  are soliciting donations for their efforts to build a
  shrine to that god here in Carern. The Old Stable
  Inn, one of the major landmarks and a focal point
  of this adventure, is described separately; see
  Encounter 3 for details.
  The Elector’s Manor:  Elector Timmor Ellthorn
  lives in a small but well-fortified manor atop a
  man-made hill just to the north of the village
  proper. The Green Stream, which flows along the
  base of the hill, provides most of the drinking
  water for the village. The manor house shows
  signs of having been damaged and repaired at
  some point in the past; it was attacked a couple of
  years ago when the Elector was kidnapped. 
  The military provides protection for the Elector in
  the form of a full file of pikemen. The garrison is
  led by a Corporal named Garven Bladdel (War3),
  who some PCs may have met in the adventures
  Horse Play or Fading Vision. The garrison is
  stationed at the manor, rather than in the village,
  and the Elector considers them part of his
  household. Military PCs, as well as any character
  known to the Elector or to Corporal Bladdel
  because of the events of previous regional
  modules, will have no difficulty getting permission
  to speak with the Elector. Other PCs can also
  gain an audience if they convince the guards that
  they have important information (such as the
  stampede) 
  or 
  are 
  investigating 
  the 
  recent
  disturbances.
  The Elector is an older man (62 years of age) but
  appears to be in good health. He will be extremely
  happy to see any PCs that he has encountered in
  the past, particularly PCs that participated in
  rescuing him during the module Fading Vision.
  Any PC with the certed influence from that
  adventure will be invited to stay with the Elector
  for as long as needed (free Adventurer’s Standard
  upkeep). If the PCs with influence would rather
  stay at the Old Stable Inn to investigate the ghost
  stories, then the Elector will gladly pay for their
  lodgings.
  Some PCs might know that the Elector has a son,
  Jarvin Ellthorn, who is a member of the Knights of
  the Watch. Jarvin is not currently in Carern, but
  the Elector will happily talk about him if any of the
  PCs bring him up, and in general will be very
  friendly towards any Knights or Squires of the
  Watch in the party. Jarvin is a handsome man in
  his thirties, and is still unmarried, so the Elector
  will be sure to mention this fact to any eligible-
  looking female PCs. The Elector himself is a
  widower and isn’t interested in remarrying.
  The Elector will be disturbed to hear about the
  stampede. He will call for Glenna Sterner (human
  female Com4; Handle Animal +8, Ride +6), who
  manages his personal stables and is also a mid-
  ranking member of the Herdmaster’s Guild.
  Glenna will question the PCs closely for details of
  the stampede. If the symptoms exhibited by the
  crazed horse are described to her, she will think
  for a few moments, look puzzled, and admit that
  she has never heard of any sort of disease or
  malady of that description that could turn a
  seemingly normal horse into a rabid killing
  machine. 
  If there was any loss of life or significant property
  damage, the Elector will personally go down to
  the village to examine the scene and will station
  his file of pikemen in the village proper to assist
  with keeping order and cleaning up. If no one was
  killed during the stampede, the Elector will
  express his thanks to the PCs for their efforts in
  saving 
  Birkit 
  and 
  the 
  local 
  citizens. 
  The
  
  In the Blink of an Unseeing Eye
  Page 22
  marketplace is very important to the economy of
  Carern, but the Elector is more concerned about
  the safety of his people. The village suffered
  significant losses during the attacks a few years
  ago, and the Elector wants nothing more than for
  his people to have a peaceful and trouble-free
  existence. 
  Although the Elector does not have much
  information about what’s been going on, he will
  implore the PCs to do anything that they can to
  investigate the situation. The Elector is concerned
  about learning the cause of the stampede, but he
  is also worried about the “ghost stories” that have
  been coming from the Old Stable Inn. The Elector
  does not know much, other than that travelers
  have been reporting that a ghostly figure of some
  sort is terrorizing people at night. The proprietor of
  the inn has refused to close her business,
  however, and the Elector supports her efforts, as
  there is no other inn or tavern in the village. As far
  as he knows, no one has been injured by the
  ghost, and the local cleric of St. Cuthbert
  investigated the matter but was unable to make
  any progress. The PCs’ assistance will be
  gratefully accepted. 
  Any military PCs or veterans who are willing to
  assist in these matters can consider themselves
  temporarily 
  activated 
  and 
  assigned 
  to 
  the
  Elector’s service for the purpose of investigating
  the problems that have been plaguing Carern and
  ensuring that the marketplace is not disrupted.
  The Army gets a substantial number of its horses
  from Barony Malthinius, so the security and
  smooth operation of the marketplace is definitely
  a valid military consideration. 
  The Army Hostel: This structure is a small
  barracks. The only permanent military forces in
  Carern are actually resident at the Elector’s
  manor, so this building is provided for the use of
  military personnel who are assigned to special
  missions or passing through the southern portion
  of Barony Malthinius. 
  At present, there are several cavalrymen staying
  here, in anticipation of the horse market. They’ve
  heard that ex-Corporal Birkit has managed to
  produce an exceptional breed of heavy warhorse,
  and they’re eager to see for themselves. A lot of
  men in the Couriers and the Diplomatic Corps
  would be interested in superior mounts as well,
  but for a member of the cavalry, a good horse is
  at least as important as a good sword or lance,
  and probably more so. 
  The men staying here don’t know a whole lot
  about the recent haunting of the Old Stable Inn;
  they mostly keep to themselves, but they have
  overheard a few of the local civilians talking about
  strange goings-on. Nobody seemed to be in any
  real danger, though, and these men only arrived a
  couple of days ago, so they haven’t felt the need
  to investigate.
  The Shrine to St. Cuthbert: This shrine is a very
  small, one-room shack. However, it is obviously
  well-maintained and seems to have recently been
  reinforced with new wood timbers and framing. 
  The current cleric is actually a retired soldier by
  the name of Dith Yrrgorn (LN male human War3 /
  Clr1) who accepted the mantle of village priest
  when his predecessor was slain during the raids
  of a few years ago. Dith was originally trained as
  a medic during his service in the military and had
  frequently served as the unofficial “village healer”
  of Carern. Dith worked as a carpenter until the
  former priest of St. Cuthbert (a man named Gadel
  Hallerian) was killed in 591 during the attack in
  which the Elector was kidnapped. So many
  people were injured in that attack that Dith’s skills
  were sorely in demand. Dith found that he really
  enjoyed helping people, and he was a good
  healer, so it didn’t come as too much of a surprise
  to most folks around here when he found that he
  had a calling to replace Gadel as the local priest.
  Like most rural folk of the March, Dith is not a
  proselytizer and has little patience for those who
  are. He is a simple man and lives a simple life,
  and he likes it that way. 
  Dith travels a lot, since there are a lot of family
  farms and ranches in the surrounding area, so the
  shrine to St. Cuthbert is frequently unoccupied
  (but it is always open and kept in good repair). He
  is in town for the marketplace because the high
  number of visitors means an increased possibility
  that someone will get sick or have an accident. 
  If asked about the marketplace, Dith will mention
  that he hasn’t seen Old Narril in town yet; this is
  unusual, as the old druid always turns up a few
  days before the marketplace to ensure that all of
  the animals are being well-treated and to give the
  ranchers tips on improving their stock for next
  year.
  If asked about the two young acolytes collecting
  money for Hieroneous down the street, Dith will
  shrug; 
  he’s 
  not 
  worried 
  about 
  possible
  “competition” and as a former military man, he
  certainly has no problem with Hieroneous. If
  enough people want to give money to establish a
  
  In the Blink of an Unseeing Eye
  Page 23
  shrine to Hieroneous in Carern, then Dith figures
  that’s fine. This close to the Dim Forest and the
  creatures that sometimes come out of it, having a
  few martially-inclined priests around couldn’t be
  anything but good for the town, anyway.
  If asked about the ghost at the Old Stable Inn,
  Dith will admit that he was asked to try and do
  something about the restless spirit. Dith doesn’t
  have a whole lot of experience as a cleric, but
  Verdana Pallorn is a kind woman and a staunch
  member of the community, so he figured he’d give
  it a try. Besides, Dith personally rebuilt the Old
  Stable Inn after it was nearly destroyed in the
  attacks back in 591, so he has a bit of an
  attachment to the place. The finest timber was
  used, taken from deep within the Dim Forest.
  Hoping to encounter the spirit, Dith stayed late
  one night in the Inn, and sure enough, he saw a
  shadowy figure come rising up out of the
  floorboards. The figure came towards him, with its
  arms outstretched, saying words that Dith couldn’t
  understand. It was frightening, but not terrifying;
  the ghost was moving pretty slowly, and Dith got a
  good look at it. It looked like a rather small,
  slender man in some kind of ancient armor, with
  one sword strapped to his back and another at his
  hip. Both of the swords appeared to be of an
  archaic design. If asked to describe the creature’s
  face, Dith will frown for a moment and say that
  he’s not really sure – he could see right through
  the thing, after all – but now that he thinks about
  it, the ghost looked more like an elf than like a
  human. Calling upon the power of St. Cuthbert,
  Dith commanded the spirit to begone. He thought
  it might have worked, as the ghost turned and
  disappeared into one of the walls, but it came
  back a couple of nights later, so he figures that it
  must be more powerful than he can affect. 
  Dith will look a bit shamefaced if asked why he
  hasn’t done more to deal with the ghost; after all,
  as the only cleric in town, it probably ought to be
  his responsibility. But, the ghost hasn’t really
  injured anyone, and the Old Stable Inn is still open
  (just with less business), and Dith has to spend a
  lot of his time traveling to the various outlying
  farmsteads, so it’s not really something that he’s
  given a lot of thought to over the last few weeks.
  Verdana told him the other day that she thought
  she had a way to get rid of the spirit, or at least
  keep it out of the Inn, but he doesn’t know what
  she has planned.
  If any PCs were injured while dealing with the
  panicked horses during the stampede, Dith will be
  happy to provide what limited healing (magical
  and mundane) that he can. If any of the
  commoners or Birkit were injured, then the PCs
  will encounter Dith at the scene of the stampede,
  tending to the wounded as he has done so many
  times in the past.
  The Produce Market: Apart from the horse
  market, this large collection of stalls and tents
  serves both the local population’s needs and the
  needs of several traders who buy goods and then
  take them to the baronial capital for sale. The
  variety and quality of the food here are good, but
  not particularly exciting. There are a decent
  number of farmers around Carern, but farming
  food (as opposed to horses and cattle) is not
  really the major focus of the area.
  The PCs can speak with any number of
  commoners here. If the PCs helped to stop the
  stampede and kept anyone from being hurt, the
  market will be reasonably crowded and the people
  here will be very friendly. If there were injuries or
  deaths, then most people will have left, and the
  few who remain will be very subdued. Much of the
  market is given over to feed at the moment, and a
  very brisk trade is being done in alfalfa, hay, oats,
  and barley. There’s also a small boy (about six
  years old) selling sugar cubes (horse treats) for a
  copper. He’s eating at least two for every one he
  sells, naturally.
  There’s not a whole lot the PCs can learn here
  that will help them with their current situation. If
  none of the PCs participated in the modules
  described in the Adventure Background section,
  then feel free to have the folks here tell them a bit
  of the history of the village and the attacks that
  took place in 591. Things have been pretty
  peaceful since then, although folks around here
  were pretty worried a month or so ago when all of
  that nastiness took place in the Dim Forest. The
  magical darkness didn’t envelop Carern, but a
  number of the locals saw it, and work on
  renovating the nearby watch tower came to a halt
  because the workers couldn’t see what they were
  doing, even during the daylight hours. 
  Nearly everyone here can corroborate the stories
  of a ghostly figure haunting the Old Stable Inn: a
  few details that might be of interest are that the
  creature only comes out at night, that it seems to
  avoid areas that are brightly lit (like the common
  room with its big fire) and that it seems to reach
  for people out of the shadows. A number of
  people have been frightened away from the Inn by
  the spirit, although no one actually seems to have
  been hurt. The local healer tried to banish the
  spirit, but he didn’t seem to have much luck.
  
  In the Blink of an Unseeing Eye
  Page 24
  If none of the PCs made the Spot check to see
  the shadowy figure of Glanadriel rising up just
  before Birkit’s horse panicked during Encounter 1
  or if he overhears them asking questions about
  the ghost at the Old Stable Inn, then the little boy
  selling sugar cubes will approach and ask one of
  the PCs (preferably one who looks like a wizard) if
  he or she saw “the shadow man come up out of
  the ground” right before the horses went crazy.
  The little boy (whose name is Galen Renwick) can
  provide a basic description of Glanadriel, saying
  that the shadow man looked like a soldier,
  because he was wearing armor and he had two
  swords (both of which were sheathed, one at his
  waist and the other across his back). It looked like
  the shadow man was pointing at a man on a
  horse (Birkit) and then all of the other horses
  started 
  jumping 
  and 
  bucking 
  and 
  running
  everywhere and then Galen couldn’t see the
  shadow man any more. Galen thinks the man had
  pointy ears, too, but he’s not sure. 
  Galen will be sure to emphasize that he wasn’t
  scared of the shadow man, because he’s a very
  brave boy, that’s what his mother always told him
  before she died when the orcs and ogres and
  giants came. His father is one of the local farmers,
  but Galen solemnly states (in that tone of absolute
  sincerity and confidence that only small children
  possess) that he isn’t going to be a farmer when
  he grows up – someday he’s going to be a
  powerful wizard, just like in the stories, and go
  back and kill all of the mean, evil orcs, every last
  one of them, for hurting his mother and making
  his father sad. (If any of the PCs specifically
  encourage or discourage Galen from pursuing his
  revenge in this fashion, please make a note of it
  on the Critical Events Summary.)
  The Marketplace: The horse market in Carern is
  open year-round. Its primary operator is a man by
  the name of Jervic (War1 / Exp2) who lives in the
  village and collects a small fee on behalf of the
  Herdmaster’s Guild and the Elector for each horse
  sold. There are a large number of temporary
  corrals and stalls that have been set up, along
  with a sizable parade ring and a long, flat area
  that looks suitable for racing. There is even a
  rudimentary steeplechase course, with a small
  water-filled pit and several fences for jumping.
  Everything is built of wood, but care has been
  taken to minimize the risk of fire, and the many
  large barrels and troughs of water scattered
  throughout the area serve both as horse drinking
  fountains and potential fire-suppression tools.
  The bulk of the buyers and sellers for this year’s
  big marketplace haven’t arrived yet, although
  there are a few merchants here who will happily
  sell the PCs any of the standard mounts (light
  riding horse, heavy riding horse, light warhorse, or
  heavy warhorse) at standard prices. No one here
  is selling riding dogs, but ponies (normal and war)
  can be purchased for smaller-sized riders, as can
  donkeys and mules. All of the animals for sale
  here have the standard statistics for their type;
  see the Monster Manual. PCs with favors of the
  Herdmaster’s Guild can use those to get a
  discount on purchases; see the Herdmaster’s
  Guild Meta-Organization document for details.
  Birkit, assuming he survived the stampede, will be
  setting up here as well, but won’t sell any of his
  “special” horses until after the official opening of
  the marketplace (i.e. at the end of the adventure). 
  There’s a file of pikemen commanded by a
  corporal sent from the baronial capitol on special
  detatched duty to oversee the smooth operation
  of the marketplace. These guards are not drawn
  from the same men as the file assigned to guard
  the Elector; those soldiers are stationed in Carern
  on a permanent basis. In addition to providing
  security, the soldiers here also play a part in
  helping with the unloading of the massive wagons
  of hay and feed that arrive on a daily basis. A
  small army of grooms and stable boys rushes
  hither and yon, carrying hay bales, stacks of wood
  for building fences, or shovels and pitchforks for
  performing some of the less savory duties that go
  along with maintaining a large number of horses
  in one place at one time. 
  The PCs won’t be able to find anyone here who
  really knows much about the ghost at the Old
  Stable Inn. The stampede earlier in the day will
  already be common knowledge by the time the
  PCs arrive; Birkit will have extolled their virtues to
  his fellow ranchers if the PCs played a significant
  role in saving him and preventing the stampede
  from causing any real harm. Several of the
  ranchers, as well as Jervic, do agree that the
  horses have seemed to be a bit on edge lately, as
  if they are all nervous about something. No one
  really seems to know what it is, though, and as
  there is no obvious source of the horses’
  unhappiness, the marketplace will proceed as
  scheduled. Jervic in particular will lament the fact
  that Old Narril, the local druid, hasn’t yet shown
  up. Jervic is sure that Old Narril would be able to
  figure out what was bothering the horses (by
  asking them directly, no doubt) and put them at
  ease. Although he wishes the druid would hurry
  up and get here, Jervic is not worried about Old
  
  In the Blink of an Unseeing Eye
  Page 25
  Narril, since the druid is somewhat cantankerous
  and pretty much goes where he pleases and does
  what he pleases, but he’s never missed a
  marketplace, so Jervic is sure that he’ll show up
  eventually. Jervic can provide the PCs with
  directions to Old Narril’s hut in the Dim Forest if
  none of them have been there previously.
  The Orange Awning: Just down the street from
  the Old Stable Inn and the shrine to St. Cuthbert,
  a bright orange awning has been set up. Standing
  beneath it are two young acolytes wearing silver
  tabards with the silver lightning bolt symbol of
  Hieroneous. Their names are Bradford (male
  human War2) and Eaddy (male human War1). 
  These earnest young men, who are in their early
  twenties, are local farm boys who have completed
  their term of service in the Army and recently
  returned home to Carern. As a result of their
  experiences, and also because of the attacks that
  the village has suffered, these two believe that the
  best way to provide for the future defense of
  Carern is to raise enough money to build a shrine
  or temple to Hieroneous and get some warrior-
  priests living here. Bradford and Eaddy decided to
  start raising money for a shrine only very recently,
  when a small group of military officers passed
  through town. That group included both a cleric
  and a paladin of Hieroneous, and their piety and
  bravery inspired the young men, who immediately
  decided that attracting more such individuals to
  Carern is exactly what the town needs. The
  official church of Hieroneous is unaware of the
  fund-raising drive, but certainly won’t have any
  objection to a shrine being built here if enough
  money can be raised to fund its operation.
  Bradford and Eaddy have certainly heard about
  the ghost haunting the Old Stable Inn, but as
  neither of them have any divine powers, they have
  no idea what’s being done about it and no real
  desire to get involved. They do believe very
  strongly in Hieroneous and in their cause; they
  are not con artists or thieves. If any of the PCs
  donate money to the collection fund, please make
  a note of the character’s name, the player’s name
  and RPGA number, and the amount donated on
  the Critical Events Summary. Also be certain to
  have the player deduct the appropriate amount of
  coin on his or her Adventure Record. 
  Development: The PCs should be encouraged to
  pursue as many avenues of investigation as they
  see fit, but eventually, they will probably decide
  that their best course of action is to visit the Old
  Stable Inn and investigate the rumors that the
  building is haunted. Proceed to Encounter 3 if
  and when that finally occurs. If the players are
  bound and determined to ignore the ghost stories,
  however, then they might choose to spend the
  night elsewhere. The Elector will provide lodgings
  to any characters that rescued him during Fading
  Vision, as well as to commissioned officers or
  members of the Knights of the Watch, and any
  other military PCs and veterans can stay in town
  for free at the army hostel. Other characters will
  have no real choice but to get a room at the Old
  Stable Inn, since there is no other boarding house
  in town, unless they want to pitch a tent and camp
  down by the horse market.
  If none of the PCs are willing to go to the Old
  Stable Inn for any reason, then you can modify
  the events of Glanadriel’s manifestation as you
  see fit and have him pop up in the Elector’s house
  or in a PC’s tent – or you can simply decide that
  the adventure ends here for such a group of non-
  inquisitive non-heroic types. Another option is to
  stage an attack by the wendigo, which will keep
  coming back to use its special abilities on various
  horses until it is detected and defeated or until all
  of the horses in Carern have been corrupted. See
  Encounter 5 for details on the wendigo. On the
  other hand, if the PCs want to investigate the fact
  that Old Narril has not yet shown up to help out
  with 
  the 
  horse 
  market, 
  then 
  proceed 
  to
  Encounter 4.
  The PCs might also choose to visit the Old Stable
  Inn first, get the basics, and then talk to folks
  around town; simply jump back and forth between
  the notes in this encounter and Encounter 3 as
  appropriate. The merchants and commoners of
  Carern will close up their shops and wrap up their
  business around six o’clock, when the sun goes
  down, so at that point there won’t be anyone for
  the PCs to interact with unless they head over to
  the inn, which also houses the village’s only
  tavern. Normally the tavern would be reasonably
  crowded at night, especially with the extra people
  in town for the marketplace, but the hauntings
  have made most of the commoners skittish, and
  thus the Inn is less crowded than usual at night –
  but its proprietor stubbornly refuses to close her
  business just because of some ghost, so she will
  maintain her normal business hours and keep the
  Inn open until around ten o’clock.
  Encounter Three
  In this encounter, the PCs visit the Old Stable Inn
  and can learn a great deal about the shadowy
  figure that has been popping out of the walls and
  
  In the Blink of an Unseeing Eye
  Page 26
  floor and scaring travelers over the last month. If
  they play their cards right, the PCs can arrange to
  have an encounter with this spirit, who turns out to
  be much more than just an ordinary ghost.
  As the PCs approach the Old Stable Inn for the
  first time, read or paraphrase the following text:
  The Old Stable Inn is the most noteworthy
  structure in the village proper. The main
  building is two stories tall, and looks as
  though it can hold a sizeable number of
  travelers. Judging by the relatively small
  number of horses hitched outside and the
  bored expression on the stable boy’s face,
  however, it seems clear that business is not
  very good at the moment, which seems
  especially odd in light of the upcoming
  marketplace. This ought to be the busiest time
  of year for the inn, particularly as it also
  serves as Carern’s only tavern.
  As you approach the front door, you can’t help
  but notice that the porch railing is festooned
  with lanterns and candles. There are all
  shapes, sizes, and colors – lamps hanging
  from hooks that have been nailed to the side
  of the building, candles stuck onto various
  surfaces with globs of melted wax, and more.
  As you step into the common room, you can
  see a variety of what appear to be holy
  symbols of various deities hang from every
  available surface. There are even more
  lanterns and candles inside than outside, and
  though the temperature is not especially cold
  outside, the fire in the hearth is built up to
  massive proportions, throwing off a great deal
  of light and heat.
  The bar is obviously open for business and is
  being tended by a glum-looking, middle-aged
  woman, who perks up a bit as you enter,
  although 
  her 
  speech 
  sounds 
  somewhat
  rehearsed: “Greetings, travelers, and welcome
  to the Old Stable Inn!  I’ll just go ahead and
  say it –  yes, the building IS haunted, so if
  that’s a problem for you, then you might as
  well save us both the trouble and look
  elsewhere for lodgings, because I don’t issue
  refunds if you see a ghost and run off
  screaming in the middle of the night.”  
  Pausing and drawing a deep breath, the
  woman seems to look at you for the first time,
  and her brow furrows in thought. “On the
  other hand, you don’t look like the typical
  bunch of ranch hands and cabbage farmers,
  so maybe you won’t run off screaming after
  all. Maybe you might even… but, where are my
  manners?  I’m Verdana Pallorn, and this is my
  inn. As you can see, there’s plenty of room at
  the bar, so step right up and let me get you
  something to eat or drink.”
  After she takes a moment to study the PCs,
  Verdana will recognize any who participated in the
  adventures Horse Play or Fading Vision and will
  greet them by name. She has an uncanny
  memory 
  for 
  names 
  and 
  faces, 
  and 
  she
  remembers quite well the chaos of a few years
  ago and those who came to Carern’s aid in its
  time of need.
  The Old Stable Inn is Carern’s only boarding
  establishment, as well as its only tavern. The
  place is not very fancy, but it’s comfortable in a
  folksy, homey sort of way. Some effort has been
  made to decorate the interior as if it were the
  inside of a stable, although the current décor fits
  more into the “we need an exorcism” school of
  design. The building is reasonably large, and
  there are a comparatively large number of rooms
  for a village the size of Carern. During the busy
  time of the horse market, the Inn is traditionally
  packed with guests; this year, however, only a few
  hardy souls are willing to brave the “haunted”
  rooms, with most of the other visitors to town
  choosing to sleep in tents or renting space from
  some of the locals. The Old Stable Inn has an
  actual stable, as well, which has burned down
  once and been destroyed on a separate occasion,
  both during the attacks of 591. The second, larger
  attack resulted in the destruction of most of the
  Inn, but it has since been rebuilt, and quite
  sturdily, using timber from the Dim Forest.
  The proprietor of the Old Stable Inn is a middle-
  aged woman by the name of Verdana Pallorn.
  She’s very friendly and loves to talk with travelers,
  trading gossip and stories from around the March.
  However, these days, her concern is for the
  continued survival of her establishment. She’s
  done everything that she can think of in order to
  get rid of this ghost that seems to have taken up
  residence in her building, but so far, nothing has
  worked. Despite the loss of business, there are
  enough brave (or foolish) individuals who are still
  willing to take the risk of encountering a restless
  spirit in order to take advantage of the Old
  Stable’s hospitality, particularly at the current
  rates, which have been drastically reduced in
  hopes of luring back some of the lost business.
  Verdana Pallorn, female human Sor4:  hp 11.
  
  In the Blink of an Unseeing Eye
  Page 27
  The PCs can order most sorts of food and drink
  here; the Old Stable has good victuals at
  reasonable prices. The house specialty is a
  special liquor, brewed from berries that only grow
  in the Dim Forest. The stuff doesn’t travel well, so
  the Old Stable Inn is pretty much the only place
  you can find it. The drink has a very smooth taste,
  and even a connoisseur of fine wines will find it
  quite palatable and refreshing. Verdana also has
  a good selection of wines, as well as honey mead
  and a very thick stout (“liquid bread,” as Verdana
  refers to it). Unfortunately, Verdana’s prize
  employee (a professional chef who learned his
  craft in Gradsul, Keoland) has been scared away
  by the ghost and refuses to come back to work.
  She’s not sure where he is at the moment;
  probably in Hookhill working at the Wayberry Inn,
  which has a reputation for fine dining. Without her
  chef, Verdana has hired a local woman to do the
  cooking, so the food here is warm and filling, but
  not especially flavorful.
  Verdana will be glad to discuss her current
  situation, especially if it appears that there is any
  chance the PCs will offer to help get to the bottom
  of the mystery and deal with the ghost. The
  following sections are formatted as questions and
  answers. Use these, along with the Adventure
  Background, as a guideline for roleplaying
  Verdana. Her personality is inquisitive and
  friendly, and while she is worried about her
  business, the presence of the ghost hasn’t really
  harmed her all that much, so she isn’t desperate.
  There are a couple of diehard patrons in here, but
  Verdana will be the one doing all the talking (and
  listening).
  When did the ghost first appear?  The
  hauntings started about a month ago, right around
  the time all of that mess in the Dim Forest was
  ending. (DM note: it was actually at the exact
  moment that the leaders of the shadar-kai were
  destroyed and the portal was corrupted that
  Glanadriel fled here, but of course Verdana has
  no way of knowing that.)
  How often does the ghost appear?  Since the
  original haunting about a month ago, the ghost
  has appeared pretty regularly, although not every
  night. Sometimes it lets several days go by
  without showing up; one time it appeared thrice in
  a single night, although usually it only puts in a
  single appearance and then vanishes. Generally
  speaking, the ghost has been sighted three or
  four times a week, although it’s possible that with
  business so slow, the ghost is showing up on
  more nights and there just isn’t anyone around to
  see it.
  Does it show up in the same room every time,
  or is there any sort of pattern to where it
  appears?  As far as Verdana can tell, there’s no
  real rhyme or reason to the ghost’s appearances,
  either in frequency or location (except, of course,
  that it always shows up somewhere inside her
  building!). The ghost has made appearances in a
  variety of the guest rooms, in the common room,
  in the cellar, and even in the privy. It doesn’t
  appear in the common room much any more,
  because it seems to like areas where there is little
  or no light, and lately Verdana has been taking
  care to make sure that the fire in the common
  room is kept large and bright all night long.
  What does the ghost look like?  The number of
  different descriptions is nearly equal to the
  number of people who claim to have seen the
  ghost. Most people don’t really get a good look at
  it – for one thing, they’re generally running in fear
  when it appears, and for another, since it only
  emerges at night and from areas of shadow, it’s
  hard to get a good look at the monster. However,
  most folks agree that it’s definitely man-shaped,
  kind of on the small and thin side. Everyone
  agrees that you can see right through it. Some
  people claim that it has evil, glowing red eyes, but
  others have said that its eyes are the same color
  as the rest of it –  entirely uniform, a flat shade of
  dark gray. The ghost definitely seems to be
  wearing some kind of armor, although different
  people who have seen it disagree about what kind
  or whether or not it looks like a Gran March
  soldier. (Most citizens of the March automatically
  assume that anyone they see in armor is part of
  the military, so there is some inherent bias in their
  perceptions.)  Verdana does not think that the
  armor looks modern, although she has only seen
  the ghost on a couple of occasions herself, since
  there doesn’t appear to be any pattern to which
  part of the building it actually materializes in and it
  doesn’t really seem to roam around from one
  room to the next when it does appear.
  Was there anything significant happening
  around the time the ghost first showed up? 
  Have 
  there 
  been 
  any 
  great 
  tragedies,
  unexplained 
  murders, 
  or 
  unusual
  occurrences? Well, there was a huge problem
  with magical darkness and evil creatures in the
  Dim Forest, although the troubles were pretty far
  to the north of here. Although the magical
  darkness did not reach Carern, Verdana has
  gotten most of the details of what happened from
  
  In the Blink of an Unseeing Eye
  Page 28
  various travelers, so she knows most of the story
  found in the Adventure Background (at least, the
  parts that are public knowledge). She also knows
  the entire recent history of Carern as detailed in
  the background, because she was here for it. As
  far as any extraordinary local events (people
  being killed under suspicious circumstances,
  people falling over dead in the inn, and so forth),
  absolutely nothing like that has happened. There
  were the attacks on Carern a couple of years ago,
  during which a lot of people died, but if someone
  from back then was going to show up as a ghost,
  it seems as though that would have happened
  long before now. Overall, Verdana honestly
  doesn’t think that there has been a specific event
  associated with the Old Stable Inn that could have
  triggered the formation of a ghost. 
  (DM note: don’t let the players waste too much
  time pursuing the question of whether or not the
  town is harboring some dark secret and the ghost
  is the product of a terrible crime that has gone
  unreported. There really isn’t anything to find,
  because nothing like that has happened. If it
  seems as though the players want to start
  interviewing everyone in town who might “know
  something,” you should gently suggest to the
  players that the best course of action is for them
  to try and actually confront the ghost, rather than
  spending a great deal of time researching the
  mystery of how it came into being and why it
  chose the Old Stable Inn.)
  What does the ghost do when it appears?  The
  hauntings always follow the same pattern, or
  nearly so. A shadowy figure emerges from
  someplace dark, whether it’s in one of the rooms,
  reaching out of an unlit corner in the common
  room after the fire dies down, even once in the
  privy. The ghost has appeared to people who
  were by themselves and it has appeared in front
  of larger groups of as many as a dozen. The
  figure always behaves the same way – reaching
  out with both arms and heading straight for the
  nearest person, speaking in a language that
  nobody understands.
  The ghost speaks?  What does it say?  No one
  who has heard the ghost has been able to make
  out any of the words, but it is definitely saying
  something, and it sounds like basically the same
  thing every time. (DM note: Glanadriel is actually
  saying “help me, please help me, there is terrible
  danger” in his native tongue, an ancient dialect of
  the 
  sylvan 
  elves.) 
  Verdana 
  knows 
  what
  spellcasting sounds like, as she is a sorceress, so
  she knows that the ghost isn’t chanting a spell,
  but she does not speak Elven and isn’t familiar
  with the way it sounds. Although she is a
  registrant of Syrloch, her sorcerous powers are
  mostly self-taught, and very few Elven travelers
  come through Carern. However, if a PC says
  something to her in the Elvish tongue, Verdana
  will recognize that it sounds very similar to the
  way the ghost speaks, although not exactly the
  same.
  Does the ghost attack people?  Has anyone
  been hurt or killed?  So far, everyone who has
  been accosted by the ghost has been lucky and
  managed to get away. The ghost has not actually
  touched anyone. The fellow who was accosted in
  the privy had a rather embarrasing moment when
  he rushed back into the common room with his
  pants around his ankles, but so far, his pride is
  the only causualty of the hauntings. Well, that and
  Verdana’s business, which has dropped off
  significantly since the ghost showed up. She even
  lost her chef, which was a real blow, since getting
  honest-to-goodness haute cuisine out here in the
  middle of Barony Malthinius wasn’t exactly an
  easy task in the first place.
  As she discusses the topic of the ghost’s “attacks”
  with the PCs, Verdana will think for a moment,
  and will then realize (out loud) that the ghost
  actually seems to be about as frightened of the
  people in the Old Stable as they are of it. It never
  pursues people when they run away – in fact, it
  almost seems to flee in the other direction when
  people start screaming and panicking. 
  Has the ghost appeared anywhere else in
  town?  As far as Verdana knows, the Old Stable
  Inn is the only place in Carern “fortunate” enough
  to have its own resident shadowy apparition. She
  is not aware of the ghostly figure appearing just
  before the stampede earlier today (although she
  will most likely have heard about the incident
  itself) and will be very surprised if the PCs
  mention that they saw a figure that looks very
  much like the same ghost appear outside, in
  broad daylight, no less (although there were
  shadows around). Verdana has no explanation for
  why the ghost would have appeared like that.
  Maybe it’s gotten tired of haunting the Old Stable
  and is ready to move on to somewhere else. Or
  maybe it just doesn’t like horses.
  Have you tried getting a cleric in here to turn
  (or destroy) the ghost?  Verdana asked Dith,
  who has taken over as the village cleric of St.
  Cuthbert, to see if there was anything he could
  do. Dith confronted the ghost and called upon his
  divine powers, and the ghost seemed to flee from
  
  In the Blink of an Unseeing Eye
  Page 29
  him, but it came back a day later, so apparently
  whatever Dith did, it didn’t work. He hasn’t been
  back to make a second attempt, but Verdana
  doesn’t think it would help anyway.
  What’s with all the holy symbols?  Verdana
  thought that maybe having religious icons around
  would cause the ghost to flee or be unable to
  appear. However, none of them seem to have any
  effect. It has appeared in rooms that were
  festooned with holy symbols, sprinkled with holy
  water, and even appeared in front of an actual
  cleric (Dith Yrrgorn from the shrine of St. Cuthbert
  here in town). In case anyone asks, all of the holy
  symbols are of good-aligned deities (and Verdana
  will insist that none of them were taken from dead
  clerics, either!). The major powers are all
  represented, but Verdana has even manged to
  get hold of a few less-well-known holy symbols,
  including one from the cult of Pelor that was given
  to her by a passing Hospitaler a few weeks ago.
  What’s with all the lamps and candles? 
  Verdana discovered fairly early on that the ghost
  seems to like to stick to the shadows – any dark
  corner or unlit room is a potential hiding place, it
  seems. As a result, she’s taken to hanging
  lanterns and placing candles everywhere, trying to
  squeeze out every possible patch of shadow from
  every nook and cranny in hopes that if there aren’t
  any dark places, the ghost will give up and move
  elsewhere. Unfortunately, it’s amazingly hard to
  banish every single shadow in a place, especially
  when your light sources are flickering candles and
  lanterns. 
  However, Verdana thinks that she might have hit
  on a possible solution. Although (like many
  sorcerers) she has tried to keep her distance from
  the organized magicians of Gran March, the
  severity of this problem clearly called out for
  magical 
  advice. 
  One 
  of 
  her 
  old 
  friends
  recommended a chandler (candle-maker) by the
  name of Nobish, who has a shop in Faber’s Way
  (which is essentially a suburb of Hookhill). Nobish
  is quite an unusual fellow – he’s a goblin,
  although he has earned citizenship in Gran
  March. Even more unusual is that he seems to
  have the ability to craft magical candles. In
  particular, Verdana was told that Nobish makes
  special “festival lanterns” that can be lit to provide
  protection, including warding off evil spirits and
  preventing demonic possession. It seems like a
  long shot, but at this point, she’s willing to try
  anything, and has just gotten in a big shipment of
  the candles. (DM note: Nobish appeared in the
  Year One adaptable module Festival Knight.)  
  Some PCs might have previously obtained one of
  these festival lanterns (it was a certed item in the
  module), so they can attest to the fact that Nobish
  really is a goblin and he really is capable of
  making magical candles. Verdana will be glad to
  hear this, since she has just spent a substantial
  sum of money on a number of these candles. She
  knows they are enchanted, since she has the
  ability to cast detect magic, but she hasn’t yet had
  the chance to try them on the ghost. If the PCs
  want to borrow a few, she’ll be happy to loan them
  out as long as the PCs are trying to help her solve
  her ghost problem. See the Treasure Summary
  for details on the candles and what they do.
  During the actual adventure, the only kind of
  candles that Verdana will have available to loan
  out are the protection from evil candles, but at the
  conclusion of the adventure the PCs will have
  purchase access to a wider variety, if they have
  been successful.
  Parts of the building look new – have you
  done some recent construction?  The Old
  Stable Inn has suffered a lot of damage over the
  years, 
  but 
  fortunately, 
  Dith 
  Yrrgorn 
  (see
  Encounter 2) is an excellent carpenter, and with
  the Dim Forest so close by, good wood is easily
  obtained. For the most recent rebuilding, Verdana
  paid a little bit extra and got some wood from
  deeper in the forest, where the trees are older and
  stronger. (DM note: this is the main reason why
  Glanadriel, in his frantic state, ended up choosing
  the Old Stable Inn as his hiding place. The “feel”
  of the wood was closest to what he had grown
  accustomed 
  to 
  during 
  his 
  centuries 
  of
  guardianship.)
  What are you going to do if the ghost never
  leaves?  Verdana has always been a very self-
  sufficient woman and at this point is more or less
  resigned to the fact that her building is probably
  going to be haunted for the foreseeable future. If
  the PCs can do something about it, so much the
  better; however, she’s past the point of getting
  bent out of shape over the whole mess and now is
  just trying to make the best of a bad situation.
  She’s even thinking about making the ghost a
  tourist attraction – nobody’s been hurt, after all,
  and how many verifiably haunted hotels can there
  possibly be in the Sheldomar Valley?
  What are you willing to pay us if we get rid of
  the ghost for you?  Business has been poor
  lately, and Verdana just spent most of her
  remaining free cash on the shipment of magical
  candles, so she doesn’t really have anything left
  to offer the PCs as a reward, other than her
  
  In the Blink of an Unseeing Eye
  Page 30
  gratitude and an offer of free room and board at
  the Old Stable Inn any time they are ever in
  Carern in the future. She is also willing to use her
  connections with Nobish to help the PCs obtain
  his magical candles – apparently he makes quite
  a number of different kinds, with various beneficial
  powers and effects.
  How do you recommend we deal with the
  ghost?  Well, the easiest way is simply to stay at
  the Old Stable Inn and wait until late at night – the
  ghost is bound to show up sooner or later, if
  recent experience is any guide. At that point, it’s
  up to the PCs. Verdana doesn’t know how to deal
  with the restless spirit. Maybe the PCs can
  destroy it, or negotiate with it and convince it to
  leave, or something along those lines. 
  How can we be sure that we’ll see the ghost if
  we stay here?  If the PCs want to be sure that
  the ghost appears to them and not to anyone
  else, maybe the magical protective candles could
  be lit in every room except for one, and the PCs
  could stay in that room, hoping that the ghost
  would come to the only non-warded room in the
  building.
  Eventually, the PCs will run out of questions to
  ask, and they will need to decide if they want to try
  and set up an encounter with the ghost or not.
  (Verdana will be most grateful to them if they
  agree to try and help her, and their food and
  drinks will be on the house.)  To make a long
  story short, let the players come up with pretty
  much any plan they want – using the magical
  candles to “fence off” every part of the building
  except for one is a good tactic, but an infinite
  number of other reasonable ideas are also
  possible. If all the PCs want to sleep in one place
  and make sure that there are no light sources or
  candles, or if they want to split up and each sleep
  in a different part of of the building in hopes that
  this will maximize their chances of one of them
  seeing the ghost, it doesn’t really matter. Any plan
  that they come up with will work as long as it has
  some kind of logic behind it. They need to
  encounter Glanadriel in order to get on to the rest
  of the adventure, so Glanadriel is going to appear
  wherever they are as long as they give him the
  opportunity. Of course, the players don’t need to
  know that!
  Meeting Glanadriel: At around midnight, the
  shade guardian will once again manifest and try to
  find someone who can help him. His already-
  unsettled mind has been even more disturbed by
  the encounter with the wendigo earlier today, and
  he believes that whatever evil powers corrupted
  the portal and killed his friend have pursued him
  here to Carern. As a result, he is growing
  desperate and will pursue them if the PCs react to
  him by running away.
  Glanadriel appears in whichever location makes
  the most sense, based on the plan that the PCs
  devised for setting up an opportunity to encounter
  the ghost. Adjust the following text as necessary
  depending on how many PCs are present and
  how they arranged to give the ghost an excuse to
  visit them.
  Swirling tendrils of darkness ripple out from a
  shadowed corner of the room. Where before
  there was nothing, now stands a small,
  slender figure. You realize that you can see
  right through its lusterless gray skin to the
  wall behind. The shadowy figure solidifies a
  bit more, and you realize that it is an elf,
  dressed in full armor of an obviously ancient
  design. The elf reaches both arms out, and
  you can see that he has one sword sheathed
  at his hip and another strapped across his
  back. The ghostly figure begins gliding
  forward, directly toward you, speaking in a
  sibilant language.
  Pause at this point to see what the characters
  present decide to do. If they attack Glanadriel, he
  will fight back. 
  Glanadriel, Shade Guardian (elf) Rgr5/Wiz6: hp
  82; see Appendix.
  If any of the non-elven PCs know the Elven
  language, they can understand his words with a
  successful Intelligence check (DC 10) due to the
  fact that he is speaking in an ancient dialect of a
  people long since forgotten. Elven PCs do not
  need to make this check. He is saying, “help me,
  please help me, there is terrible danger.”  If the
  PCs attempt to talk back to him, he will try to
  communicate with them, although he is clearly
  agitated and not really coherent. There are
  several ways that the PCs can calm him down
  and cause him to become rational enough for a
  productive conversation. 
  The best way is for the shade guardian to
  encounter someone that he already knows and
  trusts. If any of the PCs played Fading Vision and
  met Glanadriel, then those PCs will recognize him
  once they are face-to-face with him. If a PC that
  he 
  knows 
  speaks 
  his 
  name, 
  Glanadriel’s
  confusion will lift and he will return to his senses.
  (If the player is unable to remember the shade’s
  
  In the Blink of an Unseeing Eye
  Page 31
  name, which is likely, then allow a DC 10
  Intelligence check for the PC to remember it.)
  If Glanadriel has never met any of the PCs, then
  any sort of curative magic cast upon him will
  restore his mental faculties, as will a successful
  Diplomacy check (DC 10 + APL, with the
  parlaying PC gaining whatever bonus for good
  roleplaying that you want to allow). This will be
  somewhat hampered by the fact that Glanadriel is
  currently only speaking in Elven (and an ancient
  dialect at that). If the PCs have no way of
  communicating with him, however, don’t let it
  bring the adventure to a screeching halt. Perhaps
  Verdana has a scroll of tongues, or perhaps Dith
  Yrrgorn can cast comprehend languages for
  them, enabling them to at least understand what
  Glanadriel is saying. Once the PCs realize that
  the shade is an elf, they can search through town
  to find someone who speaks Elven if that
  language is not present in the party. Perhaps
  Elector Ellthorn picked up a smattering of Elven
  during his younger days. Be creative.
  Once the PCs have gotten Glanadriel calmed
  down to the point where he is no longer in a
  panic, he will tell them everything that he knows.
  (He will also once again be able to speak
  Common at that point.)  Some questions and
  answers are provided below. Glanadriel knows
  very little of the information in the Adventure
  Background, since he spends most of his time in
  a quiescent state, guarding the portal stone and
  paying little attention to other events transpiring in
  the Dim Forest. You might need to revise a few of
  the answers below if the PCs talking to Glanadriel
  already know him. The text below is written on the
  assumption that the PCs did not play Fading
  Vision; if they did, then much of the information
  below will already be familiar to them, but it is
  probably a good idea for them to get their
  memories refreshed on the details anyway.
  Who are you?  I am Glanadriel. I am the guardian
  of a gateway to an ancient evil artifact. I swore an
  oath many centuries ago when the Occluded
  Empire was overthrown that I would ward the
  gateway so that it could never again be used for
  fell purposes.
  What is this gateway?  What is this evil artifact
  that supposedly lies on the other side of the
  gateway?  The portal-stone takes its users to
  another place… a place called a Fading Land.
  The Fading Land is a demiplane, an artificial
  reality constructed by powerful magic. There are
  many Fading Lands in the Flanaess, but this
  particular Fading Land contains a relic, an ancient
  artifact of the Occluded Empire called the Eye of
  Eternity. The Eye is a scrying device, but it also
  has other capabilities when it is fully awakened. It
  is very powerful and very dangerous. It was used
  to bring great harm in ages past. My singular
  purpose is to keep this artifact from ever being
  used again for evil, and thus I am the guardian of
  the portal. (DM Note: The Fading Land and the
  Eye of Eternity were formerly possessions of
  Vecna. Glanadriel will not speak the name of the
  Whispered One, and he will become somewhat
  agitated if the PCs mention it.)
  Why are you here?  Something terrible has
  happened. The portal-stone has been corrupted in
  some fashion. I do not know exactly what
  happened, but my friend Tyrriel Minaelon is dead
  and I myself was nearly destroyed. I had to flee or
  my essence would have been consumed. This
  place seemed familiar, somehow, and so I came
  here. 
  Who is Tyrriel Minaelon? He is an elf, a cleric of
  Solonor Thelandria. (DM note: Elven PCs and
  PCs that succeed on a DC 15 Knowledge
  (religion) check know that Solonor is the elven
  deity of archery, hunting, and wilderness survival,
  and that one of his aspects deals with exorcism
  and summoning. If any of the PCs played the
  adventure Fading Vision, then they probably
  remember Tyrriel, even if the players don’t. He
  was one of a group of three elves that the PCs
  encountered at the fallen watchtower on the edge
  of the Dim Forest, and he offered to accompany
  them on their quest. In the canon version of the
  events of that module, Tyrriel actually went with
  the party of heroes through the portal into the
  Fading Land and helped to rescue Elector
  Ellthorn.)
  What happened to the portal in the Dim
  Forest? How was it corrupted?  I do not know,
  but I believe it must be connected to the magical
  darkness that overtook the forest some time ago. I
  observed the falling of the darkness, but I did not
  know what it portended. Tyrriel did not know
  either, but he continued to study the portal-stone
  in case it was somehow causing the darkness.
  Then there was a great flash of light and the
  darkness vanished, but in that same instant I felt
  the portal open. The portal is not supposed to
  open of its own accord – and I know that Tyrriel
  would never have performed the ritual necessary
  to open it from this side. When the portal opened,
  I could tell that something was very wrong. The
  portal transports its users to a demi-plane, a
  Fading Land. But the portal itself is nothing more
  
  In the Blink of an Unseeing Eye
  Page 32
  than a gateway. Yet, when it opened this time, I
  could feel it pulling at me – trying to consume me.
  I felt as though I was being torn apart. I was
  barely able to escape before it unmade me.
  Why do you think the portal tried to destroy
  you specifically?  I do not know. I can only
  assume that it was somehow connected to the
  magical darkness. When I accepted the burden of
  undeath, my form became that of the shadow.
  Perhaps it was this shadow aspect of me that the
  portal sought to consume.
  Why was Tyrriel Minaelon studying the portal?
   The last time the portal was activated, by an evil
  man who wanted to make use of the artifact in the
  Fading Land, Tyrriel accompanied a group of
  heroes who went into the portal to pursue and
  defeat the evil one. Upon his return, Tyrriel was
  very interested in the portal and how it worked, as
  well as its history. I questioned him at great length
  to determine his motives, and we struck a bargain
  that if he could spend enough time learning about
  the portal in order to seal it off forever, then he
  would do so. This would fulfill my purpose and I
  could then rest, and Tyrriel would gain the
  understanding of how to create such things. I
  have no doubt that such portals could be used for
  good as well as for evil. Tyrriel is a being of good.
  How is this portal supposed to work? 
  Normally, the portal is closed. A stone marks the
  location. To activate the portal, one must perform
  a ritual that includes the blood sacrifice of a
  sentient being. It is an evil ritual, used to gain
  access to an evil place by those who wish to do
  evil things. But something happened… I felt the
  portal open, even though the ritual was not
  performed.
  What do you think happened to Tyrriel when
  the portal was corrupted?  I heard his horrible
  screams. I heard him die. The magical energies
  must have torn him to pieces. I could not see what
  happened, as I was being torn apart myself.
  Who do you think is responsible for corrupting
  the portal?  I do not know. The magical darkness
  that fell over the Dim Forest was a work of great
  power. Perhaps whoever created that darkness
  did so in order to seize the power of the portal and
  the artifact beyond.
  Why have you been frightening the patrons of
  the Old Stable Inn?  I am sorry. I did not mean to
  frighten anyone. I have been trying to find
  someone who could help me. The portal-stone
  has been corrupted and it must be cleansed so
  that the evil beyond cannot be unleashed. (DM
  note: Glanadriel doesn’t really acknowledge that
  he has been operating at a reduced mental
  capacity for some time due to the severity of his
  experiences. He will just act as though he has
  been trying to get help in a perfectly rational
  fashion and the PCs are simply the first group
  who actually bothered to listen. Even ancient
  ghost elves have their pride.)
  Why did you frighten Birkit’s horse earlier
  today?  I did not mean to frighten anyone. I
  sensed the presence of a powerful evil spirit in the
  area and I was trying to warn the people that they
  were in danger. I am sorry if my actions caused
  anyone to be afraid.
  What sort of evil spirit?  I do not know what it is.
  I could feel its malevolence. It hates all life.
  Perhaps it was released when the portal opened.
  (DM note: this is incorrect; actually, the wendigo
  and the portal are not directly connected to one
  another, although there is no way that Glanadriel
  could know this. In his mind, after so many years
  of a singular focus on warding the portal and its
  evil, the shade guardian has come to have a
  slightly skewed view of the world, in which all evil
  actions are somehow related to the portal.)
  Can you tell us how to find this portal?  I am
  not certain… it has been many centuries since I
  last walked the forest. Tyrriel knew, of course, and
  there was one other who I had encountered… a
  druid, I believe. (DM note: PCs that played the
  adventure Fading Vision already know how to find
  the location of the portal-stone. It has not moved
  since the last adventure. PCs that only played
  Horse Play do not know how to find the portal,
  however. The citizens of Carern do not know how
  to find the portal, either, although they have heard
  the stories about how the Elector was kidnapped
  and taken to another plane.)
  Was the druid’s name Old Narril?  I do not
  know. We did not exchange a great many
  pleasantries when we met. But I would imagine
  that there cannot be many human druids living in
  the Dim Forest.
  If we agree to help you with this, will you stop
  haunting the inn and wait quietly for us to
  return?  Yes, if you will swear an oath on
  whatever it is that you hold most sacred. You
  must swear that you do this only to remove the
  corruption from the portal and to make sure that it
  is once again closed. I will be able to feel when
  the danger has passed and I can once again
  resume my duties as guardian. Until that time, I
  
  In the Blink of an Unseeing Eye
  Page 33
  will wait here and I will make no further efforts to
  contact people. However, if you do not return
  within one week, I will assume that you have
  failed, and I will attempt to find others who can
  help. Is this acceptable?  (DM note: Glanadriel will
  insist that the PCs swear the oath, and in turn, he
  will certainly hold up his end of the bargain. He
  genuinely wants the PCs to be successful, as he
  is greatly afraid of what will happen if the portal
  remains open. He does not realize that the portal
  no longer opens up onto the Fading Land, but
  rather onto the Plane of Shadow.)
  After the PCs have gotten as much information as
  they can from Glanadriel, they can finish getting
  their night’s rest. In the morning, they will
  undoubtedly want to set off. Verdana will want to
  hear all of the details of their conversation with
  Glanadriel and will be relieved to learn that they
  have arranged for him to stop haunting the Inn.
  She will be quite worried about the fact that the
  ancient portal seems to be involved, however –
  the last time someone tried to mess with that
  portal, half the town was destroyed and Elector
  Ellthorn was kidnapped and nearly sacrificed by a
  follower of the Whispered One. 
  In case no one has yet advised the PCs of the fact
  that Old Narril hasn’t been seen in a while,
  Verdana will suggest that they stop off at the old
  druid’s hut on their way into the Dim Forest (she
  can’t give them directions, but she knows that
  Jervic down at the horse market is a friend of his).
  Old Narril’s visions proved to be quite useful in
  saving Elector Ellthorn’s life the last time there
  was trouble involving the portal, so perhaps he
  can give the PCs some good advice on this
  situation. For PCs that did not play Fading Vision,
  finding Old Narril is really their only good option
  for getting the location of the portal, as well, since
  Glanadriel is not capable of giving them accurate
  directions and none of the citizens of Carern have
  ever been there (other than the Elector, but he
  was unconscious and stuffed in a sack at the
  time, so it’s unlikely that he could find his way
  back).
  Development: Proceed to Encounter 4 if the
  PCs decide to head for Old Narril’s hut, or to
  Encounter 5 if the PCs decide to head directly for
  the location of the portal without stopping off to
  look for the druid first.
  Important Note: High-level tables frequently have
  the capability to magically teleport from place to
  place. Since many Gran March PCs have been to
  the site of the portal in the past, and since the
  situation seems quite urgent, it would be very
  reasonable for them to want to try and transport
  themselves directly to the site of the portal.
  Unfortunately, this fails (the spell simply does not
  take them anywhere). The magics of the Eye of
  Eternity and the portal stone are specifically
  keyed to defeat any scrying attempts or other
  divination magics, and attempts to teleport to
  locations anywhere within one mile of the portal
  itself are automatically countered. Thus, the PCs
  cannot use spells like find the path, scrying, or
  greater scrying to discern the location or current
  status of the portal. Old Narril, on the other hand,
  has no such protections. If his location is scried,
  then the PCs will be able to see that he is
  currently bound, gagged, and unconscious, and
  he appears to be in a small encampment
  somewhere in the Dim Forest.
  Encounter Four
  The PCs arrive at Old Narril’s hut and discover
  that he isn’t there. They can follow what appear to
  be dog tracks deeper into the woods, whereupon
  they will be ambushed by the same evildoers who
  have taken Old Narril prisoner. Defeating their
  assailants and locating their camp, the PCs can
  rescue Old Narril, and will learn that the
  goblinoids are working for Kennigamek, the
  Warlord of the Dim Forest, and were sent
  specifically to get Old Narril out of the way
  because an attempt is being made to poison the
  horses at the marketplace. The PCs can also
  catch hints that Kennigamek is working with some
  other, quite powerful, entity, and that this
  individual seems to be intent on destroying Gran
  March.
  The Dim Forest is not difficult terrain, but travel is
  nonetheless unpleasant. Most experienced Gran
  March PCs have been in the Dim on more than
  one occasion, but it never hurts to remind them
  that (to most people) it is an unnaturally dark,
  forbidding, and altogether disturbing place. The
  ancient trees are spaced fairly far apart, with ten
  or fifteen feet separating most of the trunks, but
  they grow so tall and their branches are so thick
  that almost no light penetrates the canopy of
  branches overhead. As a result, there is little to no
  undergrowth. The forest is shrouded in perpetual
  gloom (although it is not a supernatural gloom; the
  magical darkness that afflicted the forest earlier in
  the year has completely faded from this area). 
  There are a few small animals, and there are
  birds in the trees, but by and large the forest has
  an isolated, deserted, lonely atmosphere. The air
  is thick and feels heavy, making breathing difficult.
  
  In the Blink of an Unseeing Eye
  Page 34
  Without much sunlight, the temperature drops by
  a noticeable amount, although the number of
  trees means that there is still a fair amount of
  humidity, leaving travelers covered in a cold,
  clammy sweat. At night, the darkness seems to
  press in on all sides; the sky can never be seen,
  except in the occasional place where a tree has
  fallen, opening up a temporary hole to the
  heavens. Most individuals, even those who are
  comfortable with nature, find the Dim Forest to be
  an oppressive place. Characters that are not
  comfortable at all in wilderness settings find the
  atmosphere positively malevolent.
  The trip from Carern to the edge of the Dim Forest
  covers about 10 miles, so it should only take the
  PCs a couple of hours at most. Just at the edge of
  the forest, the characters will come to the site of
  an old, mostly collapsed watchtower. The tower
  stood about 20 feet tall at one time, but it has no
  roof and one of the walls is partially caved in.
  Several attempts have been made to rebuild this
  tower over the last few years, but the most recent
  attempt was disrupted in 591 during the attacks,
  and the town has been too focused on its own
  rebuilding to worry about the abandoned tower for
  the moment. Old Narril’s hut is about another hour
  or so past the edge of the forest.
  Read or paraphrase the following text:
  Through the gloom, you can see a small hut
  that has been built against the base of a tall
  oak tree. There is no clearing; the resident of
  this place has obviously taken great care to
  disturb the natural environment of the forest
  as little as possible. If you hadn’t known where
  to look, you might not have noticed it at all. A
  small fire pit has been dug in front of the hut,
  but there is no sign of smoke or other recent
  habitation.
  Old Narril’s hut is a simple, one-room affair. There
  is no lock on the door. The interior of the hut
  appears to be undisturbed, although there are
  signs that the druid and his dog have not
  abandoned the place entirely. Judging by the
  conditions both inside and outside the hut, one
  might estimate that the hut has been uninhabited
  for perhaps the last five days to a week. There are
  no signs of a struggle, nor are there any signs that
  Old Narril was preparing for a lengthy journey,
  although those characters who have met the druid
  in the past will notice that his walking stick, his
  knife, and his faithful dog are all missing, which
  implies that he definitely left of his own accord.
  The reality is that Old Narril sensed the presence
  of the foul spirit of the wendigo when it came into
  this area about a week ago. He was not sure
  exactly what sort of entity he was dealing with, but
  he 
  felt 
  that 
  it 
  definitely 
  needed 
  further
  investigation. Unfortunately, while trying to track
  down the wendigo, Old Narril was ambushed and
  taken prisoner by some agents of Kennigamek,
  the Warlord 
  of 
  the 
  Dim 
  Forest. 
  One of
  Kennigamek’s allies is hatching a plan to
  undermine the Gran March Army by infecting all of
  the horses with a magical disease, and Old Narril
  is the only person in Carern who could reasonably
  be expected to detect and solve the problem. The
  old druid is not an easy mark, but he was taken by
  surprise and was unable to fend off his attackers.
  Even though Old Narril is a druid, and thus
  capable of traveling through the forest without
  leaving any trace of his passage, he decided to
  hedge his bets slightly against the possibility that
  whatever evil force he was tracking would prove
  to be more than he could handle. Thus, although
  his own tracks are nonexistent, he chose to allow
  his dog’s tracks to remain, and the PCs can find
  these tracks with a Search check (DC 22; it is
  permissible to take 20 on this check). Once the
  tracks have been discovered, the party can follow
  them with a Survival check for tracking (also DC
  22, but Old Narril wanted potential rescuers to be
  able to find him, so the DC is reduced by 10 to DC
  12, which should be within reach of any party).
  If no one in the party has the Track feat, then they
  will be unable to use the Search skill to follow the
  tracks because the DC is higher than 10.
  However, the tracks around the hut do provide a
  clear indication of the direction that the dog (and
  thus presumably the druid) was heading, so the
  PCs will have no real choice but to set off in that
  direction and hope for the best. Because there is
  a penalty for failure, a PC cannot take 20 on a
  Survival check made to follow tracks, but taking
  10 is allowed. Be sure to find out what the actual
  check result is, as this will partially determine if
  the PCs give themselves away to the goblinoid
  forces lying in ambush.
  After following the tracks (or heading in roughly
  the right direction) for about three hours, the PCs
  will come into the area where Old Narril was
  ambushed. There are several bugbears and a
  human sorcerer, all of whom are agents of the
  Warlord of the Dim Forest, operating in this area.
  During the day, they are alert for any attempt to
  rescue 
  Old 
  Narril, 
  and 
  so 
  they 
  conceal
  themselves and attempt to lay an ambush. The
  
  In the Blink of an Unseeing Eye
  Page 35
  success or failure of the ambush is determined by
  the efforts that the PCs make to conceal
  themselves and how perceptive the PCs are. A
  series of opposed skill checks should be used to
  determine how much preparation time the
  ambushers have and whether or not the evil
  humanoids get a surprise round.
  First, if the PCs are actually following the tracks,
  they have the chance to notice that the ground is
  disturbed in the place where Old Narril was
  ambushed. This requires a Survival check, as the
  ambushers made an effort to hide the signs of a
  struggle. The DC for this check is 15 plus the
  APL. If the check succeeds, then the PCs will
  notice the disturbed area and this might cause
  them to begin preparing for trouble. They can also
  get a rough idea of the number of enemies they
  face (it appears as though two or three people
  were involved in attacking another person and a
  dog). The area where Old Narril was initially
  attacked is 200 feet from where the PCs will be
  ambushed. If the PCs cannot track, then they will
  not have the chance to notice this.
  Second, the amount of noise being made by the
  PCs will determine how soon their adversaries
  become aware of their presence. The initial
  encounter distance is 200 feet. The PCs’ Move
  Silently checks should be opposed by the
  goblinoids’ Listen checks. All Listen checks are at
  a -20 penalty. If the monsters become aware of
  the party, then a silent initiative should begin at
  that point because the sorcerer will begin casting
  his prep spells. Once the sorcerer starts casting
  or the bugbears start moving around, the PCs are
  entitled to begin making their own Listen checks.
  The next check should be made at 100 feet (-10
  penalty to Listen checks) and the final check
  should be made at 50 feet (resulting in a -5
  penalty). 
  At APL 12 and higher, the sorcerer’s prying eyes
  spell gives him a good chance to detect the PCs
  from a distance. There are enough eyes within
  range to give the sorcerer three Spot checks, and
  the spell grants a bonus on these checks equal to
  his caster level. If any of the eyes detect any of
  the PCs, then the magical sensors will fly back to
  the sorcerer and warn him. In this case, he will
  have cast his entire complement of prep spells
  well in advance of the PCs’ arrival. The PCs are
  entitled to a Spot check to notice the prying eyes,
  although it’s very difficult (DC 36). All of these
  checks should be made in secret to avoid tipping
  off the ambush.
  Once the PCs are within 100 feet, opposed Spot
  checks should also be made. There is simply not
  enough illumination to allow visual detection
  beyond this range. The goblinoids have taken
  care to conceal themselves (taking 20 on their
  Hide checks by helping one another) and so are
  difficult to spot. At most APLs, the sorcerer will
  already 
  be 
  invisible 
  and 
  this 
  makes 
  him
  essentially impossible to spot without magical
  assistance. At the lower APLs he will have the
  lowest Hide check result among the ambushers,
  however. (The entire area of the Dim Forest is
  considered to provide sufficient concealment to
  allow use of the Hide skill.)  If the sorcerer
  became aware of the PCs via his prying eyes,
  then he and the bugbears are automatically aware
  of the PCs. If he did not, then the opposed Spot
  checks will determine awareness if the opposed
  Listen checks do not.
  At APL 10 and below, if the PCs get within 50 feet
  of the bugbears without becoming aware of them,
  then the monsters will get a surprise round (in
  addition to whatever preprations they have
  already been making). At APL 12 and above, if
  the PCs are detected by the prying eyes and do
  not get within 100 feet of the monsters, then the
  sorcerer will begin the surprise round with one of
  his longer-range spells, most likely slow if the PCs
  are close enough together.
  Setup: No specific map is provided for this
  encounter, since it takes place in what is
  essentially trackless wilderness within the Dim
  Forest. On the battle map, there should be
  enough trees placed to make running or charging
  in any direction difficult (but there are not enough
  low-hanging branches or undergrowth to make it
  specifically 
  impossible). 
  The 
  bugbears 
  are
  positioned so as to come at the PCs all from one
  side (targeting whichever part of the party’s
  marching order looks the weakest). The bugbears
  prefer to remain within 30 feet of one another for
  the first few rounds so that they can come to each
  other’s aid and so that they will all be within range
  of certain of the sorcerer’s multi-target spells (like
  haste). The sorcerer is positioned slightly out of
  the way, behind the bugbears.
  Creatures: Several bugbears and their partner, a
  human sorcerer who has served as an apprentice
  to Kennigamek himself, wait here to ambush the
  PCs.
  APL 2 (EL 5)
  Bugbears (2): hp 16; See Monster Manual, page
  29.
  
  In the Blink of an Unseeing Eye
  Page 36
  Avindar, male Human Sor2: hp 8; See
  Appendix.
  APL 4 (EL 6)
  Bugbears, Ftr1 (2): hp 27; See Appendix.
  Avindar, male Human Sor4: hp 16; See
  Appendix.
  APL 6 (EL 8)
  Bugbears, Ftr3 (2): hp 42; See Appendix.
  Avindar, male Human Sor6: hp 24; See
  Appendix.
  APL 8 (EL 10)
  Bugbears, Ftr5 (2): hp 65; See Appendix.
  Avindar, male Human Sor8: hp 40; See
  Appendix.
  APL 10 (EL 13)
  Bugbears, Ftr7 (3): hp 82; See Appendix.
  Avindar, male Human Sor9 / Rog1: hp 51; See
  Appendix.
  APL 12 (EL 15)
  Bugbears, Ftr9 (3): hp 99; See Appendix.
  Avindar, male Human Sor11 / Rog1: hp 57; See
  Appendix.
  APL 14 (EL 17)
  Bugbears, Ftr11 (3): hp 116; See Appendix.
  Avindar, male Human Sor11 / Rog3: hp 87; See
  Appendix.
  APL 16 (EL 19)
  Bugbears, Ftr13 (3): hp 133; See Appendix.
  Avindar, male Human Sor13 / Rog3: hp 99; See
  Appendix.
  Tactics: The bugbears are canny combatants
  and will attempt to gang up on the most
  dangerous PC melee combatant. They rely on the
  sorcerer to weaken their opposition and deal with
  any enemy spellcasters. The sorcerer will use his
  spells to best effect. He prefers to buff up the
  bugbears as much as possible, and will then
  attempt to use his offensive spells to disable the
  strongest-looking PC. Specific tactics vary by the
  APL, and are described below. Be sure to pay
  attention to the fact that at higher levels, the
  sorcerer has the Arcane Preparation feat, and has
  prepared a number of his spells with metamagic
  feats already applied. This allows him to cast
  those spells without having to take a full-round
  action. When 
  he 
  spontaneously 
  applies 
  a
  metamagic feat to a spell, however, he still has to
  take a full-round action, which limits his mobility.
  APL 2: The main contribution the sorcerer can
  make at this APL is to cast enlarge person on the
  bugbears and then provide ranged support (unlike
  many arcane casters, he has the ranged combat
  feats needed to make this a viable option). If
  forced into melee, the sorcerer will attempt to use
  touch of fatigue to make it easier for him to
  escape.
  APL 4: The sorcerer has several good options at
  this level. Enlarge person will turn the bugbear
  fighters into killing machines, increasing the base
  damage of a greatsword from 2d6 to 3d6. Ray of
  enfeeblement is an excellent choice for rendering
  PC fighters ineffective. Scorching ray is a
  powerful ranged attack spell.
  APL 6: The sorcerer’s first offensive action will
  always be to cast slow on the party. He will then
  cast invisibility on himself if he feels threatened. At
  this APL, enlarge person lasts long enough that
  he can consider pre-casting it on the bugbears if
  the monsters learn the PCs are coming before the
  PCs detect the ambush. Reduce person is useful
  for automatically dispelling any enlargement
  spells that the PCs use on their own fighters.
  Spontaneously applying the Empower Spell feat
  to ray of enfeeblement is an extremely effective
  tactic for reducing the PC fighters’ melee abilities.
  Scorching ray is a powerful ranged attack spell.
  APL 8: The sorcerer’s first offensive action will be
  to cast slow on the party. He will then cast
  invisibility on  himself (if necessary) and then cast
  mass enlarge person and haste on his allies
  (neither of which breaks his invisibility). From
  there he will attempt to reduce the PCs’
  effectveness wherever possible, using ray of
  enfeeblement, scorching ray, and his metamagic
  feats.
  APL 10: Similar to APL 8, but the sorcerer gains
  the added bonus of sneak attack damage when
  using his ray spells. (This increases the damage
  of a scorching ray by 25%, for example.) 
  Enervation is an excellent spell for reducing the
  effectiveness of just about any character, because
  it does not allow a saving throw. Note that
  spellcasters lose available spells from their
  highest levels first whenever they suffer negative
  levels.
  APL 12: With the ability to cast greater invisibility
  on himself, the sorcerer gains the power to use
  
  In the Blink of an Unseeing Eye
  Page 37
  his ray spells with impunity, picking up extra
  sneak attack damage whenever he strikes (within
  30 feet). Any PC arcane spellcasters will be
  subjected to at least one feeblemind. Meanwhile,
  the hasted, enlarged bugbears will be wreaking
  havoc on slowed PCs.
  APL 14: Same as APL 12, but with the addition of
  an extra die of sneak attack damage and Evasion
  for the sorcerer. The combination of a Split Ray
  and several dice of sneak attack damage can add
  up quickly.
  APL 16: Disintegrate deals damage even if the
  target makes its saving throw; combined with the
  Split Ray feat, this can produce two “save or die”
  attacks per round, or preceded by a Quickened
  true strike, can result in a guaranteed hit. As
  always, the sorcerer’s first priority is to buff up his
  bugbear allies, as their combat effectivness is
  greatly increased by spells such as mass enlarge
  person and haste. An Empowered enervation or
  two can whittle PCs down quickly.
  The human sorcerer does not want to be
  captured. Once the battle starts to go badly, he
  will start thinking about making his escape. Be
  sure to note on the Critical Events Summary
  whether the sorcerer escaped or if he was
  captured or killed. If any of the PCs get a good
  look at him, he appears to be of Suel origin,
  although his features are not especially distinctive
  or reflective of any particular nationality. The
  bugbears are disposable, and these particular
  bugbears have a much greater fear of what the
  Warlord will do to them if they fail than they do of
  being killed, so they will fight to the death.  
  If captured, none of the NPCs talk willingly, but
  under some sort of magical compulsion they can
  be made to reveal what little they know (which is
  basically no more than what is contained in
  Player Handout 2). They kidnapped Old Narril
  because the Warlord told them to do so, and they
  fear the Warlord far more than they fear anything
  else in this world (or the next). 
  Treasure: The bugbears’ equipment and the
  sorcerer’s equipment can be looted.
  Development: If the PCs defeat their ambushers,
  then they will have little difficulty back-tracking to
  the monsters’ camp, which is not far from the site
  of the battle. Here, they discover Old Narril,
  unconscious and badly beaten (0 hp plus a few
  extra points of non-lethal damage) but still very
  much alive. He has taken too much damage to be
  revived by cure minor wounds, but a single cure
  light wounds or any higher-level healing spell is
  sufficient for him to regain consciousness. His
  dog, sadly, was killed in the initial attack (and
  eaten by the bugbears; they can find the poor
  creature’s bones in the fire pit). Old Narril’s
  captors were well aware of his druidic abilities, so
  they 
  kept 
  him 
  bound 
  and 
  gagged, 
  and
  bludgeoned 
  him 
  regularly 
  to 
  keep 
  him
  unconscious (otherwise he probably could have
  used his wild shape ability to escape).
  Old Narril, male human Drd6: hp 54 (currently
  0); see Appendix.
  For those PCs who have met Old Narril in the
  past, he hasn’t changed much: he is still
  somewhat reclusive, but he believes that the best
  way to make peace between civilization and
  nature is for “city folk” to gain a better
  understanding of the forest and its ways, not to
  prohibit them from entering the forest or provoking
  hostility. He is cautious when dealing with people
  he doesn’t know, but once they explain the
  situation and their encounter with Glanadriel, he
  will gladly provide them with directions to the
  location of the portal. Old Narril does not know
  what has happened to cause Glanadriel’s distress
  or what is wrong with the portal, but he at least
  knows that it is located about 30 miles from here
  and can give the PCs a description of various
  landmarks (a burnt section of forest, a small
  stream, and so forth) that will enable them to find
  the portal even if they do not have much
  knowledge of the forest and its ways.
  If asked what he was doing in the forest on his
  own, Old Narril will tell the PCs that about a week
  ago, he had a vision of an evil wind sweeping
  through the Dim Forest towards Carern. In the
  vision, Old Narril saw a herd of horses fighting,
  biting and smashing one another. Each time one
  of the horses collapsed from its wounds, it stood
  back up as a bloody, ghostly outline of itself and
  began attacking the other horses, until finally the
  entire herd was destroyed and only the ghost
  horses remained. Then the evil wind came back
  and the ghost horses rode away on it. The vision
  did not make it clear what this wind was, but Old
  Narril is sure that it is some kind of evil spirit and
  that the vision was telling him that every horse in
  the area is in great danger. He had set out to find
  and destroy this evil spirit when he was
  ambushed by the bugbears, and that’s pretty
  much the last thing he remembers until the PCs
  showed up.
  Assuming they conduct a thorough dissection of
  their attackers’ camp (Search DC 20), the PCs will
  also discover Player Handout 2 half buried in the
  
  In the Blink of an Unseeing Eye
  Page 38
  fire pit. This handout is a note from Kennigamek
  to his sorcerous minion detailing certain orders
  concerning the druid and explaining that Old Narril
  needs to be taken out of the way because certain
  allies are going to be carrying out an operation
  against the horse market. Kennigamek hates it
  when his orders fall into the wrong hands, so he
  forces all of his subordinates to memorize a series
  of codes and he only communicates his orders
  using these coded messages. However, this
  particular servant is not especially adept with the
  translation of the coded messages, and he
  needed to write this one down so that he could
  work out the details. He never got around to fully
  destroying the note and his scrawled calculations
  (with the deciphered text) are still legible. 
  The information contained in the handout should
  give the PCs cause for concern: their immediate
  mission is to deal with the corrupted portal, but a
  plot against all of the horses at the marketplace is
  also very serious. Old Narril will also tell the PCs
  about the evil nature spirit that he sensed and will
  ask them to deal with this threat as well. The PCs
  must decide in which order they would like to
  pursue their objectives. 
  Deciding what to do with any prisoners could also
  be a problem, as the PCs can’t really afford to
  take the time to escort their captives all the way
  back to Carern, and Old Narril is in no condition to
  pull guard duty. Given a day’s rest, however, the
  old druid can probably summon up a few allies
  from within the forest to take charge of the
  prisoners. Don’t let this delay the adventure
  unnecessarily, though it does pose a moral
  dilemma if the PCs feel that they have no choice
  but to murder their prisoners rather than leave
  them unguarded or delay their mission.
  If the PCs can heal him, Old Narril will suggest
  that he should return to Carern and begin warning
  the ranchers and the Elector about the threat
  against the horses, which means that the PCs
  only need to choose between going after the
  wendigo (which is the subject of Encounter 5) or
  proceeding to the portal (which is the subject of
  Encounter 6). The order in which they pursue
  these encounters is not exclusive, and the
  wendigo may take matters into their own hands if
  the PCs have horses, so the most likely course of
  action is to proceed to Encounter 5.
  Encounter Five
  The PCs continue their journey through the Dim
  Forest, and they may encounter the evil wendigo,
  along with some creatures from the Plane of
  Shadow that have slipped through the open
  portal. If the PCs have horses, the wendigo is
  drawn to them and will attempt to corrupt one of
  their mounts. If they do not, then Old Narril can
  help them track it to its lair deep within the forest.
  Either way, the PCs must defeat the wendigo
  before it wreaks further havoc on the horses
  assembled for the marketplace in Carern.
  Arranging the Encounter: The most likely way
  that this encounter will occur is while the PCs are
  still on their way to the portal in the Dim Forest.
  The journey from Encounter 4 to Encounter 6
  covers about 30 miles, which means that it will
  take the better part of a day, particularly in the
  Dim Forest. By the time Encounter 4 takes place
  and the PCs have rescued Old Narril, they have
  already lost a large portion of the day, and
  traveling in the Dim at night is highly inadvisable
  for most parties. Therefore it is likely that the PCs
  will have to make camp for at least one night
  within the confines of the Dim. This provides an
  ideal opportunity for the wendigo spirits to make
  their move.
  If the PCs brought any mounts with them, then the
  lure of live horses will inexorably draw the
  wendigo spirits to attack. If the PCs instead go on
  the offensive and actively attempt to seek out the
  wendigo, they will find that the evil fey are rather
  difficult to track, since a wendigo does not touch
  the ground, as it does not have lower appendages
  and instead flies or wind walks. However, a
  sufficiently high Survival check (DC 30) will
  enable them to follow the faint trails of blood that
  drip from the sheared-off stumps of the creatures’
  hooves. Otherwise, they will have to lay a trap for
  the wendigo, perhaps by assembling all of the
  horses at the marketplace in Carern in one place
  (which the fey will certainly attack sooner or later)
  or by setting some horses of their own out in an
  isolated area.
  The wendigo spirits begin their attack while they
  are wind walking, using their maddening whispers
  on one or more horses in the party. If there are
  multiple wendigos and multiple horses, then each
  malevolent spirit will target a different horse. Once
  a horse fails its Will save against this ability, it will
  turn and attack one of the other horses in the
  party. While the PCs have been distracted by the
  bizarre behavior of their mounts, the evil creatures
  will take corporeal form and attack. If some of
  their mounts have been driven mad by the
  wendigo’s maddening whispers, then PCs who
  
  In the Blink of an Unseeing Eye
  Page 39
  rely on those mounts for combat will find
  themselves at a disadvantage.
  Setup: No map is provided for this encounter.
  Improvise a map based on where the encounter is
  taking place (a good time to initiate this battle is
  while the PCs are camped for the night). Apart
  from the initial mental assault on any horses in the
  party, the wendigo spirits attack without any
  surprise or subtlety. They are feral creatures and
  hate all life. They will focus their initial attacks on
  any horses that have not yet been affected by the
  maddening whispers, preferring to kill their own
  kind rather than other creatures, but once they
  start taking damage, they will focus on their
  attackers. The shadow horses (if present) will
  focus strictly on the PCs; they harbor no particular
  ill will towards the horses of the Material Plane.
  Read or paraphrase the following when the PCs
  first see a wendigo horse:
  A white mist coalesces before your eyes,
  wisps of fog coiling to form sinew and bone.
  Emerging from the mist is a horse – or rather,
  a twisted mockery of a horse. A chill radiates
  from the creature even as steam curls from its
  heaving flanks. Where the hooves should be,
  only charred, rotted, bloody stumps remain.
  Twin pinpoints of cold light regard you with
  pure malevolence, set above an equine mouth
  lined with impossibly sharp-looking teeth. The
  creature whinnies, a high-pitched squeal that
  carries an unmistakable sense of the purest
  hatred for all life and its boundless appetite for
  the flesh of its own kind. You can only imagine
  what foul spirit could transform a living thing
  into this monstrosity.
  If there are shadow horses present, then also
  read or paraphrase the following when the PCs
  get their first glimpse of an ecalypse:
  The shadows themselves seem to come to life
  as 
  a 
  bizarre, 
  six-legged 
  creature 
  that
  otherwise vaguely resembles the outline of a
  horse lunges towards you. Its form is difficult
  to see, as the monster is wreathed in shifting,
  twining shadows. Mist and smoke constantly
  swirl around its lower limbs, wicked-looking
  dark hooves appearing just for an instant and
  then vanishing again. The creature looks as
  though it has just stepped out of a small
  child’s nightmares, a formless lurker that has
  taken on the vague aspect of a horse. It snorts
  once, and attacks.
  Creatures: In addition to the original wendigo that
  was created several years ago, there are one or
  more additional wendigo-possessed horses here,
  along with some allies that have come through the
  portal to the Plane of Shadow at the higher APLs.
  The Shadow Lord became aware of the wendigo
  by means of the Eye of Eternity and has sent
  several of the bizarre shadow horses known as
  ecalypses to help in sowing confusion and
  extending his control of the Dim Forest. The
  presence of multiple wendigo horses should be
  used to frighten the PCs – is there an entire herd
  of these evil spirits lurking deeper within the Dim
  Forest? The PCs have no way of knowing; they
  can only deal with the threat before them and
  hope for the best.
  APL 2 (EL 3)
  Lesser Wendigo, Light Horse: hp 22; See
  Appendix.
  APL 4 (EL 6)
  Lesser Wendigo, Light Horse (3): hp 22; See
  Appendix.
  APL 6 (EL 8)
  Wendigo, Light Warhorse (5): hp 22; See
  Appendix.
  APL 8 (EL 9)
  Wendigo, Heavy Warhorse (5): hp 34; See
  Appendix.
  APL 10 (EL 11)
  Wendigo, Dire Horse (3): hp 95; See Appendix.
  Ecalypse: hp 85; See Appendix.
  APL 12 (EL 13)
  Wendigo, Dire Horse (3): hp 95; See Appendix.
  Ecalypse (3): hp 85; See Appendix.
  APL 14 (EL 15)
  Wendigo, Legendary Horse (3): hp 252; See
  Appendix.
  Ecalypse (3): hp 85; See Appendix.
  APL 16 (EL 17)
  Wendigo, Legendary Horse (4): hp 252; See
  Appendix.
  Ecalypse, Advanced 20 HD (2): hp 193; See
  Appendix.
  
  In the Blink of an Unseeing Eye
  Page 40
  Tactics: This is a fairly straightforward encounter.
  The wendigo hate all living things and will fight to
  the death. The shadow horses (if present) are
  thralls of the Shadow Lord and have been
  commanded to assist the evil spirits. However,
  they will not fight to the death; once they are
  reduced below 25 hit points, they will use their
  plane shift ability to escape back to the Plane of
  Shadow. It is not possible for PCs to “break” the
  ecalypses for use as mounts, nor is it possible to
  charm, command, dominate, or otherwise compel
  or control them, because the Shadow Lord is
  already controlling them by means of the Eye of
  Eternity.
  Treasure: Defeating the evil sprits does not result
  in any material gain for the PCs; the fey don’t
  even leave corpses, seeming to dissipate into a
  bloody spray and evaporate on the wind when
  slain. However, the destruction of the wendigo will
  be a significant benefit to the people of Carern, as
  otherwise the malevolent creatures will prey on
  more and more horses until this entire portion of
  the Dim Forest is overrun. Old Narril by himself is
  probably not powerful enough to prevent this,
  especially as he will be some time in recovering
  from his recent ordeal, so the PCs are the only
  real hope of preventing the decimation of the
  horses of Barony Malthinius.
  Development: From here, proceed to Encounter
  6 if this encounter occurred while the PCs were
  still on their way to the portal (this is the most
  likely scenario unless the PCs did not bring any
  horses 
  with 
  them). 
  Proceed 
  to 
  Optional
  Encounter One (APL 2-8) or to the Conclusion
  (APL 10-16) if the PCs have already completed
  their primary mission and are returning to Carern.
  Be sure to note on the Critical Event Summary
  whether or not the PCs were successful in
  destroying all of the wendigo in this encounter.
  Remember that any PCs that were bitten by a
  wendigo must succeeed on a Fortitude save (DC
  varies; see the relevant statistics block in the
  Appendix) to avoid contracting the terrible disease
  themselves. The onset time for the disease is 1d3
  days, but for purposes of this adventure, you
  should assume that it requires the full three days
  before taking effect. This will give the PCs time to
  complete their mission and return to Carern. The
  intent of this encounter is really not to have the
  entire party turn into a pack of evil fey cannibals.
  Encounter Six
  Arriving at the location of the ancient portal, the
  PCs discover that the portal is now guarded by a
  number of shadar-kai, survivors of the battle
  earlier in the year. The portal now points to the
  Plane of Shadow and is held open by the soul of
  Tyrriel Minaelon, the elven cleric who was
  studying it with Glanadriel’s help in hopes of
  finding a way to seal off the Fading Land forever.
  Unfortunately, Tyrriel’s soul is now inexorably
  bound to the portal, and the only way to free him
  from his torment is to kill him. The Shadow Lord is
  partially able to control Tyrriel’s clerical powers
  and will use them to aid the shadar-kai and try to
  destroy the PCs before they can free Tyrriel. 
  At low APLs, killing Tyrriel will close the portal; at
  high APLs, the portal remains open as Tyrriel’s
  soul is drawn deeper into the Plane of Shadow,
  and the PCs must decide if they are brave enough
  to go through the portal and close it from the other
  side by defeating the Shadow Lord.
  The journey from the site where Old Narril was
  ambushed to the portal covers about 30 miles.
  The terrain does not change much, although there
  is one place where the party must cross over a
  small stream with an abandoned hut on the far
  side. The location was the subject of a very
  dangerous encounter with undead shadows and a
  shade cleric in the module Fading Vision; feel free
  to play it up for effect if you have players who took
  part in that module. The area is currently
  uninhabited, however.
  When the PCs get within a mile or so of their
  destination, they will begin to feel a palpable
  sense of despair and evil. They are also being
  scried upon by the Shadow Lord, who is making
  use of the Eye of Eternity to detect intruders. This
  is an artifact-level effect, but for this purpose it is
  essentially equivalent to the greater scrying spell
  combined with true seeing. There is no mundane
  or magical way to avoid this detection, but each
  PC is entitled to a Will save (DC 20) to notice the
  sensation of being watched.
  There are no natural creatures in this part of the
  forest, no birds chirp in the trees, and the only
  sound is that made by the heroes themselves as
  they creep through the undergrowth. Even that
  sound seems somehow muted (+2 circumstance
  bonus to all Move Silently checks within one mile
  of 
  the 
  portal). 
  The 
  temperature 
  drops
  precipitously, and each breath results in a cloud of
  misty white fog. 
  
  In the Blink of an Unseeing Eye
  Page 41
  Though most of the trees in the Dim Forest are
  ancient and massive, the trees here seem to be
  even older and larger than elsewhere. The trunks
  appear to loom ominously over the travelers,
  making them seem tiny and insignificant. Light
  sources are partially suppressed in this area
  because of the residual effects of the magical
  darkness created by the shadar-kai earlier in the
  year. All light sources have their ranges reduced
  by 50%. Even darkvision is affected by this, as the
  trees’ dark halo is magical in nature. There is no
  natural light at all within 500 feet of the clearing,
  so the PCs will need to make use of light sources
  if they wish to continue their investigation. 
  When the PCs reach the edge of the clearing,
  read or paraphrase the following:
  Your light reveals that a small clearing lies just
  ahead. Surrounding the edges of the clearing
  are the oldest and largest trees that you have
  have yet seen. There are gaps large enough to
  squeeze through, but the trees almost seem to
  resist passage, shifting slightly and making it
  difficult to clamber through to the other side.
  The clearing is covered with lush green grass,
  which seems completely out of place, as no
  sunlight penetrates the canopy overhead. The
  light you have brought with you seems weak
  and flickering, almost as if it is somehow
  being absorbed by the trees themselves.
  The corrupted portal-stone rests within this
  clearing. The grass feels normal to the touch but
  shows no tracks or other signs of passage (all
  characters within the clearing are constantly
  under the equivalent of a pass without trace
  spell). The edge of the slab is 40 feet from the
  edge of the clearing on all sides (so the clearing is
  60 feet in diameter).
  Once a PC gets into the clearing far enough to
  see the portal-stone, continue with the following:
  A weathered circular slab of hard gray stone
  rests in the exact center of the clearing. The
  stone is 20 feet in diameter and about four feet
  tall. It is completely covered with with carved
  arcane runes and sigils. A dark shape sprawls
  motionless on the far side of the slab. The air
  is completely still here, as though the world is
  holding its breath and waiting to see what
  happens next.
  Tyrriel Minaelon’s dead body lies sprawled across
  the slab, on the edge farthest from the PCs. Close
  inspection will reveal that he seems to have been
  burned and charred over most of his body. His
  eyes are open and an expression of purest horror
  is frozen on his face, his fine elven features
  locked into a grimace of absolute pain and terror.
  There are bloodstains everywhere, although not
  as many as one would expect from the condition
  of the body: it appears as though the slab itself
  has been absorbing the blood.
  Unfortunately for the PCs, their investigation of
  the clearing is about to be cut short. When the
  first PC approaches the slab, or when the entire
  party 
  has 
  entered 
  the 
  clearing, 
  read 
  or
  paraphrase the following. Characters that met
  Tyrriel Minaelon in the adventure Fading Vision
  will recognize him as “the elf” in the boxed text
  below.
  A razor-thin sliver of light suddenly appears,
  floating in mid-air above the stone slab. It
  rotates, lengthening as it moves, until a single
  vertical line of brilliant white energy about six
  feet in length streams from the center of the
  stone. The arcane sigils carved into the slab’s
  surface begin pulsing with energy, and the line
  of energy begins to widen, almost as if a slit
  has been cut in the fabric of the universe. In
  the blink of an eye, something opens,
  revealing a doorway composed of pure
  darkness. You are unable to see what lies
  beyond, as the opening is blocked by the
  ghostly figure of an elf, suspended in the
  portal, his body straddling the line between
  two worlds. Pinpoints of white light break
  through his skin and he writhes in in obvious
  torment. 
  The elf turns his head toward you, and you
  can see that his eyes are empty sockets, filled
  with an endless void. In a ragged, raspy voice,
  he gasps: “You… must… leave… this… place.
  Flee now!  Please…”
  Suddenly, the elf’s head snaps back, and his
  mouth opens and closes in a silent scream. A
  different voice now issues from the figure, this
  one powerful and dripping with scorn: “You
  have come here to find only death, children of
  the light. I am the Lord of Shadow. This soul is
  mine, this place is mine, and now YOU are
  mine.”
  The elf howls in agony as twisting tendrils of
  black energy ripple along his form. The edges
  of his body blur and seem to flow into the
  outline of the portal, almost as if its existence
  and his existence are one and the same. 
  
  In the Blink of an Unseeing Eye
  Page 42
  If none of the PCs successfully spotted the hidden
  shadar-kai, add the following:
  Suddenly, the impossible occurs: where
  before the clearing was empty, now there
  stand a number of gaunt, pale-skinned, elf-like
  creatures. Wicked-looking spiked chains whirl
  ominously in their hands as they move to
  attack.
  Creatures: A small force of shadar-kai warriors
  who managed to escape the slaughter of their
  army earlier this year have taken up residence in
  this place, drawn by the portal to the Plane of
  Shadow. They have sworn oaths of service to the
  Shadow Lord and serve as the guardians of the
  gateway. Tyrriel’s soul has also been forced into
  the service of the Shadow Lord, although the evil
  being’s control over the elven cleric’s spirit is not
  complete (see below). 
  Once the Shadow Lord became aware of the PCs’
  approach, he informed his shadar-kai minions,
  and they are currently using their hide in plain
  sight ability, waiting patiently for the most
  opportune moment to strike. This moment occurs
  once a single PC approaches the portal or once
  all of the PCs have come into the clearing, if none
  of them seem willing to go near the stone. The
  shadar-kai are positioned such that all of them are
  within 30’ of the stone, so that they can get sneak
  attack damage against their initial targets.
  Each PC within the clearing is entitled to a Spot
  check opposed by the shadar-kai’s Hide check
  (taking 10 and gaining their +10 racial bonus due
  to the lighting conditions, so effectively taking 20)
  to avoid being surprised when the dark fey launch
  their attack. Needless to say, this will be a very
  difficult check, so it is likely that most of the PCs
  (if not all of them) will be surprised. The surprise
  round can be completely avoided if a PC casts
  daylight immediately upon entering the clearing,
  however, as this will reveal the hiding shadar-kai
  and illuminate the entire area.
  APL 2 (EL 4)
  Shadar-Kai (4): hp 10; see Appendix
  Tyrriel Minaelon, corrupted Clr1: hp 7; see
  Appendix
  APL 4 (EL 6)
  Shadar-Kai, Ftr1 (4): hp 20; see Appendix
  Tyrriel Minaelon, corrupted Clr3: hp 19; see
  Appendix
  APL 6 (EL 8)
  Shadar-Kai, Ftr2 / Rog1 (4): hp 31; see
  Appendix
  Tyrriel Minaelon, corrupted Clr5: hp 32; see
  Appendix
  APL 8 (EL 11)
  Shadar-Kai, Ftr3 / Rog3 (4): hp 46; see
  Appendix
  Tyrriel Minaelon, corrupted Clr7: hp 45; see
  Appendix
  APL 10 (EL 12)
  Shadar-Kai, Ftr4 / Rog3 (4): hp 53; see
  Appendix
  Tyrriel Minaelon, corrupted Clr9: hp 58; see
  Appendix
  APL 12 (EL 14)
  Shadar-Kai, Ftr6 / Rog3 (4): hp 78; see
  Appendix
  Tyrriel Minaelon, corrupted Clr11: hp 71; see
  Appendix
  APL 14 (EL 16)
  Shadar-Kai, Ftr6 / Rog5 (4): hp 89; see
  Appendix
  Tyrriel Minaelon, corrupted Clr13: hp 84; see
  Appendix
  APL 16 (EL 18)
  Shadar-Kai, Ftr8 / Rog5 (4): hp 104; see
  Appendix
  Tyrriel Minaelon, corrupted Clr15: hp 97, see
  Appendix
  Tactics: The shadar-kai seek to defend the portal
  stone and kill all of the PCs. Their initial attack in
  the surprise round will be with their bows, but they
  will quickly switch to their spiked chains once a
  PC closes with them. The shadar-kai work
  together very efficiently. They focus their attacks
  on individual PCs, attempting to set up flanking
  opportunities so that they can get sneak attack
  damage. They use the reach of their spiked
  chains to best advantage, making trip attacks for
  their attacks of opportunity (and thereby gaining
  free attacks at higher APLs thanks to the
  Improved Trip feat). 
  Remember that under the 3.5 rules, standing up
  from prone also provokes an attack of opportunity.
  However, you cannot make another trip attack as
  an attack of opportunity against a creature that is
  
  In the Blink of an Unseeing Eye
  Page 43
  already prone and trying to stand up, although
  you do gain the +4 bonus on the attack of
  opportunity for attacking a prone target with a
  melee weapon since the attack of opportunity is
  made while the creature is still technically prone.
  Tyrriel: The elf cleric’s trapped soul struggles
  against the grip of the Shadow Lord. However, it
  is ultimately a losing struggle, as the power of the
  Eye of Eternity is simply too much for the tortured
  elf to resist. Every few rounds, depending on the
  APL, the Shadow Lord will force Tyrriel to cast an
  attack spell against the PCs:
  APL 2 – 4: One spell every third round (he skips
  the first two rounds of combat, casts on the third,
  skips the fourth and fifth, and so on).
  APL 6 – 10: One spell every other round (he
  skips the first round of combat, casts on the
  second, skips the third, and so on).
  APL 12 – 16: Three spells every four rounds (he
  skips the first round of combat, casts on the
  second, third, and fourth rounds, skips the fifth
  round, and so on).
  The spells that Tyrriel can cast are detailed in his
  statistics block at each APL. During the rounds
  when Tyrriel is not casting a spell, describe him
  struggling to resist some unseen force that rips
  and tears at him, as black energies crackle all
  around the portal. During the rounds when he
  does cast a spell, he will whisper things like “I’m
  sorry” and “please forgive me” even as he rains
  down destruction upon the PCs. While Tyrriel
  lives, the portal cannot be entered by anyone
  other than a servant of the Shadow Lord (so the
  shadar-kai can use it to flee, but the PCs cannot
  follow until they have dealt with Tyrriel).
  The Shadow Lord can see everyone on the
  battlefield, thanks to the scrying powers of the Eye
  and will select the most appropriate spell for the
  tactical situation. Tyrriel’s effective caster level is
  one less than the APL (this is reflected in his
  statistics block). For purposes of these abilities,
  Tyrriel has the ability to project any melee touch
  spell as if it were a ray spell (he still must succeed
  on a ranged touch attack, and the spell still allows
  its normal saving throw, if any). 
  All of the spells that Tyrriel casts have visual
  effects that look like “shadow” or “darkness”
  versions of the normal spell. Their effects, saves,
  etc. are unchanged, except that they are all
  negative-energy spells. For example, if Tyrriel
  casts searing light, the appearance of the spell is
  actually that of a beam of slashing darkness, and
  it would heal undead instead of harming them (if
  there were any undead in the fight, which there
  aren’t). If Tyrriel casts flame strike, the spell’s
  appearance is a column of purple-black flames
  (and the non-fire half of the damage is treated as
  unholy instead of holy). 
  Tyrriel can’t cast the same spell twice until he has
  cast at least three different spells, and he can’t
  cast a spell of the same spell level twice in a row
  (in other words, he can’t just keep using his
  highest spell level over and over). Try to mix his
  spell selection up to keep things interesting. He’s
  there to complicate the battle, not to make a major
  difference in the outcome (which is why he
  doesn’t have slay living, harm, or destruction at
  the higher APLs). Also, remember that inflict
  spells allow a Will save for half damage.
  Tyrriel can be attacked directly. He is treated as if
  he were an incorporeal creature, although he
  cannot move and automatically fails any Reflex
  saving throws. If any PC attacks Tyrriel, all of the
  shadar-kai change their tactics and focus their
  efforts on stopping that PC. If Tyrriel is reduced to
  0 hit points or below, then he will stop casting
  spells, but his form does not dissipate and the
  portal does not close. Instead he just hangs
  limply, still suspended within the portal. The
  shadar-kai will howl in despair and will redouble
  their efforts to kill whichever PC dealt the final
  blow. (Tyrriel cannot really be destroyed until after
  the battle is over, but the shadar-kai and the PCs
  don’t know that). The most likely scenario is that
  the PCs will have to deal with the shadar-kai
  before they can really afford to focus on the cleric
  and the portal, however.
  Escaping: 
  The 
  shadar-kai 
  are 
  determined
  fighters and are loyal to the Shadow Lord, who
  used to be one of their most powerful arcanists.
  However, they are not fanatics, and a shadar-kai
  that is near death will attempt to flee through the
  portal and hide on the Plane of Shadow. (This is
  kind of gruesome, as the escaping shadar-kai
  basically climbs directly through Tyrriel’s chest,
  and he screams in pain.)  On the other hand, the
  shadar-kai’s main goal is to protect the portal. If
  the PCs flee the battlefield, they will not be
  pursued. 
  However, 
  the 
  shadar-kai 
  will 
  be
  completely healed by the time the PCs return and
  will once again mount a determined defense of
  the portal.
  Tracking an escaped shadar-kai once it passes
  through the portal is essentially an impossible
  task, especially because the PCs themselves will
  be unable to use the portal until they have dealt
  
  In the Blink of an Unseeing Eye
  Page 44
  with the soul of Tyrriel Minaelon. (At APL 2
  through 8, the PCs can’t go through the portal at
  all; at APL 10 and higher, don’t let them get
  distracted from the primary goal of their optional
  encounter by haring off across the Plane of
  Shadow in search of an escaped shadar-kai.)
  Treasure: The treasure consists of the shadar-kai
  equipment. Furthermore, each of the shadar-kai
  carries one or more small, oblong black stones.
  Each stone has a single arcane rune etched on its
  face. A Knowledge (arcana) check (DC 20) or
  Knowledge (the planes) check (DC 15) will reveal
  that this rune represents the Plane of Shadow.
  When held on the Material Plane, the runes are
  cold; on the Shadow Plane, however, the runes
  pulse with faint warmth. Tyrriel does not have any
  material possessions, of course. 
  At the low tier, the PCs have plenty of time to loot
  the bodies. At the high tier, depending on how
  quickly they approach the portal, they may only
  have time to grab the loose items, particularly the
  lesser blackstone runes, before they must step
  through to the Plane of Shadow. However, they
  may return later and loot the bodies, if they
  remember to do so. 
  Regardless of how many PCs there are in the
  party, 
  the 
  shadar-kai 
  have 
  enough 
  lesser
  blackstone runes among them so that there is
  exactly one rune per character in the party.
  All APLs – L: 0 gp; C: 0 gp; M: one lesser
  blackstone rune per PC (46 gp per rune);
  After the Battle: Once the shadar-kai have been
  defeated or have fled, the PCs can approach the
  portal. If Tyrriel was reduced to 0 hit points during
  the battle, then some form of magical healing will
  be needed to return him to consciousness (even a
  cure minor wounds will do for this, regardless of
  how much damage Tyrriel actually took). If he
  remains conscious, or once the PCs awaken him,
  then he will manage to temporarily break free of
  the Shadow Lord’s control. Read or paraphrase
  the following:
  A terrible, unseen struggle is obviously
  occurring between the soul of the elf trapped
  in the portal and whatever force is attempting
  to control him. Bursts of energy and screams
  of pain echo across the clearing. With what
  appears to be a supreme effort of will, the elf
  clenches his fists and grits his teeth. There is
  a brilliant flash of energy, and you are
  momentarily dazzled by the glare. When your
  vision returns, you can see that the elf is still
  suspended within the portal. However, his
  eyes have returned to normal, and he is
  regarding you with a hollow, infinitely sad, but
  clearly rational gaze.
  Tyrriel will thank the PCs for coming to his rescue.
  He knows that he only has a few moments before
  the Shadow Lord reasserts control, and he knows
  that the portal must be destroyed. Sadly, there is
  no way to free him other than to kill him in his
  incorporeal form, permanently destroying his soul.
  Tyrriel knows this as well and will tell the PCs in
  no uncertain terms that he prefers oblivion to an
  eternity of toture and slavery. If the PCs seem
  reluctant to kill him, he will openly beg them to put
  an end to his existence. Good-aligned PCs cannot
  possibly ignore his plight; even though the
  destruction of a soul is a terrible thing, Tyrriel’s
  current condition is far, far worse. (Some high-
  level tables might try to save Tyrriel by casting
  raise 
  dead 
  or 
  even 
  resurrection 
  on 
  him;
  unfortunately, these efforts fail, because his soul
  is partially trapped by the Eye of Eternity. He can
  be destroyed, but he cannot be freed. However,
  please note the name of any character that tries
  this on the Critical Events Summary, as it is a truly
  noble thing to do.)
  Any PC can destroy Tyrriel (outside of combat) by
  simply using the coup de grace action on him with
  a magical weapon (+1 enhancement bonus or
  better). If none of the PCs has a magic weapon,
  then Tyrriel will concentrate for a moment and will
  channel his powers to create the equivalent of a
  magic weapon spell on one weapon of the PCs’
  choice. This weapon will flicker with an ominous
  black light and will be very cold to the touch. The
  spell only lasts for one minute, and Tyrriel does
  not have the strength to cast it twice, so the
  chosen PC must act quickly.
  When Tyrriel is destroyed, one of two things will
  happen, depending on the APL. At APL 8 and
  lower, Tyrriel’s death will close the portal. At APL
  10 and above, Tyrriel’s soul will be drawn into the
  Eye of Eternity, still under the control of the
  Shadow Lord, and the PCs will have to go through
  the portal onto the Plane of Shadow in order to
  complete their task. (You might want to gently
  suggest that if they haven’t already, the PCs really
  ought to loot the shadar-kai bodies before they
  proceed, as the lesser blackstone runes thereon
  just might be essential for them to be able to
  return from the Plane of Shadow. One good way
  to encourage this is to describe a small, oddly-
  shaped stone falling from the hand of the first
  shadar-kai that is killed in battle. Most players will
  
  In the Blink of an Unseeing Eye
  Page 45
  naturally be curious about this and someone will
  pick it up.)
  At APL 8 and below, read or paraphrase the
  following:
  Tyrriel gasps as the death blow is struck. A
  trickle of ectoplasm runs from the center of
  his chest, splashing on the stone slab, which
  pulses and begins to shudder. Suddenly, the
  portal begins to waver. Tyrriel closes his eyes
  as the magical energies begin to tear him
  apart. You can do nothing but watch as his
  soul is torn asunder, the portal collapsing into
  a million tiny specks of black light and each
  speck slowly fading into nothingness. At the
  last, as the valiant elf slides into eternal
  oblivion, you think that you see him smile, and
  a whisper emerges from the vortex of energy
  just before it slams shut: “Thank you…”
  With a terrible CRACK, the stone slab splits. A
  huge jagged fissure erupts from the very
  center and spreads in all directions. The grass
  surrounding the stone blackens and dies in an
  instant. The earth groans, and the ancient
  trees surrounding the clearing shake as if they
  will topple over and bury this place beneath
  the weight of their mighty boughs. Then all is
  silent, so terribly silent and so utterly still, with
  nothing left save the shattered rocks to mark
  the grave of Tyrriel Minaelon.
  At APL 10 and above, instead read or paraphrase
  the following:
  Tyrriel gasps as the death blow is struck. A
  trickle of ectoplasm runs from the center of
  his chest, splashing on the stone slab, which
  pulses and begins to shudder. Tyrriel closes
  his eyes to await oblivion as the magical
  energies of the portal begin to tear him apart.
  Then his eyes open again, and within them
  you see a look of purest horror and terror
  such as no mortal could ever imagine. It is the
  look of a lost soul that knows it will never be
  free.
  The terrible voice that you heard earlier
  suddenly hisses through the clearing: “YOU.
  ARE. MINE!”
  A massive, clawed black hand made of pure
  shadow materializes around the portal and the
  stone, clenching into a mighty fist and ripping
  the elf’s form backward, through the portal
  and into the space beyond. A chill shudders
  through your very bones as the hand vanishes
  from sight, leaving only the open portal and
  whatever lies beyond. Through the gateway,
  you see the hand receding into the distance,
  and the faint cry of Tyrriel Minaelon echoes
  across time and space: “Nooooooooooo!”
  Small cracks appear around the edges of the
  stone slab as the portal’s edges begin to
  waver and flicker. You know beyond any
  shadow of a doubt that Tyrriel is not free, and
  that whatever being has his soul in its palm
  awaits on the other side of the rapidly-
  collapsing gate. You have only mere moments
  to make your choice.
  At this point, begin counting to ten under your
  breath. Each player who states that his or her
  character is stepping through the portal will
  continue to Optional Encounter 2. For those that
  do not step through the portal, the adventure
  basically ends here. When you reach the count of
  ten, the portal shimmers and vanishes, and it
  does not reappear. PCs that want to look through
  the portal before they decide to enter will see
  what looks like a photographic negative image of
  the very clearing they stand in, but everything is
  devoid of color, composed only of black and white
  and infinitely many shades of grey.
  Development: Low-tier tables have no choice but
  to return to Carern, now that the portal has been
  dealt with. There, they can attempt to find out
  what plot has been hatched to ruin the horse
  market. High-tier tables are hopefully all moving
  on the Plane of Shadow, but if not then they too
  must return to Carern and make their report.
  Either way, the portal to the Plane of Shadow is
  closed on this side, at least for now.
  If the wendigo has not yet been dealt with for
  some reason, then proceed to Encounter 5;
  otherwise, proceed to Optional Encounter 1
  (APL 2-8) or Optional Encounter 2 (APL 10-16)
  or to the Conclusion, as appropriate.
  Optional Encounter One
  (Low Tier)
  This is an optional encounter, which costs 1
  additional Time Unit for characters native to
  Gran March and 2 additional Time Units for all
  other characters.
  Returning to Carern, the PCs must attempt to
  determine who is trying to do harm to the horses
  at the marketplace, and how. Staking out the
  marketplace, the PCs can eventually discover that
  the Gran March soldiers who have been assigned
  
  In the Blink of an Unseeing Eye
  Page 46
  to security and who bring in the wagons of feed
  each day are actually transporting grain that has
  been infected with some kind of magical disease. 
  During the ensuing battle, the PCs may discover
  that some of their aversaries are actually
  doppelgangers, 
  who 
  apparently 
  killed 
  and
  replaced their targets at some point, with no one
  the wiser. The guardsmen are actually still the
  original bodies of the soldiers, but the minds
  within have been twisted and warped and they are
  now obedient thralls of the doppelgangers.
  Though the threat has been stopped for the
  moment, the question lingers – how deep has the
  Gran March Army been infested by these
  shapechangers, and who can be trusted?
  The setup for this encounter is fairly free-form.
  The Elector will gladly put the PCs in charge of
  organizing the defense of the marketplace. There
  is a file of pikement available, and they can be
  stationed wherever the PCs wish. The main areas
  are the “parade ring,” the various tents where
  humans are staying, the various corrals and stalls
  where horses are staying, and the temporary barn
  where all of the feed and hay are stored. Each
  day, a small group of farmers arrive with wagons
  containing additional hay, feed, and other supplies
  for the many horses that are here. All of the
  ranchers participating in the marketplace pay
  money into a common fund so that the distribution
  and supply systems can be kept as simple as
  possible. The Herdmaster’s Guild has made
  arrangements with the Gran March Army to
  provide a few men from the detachment stationed
  at the baronial capital to act as caravan guards for
  the daily supply wagons.
  Once the PCs have determined their security
  arrangements, 
  the 
  first 
  few 
  days 
  pass
  uneventfully. On the third day of the marketplace,
  the guards and farmers are ambushed on the
  road to Carern, and the contents of the caravan
  are replaced. The commoners are replaced with
  doppelgangers, while the guardsmen are infected
  with a strange paste made from the secretions of
  an aboleth. This paste essentially destroys the
  individual’s free will and leaves him dominated. It
  also has the unfortunate side effect of destroying
  most of the victim’s original mind, leaving behind
  what is essentially a mindless husk – but a
  mindless husk that is still able to do everything
  that it was previously able to do, and that can
  function autonomously as long as one of its
  controllers is nearby. 
  The new hay and feed have been infested with a
  powerful, yet subtle, magical disease. This
  disease only affects horses, and it has an
  incubation period of about three months. Over the
  period of time that the disease is quiescent, it
  slowly goes to work on the horse’s bone mass,
  eating away at the bones and the connective
  tissues, so that once the disease has run its
  course, the horse is invisibly weakened in such a
  fashion that it is very likely to break down the first
  time it is ridden in a stressful situation (like
  combat). Furthermore, once the incubation period
  is over, the horse can spread the disease to other
  horses simply through close proximity. The
  disease has been carefully crafted by individuals
  beyond the scope of this module. Suffice to say
  that it if is not stopped here, then it is likely to
  infect a large portion of the equine population of
  Gran March, which could have disastrous results,
  not only for the cavalry, but also for day-to-day
  travelers and certainly for commerce.
  If the PCs are smart, one of the areas they’re
  guarding is the feed barn, of course. Any sort of
  divination spell cast in the days leading up to this
  attack will give the caster cryptic information that
  should point him or her in the direction of the food
  supply.
  Setup: On the afternoon of the “special delivery,”
  the usual wagon rolls up to the barn. Several
  soldiers in Gran March livery stand guard, while
  the farm hand begins shoveling the hay into the
  communal barn and carrying the bags of feed into
  the storage area. The PCs can detect the tainted
  items in a variety of ways. If someone casts detect
  poison or detect magic on the grain, it will be
  revealed as having some kind of supernatural
  properties. A Knowledge (nature) check (DC 20)
  will also give an indication that something doesn’t
  seem right about the feed. The doppelgangers are
  natural shapeshifters, so they do not radiate
  magic, and they have consumed potions to
  conceal their true alignment. The guardsmen are
  thralls of the doppelgangers, but their alignment is
  neutral, as they lack free will. However, the
  guardsmen do radiate magic of the Enchantment
  school.
  Old Narril is also present in Carern at this point,
  and he will be glad to examine anything or cast
  any spells that the PCs would like to assist with
  their efforts, so he might actually be the one to
  discover the tainted feed. He will only take part in
  combat if the PCs are in grave trouble, however
  (his statistics are provided in the Appendix).
  If the PCs specifically ask, and if they have been
  guarding the barn each day, they may notice that
  there is only one farm hand instead of the usual
  
  In the Blink of an Unseeing Eye
  Page 47
  two. (This is so that the melee fighters do not
  have to go without weapons; the lone “commoner”
  is actually a wizard.)  Questioning the farmer
  closely will reveal that he knows the basics about
  his duties (gathered from the people they are
  impersonating via detect thoughts) but only
  superficial 
  facts 
  about 
  Gran 
  March. 
  The
  guardsmen will not answer questions, instead
  deferring to the farmer. If this seems odd to the
  PCs (which it should), the commoner will explain it
  away by saying that the guardsmen were up too
  late the night before sharing a wineskin around
  the campfire. 
  Once the PCs become suspicious enough, which
  should not take long as the NPCs do not tell a
  very convincing story, the doppelganger will most
  likely realize that its odds of successfully
  completing its mission are dropping rapidly. It will
  be actively attempting to detect thoughts on
  everyone it encounters and will react instantly if
  any PC formulates a decision to attack. Read or
  paraphrase the following:
  No sooner has the thought crossed your mind
  that something is seriously wrong here than
  everyone seemingly goes into motion at once.
  The farm hand steps back and begins
  gesturing in the patterns of an arcane
  spellcaster. The soldiers draw their weapons
  and step forward, grim-faced, their movements
  slightly jerky but nonetheless competent. The
  movements of your adversaries seem to be
  extremely well-coordinated, and it seems clear
  that quarter will neither be asked nor given as
  the battle is joined.
  Creatures: Once the deception has been
  discovered, the “farmer” and “soldiers” will attack,
  hoping to kill all of the PCs and set up a fake
  combat scene far away from the barn so as to
  draw attention away from the tainted supplies. If
  the PCs make any significant amount of noise,
  however, they can pretty easily attract the
  attention of various ranchers, stable boys, and
  other commoners, any of whom can go for
  additional help. 
  APL 2 (EL 6)
  Thralls, Human War2 (3): hp 13; see Appendix
  Doppelganger Enc2: hp 35; see Appendix
  APL 4 (EL 8)
  Thralls, Human War3 (3): hp 19; see Appendix
  Doppelganger, Enc4: hp 44; see Appendix
  APL 6 (EL 10)
  Thralls, Human War5 (3): hp 32; see Appendix
  Doppelganger, Rog4: hp 60; see Appendix
  Doppelganger, Enc4: hp 44; see Appendix
  APL 8 (EL 12)
  Thralls, Human War5/Ftr2 (3): hp 47; see
  Appendix
  Doppelgangers, Rog5 (2): hp 66; see Appendix
  Doppelganger, Enc5: hp 48; see Appendix
  Tactics:  The former soldiers who were guarding
  the wagon are the fighters. Although they retain
  their former abilities and some level of basic
  autonomic functions, their tactics will be very
  straightforward. Essentially, they will engage the
  closest PC and will remain on that PC unless he
  or she moves more than 30 feet away, whereupon
  they will look for the next-closest PC. If anyone
  attacks the doppelganger enchanter directly, then
  it will send out a mental command and they will
  move to defend it, even giving up attacks of
  opportunity if necessary. Although they are no
  longer free-willed, they are not mindless, so they
  will take advantage of openings that are
  presented 
  (like 
  flanking 
  and 
  attacks 
  of
  opportunity).
  The unarmed “farmer” is actually an enchanter
  and will stay out of melee and use his spells to try
  and influence the outcome of the combat as best
  he can. His first action is always to cast shield on
  himself. At APL 2, he will open with sleep. At APL
  4 and 6, he will use scorching ray against
  spellcasters or ranged attackers and tasha’s
  hideous laughter against melee attackers. At APL
  8, he will attempt to use his Silent, Still charm
  person on a suitable-looking target before combat
  begins; after that, he will try to use deep slumber
  and hold person to end the battle quickly. If things
  start to turn against him, he will flee the battlefield,
  but will attempt to sneak back around and use his
  scroll of fireball to destroy the grain wagon and
  any nearby PCs.
  At APL 6 and 8, after the second round of combat,
  one or two more soldiers will come running up
  from the opposite side of the camp, calling out to
  the PCs that they are the reinforcements.
  Unfortunately, this is another deception; these
  “soldiers” are doppelganger rogues. They have
  killed several members of the local garrison and
  taken on their appearance, so these individuals
  will look familiar to the PCs (who have been
  
  In the Blink of an Unseeing Eye
  Page 48
  sharing guard duty with the locals for several days
  now). The new arrivals will attempt to move in
  amongst the PCs and get into a good flanking
  position, hoping to catch a character by surprise
  with an unexpected sneak attack.
  At APL 6 and 8, all of the doppelgangers (not the
  thralls) will make an attempt to destroy the
  evidence (the tainted grain) if it looks as though
  the PCs are going to win the fight. At APL 6 and
  APL 8, the rogues have flasks of alchemist’s fire,
  which they will use on the wagon. One direct hit
  from a flask is sufficient to put the grain on fire,
  although the PCs will have several rounds to
  quench the blaze before the grain is all destroyed.
  At APL 8, the enchanter has a scroll of fireball,
  which can destroy most of the wagon and the
  grain in one fell swoop.
  The first time a doppelganger is slain (dropped to
  -10 hit points or below, not just dropped
  unconscious or staggered), read or paraphrase
  the following:
  The man before you staggers, clutching at his
  wounds, and falls to the ground. Suddenly, his
  features and skin begin to shift and ripple, the
  flesh seeming to move of its own accord. Mere
  moments later, where previously there had
  been a human male of typical build and
  appearance, there now lies a tall, emaciated,
  gray-skinned humanoid with a bulbous head
  and oversized, alien-looking eyes.
  The doppelgangers do not fight to the death,
  particularly the enchanter, but neither do they
  surrender. Instead, they will attempt to flee, blend
  into the crowd, and change their forms to appear
  like a commoner. They will change their shape
  and size as well as their appearance, and most
  likely will be very difficult for the PCs to capture. 
  The thralls have no choice but to fight to the death
  at their master’s command. Their instructions
  persist even if the doppelganger enchanter is
  slain, although once the fight is over, they will
  simply sit down and stare glassy-eyed at the
  world. Each time one of the thralls is slain in
  combat, the PCs will notice a strange clear jelly-
  like substance leaking out of his ears. This is the
  remnants of the aboleth jelly extract which was
  used to destroy their minds and turn them into
  servants of the doppelgangers. Unfortunately,
  there is no hope of an immediate cure for these
  men; their minds and personalities have literally
  been dissolved. However, if they are subdued and
  turned over to the military, they will be sent to
  Syrloch for further study. Please make a note on
  the Critical Events Summary as to the final
  disposition of the doppelgangers and the thralls.
  Treasure: The bulk of the treasure consists of the
  doppelgangers’ and thralls’ equipment. Be sure to
  keep track of how many doppelgangers escape,
  as the value of their equipment must be deducted
  from the total treasure values given for this
  encounter. The human thralls cannot escape and
  will not even attempt to flee.
  There is a small pouch hidden in the back of the
  wagon (Search DC 20 to find it, or DC 10 if
  someone specifically states that they intend to
  search the wagon thoroughly). The pouch
  contains 100 gp, 
  which 
  the 
  doppelganger
  enchanter intends to use to buy a horse (so that
  the conspirators can track the progression of the
  disease) after the infected grain has a few days to
  make its way through the entire local food supply.
  The PCs can claim this for their own, if they wish.
  If the wagon burns because the grain was set on
  fire, then the pouch will be destroyed, but the gold
  coins will definitely survive the fire intact.
  However, if the wagon is destroyed by a direct hit
  from the fireball scroll at APL 8, the coins will be
  reduced to a puddle of molten slag and the PCs
  cannot recover this treasure.
  All APLs: L: 0 gp; C: 100 gp; M: 0 gp.
  Development: Once the infiltration attempt has
  been busted up and the magically infected grain
  seized, the remainder of the marketplace will pass
  without incident and the PCs will have done a
  major service for Carern and for all of Gran
  March. Proceed to the Conclusion.
  Optional Encounter Two
  (High Tier)
  This is an optional encounter, which costs 1
  additional Time Unit for characters native to
  Gran March and 2 additional Time Units for all
  other characters.
  Stepping through the portal to the Plane of
  Shadow, the PCs must find the Shadow Lord and
  defeat him to free Tyrriel Minaelon from having his
  soul slowly consumed to power the portal. Doing
  this closes the portal with the PCs trapped on the
  Plane of Shadow, but several options are
  available for them to be able to return home.
  The Plane of Shadow: Once through the portal,
  the PCs will find themselves on the Plane of
  Shadow. Some information about this plane is
  provided in the Dungeon Master’s Guide on page
  
  In the Blink of an Unseeing Eye
  Page 49
  152. The Manual of the Planes provides additional
  material, but is not necessary to be able to run
  this encounter.
  Being on the Plane of Shadow has a number of
  effects that differ from the Material Plane. Please
  read and remember to apply the rule changes
  listed below. Not all of these are listed in the
  Dungeon Master’s Guide (some are found in the
  Manual of the Planes and some are unique to this
  module). Travel among the planes of existence is
  an ever-changing experience, and the conditions
  that are present on one trip away from the
  Material Plane might be completely different on
  another.
  Characters who have made a study of the planes
  of existence have a chance to know some or all of
  the facts listed below. A Knowledge (the planes)
  check (DC 10) reveals basic information about the
  key traits of the Plane of Shadow. A check result
  beating DC 15 reveals information about specific
  spells or other items listed below. A check result
  beating DC 25 automatically knows everything
  described herein.
  Planar Traits: The Plane of Shadow is in many
  ways a copy of the Material Plane, although the
  subtle differences crop up in surprising and
  disturbing ways. Gravity and time are identical to
  the Material Plane, although neither sun nor stars
  exist to mark the passage of time. The plane is
  infinite in size, though it tends to mirror the
  landscape and geography of the Material Plane in
  most respects. The majority of the Plane of
  Shadow is mildly neutral-aligned, which means
  that no characters suffer penalties because of
  their alignment being “out of tune” with that of the
  plane. The Plane of Shadow also has no specific
  elemental or energy traits, although certain types
  of magic are either enhanced or suppressed, as
  detailed below.
  No Access to the Ethereal Plane: There is no
  connection between the Plane of Shadow and the
  Ethereal Plane in the standard D&D cosmology.
  (See page 61 of Manual of the Planes for an
  explanation.) Thus, spells and effects that require
  access to the Border Ethereal will not function.
  Attempts to cast these spells or use these abilities
  simply fail with no other ill effect, as if they had
  been counterspelled at the time of casting.
  Examples 
  include 
  blink, 
  ethereal 
  jaunt,
  etherealness, ghostform, phase door, and similar
  magics. Spell-like and supernatural abilities that
  rely on these spells and items that replicate their
  effects also fail to function. Ghosts are not found
  on the Plane of Shadow, because they dwell
  partially on the Ethereal Plane. Intrinsically
  incorporeal creatures (like wraiths) and creatures
  that are incorporeal because they are partially
  made of shadowstuff (like undead shadows) are
  unaffected.
  Dimension door is unaffected, since the spell
  description specifically states that the character
  moves through the Astral Plane, not the Ethereal,
  and access to the Astral Plane is unimpeded. Any
  other spells or effects that involve astral travel
  also function normally, although if anybody
  actually wants to cast astral projection in the
  middle of this module, that person is probably in
  need of some serious help!
  Most spells (other than blink) that grant a miss
  chance, such as blur, displacement, and entropic
  shield, still function normally, as they work by
  interfering with the perceptions of observers, not
  by moving the target back and forth to the
  Ethereal Plane.
  Summon Monster: Some PCs have special
  certificates that allow them to summon Ether
  creatures. It is not possible to reach the Etherial
  Plane from the Plane of Shadow, so spells cast to
  summon such creatures simply fail. Other
  monsters may be summoned as normal.
  Summon Nature’s Ally: This spell fails if cast to
  summon anything other than an elemental. There
  are no suitable natural creatures within range of
  the spell. The caster will know why the spell
  failed, as the PC will get a sensation that the
  magic is searching but unable to find a target.
  Summoning an elemental is still possible, as
  access to the Elemental Planes is not restricted
  on the Plane of Shadow.
  Summon Swarm: This spell fails. There are no
  suitable insects on the Plane of Shadow.
  Creeping doom also fails to work.
  Magical Darkness: Despite the dark nature of the
  Plane of Shadow, spells that produce, use, or
  manipulate darkness are unaffected by the plane.
  However, spells that directly manipulate shadows
  (or that have the [shadow] descriptor) are
  enhanced, since the caster is able to work directly
  with the base material of the plane. Such spells
  are cast as if they were prepared with the
  Maximize Spell feat, but they don’t take up higher-
  level spell slots.
  Shadow 
  Conjuration, 
  Shadow 
  Evocation,
  Shades: 
  PCs 
  using 
  any 
  of 
  the 
  shadow
  conjuration or shadow evocation line of spells will
  receive a pleasant surprise when casting these
  
  In the Blink of an Unseeing Eye
  Page 50
  spells on the Plane of Shadow. Shadow
  conjuration and shadow evocation spells are 30%
  as powerful as the spells they mimic (as opposed
  to the usual 20%). Greater shadow conjuration
  and greater shadow evocation are 70% as
  powerful (not 60%), and a shades spell conjures
  at 90% of the power of the original (not 80%).
  Light and Fire Spells: Spells that use or
  generate light or fire may fizzle when cast on the
  Plane of Shadow. A spellcaster attempting to cast
  a spell with the [light] or [fire] descriptor must
  succeed on a Spellcraft check (DC 20 + the level
  of the spell) or the spell fails. Any spell that
  produces light (such as dancing lights, light,
  continual flame, or daylight) has its area of effect
  decreased by 50%, as its energies are partially
  suppressed by the supernatural energies of the
  Plane of Shadow. This applies both to new spells
  cast while on the plane and to existing items
  (such as everburning torches) brought onto the
  Plane of Shadow from the Material Plane.
  Searing Light and Sunbeam: These spells deal
  only half their normal damage as part of the
  magical energy of their light is negated by the
  Plane of Shadow. The spells’ game mechanics
  are not otherwise altered. For example, a ranged
  touch attack is still required to hit with searing
  light, and the spell still does not allow a saving
  throw. The size and quantity of the damage dice
  are not reduced (and still vary depending on the
  target’s type; see the spell description for details).
  Simply calculate the normal damage for the spell
  and then divide it in half, rounding down.
  Cure Light Wounds: This spell functions
  normally. We just felt we should include it
  because somebody was bound to ask.
  Sun Domain: Any PC cleric with the Sun domain
  suffers from a strange sensation. The PC cannot
  shake the feeling that the Plane of Shadow
  harbors a specific resentment towards the gods of
  light. Such characters will feel that the very air has
  taken living form and is crawling up and down
  their skin, seeping into their pores, flowing into
  their eyes, nose, and mouth, etc. This has no in-
  game effect, but it leaves the affected PCs feeling
  oily and slightly nauseous. Naturally, this means
  that you should play it up as much as possible for
  the scare factor. Feel free to have the PC make a
  Will save (DC 0) for every attempt to cast a spell
  or concentrate on some action. The feeling is
  suppressed only as long as the PC is standing in
  an area that is illuminated by some kind of
  magical light source.
  Extradimensional Spaces: Most spells and
  magical items that rely on extradimensional
  spaces are unaffected, as they store their
  contents in self-contained pocket dimensions or
  tiny demiplanes. Examples include bags of
  holding, gloves of storing, and quivers of Ehlonna.
  Any spell or item that specifically relies on access
  to the Ethereal Plane, such as Leomund’s secret
  chest, does not function.
  Once you are ready to proceed, read or
  paraphrase the following:
  The landscape on the other side of the portal
  is at once oddly familiar and yet disturbingly
  alien. You find yourself standing in a clearing
  very much like the one you just left, but it is as
  if all color has been washed completely away,
  leaving only black and white. Everything you
  see jumps out at you in sharp contrast as the
  edges of things are emphasized by the lack of
  hues and visual nuances. A stone slab rests in
  the center of the clearing in which you stand,
  and tall, dark trees form an ominous ring at
  the edge of the expanse of grass. The grass
  itself is purest black, the lush green of its
  material counterpart completely turned to
  shadow. You cannot see the sky through the
  branches of the trees, but somehow you know
  that even were the trees removed, you would
  see nothing in the heavens save a flat, black,
  featurless vault with neither sun nor stars.
  Moments after the last member of your group
  has passed through the gateway, it shudders
  and collapses inward, winking out of existence
  without a sound. The path taken by the
  spectral hand that snatched away Tyrriel’s
  spirit is easy to spot, as small patches of
  faintly glowing ectoplasm trail off into the
  distance. One can only imagine the amount of
  suffering that it would take to make a soul
  bleed.
  The PCs should have a sense of urgency about
  their mission. However, their journey across the
  Plane of Shadow takes about 36 hours, so they
  will need to rest (and regain spells) at least once
  along the way. Let them press onward if they truly
  wish to do so, but they will be at a disadvantage in
  the final confrontation with the Shadow Lord if
  they are not at full strength.
  Once beyond the clearing, the characters find
  themselves in what appears to be the shadow
  equivalent of the Dim Forest. There are no familiar
  landmarks beyond the clearing, however, and
  from time to time, someone will get the feeling that
  
  In the Blink of an Unseeing Eye
  Page 51
  just out of sight, the very fabric of the plane is
  shifting and moving, altering the landscape even
  as the party moves. Looking backwards reveals
  that the trail behind has vanished: their only hope
  is to proceed ever onward.
  As the PCs travel, they are able to glimpse a few
  of the inhabitants of the Plane of Shadow. None of
  these are intended to provide combat encounters.
  If the PCs attempt to attack any of the denizens of
  the plane that they see, the creatures simply fade
  away, leaving the characters to wonder if what
  they had seen was an actual creature or simply a
  mirage composed of shadows.
  An entire herd of the six-legged shadow horses
  (like the ones they found in Encounter 5) thunders
  past, seeming to leap from shadow to shadow as
  they travel, passing right through any trees that
  happen to stand in their path. Later, a strange,
  two-headed lizard-like creature is sighted as it
  crawls out of a small canyon. The beast moves on
  four appendages that look like shadowy tentacles,
  but trail away into nothingness. It snarls at the
  party, as if to say that it will viciously defend its
  territory, before stalking off in search of easier
  prey.
  A cluster of massive trees, larger than any that the
  PCs have ever seen before, stands to one side of
  the trail. Thick, ropy tendrils dangle from the
  branches, slithering along the ground in search of
  prey. Broken bodies lie among the roots, serving
  both as fertilizer for the tree and a warning to the
  unwary. (Some characters might recognize these
  as umbral banyans: they were used as guardians
  of the Wells of Darkness by the shadar-kai army.)
  On the second day of their journey, the PCs pass
  by what looks like a ruined city, broken
  cobblestones peeking up from the forest floor and
  shattered walls and columns standing mutely
  among the trees. There is no sign of who or what
  might once have lived in this place, but dark
  figures slip in and out of the doors and along the
  overgrown streets, as if still going about their daily
  business, unaware that their lives ended long,
  long ago.
  Throughout their journey, the trail of ectoplasm
  that the PCs are following continues to guide their
  steps, although it seems to be growing fainter, as
  if Tyrriel’s soul is becoming weaker and weaker. If
  they attempt to veer away from the path, then no
  matter what they do, the fabric of the plane shifts
  subtly under their feet and guides them back to
  the right path. The Shadow Lord desires a
  confrontation, and in this place, his wishes will not
  be denied. The strange black stone runes that the
  PCs took from the shadar-kai in Encounter 6
  remain cold and silent; if the items have magic
  within them, it seems to be dormant for the
  moment. 
  If the PCs have some way to leave the Plane of
  Shadow, perhaps by casting the plane shift spell,
  then there is no way for them to return to this
  place: the adventure is over and Tyrriel is truly
  damned.
  After about thirty hours of travel, the terrain
  around the PCs begins to shift. No longer are they
  marching through a twisted reflection of the Dim
  Forest; instead, their surroundings appear to be
  more jungle-like. After about five miles of traveling
  through the jungle, the PCs pass by what appears
  to be a small abandoned village of some kind,
  large enough to hold perhaps 100 people. There
  is no sign of any current inhabitation, however.
  Players who took part in the adventure Fading
  Vision might be starting to get a little bit
  suspicious at this point; their suspicions are
  confirmed after a few more miles of travel. 
  Read or paraphrase the following:
  Standing before you is a set of five towers,
  joined by walls. The central tower stands
  some three hundred feet tall, and is composed
  of what seems to be black basalt. The tower
  tapers gently near the top, with a slightly
  rounded point. The other four towers, each
  about half the size of the central tower, are
  evenly spaced around their taller sibling. The
  towers are seamless: no bricks, no seams, no
  signs 
  of 
  mortal 
  construction 
  mar 
  their
  featureless, smooth surface. 
  On one side of the main tower is a set of three
  broad stone stairs leading to a set of huge
  double doors. On each door is engraved the
  symbol of an eye.
  These towers look very familiar to characters that
  participated in the events of Fading Vision: this
  place looks just like the Forbidden Tower in which
  the Eye of Eternity was housed. Strange,
  however, that it should be here: the Eye of
  Eternity is housed in its own pocket dimension,
  called a Fading Land. How can it have been
  transported here? The only way to find out, of
  course, is to go inside. The doors swing open
  easily, revealing that the central tower is
  completely hollow, lined with balconies connected
  by spiral staircases. Opposite the doors is a
  raised wooden platform. A throne rests atop this
  
  In the Blink of an Unseeing Eye
  Page 52
  platform, and for the briefest moment, the PCs
  might think that they see a shadowy figure seated
  atop the throne, leering down at them with one
  eye, the other a vacant socket. When they look
  again, however, the apparition seems to have
  vanished without a trace.
  No matter which direction the PCs choose to go,
  they will end up in the right place. Whether they
  choose a balcony or a stairway – or even turn
  around and try to leave the tower – all they find
  before them is a short passageway leading down
  about 50 feet, where it ends on a landing. An
  open door beckons, and the PCs can hear a faint
  whimpering and sobbing coming from beyond the
  doorway. They might decide that this is a good
  time to start casting preparatory spells, and they
  would be right. 
  Read or paraphrase the following once they are
  ready to continue:
  Stepping through the doorway, you find
  yourself in a 50-foot diameter circular stone
  chamber with a domed ceiling 30 feet high.
  The walls are black, dotted with faint pinpoints
  of a grayish light. In the exact center of the
  room is a ten-foot diameter disk made of some
  kind of dark, smoky crystal. Black vortices
  swirl within its depths, and for a moment, you
  think you see the face of Tyrriel Minaelon,
  pressed up against the glass as if it were a
  window and he trapped on the other side. 
  Suddenly, the room begins to spin wildly, the
  walls twisting and whirring. Harsh laughter
  echoes in your ears. A moment later you
  realize that it is not that the room is moving –
  it is that what you thought were walls are
  actually a horde of moving shadows, twirling
  through the air on all sides of you. Clawed
  hands reach out, as if the thousands and
  thousands of shadowy figures can sense the
  light and life that you carry within you, and
  they want nothing more than to rip you open
  and feast upon your glowing essence. Slowly,
  their whirling patterns cease, leaving you
  surrounded by an ocean of shadowy man-like
  shapes for as far as the eye can see. Of the
  door through which you entered, there is no
  sign.
  As if on cue, mocking laughter erupts from all
  sides. Before you, standing in the exact center
  of the smoky crystal, is a tall, fey creature that
  you recognize as perhaps having once been
  one of the shadar-kai. Now, its form is
  blackened and twisted, twin coals of pure
  hatred burning where once its eyes had been.
  “So,” purrs the figure, “you WERE foolish
  enough to come after the soul of this pathetic,
  mewling elf. How wonderful… for me. Shall we
  get right down to the festivities, or would you
  like to exchange a few pleasantries first?”
  This, of course, is the Shadow Lord. The PCs can
  ask him a few basic questions, if they want, or
  they may simply choose to attack. He’s quite
  prepared for either option.
  Who are you? Once, I was a shadow fey, one of
  the shadar-kai. Now, I am the Shadow Lord. I
  need no other name.
  Were you part of the group that attacked the
  Gran March last summer? I was a leader of the
  great army and served as their High Arcanist, yes.
  My ritual to transport the Dim Forest to the Plane
  of Shadow would have freed my people from our
  ancient curse. It was a beautiful enchantment, the
  culmination of the work of a thousand lifetimes.
  Alas, it was not to be. A group of heroes
  intervened at precisely the wrong moment, and
  the spell had some … unexpected … effects.
  What effects? Well, for one thing, instead of
  dying, I ended up here. For another, this artifact,
  the Eye of Eternity, came under my control, even
  though it is not really here. I can manipulate its
  reflection here on the Plane of Shadow and it
  responds. It is not yet fully empowered, as I will
  need to bring it entirely to this plane in order to
  make full use of its capabilities.
  What does the Eye do? Ah, I’m glad you asked
  that question. You’re about to find out, in the most
  detailed way possible. You see, although lovely
  Tyrriel here has done a fine job powering the
  portal-stone for me, I need a few more souls to
  fully activate my new toy, and I think that yours
  will do nicely!
  With his final words spoken, the Shadow
  Lord’s form begins to waver and twist. The
  manlike aspects of his body curl and become
  serpentine in nature, a long, sinuous neck
  sprouting 
  from 
  his 
  shoulders. 
  Within
  moments, he stands before you, no longer a
  man at all, but rather in the shape of a terrible
  dragon, a dragon made of shadows. 
  Simultaneously, from the direction of the Eye
  of Eternity, you see the soul of Tyrriel
  Minaelon push against, and then break
  through, the crystal barrier that holds him.
  Lines of energy seem to flow from his hands,
  enveloping each of you in a faint, milky-white
  
  In the Blink of an Unseeing Eye
  Page 53
  aura. As suddenly as he appeared, Tyrriel
  vanishes, dragged back down into the swirling
  mists of the Eye by an unseen force. His
  defiant screams are cut short as he vanishes
  from sight.
  Wordlessly, the horde of shadows that
  surround you rush forward to attack, while the
  draconic form rears above you and opens its
  terrible maw.
  Although the Shadow Lord would like the PCs to
  think that he is actually a shadow dragon, in fact,
  this is a trick. He has really done nothing more
  than alter his appearance. Any PC that has
  actually met a shadow dragon (for example, a PC
  with the Notice of the Shadow Dragon cert from
  Geoff) will recognize that rather than looking like a
  true dragon, the Shadow Lord merely looks like
  the outline of a dragon – a dragon’s shadow, as it
  were.
  At this moment, several things are happening at
  once. First, if the PCs picked up the lesser
  blackstone runes from the bodies of the shadar-
  kai back in the Dim Forest, each person holding
  one of those stones suddenly feels it pulsing with
  warmth. The PC intuitively knows that the item’s
  magic has activated and that he or she can use
  the rune to plane shift back to the Material Plane
  simply by willing it to be so. This can provide a PC
  with a way to escape the battle, should things go
  badly. However, it requires an action to activate
  the rune, which means that a PC can only do so
  on his or her own turn.
  Second, Tyrriel Minaelon, though he is trapped
  within the Eye of Eternity, has one last part to
  play. With a supreme effort of will, he projects his
  life energies through the Eye of Eternity,
  enveloping each of the PCs in a faint, milky-white
  aura. This aura will absorb the first 8 points of
  damage that each individual PC suffers from the
  Strength-draining touch of the Greater Shadows
  during combat. As a PC is struck by the shadows,
  the aura fades and eventually vanishes once it
  has negated 8 points of ability damage. Tyrriel’s
  aura is immune to dispel magic.
  Darklands: 
  With 
  the 
  Shadow 
  Lord 
  fully
  manifested and the shadowy reflection of the Eye
  of Eternity present, this encounter takes place in
  what is known as a Darkland. Essentially, the
  area gains the “minor negative-dominant” planar
  trait. This means that living creatures suffer 1d6
  points of negative energy damage per round (no
  saving throw). The Shadow Lord and his minions
  are healed of a like amount. Any living being
  reduced to 0 hit points or less within the area of a
  Darkland instantly crumbles to ash (in other
  words, the -10 “buffer” is not in effect for living
  creatures, exactly as if they were undead). 
  Spells and items that protect against negative
  energy can negate both the 1d6 points of damage
  per round and the “instant death at 0 hp” effects of
  this place, however. (Death ward, for example,
  protects a character against all of the effects of
  the Darkland.) The aura created by Tyrriel
  Minaelon does not protect against the negative
  energy damage each round, but it does protect a
  living creature from dying when it reaches 0 hit
  points. Once the aura is destroyed for a particular
  PC, however, the full effects of the Darkland take
  over.
  While the Shadow Lord lives, none of the undead
  creatures in this place can be turned or destroyed
  by a cleric. After the Shadow Lord falls, the
  remaining greater shadows (if any) can be
  affected by turning attempts. Essentially, the Eye
  of Eternity confers the special quality “+20 turn
  resistance” on every undead creature present.
  The Eye also confers immunity to disrupting
  weapons upon the undead creatures and grants
  them positive energy resistance 5, which negates
  the first 5 points of damage from every positive
  energy attack (such as a cure spell cast
  offensively). At APL 14 and 16, this effect
  improves to positive energy resistance 10.
  Creatures: In addition to the Shadow Lord
  himself, a few of his powerful minions emerge
  from the teeming mass of dark shapes to engage
  the PCs.
  APL 10 (EL 14)
  Greater Shadows (3): hp 58; See Monster
  Manual, page 221.
  The Shadow Lord, shadar-kai Wiz11: hp 91;
  see Appendix A.
  APL 12 (EL 16)
  Greater Shadows, Ftr2 (3): hp 71; see Appendix
  The Shadow Lord, shadar-kai Wiz13: hp 104;
  see Appendix A.
  APL 14 (EL 18)
  Greater Shadows, Ftr4 (3): hp 84; see Appendix
  The Shadow Lord, shadar-kai Wiz15: hp 117;
  see Appendix A.
  APL 16 (EL 20)
  
  In the Blink of an Unseeing Eye
  Page 54
  Greater Shadows, Ftr6 (3): hp 100; see
  Appendix A.
  The Shadow Lord, shadar-kai Wiz17: hp 130;
  see Appendix A.
  Tactics: Place a large number of markers (three
  or four per PC) on the battle map to indicate the
  horde of shadows that surround the PCs. Three of
  these markers represent the actual greater
  shadows; the rest are figments, incapable of
  dealing actual damage. The figments are there to
  distract and confuse the PCs and to make them
  think that their situation is hopeless. Each time a
  figment is destroyed, another appears on the next
  round to take its place. (When the greater
  shadows are destroyed, they don’t come back, of
  course.)
  The Shadow Lord will use his spells to best effect.
  The Greater Shadows will initially attempt to
  attack with their Strength-draining incorporeal
  touches. However, if the PCs are somehow
  protected against ability damage even after
  Tyrriel’s protection fades, the Shadow Lord will
  realize this and will begin using targeted dispel
  magic spells to try and bring down whatever
  spells or effects are warding the PCs.
  Tyrriel, having spent his last few bits of life energy
  to cloak the PCs in his protective aura, is (as far
  as anyone can tell) completely and utterly
  destroyed. No matter the outcome of this battle,
  his sacrifices will long be remembered by the
  gods.
  Treasure: The Shadow Lord’s equipment remains
  behind when he is sucked into the Eye of Eternity.
  Beyond that, there is no treasure for this
  encounter.
  Development: If the PCs are defeated in this
  battle, then they have little hope of being
  recovered. However, make a note on the Critical
  Events Summary of the character name, player
  name, and player RPGA number of anyone who
  ends up either turned into a shadow (drained to 0
  Strength) or who dies in the battle and is unable
  to be returned to life.
  Once the Shadow Lord and his minions have
  been defeated, read or paraphrase the following:
  As the last of the gigantic shadows is
  dispatched, a howl of fury and despair issues
  from the Shadow Lord. You can see that his
  form has begun to dissipate and weaken, and
  some invisible force seems to be pulling him
  inexorably closer to the Eye of Eternity. He
  seems to realize what is happening just as he
  begins to be drawn into the crystal. “No… I am
  your master!  I AM YOUR MASTER!  I AM …” 
  The crystal disc flashes with a brilliant light. It
  engulfs the Shadow Lord, opening and closing
  in a single instant that seems to last forever,
  the blink of an unseeing eye. The Shadow
  Lord’s voice trails off into a horrible scream. A
  moment later, he is gone, and the rest of the
  shadows that surrounded you have gone with
  him. You notice that the smoky crystal artifact
  seems to be losing its form as well. As you
  watch, it wavers and finally vanishes, its
  connection to the Plane of Shadow apparently
  severed. 
  Of Tyrriel Minaelon, there is no sign. You can
  only hope that his long torment is finally at an
  end.
  The Eye of Eternity cannot be accessed from the
  Plane of Shadow once the Shadow Lord has been
  defeated, 
  and 
  Tyrriel 
  Minaelon’s 
  soul 
  has
  vanished, presumably destroyed forever. There is
  nothing left for the PCs to do here. They must
  return home, to the Material Plane.
  There’s No Place Like Home: If the PCs have
  the lesser blackstone runes from Encounter 6,
  then each rune can transport a single PC back to
  the Material Plane. If one of the party’s
  spellcasters can cast plane shift, then the party
  can get home that way as well. If all else fails, the
  PCs can wander the Plane of Shadow, looking for
  a way home. Fortunately, each time someone on
  either plane makes use of certain spells or
  abilities that enable transportation via shadows, a
  planar vortex is created – a weak spot in the
  fabric between the Shadow Plane and the
  Material Plane. It takes the PCs a long time (they
  must pay an additional 2 Time Units apiece in
  addition to the extra 1 or 2 TUs for the optional
  encounter) but eventually they are able to locate
  one of these vortices and slip through it.
  Regardless of how the PCs return to the Material
  Plane, they find themselves back in the clearing in
  the Dim Forest. They may loot the bodies of the
  shadar-kai, if they did not do so previously. The
  bodies will be undisturbed; the magic of the
  clearing is still strong enough to keep away
  scavengers, and Glanadriel will have sensed the
  destruction of the Shadow Lord and returned to
  his post as guardian. 
  Regardless of how long it takes the PCs to claim
  any loot and rest up, they will find themselves
  
  In the Blink of an Unseeing Eye
  Page 55
  returning to Carern about a day or so after the
  events detailed in Optional Encounter 1 have
  already taken place. Birkit and Old Narril can fill
  the PCs in on the fact that there was a plot to
  infect the horses with some kind of magical
  poison or disease, and that at least some of the
  individuals 
  responsible 
  were 
  doppelgangers
  posing as Gran March soldiers and citizens. This
  is a disturbing development, but there is nothing
  further that the PCs can do at the present time.
  Proceed to the Conclusion.
  Conclusion
  Assuming that the PCs have successfully
  completed their objectives, they are hailed as
  heroes in Carern (for some of them, this isn’t the
  first time). Specific outcomes that are affected by
  the PCs’ actions are detailed below. If you are
  running this event within the appropriate time
  period, please be sure to fill out the Critical Event
  Summary and return your results to the Gran
  March Triad Point of Contact.
  Special certificates and specific awards are
  detailed following the Treasure Summary. The
  information in this section is provided for you to be
  able to bring the module to a satisfying conclusion
  and tie up the loose ends for the players.
  The Stampede: If Birkit and his two stable boys
  survived the stampede, then he is very grateful to
  the PCs. His new, stronger breed of horses is a
  big hit at the marketplace, but he promises to
  keep a few around “just in case you ever want to
  come by and pick one out.”  If Birkit survived but
  one or both boys did not, he will be saddened and
  subdued, but still grateful. If Birkit did not survive,
  the knowledge of how to breed the special horses
  died with him. The boys will be adopted by other
  residents of Carern and will have to rebuild their
  lives for the second time.
  The Old Stable Inn: Even if the PCs failed to deal
  with the portal, as long as they were able to talk
  with Glanadriel and free him from his madness,
  he will stop haunting the Old Stable Inn. This
  might not help Verdana much, of course, due to
  the greatly increased dangers that Carern will
  face sitting only 40 miles from an open portal to
  the Plane of Shadow.
  If the PCs have successfully closed the portal to
  the Plane of Shadow, Glanadriel will be extremely
  grateful, although he mourns the loss of his friend
  Tyrriel. Glanadriel informs the heroes that he will
  return to the site and resume his vigil. Although
  the portal has been closed for now, the stones
  might still hold some latent magic, and Glanadriel
  does not feel that he is yet released from his
  oaths. If the Eye of Eternity had truly been
  destroyed or sealed away forever, then Glanadriel
  would be able to go to his eternal rest; since he is
  still present, he knows that the danger to the
  Flanaess has not yet been removed.
  With the hauntings stopped, business at the Old
  Stable Inn returns to normal in a hurry. Verdana
  Pallorn will thank the PCs and promise them free
  
  In the Blink of an Unseeing Eye
  Page 56
  room and board any time they care to spend the
  night in Carern. She also says that she is quite
  impressed with the magical candles that she
  purchased, and she’s thinking about buying some
  more of them and offering them for sale. What
  household couldn’t use a candle that wards away
  evil spirits?  Verdana will gladly include the PCs in
  her sales of the magical candles, and will give
  them a more than fair price.
  The Warlord of the Dim Forest: If the PCs failed
  to defeat the goblinoids and rescue Old Narril,
  then he will be taken away a few days after the
  annual horse market ends in Carern, since the
  magical disease should have been introduced into
  the horse population by that time. His fate will
  remain unknown, but the Warlord must have
  wanted him captured instead of killed for a good
  reason…
  If the PCs defeated the goblinoids and rescued
  the druid, then he will resume his stewardship of
  the portion of the Dim Forest near Carern. He is
  unfazed by his experiences, although he will be
  very upset over the loss of his dog (animal
  companion). In his own gruff way, he thanks the
  PCs for his rescue and says that while he hopes
  he never sees them again (because trouble
  always seems to follow), he considers them to be
  “not as bad as most folks” and won’t be too
  unhappy if they meet again someday under better
  circumstances.
  The Wendigo: If the PCs were unable to defeat
  the wendigo spirits in the Dim Forest, then they
  will continue to prey on horses in Carern and the
  surrounding area. Old Narril will eventually have
  to mount an expedition to track them down and
  deal with them.
  If the PCs destroyed the evil spirits, then the
  horses are safe, and the curse of the wendigo will
  fade into obscurity in this area, although mothers
  will use tales of the “bloody ghost horse” to
  frighten disobedient children for generations to
  come.
  The Doppelgangers: If the PCs participated in
  this optional encounter and failed to discover the
  infected grain, then please make a note of it on
  the Critical Events Summary. Depending on the
  overall outcome, the magical disease could
  spread not only to the horses in Carern, but
  throughout Gran March and beyond.
  If the PCs participated in the optional encounter
  and defeated the doppelgangers, then they have
  successfully prevented a terrible fate for horses all
  across Gran March. The identity of the creators of
  the magical disease remains unknown, but there
  obviously had to be a powerful spellcaster and
  someone with an intimate knowledge of nature
  involved in designing such a plague. Perhaps of
  greater concern is the increasing presence of
  doppelgangers impersonating members of the
  Gran March Army. This mission raises more
  questions than it answers: Who controls the
  doppelgangers?  What is their agenda?  How
  deeply have they managed to embed themselves
  in the ranks of the military?
  The Portal and the Eye of Eternity: If the PCs
  failed to deal with the portal, then Glanadriel will
  remain a restless spirit and will resume his efforts
  to find heroes worthy of the name. Meanwhile, the
  Shadow Lord will consolidate his grip on power in
  preparation for hatching future plots against the
  people of Gran March, and the Dim Forest will
  continue to see an influx of shadow creatures. If
  the PCs sealed the portal but failed to defeat the
  Shadow Lord, then he will be able to use the
  powers of the Eye to reopen it and will continue
  his efforts to conquer the Dim Forest unabated.
  The surviving shadar-kai in the region will
  continue to be drawn to the site of the portal, and
  Carern will be in grave danger from the increasing
  mass of evil creatures building up nearby.
  If the PCs defeated the shadar-kai and sealed the
  portal (either by killing Tyrriel or by defeating the
  Shadow Lord and shattering the Eye of Eternity)
  then the threat is ended… at least for the moment.
  The Eye is an ancient and powerful artifact, after
  all, and what the PCs saw was really only a
  reflection projected onto the Plane of Shadow (if
  they even saw that). The original artifact might
  well have survived the destruction of the portal
  and the defeat of the Shadow Lord, though with
  the portal destroyed, learning the truth of the
  matter will be very difficult. The Shadow Lord
  himself might not have been permanently
  destroyed; one never knows with such fell
  creatures. 
  In any case, the PCs can feel good about their
  efforts; they have, once again, thwarted evil and
  banished the oncoming darkness for another day.
  The End … ?
  
  In the Blink of an Unseeing Eye
  Page 57
  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 One (Story Award)
  Preventing the stampede, or ending it without loss
  of life (other than perhaps a horse, regardless of
  how the maddenened horse was dealt with, as
  long as it was dealt with in some fashion)
  APL 2 – 30 xp
  APL 4 and higher – 60 xp
  Encounters Two and Three (Story Award)
  Working out the truth behind the “haunting” of the
  Old Stable Inn and negotiating a peaceful
  resolution with Glanadriel
  APL 2 and APL 4 – 30 xp
  APL 6 and higher – 60 xp
  Encounter Four
  Defeating Kennigamek’s minions and rescuing
  Old Narril
  APL 2 – 150 xp 
  APL 4 – 180 xp 
  APL 6 – 240 xp 
  APL 8 – 300 xp 
  APL 10 – 390 xp 
  APL 12 – 450 xp 
  APL 14 – 510 xp 
  APL 16 – 570 xp 
  Encounter Five
  Defeating the wendigo and any shadow creatures
  APL 2 – 90 xp 
  APL 4 – 180 xp 
  APL 6 – 240 xp 
  APL 8 – 270 xp 
  APL 10 – 330 xp 
  APL 12 – 390 xp 
  APL 14 – 450 xp 
  APL 16 – 510 xp 
  Encounter Six
  Defeating the shadar-kai and “killing” Tyrriel
  Minaelon
  APL 2 – 120 xp 
  APL 4 – 180 xp 
  APL 6 – 240 xp 
  APL 8 – 330 xp 
  APL 10 – 360 xp 
  APL 12 – 420 xp 
  APL 14 – 480 xp 
  APL 16 – 540 xp 
  Discretionary Roleplaying Award
  You may award different amounts to different
  players
  APL 2 – 30 xp 
  APL 4 – 45 xp 
  APL 6 – 60 xp 
  APL 8 – 105 xp 
  APL 10 – 150 xp 
  APL 12 – 195 xp 
  APL 14 – 240 xp 
  APL 16 – 285 xp 
  Total Possible Experience
  WITHOUT the Optional Encounter
  APL 2 – 450 xp 
  APL 4 – 675 xp 
  APL 6 – 900 xp 
  APL 8 – 1125 xp 
  APL 10 – 1350 xp 
  APL 12 – 1575 xp 
  APL 14 – 1800 xp 
  APL 16 – 2025 xp 
  
  In the Blink of an Unseeing Eye
  Page 58
  Optional Encounter: Combat Experience
  Defeat the doppelgangers, OR defeat the Shadow
  Lord
  APL 2 – 180 xp 
  APL 4 – 240 xp 
  APL 6 – 300 xp 
  APL 8 – 360 xp 
  APL 10 – 420 xp 
  APL 12 – 480 xp 
  APL 14 – 540 xp 
  APL 16 – 600 xp 
  Optional Encounter: Bonus Story Award
  Given ONLY if the PCs successfully completed all
  four parts of the mission – rescuing Old Narril,
  defeating the wendigo, defeating the shadar-kai,
  and either exposing the doppelgangers or
  defeating the Shadow Lord and closing the portal
  to the Plane of Shadow
  APL 2 – 45 xp 
  APL 4 – 95 xp 
  APL 6 – 150 xp 
  APL 8 – 200 xp 
  APL 10 – 255 xp 
  APL 12 – 305 xp 
  APL 14 – 360 xp 
  APL 16 – 410 xp 
  Total Possible Experience
  WITH the Optional Encounter
  APL 2 – 675 xp 
  APL 4 – 1,010 xp 
  APL 6 – 1,350 xp 
  APL 8 – 1,685 xp 
  APL 10 – 2,025 xp 
  APL 12 – 2,360 xp 
  APL 14 – 2,700 xp 
  APL 16 – 3,035 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 (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 spells 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 character gains at the
  end of the adventure. Write this total in the GP
  Gained field of the Adventure Record.
  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 (sell value)
  C: Coin, Gems, Jewelry, and other valuables
  M: Magic Items (sell value)
  
  In the Blink of an Unseeing Eye
  Page 59
  Encounter Four
  APL 2: L: 8 gp; C: 15 gp; M: 16.5 gp; potion of
  cure light wounds (4 gp), scroll of eagle’s
  splendor (12.5 gp) – Total 28 gp per PC
  APL 4: L: 16.5 gp; C: 15 gp; M: 37.5 gp;
  potion of cure moderate wounds (25 gp),
  scroll of eagle’s splendor (12.5 gp) – Total
  59.5 gp per PC
  APL 6: L: 66.5 gp; C: 20 gp; M: 87.5 gp;
  potion of barkskin +2 (2) (25 gp each, total 50
  gp); potion of cure moderate wounds (25 gp);
  scroll of eagle’s splendor (12.5 gp) – Total 71
  gp per PC
  APL 8: L: 66.5 gp; C: 20 gp; M: 170.5 gp;
  potion of barkskin +2 (2) (25 gp each, total 50
  gp); potion of cure moderate wounds (25 gp);
  scroll of eagle’s splendor (12.5 gp); vest of
  resistance +1 (83 gp) – Total 258 gp per PC
  APL 10: L: 91.5 gp; C: 39 gp; M: 791 gp;
  mithral shirt (3) (92 gp each, total 275 gp);
  potion of barkskin +2 (3) (25 gp each, total 75
  gp); potion of cure moderate wounds (25 gp);
  vest of resistance +1 (83 gp); cloak of
  charisma +2 (333 gp) – Total 906.5 gp per PC
  APL 12: L: 91.5 gp; C: 39 gp; M: 991 gp;
  mithral shirt (3) (92 gp each, total 275 gp);
  potion of barkskin +3 (3) (50 gp each, total
  150 gp); potion of cure moderate wounds (25
  gp); vest of resistance +1 (83 gp); brooch of
  shielding (125 gp); cloak of charisma +2 (333
  gp) – Total 1,121.5 gp per PC
  APL 14: L: 91.5 gp; C: 90 gp; M: 2,233 gp;
  mithral shirt (3) (92 gp each, total 275 gp);
  potion of barkskin +4 (3) (75 gp each, total
  225 gp); cloak of resistance +1 (3) (83 gp
  each, total 250 gp); brooch of shielding (125
  gp); cloak of charisma +2 (333 gp); amulet of
  health +2 (333 gp); gloves of dexterity +2 (333
  gp); vest of resistance +2 (333 gp); potion of
  cure moderate wounds (25 gp) – Total
  2,414.5 gp per PC
  APL 16: L: 91.5 gp; C: 141 gp; M: 4,267 gp;
  +1 mithral shirt (3) (175 gp each, total 525
  gp); cloak of resistance +1 (3) (83 gp each,
  total 250 gp); potion of barkskin +5 (3) (100
  gp each; total 300 gp); javelin of lightning (3)
  (125 gp each; total 375 gp); brooch of
  shielding (125 gp); cloak of charisma +4
  (1333 gp); amulet of health +2 (333 gp);
  gloves of dexterity +2 (333 gp); vest of
  resistance +3 (667 gp); potion of cure
  moderate wounds (25 gp) – Total 4,499.5 gp
  per PC
  Encounter Six
  All APLs: L: 0 gp; C: 0 gp; M: 46 gp (lesser
  blackstone rune) – Total 46 gp per PC
  APL 2: L: 27 gp; C: 0 gp; M: 208 gp; +1 gal-
  ralan (4) (52 gp each, total 208 gp) – Total
  235 gp per PC
  APL 4: L: 217 gp; C: 0 gp; M: 208 gp; +1 gal-
  ralan (4) (52 gp each, total 208 gp) – Total
  425 gp per PC
  APL 6: L: 217 gp; C: 0 gp; M: 833 gp; +2 gal-
  ralan (4) (208 gp each, total 833 gp) – Total
  425 gp per PC
  APL 8: L: 242 gp; C: 0 gp; M: 833 gp; +2 gal-
  ralan (4) (208 gp each, total 833 gp) – Total
  1,075 gp per PC
  APL 10: L: 75 gp; C: 0 gp; M: 2,000 gp; +2
  gal-ralan (4) (208 gp each, total 833 gp); +1
  spiked chain (4) (194 gp each, total 775 gp);
  +1 studded leather armor (4) (98 gp each,
  total 392 gp) – Total 2,075 gp per PC
  APL 12: L: 75 gp; C: 0 gp; M: 5,033 gp; +3
  gal-ralan (4) (467 gp each, total 1867 gp); +1
  shocking spiked chain (4) (694 gp each, total
  2775 gp); +1 studded leather armor (4) (98 gp
  each, total 391 gp) – Total 5,108 gp per PC
  APL 14: L: 75 gp; C: 0 gp; M: 6,033 gp; +3
  gal-ralan (4) (467 gp each, total 1867 gp); +1
  shocking spiked chain (4) (694 gp each, total
  2775 gp); +2 studded leather armor (4) (348
  gp each, total 1391 gp) – Total 6,108 gp per
  PC
  APL 16: L: 75 gp; C: 0 gp; M: 12,500 gp; +4
  gal-ralan (4) (833 gp each; total 3333 gp); +2
  shocking spiked chain (4) (1527 gp each; total
  6108 gp); +3 studded leather armor (4) (765
  gp each; total 3058 gp) – Total 12,575 gp per
  PC
  
  In the Blink of an Unseeing Eye
  Page 60
  Total Possible Treasure WITHOUT the
  Optional Encounter (Maximum Allowed)
  APL 2: L: 35 gp; C: 15 gp; M: 271 gp – Total
  321 gp per PC (max 400)
  APL 4: L: 233.5 gp; C: 15 gp; M: 291.5 gp –
  Total 540 gp per PC (max 600)
  APL 6: L: 283.5 gp; C: 20 gp; M: 966.5 gp –
  Total 1,270 gp per PC (max 800)
  APL 8: L: 308.5 gp; C: 20 gp; M: 1,049.5 gp –
  Total 1,378 gp per PC (max 1,250)
  APL 10: L: 166.5 gp; C: 39 gp; M: 2,837 gp –
  Total 3,042.5 gp per PC (max 2100)
  APL 12: L: 166.5 gp; C: 39 gp; M: 6,070 gp –
  total 6,275.5 gp per PC (max 3000)
  APL 14: L: 166.5 gp; C: 90 gp; M: 8,312 gp –
  total 8,568.5 gp per PC (max 6,000)
  APL 16: L: 166.5 gp; C: 141 gp; M: 16,813 gp
  – total 17,120.5 gp per PC (max 9,000)
  Optional Encounter Treasure
  APL 2: L: 35 gp; C: 100 gp; M: 167 gp (ring of
  protection +1) – Total 302 gp per PC
  APL 4: L: 35 gp; C: 100 gp; M: 167 gp (ring of
  protection +1) – Total 302 gp per PC
  APL 6: L: 152 gp; C: 100 gp; M: 167 gp (ring
  of protection +1) – Total 419 gp per PC
  APL 8: L: 152 gp; C: 100 gp; M: 916 gp; +1
  shortsword (2) (192.5 gp each, total 385 gp);
  ring of protection +1 (3) (167 gp each; total
  500 gp); scroll of fireball (31 gp) – Total 1,168
  gp per PC
  APL 10: L: 0 gp; C: 0 gp; M: 333 gp
  (headband of intellect +2) – Total 333 gp per
  PC
  APL 12: L: 0 gp; C: 0 gp; M: 333 gp
  (headband of intellect +2) – Total 333 gp per
  PC
  APL 14: L: 0 gp; C: 0 gp; M: 1,333 gp;
  headband of intellect +2 (333 gp); ring of
  minor energy resistance (sonic) (1,000 gp) –
  Total 1,333 gp per PC
  APL 16: L: 0 gp; C: 0 gp; M: 2,333 gp;
  headband of intellect +4 (1,333 gp); ring of
  minor energy resistance (sonic) (1,000 gp) –
  Total 2,333 gp per PC
  Total Possible Treasure WITH the Optional
  Encounter (Maximum Allowed)
  APL 2: L: 70 gp; C: 115 gp; M: 438 gp – Total
  623 gp per PC (max 600)
  APL 4: L: 268.5 gp; C: 115 gp; M: 458.5 gp –
  Total 842 gp per PC (max 900)
  APL 6: L: 435.5 gp; C: 120 gp; M: 1,133.5 gp
  – Total 1,689 gp per PC (max 1,200)
  APL 8: L: 460.5 gp; C: 120 gp; M: 1965.5 gp
  – Total 2,546 gp per PC (max 1,875)
  APL 10: L: 166.5 gp; C: 39 gp; M: 3,170 gp –
  Total 3,375.5 gp per PC (max 3,150)
  APL 12: L: 166.5 gp; C: 39 gp; M: 6,403 gp –
  Total 6,608.5 gp per PC (max 4,500)
  APL 14: L: 166.5 gp; C: 90 gp; M: 9,645 gp –
  Total 9,901.5 gp per PC (max 9,000)
  APL 16: L: 166.5 gp; C: 141 gp; M: 19,146 gp
  – Total 19,453.5 gp per PC (max 13,500)
  Note: Remember to remind the players at your
  table that if their PCs made a donation to the two
  acolytes collecting money to build a shrine to
  Hieroneous in Carern, that amount should be
  recorded on the Adventure Record under “other
  coin spent.”  Be sure to include the character
  name, player name, player RPGA number, and
  amount donated on the Critical Events Summary.
  
  In the Blink of an Unseeing Eye
  Page 61
  Special Certificates and
  Awards
  PCs may receive commendations and other
  special awards 
  depending 
  on 
  the 
  specific
  objectives that they accomplished. It is not
  necessary for the PCs to successfully complete
  the entire module in order to receive the special
  awards for the encounters that they did complete.
  Encounter 1: Gratitude of Feodor Birkit
  If the PCs successfully saved Birkit and both of
  his stable boys from being trampled during the
  stampede, and did the best they could to contain
  or prevent the stampede without harming the
  horses, then Birkit will offer the PCs the
  opportunity to purchase his specially bred mounts.
   The PCs should receive the Special Mount from
  Feodor Birkit.
  Encounter 2: Gratitude of Verdana Pallorn
  If the PCs successfully solved the problem of the
  haunting being experienced by the Old Stable Inn,
  its business will eventually return to normal. The
  PCs should receive the Graitude of Verdana
  Pallorn.
  Encounter 5: Influence Point with the
  Herdmaster’s Guild
  PCs that destroy the evil wendigo spirit will gain
  an influence point with the Herdmaster’s Guild for
  their efforts to protect the horses of Carern from a
  fate worse than death. 
  Encounter 6: Commendation
  Military PCs that defeat the shadar-kai guarding
  the portal to the Plane of Shadow and who report
  this deed to the proper authorities will be
  commended. The shadar-kai proved themselves
  to be a dangerous threat during the recent events
  of summer 593, and any reports that these
  creatures still have a presence in the Dim Forest
  will be taken very seriously.
  Optional Encounters: Meta-Organization
  Influence
  Regardless of which optional encounter the PCs
  face, if they are successful in their mission, then
  they will come to the attention of several of the
  meta-organizations within Gran March. Syrloch is
  eager to learn more about the shadar-kai and
  about the portal to the Plane of Shadow. The
  cavalry, Couriers, and Diplomatic Corps are
  grateful to the PCs for having protected the horse
  market in Carern and ensuring that the supply of
  horses to the military was not undermined. This
  recognition 
  can 
  take 
  a 
  variety 
  of 
  favors,
  depending on the particular character.
  Items for the Adventure
  Record
  υ Gal-Ralan: When this cold-forged iron armband
  is donned (taking up the spot where a bracer
  would be worn), it pierces the wearer’s forearm
  with long needles of the same metal. The device
  fixes the wearer’s soul to her body, but also
  causes never-ending pain. As long as a character
  wears a gal-ralan, she takes 1 point of
  Constitution damage that cannot be healed by
  any means until after the gal-ralan is removed.
  A gal-ralan provides its wearer with a +1 to +5
  resistance 
  bonus 
  on 
  her 
  saving 
  throws
  (depending on the type of gal-ralan). This bonus
  increases by an additional +2 against death
  effects, energy drains, and effects that attack the
  wearer’s soul (such as the Shadow Curse or
  magic jar). For example, a +2 gal-ralan provides a
  +4 resistance bonus against these effects, a +3
  gal-ralan provides a +5 resistance bonus against
  these effects, and so on.
  Faint Abjuration; CL: 5th; Prerequisites: Craft
  Wondrous Item, resistance, caster level must be
  three times that of the gal-ralan’s bonus; Market
  Price: 625 gp (+1), 2,500 gp (+2), 5,600 gp (+3),
  10,000 gp (+4), or 15,600 gp (+5). Weight: - lbs.
  υ Lesser Blackstone Rune: Shadar-kai overcome
  by the shadow curse often make use of the
  blackstone rune. The rune is a complex sigil
  drawn on a small, glossy stone. On command, a
  blackstone rune allows its bearer to plane shift
  between the Plane of Shadow and the Material
  Plane (in either direction), along with up to 50
  pounds of objects.
  This particular blackstone rune is of a lesser
  variety. It has only one charge, and it can only be
  used to return from the Plane of Shadow to the
  Material Plane, not the other way around.
  Moderate Conjuration; CL: 9th; Prerequisites:
  Craft Wondrous Item, plane shift, unknown ritual
  (cannot be crafted by PCs); Market Price: 550 gp;
  Weight: - lbs.
  ο Gratitude of Verdana Pallorn: The PC named
  above did a great service on behalf of Verdana
  Pallorn, proprietor of the Old Stable Inn in Carern.
  Any time the PC is in Carern, Verdana will gladly
  let the PC stay for free. This counts as
  
  In the Blink of an Unseeing Eye
  Page 62
  Adventurer’s Standard upkeep for any adventure
  starting in Carern or nearby areas of Barony
  Malthinius. 
  Furthermore, the character may purchase
  special magical candles (Frequency: Regional)
  that Verdana has begun importing from a goblin
  chandler in the village of Faber’s Way, near
  Hookhill. No more than three candles (total) can
  be purchased at any one time, because Verdana
  does not keep that many in stock due to their
  cost.  These candles act as per the unfettered
  candles created by a Candle Caster (Tome &
  Blood).  The following unfettered candles are
  available from Verdana (and cost the same as the
  equivalent potion from the DMG): shield of faith
  +2, protection from evil, sanctuary, delay poison,
  barkskin +2, resist energy 10, magic circle against
  evil.
  ο Special Mount from Feodor Birkit: The PC
  named above has done a great favor for ex-
  Corporal Feodor Birkit, a horse breeder in Barony
  Malthinius. Birkit has managed to breed several
  lines of especially hardy warhorses, and he is
  willing to sell the PC one (and only one) of these
  horses (the PC may choose either a light
  warhorse or a heavy warhorse). This item should
  be crossed off once the favor has been expended
  and the purchase of the special mount should be
  noted on the Adventure Record. This favor may
  only be redeemed immediately following the play
  of a Gran March Regional scenario.  These hardy
  warhorses have maximum hit points per HD, as
  opposed to the average warhorse.  They cost the
  same price as average warhorses listed in the
  PH.
  ο Influence Point with the Herdmaster’s Guild:
  The PC named above has earned the respect and
  admiration of the members of the Herdmaster’s
  Guild operating in and around the village of
  Carern. This influence point may be redeemed for
  discounts on mounts or combined with other
  influence points to purchase special mounts. Full
  details and available mounts are provided in the
  Herdmaster’s Guild Meta-Organization document.
  Other uses for this influence may be determined
  by the Triad in the future.
  ο Commendation: The PC named above has
  been commended for his or her valor and
  initiative. 
  The 
  PC 
  voluntarily 
  undertook 
  a
  dangerous mission into the Dim Forest and
  defeated a force of evil Fey creatures known as
  shadar-kai. 
  These 
  creatures 
  have 
  recently
  emerged as a new and significant threat to the
  safety of Gran March, and the military chain of
  command takes any reports of their activities very
  seriously.
  ο Meta-Organization Influence: The PC named
  above has been recognized for special services in
  dealing with a number of threats to Gran March
  and in preserving the supply of horses that is
  crucial to the Army’s continued campaigns. This
  certificate may be treated as a recommendation to
  join any of the military meta-organizations that are
  most directly impacted by the supply of horses
  (the Couriers, Diplomatic Corps, or any Cavalry
  battle), or as a commendation (special citation)
  specific to that unit if the PC is already a member
  of any such organization. Any other membership
  requirements for a particular organization are not
  waived, but this certificate fulfills any requirements
  for an invitation or for special military permission
  to obtain an assignment with one of these special
  units. Because of the character’s efforts in dealing
  with the influence of the Plane of Shadow, this
  certificate may also be counted as an Influence
  Point with Syrloch. See the various organizations’
  respective documentation for details on the ways
  in which this influence may be used.
  Item Access
  APL 2 and 4:
  � Lesser Blackstone Rune (Adventure,
  see above, each PC may only buy one
  of these)
  � +1 Gal-Ralan (Adventure, see above,
  each PC may only buy one gal-ralan
  from this AR)
  APL 6 (APL 2 and 4 Items plus):
  � +2 Gal-Ralan (Adventure, see above,
  each PC may only buy one gal-ralan
  from this AR)
  APL 8 (APL 2 and 4, 6 Items plus):
  � Vest of Resistance +1 (Adventure, T&B)
  APL 10 (APL 2 and 4, 6, 8 Items plus):
  � Mithral Shirt (Adventure, DMG)
  � Cloak of Charisma +2 (Adventure, DMG)
  � Headband of Intellect +2 (Adventure,
  DMG)
  APL 12 (APL 2 and 4, 6, 8, 10 Items plus):
  � +3 Gal-Ralan (Adventure, see above,
  each PC may only buy one gal-ralan
  from this AR)
  
  In the Blink of an Unseeing Eye
  Page 63
  � +1 Shocking Spiked Chain (Adventure,
  DMG)
  � Brooch of Shielding (Adventure, DMG)
  � Potion of Barkskin +3 (Adventure, DMG)
  APL 14 (APL 2 and 4, 6, 8, 10, 12 Items plus):
  � +2 Studded Leather Armor (Adventure,
  DMG)
  � Amulet of Health +2 (Adventure, DMG)
  � Gloves of Dexterity +2 (Adventure,
  DMG)
  � Vest of Resistance +2 (Adventure, T&B)
  � Potion of Barkskin +4 (Adventure, DMG)
  � Ring of Minor Energy Resistance, Sonic
  (Adventure, DMG)
  APL 16 (APL 2 and 4, 6, 8, 10, 12, 14 Items
  plus):
  � +4 Gal-Ralan (Adventure, see above,
  each PC may only buy one gal-ralan
  from this AR)
  � +2 Shocking Spiked Chain (Adventure,
  DMG)
  � +3 Studded Leather Armor (Adventure,
  DMG)
  � +1 Mithral Shirt (Adventure, DMG)
  � Javelin of Lightning (Adventure, DMG)
  � Cloak of Charisma +4 (Adventure, DMG)
  � Vest of Resistance +3 (Adventure, T&B)
  � Potion of Barkskin +5 (Adventure, DMG)
  � Headband of Intellect +4 (Adventure,
  DMG)
  
  In the Blink of an Unseeing Eye
  Appendix A
  Page 64
  Appendix A:  Key NPCs and Monsters
  All APLs
  Old Narril, Human Drd6:  Medium Humanoid;
  HD 6d8+6; hp 54; Init +0; Spd 30 ft; AC 12 (+2
  natural); touch 10, flat-footed 12; Base Atk +4; Grp
  +4; Atk +4 melee (1d6, sickle); Full Atk +4 melee
  (1d6, sickle); Space/Reach: 5 ft / 5 ft; SA
  Spells; SQ Animal companion, nature sense,
  resist nature’s lure, trackless step, wild empathy,
  wild shape (2/day), woodland stride; AL LN; SV
  Fort +6, Ref +2, Will +8; Str 11, Dex 10, Con 13, Int
  14, Wis 17, Cha 10.
  Skills and Feats: Concentration +1 (+5
  combat), Handle Animal +9, Heal +12,
  Knowledge (nature) +11, Listen +12, Spot +12,
  Survival +12; Brew Potion, Combat Casting,
  Endurance, Track.
  Languages: Common, Druidic, Elven,
  Sylvan.
  Possessions: +2 amulet of natural armor,
  sickle, knife, walking stick, homespun clothing,
  hut, old dog.
  Spells Prepared: (5 / 4 / 4 / 3, save DC =
  13 + spell level):  0 – create water, cure minor
  wounds, detect poison, know direction, purify
  food and drink; 1st – charm animal, cure light
  wounds, entangle, shillelagh; 2nd – animal
  messenger, chill metal, hold animal, tree shape;
  3rd – greater magic fang, neutralize poison,
  remove disease
  Old Narril is a recluse, but that belies his true
  motivations. He’s mainly interested in preserving
  the forest, but he intends to do that by helping
  people get along in it, rather than by keeping
  them out of it. He wants to help society
  appreciate the forest, instead of seeing it as
  something to be defeated. He’s not terribly fond
  of orcs and the like running around in his forest,
  and is willing to help out against them when he
  can.
  Encounter 3
  Glanadriel, Shade Guardian: CR 15; Medium
  Undead (Augmented Humanoid, Incorporeal);
  HD 11d12 (82 hp); Init +8; Spd fly 30 ft (50 ft in
  darkness) (perfect); AC 17 (18) (+4 Dex, +3
  deflection); touch 17 (18), flat-footed 13 (14); (+1
  Dodge); Base Atk +8; Grp +11 (vs. Shadow only);
  Atk +12 melee (1d4, incorporeal touch) or +11
  melee (1d8+3, longsword vs. Shadow only); Full
  Atk +12/+7 melee (1d4, incorporeal touch) or
  +9/+4 melee (1d8+3, longsword vs. Shadow
  only) and +9/+4 melee (1d6+1, shortsword vs.
  Shadow only); Space/Reach 5 ft / 5 ft; SA
  Corpse possession, corrupting gaze, favored
  enemies, shadow manifestation, telekinesis; SQ
  Control light, fast healing 2, incorporeal traits,
  invisibility, rejuvenation, shadesight, shadow
  image, shadow stride, turn resistance +4,
  undead traits; AL CG; SV Fort +6 (+10), Ref +10
  (+14), Will +8 (+12); Str 16, Dex 18, Con --, Int 14,
  Wis 10, Cha 16 (18).
  Skills and Feats: Concentration +8 (+9),
  Hide +21 (+29), Knowledge (Fading Lands) +7,
  Knowledge (geography) +11, Knowledge
  (nature) +11, Knowledge (Plane of Shadow) +7,
  Listen +19 (+23), Move Silently +13, Search
  +21, Spellcraft +7, Spot +19 (+23), Survival +9;
  Craft Magic Arms and Armor, Dodge, Improved
  Initiative, Improved Two-Weapon Fighting, Iron
  Will, Scribe Scroll, Track, Quick-Draw.
  Favored Enemies: Outsiders (evil) +2,
  Undead +4.
  Languages: Common, Draconic, Elven,
  Sylvan.
  Possessions: (Weapons and armor
  function on the Plane of Shadow only) studded
  leather armor, longsword, shortsword, spell
  component pouch.
  Spells Prepared (4 / 4 / 3 / 1; save DC = 12
  + spell level):  0 – daze, detect magic, flare,
  light; 1st – cause fear, color spray, mage armor,
  shield; 2nd – detect thoughts, glitterdust, web; 3rd
  – slow.
  Special: When Glanadriel is in an area of
  natural or magical darkness, use the
  parenthesized values for his saves, abilities, and
  skills. He also gains an additional +1 deflection
  bonus to his Armor Class, and a +2 competence
  bonus to his attack and damage rolls (none of
  which are included above).
  Note: Due to his transformation into an undead
  shade guardian, Glanadriel lost the wild
  empathy, endurance, and animal companion
  abilities from his ranger class levels, as well as
  the summon familiar ability from his wizard class
  levels.
  Glanadriel is a shade guardian (see Appendix
  D), an ancient ghost-like creature created by
  
  In the Blink of an Unseeing Eye
  Appendix A
  Page 65
  tapping into the essence of the Plane of
  Shadow. In his mortal life, he was a sylvan elf.
  When the Occluded Empire was overthrown
  centuries ago, Glanadriel accepted undeath to
  become the eternal guardian of the portal to the
  Fading Land that contains an evil artifact known
  as the Eye of Eternity. He had warded off the
  curious, the lost, and the power-hungry for all
  that time. In 591 CY, Glanadriel was unable to
  turn away a man named Kalrell Mock, who knew
  secret rituals that rendered Glanadriel
  powerless. Fortunately, a group of heroes
  pursued Mock through the portal and into the
  Fading Land, where they defeated him.
  Glanadriel resumed his vigil, although he
  occasionally had the company of an elf named
  Tyrriel Minaelon, who had helped to thward
  Mock’s efforts and who sought to find a way to
  close the portal to the Fading Land forever.
  When the shadar-kai made an attempt to
  transport the Dim Forest to the Plane of Shadow
  during the summer of 593 CY, something
  happened to the portal, killing Tyrriel and forcing
  Glanadriel to flee or be destroyed. The shade
  guardian took refuge in the best place he could
  find, the Old Stable Inn in Carern. Now, he
  haunts the Inn, hoping that he will find someone
  to help him by investigating the portal and
  correcting whatever terrible thing has been
  done.
  Animal References: Monster Manual, pages
  273-274
  Horse, Light: CR 1; Large Animal; HD 3d8 + 6;
  hp 19; Init +1; Spd 60 ft; AC 13 (-1 size, +1 Dex,
  +3 natural); touch 10, flat-footed 12; Base Atk
  +2; Grp +8; Atk -2 melee (1d4+1, hoof)*; Full Atk
  -2 melee (1d4+1, 2 hooves)*; Space/Reach: 10
  ft / 5 ft; SA None; SQ Low-light vision, scent; AL
  N; SV Fort +5, Ref +4, Will +2; Str 14, Dex 13,
  Con 15, Int 2, Wis 12, Cha 6.
  Skills and Feats: Listen +4, Spot +4;
  Endurance, Run.
  * Suffers an additional -4 penalty to hit for not
  being a creature that normally uses its natural
  weapons in combat
  Horse, Heavy: CR 1; Large Animal; HD 3d8 +
  6; hp 19; Init +1; Spd 50 ft; AC 13 (-1 size, +1
  Dex, +3 natural); touch 10, flat-footed 12; Base
  Atk +2; Grp +9; Atk -1 melee (1d4+1, hoof)*; Full
  Atk -1 melee (1d4+1, 2 hooves)*; Space/Reach
  10 ft / 5 ft; SA None; SQ Low-light vision, scent;
  SV Fort +5, Ref +4, Will +2; Str 16, Dex 13, Con
  15, Int 2, Wis 12, Cha 6.
  Skills and Feats: Listen +4, Spot +4;
  Endurance, Run.
  * Suffers an additional -4 penalty to hit for not
  being a creature that normally uses its natural
  weapons in combat.
  Warhorse, Light: CR 1; Large Animal; HD 3d8
  + 9; hp 22; Init +1; Spd 60 ft; AC 14 (-1 size, +1
  Dex, +4 natural); touch 10, flat-footed 13; Base
  Atk +2; Grp +9; Atk +4 melee (1d4+3, hoof); Full
  Atk +4 melee (1d4+3, 2 hooves); and -1 melee
  (1d3+1, bite); Space/Reach 10 ft / 5 ft; SA None;
  SQ Low-light vision, scent; AL N; SV Fort +6,
  Ref +4, Will +2; Str 16, Dex 13, Con 17, Int 2, Wis
  13, Cha 6.  
  Skills and Feats: Listen +4, Spot +4;
  Endurance, Run.
  Warhorse, Heavy: CR 2; Large Animal; HD 4d8
  + 12; hp 30; Init +1; Spd 50 ft; AC 14 (-1 size, +1
  Dex, +4 natural); touch 10, flat-footed 13; Base
  Atk +3; Grp +11; Atk +6 melee (1d6+4, hoof);
  Full Atk +6 melee (1d6+4, 2 hooves) and bite +1
  melee (1d4+2); Space/Reach 10 ft / 5 ft; SA
  None; SQ Low-light vision, scent; AL N; SV Fort
  +7, Ref +5, Will +2; Str 18, Dex 13, Con 17, Int 2,
  Wis 13, Cha 6.  
  Skills and Feats: Listen +5, Spot +4;
  Endurance, Run.
  Dire Horse Reference: Monster Manual II,
  page 75
  Dire Horse: CR 4; Large Animal; HD 8d8 + 51;
  hp 87; Init +1; Spd 60 ft; AC 16 (-1 size, +1 Dex,
  +6 natural); touch 10, flat-footed 15; Base Atk
  +6; Grp +16; Atk +11 melee (1d6+6, hoof); Full
  Atk +11 melee (1d6+6) and bite +6 melee
  (1d4+3, 2 hooves); Space/Reach 10 ft / 5 ft; SA
  None; SQ Low-light vision, scent; AL N; SV Fort
  +12, Ref +7, Will +8; Str 22, Dex 13, Con 22, Int 2,
  Wis 15, Cha 11.
  Skills and Feats: Listen +8, Spot +8;
  Endurance, Run, Toughness.
  Legendary Horse Reference: Monster Manual II,
  pages 137-138
  Legendary Horse:  CR 8; Large Animal; HD
  18d8+153; hp 234; Init +2; Spd 80 ft; AC 19 (-1
  size, +2 Dex, +8 natural); touch 11, flat-footed
  17; Base Atk +13; Grp +26; Atk +21 melee
  (2d6+9, hoof); Full Atk +21 melee (2d6+9, 2
  hooves) and +16 melee (1d6+4, bite);
  Space/Reach 10 ft / 5 ft; SA None; SQ Low-light
  vision, scent; SV Fort +19, Ref +13, Will +13; Str
  29, Dex 14, Con 27, Int 2, Wis 15, Cha 10.
  
  In the Blink of an Unseeing Eye
  Appendix A
  Page 66
  Skills and Feats: Listen +14, Spot +11;
  Endurance, Improved Overrun, Power Attack,
  Run, Toughness (x3).
  
  In the Blink of an Unseeing Eye
  Appendix A
  Page 67
  APL 2 Encounters
  Encounter 4 (EL 5)
  Bugbears (2):  CR 2; Medium Humanoid
  (Goblinoid); HD 3d8+3; hp 16; Init +1; Spd 30 ft;
  AC 17, touch 11, flat-footed 16; Base Atk +2; Grp +4;
  Atk +5 melee (Morningstar, 1d8+2) or +3 ranged
  (javelin, 1d6+2); Full Atk +5 melee (Morningstar,
  1d8+2) or +3 ranged (javelin, 1d6+2); Space /
  Reach 5 ft / 5 ft; SA None; SQ Darkvision 60 ft,
  scent;AL CE; SV Fort +2, Ref +4, Will +1; Str 15,
  Dex 12, Con 13, Int 10, Wis 10, Cha 9.
  Skills and Feats: Climb +3, Hide +4, Listen
  +4, Move Silently +6, Spot +4; Alertness,
  Weapon Focus (morningstar).
  Possessions: Morningstar, light wooden
  shield, leather armor, 3 javelins, 6 gp
  Avindar, male Human Sor2: CR 2; Medium
  Humanoid (Human); HD 2d4+2; hp 8; Init+2;
  Spd 30 ft; AC 16 (+2 Dex, +4 mage armor); touch
  12, flat-footed 10; Base Atk +1; Grp +0; Atk
  Shortspear +0 melee (1d6-1) or light crossbow
  +3 ranged (80’) (1d8 / 19-20); Full Atk
  Shortspear +0 melee (1d6-1) or
  light crossbow +3 ranged (80’) (1d8 / 19-20);
  Space / Reach 5 ft / 5 ft; SA Spells; SQ None;
  AL CE; SV Fort +3, Ref +2, Will +3; Str 8, Dex 14,
  Con 13, Int 12, Wis 10, Cha 15.
  Skills and Feats: Concentration +6,
  Knowledge (arcana) +6, Spellcraft +8; Point-
  Blank Shot, Preceise Shot.
   Possessions: Shortspear, light crossbow,
  10 bolts, spell component pouch, potion of cure
  light wounds, scroll of eagle’s splendor, 9 gp.
  Spells Known: (5 / 2; save DC 12 + spell
  level) 0- acid splash, mage hand, read magic,
  resistance, touch of fatigue; 1 – enlarge person,
  mage armor
  Spells Per Day: 6 / 5
  Pre-Cast Spells: mage armor on self
  Spells Available: 6 / 4
  Scroll of Eagle’s Splendor: +4 enhancement
  bonus to Charisma (new total 19); +2 to spell
  save DCs; lasts 3 minutes (not included above)
  Encounter 5 (EL 3)
  Lesser Wendigo, Light Horse (1):  CR 3;
  Large Fey (Augmented Animal, Cold); HD 3d6 +
  12; hp 22; Init +5; Spd fly 120 ft (perfect); AC 18
  (-1 size, +5 Dex, +1 deflection, +3 natural);
  touch 15, flat-footed 13; Base Atk +2; Grp +10;
  Atk +5 melee (2d4+4, bite); Full Atk Bite +5
  melee (2d4+4); Space/Reach 10 ft / 5 ft; SA
  Disease, maddening whispers; SQ Cold
  subtype, DR 5 / cold iron, corner of the eye, low-
  light vision, regeneration 5, scent, wind walk; AL
  CE; SV Fort +7, Ref +8, Will +3; Str 18, Dex 21,
  Con 19, Int 2, Wis 14, Cha 10.  
  Skills and Feats: Hide +9, Listen +5, Move
  Silently +13, Spot +5, Survival +10; Endurance,
  Run, Track.
  Cold Subtype (Ex): A wendigo is immune to cold
  damage.  It takes half again as much damage from
  fire, regardless of whether a saving throw is allowed,
  or the save is a success or failure.
  Corner of the Eye (Su): A wendigo that is stalking a
  victim while wind walking always seems to lurk just as
  the corner of the chosen victim’s field of vision.  This
  victim takes a -2 penalty to all Wisdom-based skill
  checks for as long as the wendigo stalks him.
  Disease (Su): Any creature hit by a wendigo’s bite
  attack must succeed on a Fortitude save (DC 15). 
  Failure means that the victim has contracted a terrible
  disease.  See the template entry in Appendix D for
  further details.
  Maddening Whispers (Su): Once per day, the wendigo
  can whisper its madness into a chosen victim’s mind. 
  The wendigo may use this power while wind walking. 
  Only the victim can hear the insane whispers and
  invitations of the wendigo.  The victim must make a
  successful Will save (DC 11) or suffer 1d3 points of
  Wisdom damage.  See the template entry in Appendix
  D for further details.
  Ravenous Bite (Ex): A lesser wendigo does not gain
  this special attack.  It also only adds its Strength
  modifier to damage when using its bite, instead of the
  usual 1.5 times Strength.
  Regeneration 5 (Ex): Fire deals normal damage to a
  wendigo.
  Wind Walk (Su): A wendigo can wind walk at will,
  transforming to physical form to gaseous form or back
  again as a move-equivalent action.
  Encounter 6 (EL 4)
  Shadar-Kai (4):  CR 1; Medium Fey
  (Extraplanar)
  HD 3d6; hp 10; Init +3; Spd 30 ft; AC 16 (+3
  Dex, +3 studded leather armor); touch 13, flat-
  footed 13; Base Atk +1; Grp +1; Atk +4 melee
  (2d4, spiked chain) or +4 ranged (1d6/x3,
  shortbow); Full Atk +4 melee (2d4, spiked chain)
  or +4 ranged (1d6 / x3, shortbow); Space/Reach
  5 ft / 5ft (10 ft with spiked chain); SA Sneak
  attack +1d6; SQ Hide in plain sight, shadow
  curse, superior low-light vision; AL NE; SV Fort
  
  In the Blink of an Unseeing Eye
  Appendix A
  Page 68
  +2, Ref +7, Will +4; Str 10, Dex 16, Con 12 (11), Int
  11, Wis 10, Cha 9.
  Skills and Feats: Hide +8 (+18), Listen +8,
  Move Silently +8, Search +6, Spot +8, Survival
  +6 (+8 following tracks); Alertness, Exotic
  Weapon Proficiency (spiked chain) (B), Weapon
  Finesse.
  Possessions: +1 gal-ralan, spiked chain,
  studded leather armor, shortbow, 20 arrows,
  lesser blackstone rune.
  Tyrriel Minaelon, corrupted Clr1: CR 1;
  Medium Undead (Incorporeal); HD 1d12; hp 7;
  Init +0; Spd 0 (can’t move); AC 12 (+2
  deflection); touch 12, flat-footed 12; Base Atk
  +0; Grp --; Atk +2 ranged (by spell, ray spells);
  Space/Reach 5 ft / 5 ft; SA Spells; SQ
  Incorporeal traits, undead traits; AL CG; SV Fort
  +2, Ref --, Will +5; Str --, Dex --, Con --, Int 10, Wis
  17, Cha 15.
  Skills and Feats: Concentration +6 (+10);
  Combat Casting, Project Touch Spell.
  Spells Available: (save DC = 13 + spell
  level, no limit on spells per day, spontaneously
  casts any of listed spells, can cast spells with a
  range of touch as if they were rays):  0 – inflict
  minor wounds; 1st – bane, doom, inflict light
  wounds.
  Optional Encounter 1 (EL 6)
  Human Thrall, War2 (3):  CR 1; Medium
  Humanoid; HD 2d8 + 4; hp 13; Init +1; Spd 30 ft;
  AC 17 (18) (+1 Dex, +4 chain shirt, +2 heavy steel
  shield) (+1 Dodge); touch 11 (12), flat-footed 16; Base
  Atk +2; Grp +4; Atk +5 melee (1d8+2/19-20,
  longsword); Full Atk Longsword +5 melee
  (1d8+2/19-20, longsword); Space/Reach 5 ft /
  5ft; SA None; SQ None; AL N; SV Fort +5, Ref
  +1, Will +1; Str 15, Dex 13, Con 14, Int 8, Wis 12,
  Cha 10.  
  Skills and Feats: Handle Animal +2, Ride
  +4; Dodge, Weapon Focus (longsword).
  Possessions: Longsword, chain shirt, heavy
  steel shield
  Dopp1eganger 
  Enchanter: 
   
  male
  Doppelganger 
  Enc2: 
   
  CR 
  5; 
  Medium
  Monstrous Humanoid (Shapechanger); HD 4d8
  + 2d4 + 12; hp 35; Init +3; Spd 30 ft; AC 18 (19)
  (+3 Dex, +4 natural, +1 deflection) (+1 Dodge); touch
  14 (15), flat-footed 14; Base Atk +5; Grp +5; Atk +5
  melee 
  (1d4/19-20, 
  dagger)
  Full 
  Atk 
  +5 
  melee 
  (1d4/19-20, 
  dagger);
  Space/Reach 5 ft / 5ft; SA Detect thoughts,
  spells; SQ Change shape, darkvision 60’,
  immunity to sleep and charm effects; AL N; SV
  Fort +5, Ref +7, Will +10; Str 10, Dex 16, Con 15,
  Int 17, Wis 16, Cha 13.  
  Skills and Feats: Bluff +10*, Concentration
  +7, Diplomacy +3, Disguise +19*, Intimidate +3,
  Knowledge (arcana) +5, Listen +7, Sense
  Motive +7, Spellcraft +6, Spot +7; Dodge, Great
  Fortitude, 
  Scribe 
  Scroll, 
  Spell 
  Focus
  (Enchantment)
  Possessions: Spell component pouch,
  dagger, ring of protection +1.
  Spellbook: 0 – all; 1st – charm person,
  hypnotism, magic missile, shield, sleep.
  Spells Prepared:  (5 / 4, save DC 13 (14) +
  spell level)  0 – daze (x3), ray of frost, touch of
  fatigue; 1st – hypnotism, magic missile, shield,
  sleep.
  Detect Thoughts (Su): A doppelganger can
  continuously use detect thoughts as the spell
  (caster level 18th; Will DC 13 negates). It can
  suppress or resume this ability as a free action.
  Change Shape (Su): A doppelganger can
  assume the shape of any Small or Medium
  humanoid. In humanoid form, the doppelganger
  loses its natural attacks. A doppelganger can
  remain in its humanoid form until it chooses to
  assume a new one. A change in form cannot be
  dispelled, but a doppelganger reverts to its
  natural form when killed. A true seeing spell or
  ability reveals its natural form.
  *Skills: A doppelganger has a +4 racial bonus on
  Bluff and Disguise checks (included above).
  When using its change shape ability, a
  doppelganger 
  gets 
  an 
  additional 
  +10
  circumstance bonus on Disguise checks (also
  included above). If it can read an opponent’s
  mind, it gets a further +4 circumstance bonus on
  Bluff and Disguise checks (not included above).
  APL 4 Encounters
  Encounter 4 (EL 6)
  Bugbear Fighters (2):  male, Bugbear Ftr 1:
  CR 3; Medium Humanoid (Goblinoid); HD 3d8 +
  1d10 + 8; hp 27; Init +3; Spd 30 ft; AC 19 (+3
  Dex, +3 natural, +3 studded leather armor), touch 13,
  flat-footed 16; Base Atk +3; Grp +8; Atk +9 melee
  (2d6+7 / 19-20, greatsword) or +6 ranged (30’)
  (1d6+5, javelin); Full Atk +9 melee (2d6+7 / 19-
  20, greatsword) or +6 ranged (30’) (1d6+5,
  javelin); Space / Reach 5 ft / 5 ft; SA None; SQ
  
  In the Blink of an Unseeing Eye
  Appendix A
  Page 69
  Darkvision 60 ft, scent; AL CE; SV Fort +5, Ref
  +6, Will +2; Str 20, Dex 16, Con 15, Int 10, Wis 12,
  Cha 6.
  Skills and Feats: Climb +6, Hide +7, Listen
  +5,
  Move Silently +8, Spot +5; Alertness, Power
  Attack, Weapon Focus (greatsword).
  Possessions: Greatsword, studded leather
  armor, 3 javelins, 12 gp 
  Avindar, male Human Sor4:  CR 4; Medium
  Humanoid (Human); HD: 4d4 + 4; hp 16; Init +2;
  Spd 30 ft; AC 16 (+2 Dex, +4 mage armor); touch
  12, flat-footed 10; Base Atk +2; Grp +1; Atk +1
  melee (1d6-1, shortspear) or +4 ranged (80’)
  (1d8 / 19-20, light crossbow); Full Atk +1 melee
  (1d6-1, shortspear) or +4 ranged (80’) (1d8 / 19-
  20, light crossbow); Space / Reach 5 ft / 5 ft; SA
  Spells; SQ None; AL CE; SV Fort +4, Ref +3,
  Will +4; Str 8, Dex 14, Con 13, Int 12, Wis 10, Cha
  16.
  Skills and Feats: Concentration +8,
  Knowledge (arcana) +8, Spellcraft +10; Extend
  Spell, Point-Blank Shot, Precise Shot.
  Possessions: Shortspear, light crossbow, 10
  bolts, spell component pouch, potion of cure
  moderate wounds, scroll of eagle’s splendor, 9
  gp.
  Spells Known: (6 / 3 / 1; save DC 13 + spell
  level) 0 – acid splash, light, mage hand, read
  magic, resistance, touch of fatigue; 1 - enlarge
  person, mage armor, ray of enfeeblement’ 2 -
  scorching ray.
  Spells Per Day: 6 / 7 / 4
  Pre-Cast Spells: Extended mage armor on self
  Spells Available: 6 / 7 / 3
  Scroll of Eagle’s Splendor: +4 enhancement
  bonus to Charisma (new total 20); +2 to spell
  save DCs; lasts 3 minutes (not included above).
  Encounter 5 (EL 6)
  Lesser Wendigo, Light Horse (3):  CR 3;
  Large Fey (Augmented Animal, Cold); HD 3d6 +
  12; hp 22 hp; Init +5; Spd fly 120 ft (perfect); AC
  18 (-1 size, +5 Dex, +1 deflection, +3 natural);
  touch 15, flat-footed 13; Base Atk +2; Grp +10;
  Atk Bite +5 melee (2d4+4); Full Atk Bite +5
  melee (2d4+4); Space/Reach: 10 ft / 5 ft; SA
  Disease, maddening whispers; SQ Cold
  subtype, DR 5 / cold iron, corner of the eye, low-
  light vision, regeneration 5, scent, wind walk; SV
  Fort +7, Ref +8, Will +3; Str 18, Dex 21, Con 19, Int
  2, Wis 14, Cha 10.
  Skills and Feats: Hide +9, Listen +5, Move
  Silently +13, Spot +5, Survival +10; Endurance,
  Run, Track.
  Cold Subtype (Ex): A wendigo is immune to cold
  damage.  It takes half again as much damage from
  fire, regardless of whether a saving throw is allowed,
  or the save is a success or failure.
  Corner of the Eye (Su): A wendigo that is stalking a
  victim while wind walking always seems to lurk just as
  the corner of the chosen victim’s field of vision.  This
  victim takes a -2 penalty to all Wisdom-based skill
  checks for as long as the wendigo stalks him.
  Disease (Su): Any creature hit by a wendigo’s bite
  attack must succeed on a Fortitude save (DC 15). 
  Failure means that the victim has contracted a terrible
  disease.  See the template entry in Appendix D for
  further details.
  Maddening Whispers (Su): Once per day, the wendigo
  can whisper its madness into a chosen victim’s mind. 
  The wendigo may use this power while wind walking. 
  Only the victim can hear the insane whispers and
  invitations of the wendigo.  The victim must make a
  successful Will save (DC 11) or suffer 1d3 points of
  Wisdom damage.  See the template entry in Appendix
  D for further details.
  Ravenous Bite (Ex): A lesser wendigo does not gain
  this special attack.  It also only adds its Strength
  modifier to damage when using its bite, instead of the
  usual 1.5 times Strength.
  Regeneration 5 (Ex): Fire deals normal damage to a
  wendigo.
  Wind Walk (Su): A wendigo can wind walk at will,
  transforming to physical form to gaseous form or back
  again as a move-equivalent action.
  Encounter 6 (EL 6)
  Shadar-Kai Fighters (4):  male Shadar-Kai
  Ftr1:  CR 2; Medium Fey (Extraplanar); HD 3d6
  + 1d10 + 4; hp 20; Init +3; Spd 30 ft; AC 16 (+3
  Dex, +3 studded leather armor); touch 13, flat-
  footed 13; Base Atk +2; Grp +4; Atk +6 melee
  (2d4+3, masterwork spiked chain) or +5 ranged
  (1d6+1/x3, shortbow); Full Atk +6 melee (2d4+3,
  masterwork spiked chain) or +5 ranged
  (1d6+1/x3, shortbow); Space/Reach 5 ft / 5ft (10
  ft with spiked chain); SA Sneak attack +1d6; SQ
  Hide in plain sight, shadow curse, superior low-
  light vision; AL NE; SV Fort +4, Ref +7, Will +4;
  Str 14, Dex 17, Con 14 (13), Int 15, Wis 10, Cha 9.
  Skills and Feats: Hide +9 (+19), Listen +8,
  Move Silently +8, Search +8, Spot +9, Survival
  +6 (+8 following tracks); Alertness, Combat
  
  In the Blink of an Unseeing Eye
  Appendix A
  Page 70
  Expertise, Exotic Weapon Proficiency (spiked
  chain) (B), Weapon Finesse
  Possessions: +1 gal-ralan, masterwork
  spiked chain, studded leather armor, composite
  shortbow (+1 Str), 20 arrows, lesser blackstone
  rune
  Tyrriel Minaelon, corrupted Clr3:  CR 2;
  Medium Undead (Incorporeal); HD 3d12; hp 19;
  Init +0; Spd 0 (can’t move); AC 12 (+2
  deflection); touch 12, flat-footed 12; Base Atk
  +2; Grp --; Atk Ray spells +4 ranged (by spell);
  Space/Reach 5 ft / 5 ft; SA Spells; SQ
  Incorporeal traits, undead traits; AL CG; SV Fort
  +3, Ref --, Will +6; Str --, Dex --, Con --, Int 10, Wis
  17, Cha 15.
  Skills and Feats: Concentration +8 (+12);
  Combat Casting, Project Touch Spell.
  Spells Available: (save DC 13 + spell level,
  no limit on spells per day, spontaneously casts
  any of listed spells, can cast spells with a range
  of touch as if they were rays):  0 – inflict minor
  wounds; 1st – bane, doom, inflict light wounds;
  2nd – hold person, inflict moderate wounds,
  sound burst.
  Optional Encounter 1 (EL 8)
  Human Thrall, War3 (3):  CR 2; Medium
  Humanoid; HD 3d8 + 6 (19 hp); Init +1; Spd 30
  ft; AC 17 (18) (+1 Dex, +4 chain shirt, +2 heavy steel
  shield) (+1 Dodge); touch 11 (12), flat-footed 16; Base
  Atk +3; Grp +5; Atk +6 melee (1d8+2/19-20,
  longsword); Full Atk +6 melee (1d8+2 / 19-20,
  longsword); Space/Reach: 5 ft / 5ft; SA None;
  SQ None; AL N; SV Fort +5, Ref +2, Will +2; Str
  15, Dex 13, Con 14, Int 8, Wis 12, Cha 10.
  Skills and Feats: Handle Animal +3, Ride
  +4; 
  Dodge, 
  Endurance, 
  Weapon 
  Focus
  (longsword).
  Possessions: 
  Longsword, 
  chain 
  shirt,
  heavy steel shield.
  Doppleganger 
  Enchanter: 
   
  male
  Doppelganger Enc4: CR 7; Medium Monstrous
  Humanoid (Shapechanger); HD 4d8 + 4d4 + 16;
  hp 44; Init +3; Spd 30 ft; AC 18 (19) (+3 Dex, +4
  natural, +1 deflection) (+1 Dodge); touch 14 (15), flat-
  footed 14; Base Atk +6; Grp +6; Atk +6 melee
  (1d4/19-20, dagger); Full Atk +6 melee (1d4 /
  19-20, dagger); Space/Reach 5 ft / 5ft; SA
  Detect thoughts, spells; SQ Change shape,
  darkvision 60’, immunity to sleep and charm
  effects; AL N; SV Fort +6, Ref +8, Will +11; Str
  10, Dex 16, Con 15, Int 18, Wis 16, Cha 13.  
  Skills and Feats: Bluff +10*, Concentration +9,
  Diplomacy 
  +3, 
  Disguise 
  +19*, 
  Intimidate 
  +3,
  Knowledge (arcana) +11, Listen +7, Sense Motive +7,
  Spellcraft +13, Spot +7; Dodge, Great Fortitude,
  Scribe Scroll, Spell Focus (Enchantment).
  Possessions: 
  Spell 
  component 
  pouch,
  dagger, ring of protection +1
  Spellbook: 0 – all; 1st – charm person,
  hypnotism, magic missile, shield, sleep; 2nd –
  daze monster, scorching ray, Tasha’s hideous
  laughter, touch of idiocy.
  Spells Prepared:  (5 / 5 / 4, save DC = 14
  (15) + spell level) 0 – daze (x3), ray of frost,
  touch of fatigue; 1st – hypnotism, magic missile
  (x2), shield, sleep; 2nd – daze monster,
  scorching ray, Tasha’s hideous laughter (x2).
  Detect 
  Thoughts 
  (Su): 
  A 
  doppelganger 
  can
  continuously use detect thoughts as the spell (caster
  level 18th; Will DC 13 negates). It can suppress or
  resume this ability as a free action.
  Change Shape (Su): A doppelganger can assume the
  shape of any Small or Medium humanoid. In
  humanoid form, the doppelganger loses its natural
  attacks. A doppelganger can remain in its humanoid
  form until it chooses to assume a new one. A change
  in form cannot be dispelled, but a doppelganger
  reverts to its natural form when killed. A true seeing
  spell or ability reveals its natural form.
  *Skills: A doppelganger has a +4 racial bonus on Bluff
  and Disguise checks (included above). When using its
  change shape ability, a doppelganger gets an
  additional +10 circumstance bonus on Disguise
  checks (also included above). If it can read an
  opponent’s mind, it gets a further +4 circumstance
  bonus on Bluff and Disguise checks (not included
  above).
  APL 6 Encounters
  Encounter 4 (EL 8)
  Bugbear Fighters:  male, Bugbear Ftr 3 (2):
  CR 5; Medium Humanoid (Goblinoid); HD: 3d8 +
  3d10 + 12; hp 42; Init +3; Spd 30 ft; AC 19 (+3
  Dex, +3 natural, +3 studded leather armor); touch 13,
  flat-footed 16; Base Atk +5; Grp +10; Atk +11
  melee (2d6+7 / 19-20, greatsword) or +8 ranged
  (30’) (1d6+5, javelin); Full Atk +11 melee (2d6+7
  / 19-20, greatsword) or +8 ranged (30’) (1d6+5,
  javelin); Space / Reach 5 ft / 5 ft; SA None; SQ
  Darkvision 60 ft, scent; AL CE; SV Fort +6, Ref
  +7, Will +5; Str 20, Dex 16, Con 15, Int 10, Wis 12,
  Cha 6.
  Skills and Feats: Climb +6, Hide +8, Listen
  +5, 
  
  In the Blink of an Unseeing Eye
  Appendix A
  Page 71
  Move Silently +9, Spot +5; Alertness, Cleave,
  Iron Will, Power Attack, Weapon Focus
  (greatsword).
   
  Possessions: Greatsword, studded leather
  armor, 3 javelins, potion of barkskin +2, 22 gp. 
  Potion of Barkskin (+2): +2 enhancement
  bonus to natural armor (new total +5); lasts 30
  minutes (not included above)
  Avindar, male Human Sor 6 (1): CR 6; Medium
  Humanoid (Human); HD 6d4 + 6; hp 24; Init+2;
  Spd 30 ft; AC 16 (+2 Dex, +4 mage armor); touch
  12, flat-footed 10; Base Atk +3; Grp +2; Atk +2
  melee (1d6-1, shortspear) or  +5 ranged (80’)
  (1d8 / 19-20, light crossbow); Full Atk +2 melee
  (1d6-1, shortspear) or  +5 ranged (80’) (1d8 /
  19-20, light crossbow); Space / Reach 5 ft / 5 ft;
  SA Spells; AL CE; SQ None; SV Fort +5, Ref
  +4, Will +5; Str 8, Dex 14, Con 13, Int 12, Wis 10,
  Cha 16.
  Skills and Feats: Concentration +10,
  Knowledge (arcana) +10, Spellcraft +12;
  Empower Spell, Extend Spell, Point-Blank Shot,
  Precise Shot.
   
  Possessions: Shortspear, light crossbow, 10
  bolts, spell component pouch, potion of cure
  moderate wounds, scroll of eagle’s splendor, 54
  gp
  Spells Known: (7 / 4 / 2 / 1; save DC 13 +
  spell level) 0 – acid splash, detect magic, light,
  mage hand, read magic, resistance, touch of
  fatigue; 1st – enlarge person, mage armor, ray of
  enfeeblement, reduce person; 2nd – scorching
  ray, invisibility; 3rd – slow.
  Spells Per Day: 6 / 7 / 6 / 4
  Pre-Cast Spells: Extended mage armor on self
  Spells Available: 6 / 7 / 5 / 4
  Spontaneous Metamagic Combos: Extended
  enlarge person (2nd-level slot), Extended reduce
  person (2nd-level slot), Empowered ray of
  enfeeblement (3rd-level slot)
  Scroll of Eagle’s Splendor: +4 enhancement
  bonus to Charisma (new total 20); +2 to spell
  save DCs; lasts 3 minutes (not included above)
  Encounter 5 (EL 8)
  Wendigo, Light Warhorse (4): CR 4; Large Fey
  (Augmented Animal, Cold); HD 3d6 + 15; hp 25;
  Init +5; Spd fly 120 ft (perfect); AC 19 (-1 size,
  +5 Dex, +1 deflection, +4 natural); touch 15, flat-
  footed 13; Base Atk +2; Grp +10; +2 / +10; Atk
  +5 melee (2d4+6/18-20x3, bite); Full Atk +5
  melee (2d4+6/18-20x3, bite); Space/Reach 10 ft
  / 5 ft; SA Disease, maddening whispers,
  ravenous bite; SQ Cold subtype, DR 5 / cold
  iron, corner of the eye, low-light vision,
  regeneration 5, scent, wind walk; AL CE; SV
  Fort +7, Ref +8, Will +3; Str 20Dex 21, Con 21, Int
  2, Wis 15, Cha 10.
  Skills and Feats: Hide +9, Listen +5, Move
  Silently +13, Spot +5, Survival +10; Endurance,
  Run, Track.
  Cold Subtype (Ex): The wendigo is immune to cold damage.
   It takes half again as much damage from fire, regardless of
  whether a saving throw is allowed, or the save is a success
  or failure.
  Corner of the Eye (Su): A wendigo that is stalking a victim
  while wind walking always seems to lurk just as the corner of
  the chosen victim’s field of vision.  This victim takes a -2
  penalty to all Wisdom-based skill checks for as long as the
  wendigo stalks him.
  Disease (Su): Any creature hit by the wendigo’s bite attack
  must succeed on a Fortitude save (DC 16).  Failure means
  that the victim has contracted a terrible disease.  See the
  template entry in Appendix D for further details.
  Maddening Whispers (Su): Once per day, the wendigo can
  whisper its madness into a chosen victim’s mind.  The
  wendigo may use this power while wind walking.  Only the
  victim can hear the insane whispers and invitations of the
  wendigo.  The victim must make a successful Will save (DC
  11) or suffer 1d3 points of Wisdom damage.  See the
  template entry in Appendix D for further details.
  Ravenous Bite (Ex): The wendigo threatens a critical hit on a
  natural roll of 18-20 when attacking with its bite, and deals
  triple damage on a successful critical hit.  A would resulting
  from a critical hit (not a regular hit) bleeds for an additional 3
  points of damage every round thereafter.  Multiple wounds
  from such critical hits result in cumulative bleeding.  The
  bleeding can be stopped only by a Heal check (DC 10) or the
  application of at least one point of magical healing.
  Regeneration 5 (Ex): Fire deals normal damage to the
  wendigo.
  Wind Walk (Su): The wendigo can wind walk at
  will, transforming to physical form to gaseous
  form or back again as a move-equivalent action.
  Encounter 6 (EL 8)
  Shadar-Kai:  male Shadar-Kai Ftr2/Rog1 (4): 
  CR 4; Medium Fey (Extraplanar); HD 3d6 +
  2d10 + 1d6 + 6; hp 31; Init +3; Spd 30 ft; AC 16
  (17) (+3 Dex, +3 studded leather armor) (+1
  Dodge); touch 13 (14), flat-footed 13; Base Atk
  +3; Grp +5; Atk +8 melee (2d4+3, spiked chain)
  or +6 ranged (1d6+1/x3, shortbow); Full Atk +8
  melee (2d4+3, spiked chain) or +6 ranged
  (1d6+1/x3, shortbow); Space/Reach 5 ft / 5ft (10
  ft with spiked chain); SA Sneak attack +2d6; SQ
  Hide in plain sight, shadow curse, superior low-
  light vision, trapfinding; AL NE; SV Fort +7, Ref
  
  In the Blink of an Unseeing Eye
  Appendix A
  Page 72
  +10, Will +5; Str 14, Dex 17, Con 14 (13), Int 15, Wis
  10, Cha 9.
  Skills and Feats: Hide +12 (+22), Listen +9,
  Move Silently +9, Search +9, Spot +11, Survival
  +6 (+8 following tracks), Tumble +9; Alertness,
  Combat Expertise, Dodge, Exotic Weapon
  Proficiency (spiked chain) (B), Weapon Finesse,
  Weapon Focus (spiked chain).
  Possessions: +2 gal-ralan, masterwork
  spiked chain, masterwork studded leather
  armor, composite shortbow (+1 Str), 20 arrows,
  lesser blackstone rune.
  Tyrriel Minaelon, corrupted Clr5: CR 3;
  Medium Undead (Incorporeal); HD 5d12 (32 hp);
  Init +0; Spd 0 (can’t move); AC 12 (+2
  deflection); touch 12, flat-footed 12; Base Atk
  +3; Grp --; Atk Ray spells +5 ranged (by spell);
  Space/Reach 5 ft / 5 ft; SA Spells; SQ
  Incorporeal traits, undead traits; AL CG; SV Fort
  +4, Ref --, Will +8; Str --, Dex --, Con --, Int 10, Wis
  18, Cha 15.
  Skills and Feats: Concentration +10 (+14);
  Combat Casting, Project Touch Spell.
  Spells Available: (save DC 14 + spell level,
  no limit on spells per day, spontaneously casts
  any of listed spells, can cast spells with a range
  of touch as if they were rays):  0 – inflict minor
  wounds; 1st – bane, doom, inflict light wounds;
  2nd – hold person, inflict moderate wounds,
  sound burst; 3rd – dispel magic, inflict serious
  wounds, searing light.
  Optional Encounter 1 (EL 8)
  Human Thrall, War5 (3):  CR 4; Medium
  Humanoid; HD 5d8 + 10 hp 32; Init +1; Spd 30
  ft; AC 17 (18) (+1 Dex, +4 chain shirt, +2 heavy steel
  shield) (+1 Dodge); touch 11 (12), flat-footed 16; Base
  Atk +5; Grp +8; Atk +10 melee (1d8+3 / 19-20,
  longsword); Full Atk +10 melee (1d8+3 / 19-20,
  longsword); Space/Reach 5 ft / 5ft; SA None;
  SQ None; AL N; SV Fort +6, Ref +2, Will +2; Str
  16, Dex 13, Con 14, Int 8, Wis 12, Cha 10.
  Skills and Feats: Handle Animal +4, Ride
  +5
  Feats: Dodge, Endurance, Weapon Focus
  (longsword).
  Possessions: Masterwork longsword, chain
  shirt, heavy steel shield.
  Doppleganger Rogue:  male Doppelganger
  Rog4:  CR 7; Medium Monstrous Humanoid
  (Shapechanger); HD 4d8 + 4d6 + 24; hp 60; Init
  +4; Spd 30 ft; AC 21 (22) (+4 Dex, +4 natural, +3
  studded leather) (+1 Dodge); touch 14 (15), flat-footed
  17; Base Atk +7; Grp +9; Atk +12 melee
  (1d6+2/19-20, shortsword); Full Atk +12/+7
  melee 
  (1d6+2 
  / 
  19-20, 
  shortsword);
  Space/Reach: 5 ft / 5ft; SA Detect thoughts,
  sneak 
  attack 
  +2d6; 
  SQ 
  Change 
  shape,
  darkvision 60’, evasion, immunity to sleep and
  charm effects, trapfinding, trap sense +1,
  uncanny dodge; AL N; SV Fort +7, Ref +12, Will
  +6; Str 15, Dex 18, Con 16, Int 14, Wis 12, Cha 13.
  Skills and Feats: Bluff +15*, Diplomacy +3,
  Disguise +19*, Hide +11, Intimidate +3, Listen
  +5, Move Silently +11, Sense Motive +5, Spot
  +12, Tumble +11, Use Magic Device +8; Dodge,
  Great Fortitude, Weapon Finesse.
  Possessions: 
  Masterwork 
  shortsword,
  masterwork studded leather armor, flask of
  alchemist’s fire
  Detect Thoughts (Su): A doppelganger can
  continuously use detect thoughts as the spell
  (caster level 18th; Will DC 13 negates). It can
  suppress or resume this ability as a free action.
  Change Shape (Su): A doppelganger can
  assume the shape of any Small or Medium
  humanoid. In humanoid form, the doppelganger
  loses its natural attacks. A doppelganger can
  remain in its humanoid form until it chooses to
  assume a new one. A change in form cannot be
  dispelled, but a doppelganger reverts to its
  natural form when killed. A true seeing spell or
  ability reveals its natural form.
  *Skills: A doppelganger has a +4 racial bonus on
  Bluff and Disguise checks (included above).
  When using its change shape ability, a
  doppelganger 
  gets 
  an 
  additional 
  +10
  circumstance bonus on Disguise checks (also
  included above). If it can read an opponent’s
  mind, it gets a further +4 circumstance bonus on
  Bluff and Disguise checks (not included above).
  Doppleganger 
  Enchanter: 
   
  male
  Doppelganger Enc4: CR 7; Medium Monstrous
  Humanoid (Shapechanger); HD 4d8 + 4d4 + 16;
  hp 44; Init +3; Spd 30 ft; AC 18 (19) (+3 Dex, +4
  natural, +1 deflection) (+1 Dodge); touch 14 (15), flat-
  footed 14; Base Atk +6; Grp +6; Atk +6 melee
  (1d4/19-20, dagger); Full Atk +6 melee (1d4 /
  19-20, dagger); Space/Reach 5 ft / 5ft; SA
  Detect thoughts, spells; SQ Change shape,
  darkvision 60’, immunity to sleep and charm
  effects; AL N; SV Fort +6, Ref +8, Will +11; Str
  10, Dex 16, Con 15, Int 18, Wis 16, Cha 13.  
  
  In the Blink of an Unseeing Eye
  Appendix A
  Page 73
  Skills and Feats: Bluff +10*, Concentration +9,
  Diplomacy 
  +3, 
  Disguise 
  +19*, 
  Intimidate 
  +3,
  Knowledge (arcana) +11, Listen +7, Sense Motive +7,
  Spellcraft +13, Spot +7; Dodge, Great Fortitude,
  Scribe Scroll, Spell Focus (Enchantment).
  Possessions: 
  Spell 
  component 
  pouch,
  dagger, ring of protection +1
  Spellbook: 0 – all; 1st – charm person,
  hypnotism, magic missile, shield, sleep; 2nd –
  daze monster, scorching ray, Tasha’s hideous
  laughter, touch of idiocy.
  Spells Prepared:  (5 / 5 / 4, save DC = 14
  (15) + spell level) 0 – daze (x3), ray of frost,
  touch of fatigue; 1st – hypnotism, magic missile
  (x2), shield, sleep; 2nd – daze monster,
  scorching ray, Tasha’s hideous laughter (x2).
  Detect 
  Thoughts 
  (Su): 
  A 
  doppelganger 
  can
  continuously use detect thoughts as the spell (caster
  level 18th; Will DC 13 negates). It can suppress or
  resume this ability as a free action.
  Change Shape (Su): A doppelganger can assume the
  shape of any Small or Medium humanoid. In
  humanoid form, the doppelganger loses its natural
  attacks. A doppelganger can remain in its humanoid
  form until it chooses to assume a new one. A change
  in form cannot be dispelled, but a doppelganger
  reverts to its natural form when killed. A true seeing
  spell or ability reveals its natural form.
  *Skills: A doppelganger has a +4 racial bonus on Bluff
  and Disguise checks (included above). When using its
  change shape ability, a doppelganger gets an
  additional +10 circumstance bonus on Disguise
  checks (also included above). If it can read an
  opponent’s mind, it gets a further +4 circumstance
  bonus on Bluff and Disguise checks (not included
  above).
  APL 8 Encounters
  Encounter 4 (EL 10)
  Bugbear Fighters:  male, Bugbear Ftr 5 (2): 
  CR 7; Medium Humanoid (Goblinoid); HD: 3d8 +
  5d10 + 24; hp 65; Init +3; Spd 30 ft; AC 19 (+3
  Dex, +3 natural, +3 studded leather armor), touch 13,
  flat-footed 16; Base Atk +7; Grp +12; Atk +14 melee
  (2d6+9 / 19-20, masterwork greatsword) or +10
  ranged (30’) (1d6+5, javelin); Full Attack +14/+9
  melee (2d6+9 / 19-20, masterwork greatsword)
  or +10 ranged (30’) (1d6+5, javelin); Space /
  Reach: 5 ft / 5 ft; SA None; SQ Darkvision 60 ft,
  scent; AL CE; SV Fort +8, Ref +7, Will +5; Str 20,
  Dex 16, Con 16, Int 10, Wis 12, Cha 6.
  Skills and Feats: Climb +6, Hide +9, Listen
  +5,
  Move Silently +10, Spot +5; Alertness, Cleave,
  Iron Will, Power Attack, Weapon Focus
  (greatsword), Weapon Specialization
  (greatsword).
  Possessions: Masterwork greatsword,
  studded leather armor, 3 javelins, potion of
  barkskin +2, 22 gp. 
  Potion of Barkskin (+2): +2 enhancement
  bonus to natural armor (new total +5); lasts 30
  minutes (not included above)
  Avindar, male Human Sor 8: CR 8; Medium
  Humanoid (Human); HD 8d4 + 16; hp 40; Init
  +2; Spd 30 ft; AC 16 (+2 Dex, +4 mage armor);
  touch 12, flat-footed 10; Base Atl +4; Grp +3; Atk +3
  melee (1d6-1, Shortspear) or +6 ranged (80’)
  (1d8 / 19-20, light crossbow); Full Atk +3 melee
  (1d6-1, Shortspear) or +6 ranged (80’) (1d8 / 19-
  20, light crossbow); Space / Reach 5 ft / 5 ft; SA
  Spells; SQ None; AL CE; SV Fort +7, Ref +5,
  Will +7; Str 8, Dex 14, Con 14, Int 12, Wis 10, Cha
  16.
  Skills and Feats: Concentration +13,
  Knowledge (arcana) +12, Spellcraft +14;
  Empower Spell, Extend Spell, Point-Blank Shot,
  Precise Shot.
  Possessions: Shortspear, light crossbow, 10
  bolts, spell component pouch, vest of resistance
  +1, potion of cure moderate wounds, scroll of
  eagle’s splendor, 54 gp
  Spells Known: (8/5/3/2/1; save DC 13 +
  spell level) 0 – acid splash, detect magic, ghost
  sound, light, mage hand, read magic, resistance,
  touch of fatigue; 1st – mage armor, magic
  missile, ray of enfeeblement, reduce person,
  true strike; 2nd – scorching ray, invisibility, see
  invisibility; 3rd – slow, haste; 4th – mass enlarge
  person.
  Spells Per Day: 6 / 7 / 7 / 6 / 3
  Pre-Cast Spells: Extended mage armor on self
  Spells Available: 6 / 7 / 6 / 5 / 3
  Spontaneous Metamagic Combos:  Extended
  reduce person (2nd-level slot), Empowered ray of
  enfeeblement (3rd-level slot), Extended slow or
  haste (4th-level slot), Empowered scorching ray
  (4th-level slot)
  Scroll of Eagle’s Splendor: +4 enhancement
  bonus to Charisma (new total 20); +2 to spell
  save DCs; lasts 3 minutes (not included above).
  
  In the Blink of an Unseeing Eye
  Appendix A
  Page 74
  Encounter 5 (EL 9)
  Wendigo, Heavy Warhorse (4): CR 5; Large
  Fey (Augmented Animal, Cold); HD 4d6 + 20; hp
  34;
  Init +5; Spd fly 120 ft (perfect); AC 19 (-1 size,
  +5 Dex, +1 deflection, +4 natural); touch 15, flat-
  footed 14; Base Atk +3; Grp +13; Atk +8 melee
  (2d4+9/18-20x3, bite); Full Atk +8 melee
  (2d4+9/18-20x3, bite); Space/Reach 10 ft / 5 ft;
  SA Disease, maddening whispers, ravenous
  bite; SQ Cold subtype, DR 5 / cold iron, corner
  of the eye, low-light vision, regeneration 5,
  scent, wind walk; AL CE; SV Fort +9, Ref +9,
  Will +3; Str 22, Dex 21, Con 21, Int 2, Wis 15, Cha
  10.
  Skills and Feats: Hide +9, Listen +6, Move
  Silently +13, Spot +5, Survival +10; Endurance,
  Run, Track.
  Cold Subtype (Ex): The wendigo is immune to cold damage.
   It takes half again as much damage from fire, regardless of
  whether a saving throw is allowed, or the save is a success
  or failure.
  Corner of the Eye (Su): A wendigo that is stalking a victim
  while wind walking always seems to lurk just as the corner of
  the chosen victim’s field of vision.  This victim takes a -2
  penalty to all Wisdom-based skill checks for as long as the
  wendigo stalks him.
  Disease (Su): Any creature hit by the wendigo’s bite attack
  must succeed on a Fortitude save (DC 17).  Failure means
  that the victim has contracted a terrible disease.  See the
  template entry in Appendix D for further details.
  Maddening Whispers (Su): Once per day, the wendigo can
  whisper its madness into a chosen victim’s mind.  The
  wendigo may use this power while wind walking.  Only the
  victim can hear the insane whispers and invitations of the
  wendigo.  The victim must make a successful Will save (DC
  12) or suffer 1d3 points of Wisdom damage.  See the
  template entry in Appendix D for further details.
  Ravenous Bite (Ex): The wendigo threatens a critical hit on a
  natural roll of 18-20 when attacking with its bite, and deals
  triple damage on a successful critical hit.  A wound resulting
  from a critical hit (not a regular hit) bleeds for an additional 3
  points of damage every round thereafter.  Multiple wounds
  from such critical hits result in cumulative bleeding.  The
  bleeding can be stopped only by a Heal check (DC 10) or the
  application of at least one point of magical healing.
  Regeneration 5 (Ex): Fire deals normal damage to the
  wendigo.
  Wind Walk (Su): The wendigo can wind walk at will,
  transforming to physical form to gaseous form or back again
  as a move-equivalent action.
  Encounter 6 (EL 11)
  Shadar-Kai:  male Shadar-Kai Ftr3/Rog3 (4): 
  CR 7; Medium Fey (Extraplanar); HD 3d6 +
  3d10 + 3d6 + 9; hp 46 hp; Init +4; Spd 30 ft; AC
  17 (18) (+4 Dex, +3 studded leather armor) (+1
  Dodge); touch 14 (15), flat-footed 13; Base Atk
  +6; Grp +8; Atk +12 melee (2d4+3, spiked
  chain) or +10 ranged (1d6+2/x3, shortbow); Full
  Atk +12/+7 melee (2d4+3, spiked chain) or
  +10/+5 ranged (1d6+2/x3, shortbow);
  Space/Reach 5 ft / 5ft (10 ft with spiked chain);
  SA Sneak attack +3d6; SQ Evasion, Hide in
  plain sight, shadow curse, superior low-light
  vision, trapfinding, trap sense +1; AL NE; SV:
  Fort +8, Ref +13, Will +7; Str 14, Dex 18, Con 14
  (13), Int 15, Wis 10, Cha 9.
  Skills and Feats: Hide +15 (+25), Listen
  +11, Move Silently +12, Search +11, Spot +13,
  Survival +11 (+13 following tracks), Tumble +12;
  Alertness, Combat Expertise, Dodge, Exotic
  Weapon Proficiency (spiked chain) (B),
  Improved Trip, Weapon Finesse, Weapon Focus
  (spiked chain).
  Possessions: +2 gal-ralan, masterwork
  spiked chain, masterwork studded leather
  armor, composite shortbow (+2 Str), 20 arrows,
  lesser blackstone rune.
  Tyrriel Minaelon, corrupted Clr7: CR 4;
  Medium Undead (Incorporeal); HD 7d12 hp 45;
  Init +0; Spd 0 (can’t move); AC 12 (+2
  deflection); touch 12, flat-footed 12; Base Atk
  +5; Grp --; Atk Ray spells +7 ranged (by spell);
  Space/Reach 5 ft / 5 ft; SA Spells; SQ
  Incorporeal traits, undead traits; AL CG; SV Fort
  +5, Ref --, Will +9; Str --, Dex --, Con --, Int 10, Wis
  18, Cha 15.
  Skills and Feats: Concentration +12 (+16);
  Combat Casting, Project Touch Spell.
  Spells Available: (save DC 14 + spell level,
  no limit on spells per day, spontaneously casts
  any of listed spells, can cast spells with a range
  of touch as if they were rays):  0 – inflict minor
  wounds; 1st – bane, doom, inflict light wounds;
  2nd – hold person, inflict moderate wounds,
  sound burst; 3rd – dispel magic, inflict serious
  wounds, searing light; 4th – dismissal, inflict
  critical wounds, poison.
  Optional Encounter 1 (EL 12)
  Human Thralls:  male Human War5/Ftr2 (3): 
  CR 6; Medium Humanoid; HD: 5d8 + 2d10 + 14;
  hp 47; Init +1; Spd 30 ft; AC 17 (18) (+1 Dex, +4
  chain shirt, +2 heavy steel shield) (+1 Dodge); touch
  11 (12), flat-footed 16; Base Atk +7; Grp +10; Atk
  +12 melee (1d8+3 / 19-20, longsword); Full Atk
  +12/+7 melee (1d8+3 / 19-20, longsword);
  Space/Reach 5 ft / 5ft; SA None; SQ None; AL
  N; SV Fort +9, Ref +2, Will +2; Str 16, Dex 13,
  Con 14, Int 8, Wis 12, Cha 10.
  
  In the Blink of an Unseeing Eye
  Appendix A
  Page 75
  Skillsand Feats: Handle Animal +5, Ride
  +6; Diehard, Dodge, Endurance, Power Attack,
  Quick Draw, Weapon Focus (longsword).
  Possessions: Masterwork longsword, chain
  shirt, heavy steel shield.
  Doppleganger 
  Rogues 
  (2): 
  male
  Doppelganger 
  Rog5: 
   
  CR 
  8; 
  Medium
  Monstrous Humanoid (Shapechanger); HD 4d8
  + 5d6 + 27; hp 66; Init +4; Spd 30 ft; AC 22 (23)
  (+4 Dex, +4 natural, +3 studded leather, +1 deflection)
  (+1 Dodge); touch 15 (16), flat-footed 18; Base Atk
  +7; Grp +9; Atk +13 melee (1d6+3/19-20, +1
  shortsword); Full Atk +13/+8 melee (1d6+3/19-
  20, +1 shortsword); Space/Reach 5 ft / 5ft; SA
  Detect thoughts, sneak attack +3d6; SQ Change
  shape, darkvision 60’, evasion, immunity to
  sleep and charm effects, trapfinding, trap sense
  +1, uncanny dodge; AL N; SV Fort +7, Ref +12,
  Will +8; Str 15, Dex 18, Con 16, Int 14, Wis 12, Cha
  13.  
  Skills and Feats: Bluff +16*, Diplomacy +3,
  Disguise +20*, Hide +12, Intimidate +3, Listen
  +6, Move Silently +12, Sense Motive +6, Spot
  +13, Tumble +13, Use Magic Device +9; Dodge,
  Great Fortitude, Iron Will, Weapon Finesse.
  Possessions: 
  +1 
  shortsword, 
  ring 
  of
  protection +1, masterwork studded leather
  armor, flask of alchemist’s fire
  Detect Thoughts (Su): A doppelganger can
  continuously use detect thoughts as the spell
  (caster level 18th; Will DC 13 negates). It can
  suppress or resume this ability as a free action.
  Change Shape (Su): A doppelganger can
  assume the shape of any Small or Medium
  humanoid. In humanoid form, the doppelganger
  loses its natural attacks. A doppelganger can
  remain in its humanoid form until it chooses to
  assume a new one. A change in form cannot be
  dispelled, but a doppelganger reverts to its
  natural form when killed. A true seeing spell or
  ability reveals its natural form.
  *Skills: A doppelganger has a +4 racial bonus on
  Bluff and Disguise checks (included above).
  When using its change shape ability, a
  doppelganger 
  gets 
  an 
  additional 
  +10
  circumstance bonus on Disguise checks (also
  included above). If it can read an opponent’s
  mind, it gets a further +4 circumstance bonus on
  Bluff and Disguise checks (not included above).
  Doppleganger 
  Enchanter: 
   
  male
  Doppelganger 
  Enc5: 
   
  CR 
  8; 
  Medium
  Monstrous Humanoid (Shapechanger); HD 4d8
  + 5d4 + 16; hp 48; Init +3; Spd 30 ft; AC 18 (19)
  (+3 Dex, +4 natural, +1 deflection) (+1 Dodge); touch
  14 (15), flat-footed 14; Base Atk +6; Grp +6;
  Atk +6 melee (1d4/19-20, dagger); Full Atk +6
  melee (1d4/19-20, dagger); Space/Reach 5 ft /
  5ft; SA Detect thoughts, spells; SQ Change
  shape, darkvision 60’, immunity to sleep and
  charm effects; AL N; SV Fort +6, Ref +8, Will
  +11; Str 10, Dex 16, Con 15, Int 18, Wis 16, Cha 13.  
  Skills and Feats: Bluff +10*, Concentration
  +10, Diplomacy +3, Disguise +19*, Intimidate +3,
  Knowledge 
  (arcana) 
  +12, 
  Knowledge 
  (local 
  –
  Sheldomar Valley) +7,  Listen +7, Sense Motive +7,
  Spellcraft +14, Spot +7; Dodge, Great Fortitude,
  Scribe 
  Scroll, 
  Silent 
  Spell, 
  Spell 
  Focus
  (Enchantment), Still Spell.
  Possessions: Spell component pouch,
  dagger, ring of protection +1, scroll of fireball
  (5th-level caster).
  Spellbook: 0-Level: all; 1st-Level: charm person,
  hypnotism, magic missile, shield, sleep; 2nd-
  Level: daze monster, scorching ray, Tasha’s
  hideous laughter, touch of idiocy; 3rd-Level: deep
  slumber, hold person
  Spells Prepared: (5 / 5 / 4 / 3, save DC 14 (15)
  + spell level)  0 – daze (x3), ray of frost, touch of
  fatigue; 1st – hypnotism, magic missile (x3),
  shield; 
  2nd 
  – 
  scorching 
  ray 
  (x2),Tasha’s
  hideous laughter (x2); 3rd – deep slumber,
  hold 
  person,
  charm person (Silent and Still).
  Detect 
  Thoughts 
  (Su): 
  A 
  doppelganger 
  can
  continuously use detect thoughts as the spell (caster
  level 18th; Will DC 13 negates). It can suppress or
  resume this ability as a free action.
  Change Shape (Su): A doppelganger can assume the
  shape of any Small or Medium humanoid. In
  humanoid form, the doppelganger loses its natural
  attacks. A doppelganger can remain in its humanoid
  form until it chooses to assume a new one. A change
  in form cannot be dispelled, but a doppelganger
  reverts to its natural form when killed. A true seeing
  spell or ability reveals its natural form.
  *Skills: A doppelganger has a +4 racial bonus on Bluff
  and Disguise checks (included above). When using its
  change shape ability, a doppelganger gets an
  additional +10 circumstance bonus on Disguise
  checks (also included above). If it can read an
  opponent’s mind, it gets a further +4 circumstance
  bonus on Bluff and Disguise checks (not included
  above).
  
  In the Blink of an Unseeing Eye
  Appendix A
  Page 76
  APL 10 Encounters
  Encounter 4 (EL 13)
  Bugbear Fighters:  male, Bugbear Ftr 7 (3): 
  CR 9; Medium Humanoid (Goblinoid); HD 3d8 +
  7d10 + 30; hp 82; Init +3; Spd 30 ft; AC 20 (+3
  Dex, +3 natural, +4 mithral shirt); touch 13, flat-footed
  17; Base Atk +9; Grp +14; Atk +16 melee (2d6+9 /
  19-20, masterwork greatsword) or +12 ranged
  (30’) (1d6+5, javelin); Full Atk +16/+11 melee
  (2d6+9 / 19-20, masterwork greatsword) or +12
  ranged (30’) (1d6+5, javelin); Space/Reach 5 ft /
  5 ft; SA None; SQ Darkvision 60 ft, scent; AL
  CE; SV Fort +9, Ref +10, Will +6; AL CE; Str 20,
  Dex 16, Con 16, Int 10, Wis 12, Cha 6.
  Skills and Feats: Climb +7, Hide +11, Listen
  +5, Move Silently +12, Spot +5; Alertness,
  Cleave, Improved Sunder, Iron Will, Lightning
  Reflexes, Power Attack, Weapon Focus
  (greatsword), Weapon Specialization
  (greatsword).
  Possessions: Masterwork greatsword,
  mithral shirt, 3 javelins, potion of barkskin +2, 47
  gp.
  Potion of Barkskin (+2): +2 enhancement
  bonus to natural armor (new total +5); lasts 30
  minutes (not included above).
  Greater Magic Weapon (+2): Net +1
  enhancement to hit and +2 enhancement to
  damage with greatsword (not included above)
  Avindar, male Human Sor 9/Rog 1: CR 10;
  Medium Humanoid (Human); HD 9d4 + 1d6 +
  20; hp 51; Init +2; Spd 30 ft; AC 16 (+2 Dex, +4
  mage armor); touch 12, flat-footed 10; Base Atk +4;
  Grp +3; Atk +3 melee (1d6-1, shortspear) or
  +6 ranged (80’) (1d8 / 19-20, light crossbow);
  Full Atk +3 melee (1d6-1, shortspear) or +6
  ranged (80’) (1d8 / 19-20, light crossbow);
  Space/Reach 5 ft / 5 ft; SA Sneak attack +1d6,
  spells; SQ Trapfinding; AL CE; SV Fort +8, Ref
  +8, Will +7; Str 8, Dex 14, Con 14, Int 12, Wis 10,
  Cha 16 (18).
  Skills and Feats: Concentration +13, Hide
  +3, Knowledge (arcana) +12, Move Silently +6,
  Spellcraft +14, Tumble +6; Arcane Preparation,
  Empower Spell, Extend Spell, Point-Blank Shot,
  Precise Shot.
  Possessions: Shortspear, light crossbow, 10
  bolts, spell component pouch, cloak of charisma
  +2, vest of resistance +1, potion of cure
  moderate wounds, 79 gp
  Spells Known: (8 / 5 / 4 / 3 / 2; save DC 14 +
  spell level):  0 – acid splash, detect magic, ghost
  sound, light, mage hand, read magic, resistance,
  touch of fatigue; 1st – mage armor, magic
  missile, ray of enfeeblement, reduce person,
  true strike; 2nd – melf’s acid arrow, scorching
  ray, invisibility, see invisibility; 3rd – greater
  magic weapon, haste, slow; 4th – enervation,
  mass enlarge person.
  Spells Per Day: 6 / 7 / 7 / 7 / 5
  Pre-Cast Spells: Extended mage armor on self,
  greater magic weapon (x3) on bugbears’
  greatswords
  Prepared Spells (via Arcane Preparation):  3rd –
  Empowered ray of enfeeblement, Empowered
  magic missile, Extended melf’s acid arrow; 4th –
  Extended haste, Extended slow.
  Spontaneous Spells Available: 6 / 7 / 6 / 1 / 3
  Spontaneous Metamagic Combos:  Extended
  reduce person (2nd-level slot), Empowered ray of
  enfeeblement (3rd-level slot), Extended slow or
  haste (4th-level slot), Empowered scorching ray
  (4th-level slot).
  Encounter 5 (EL 11)
  Wendigo, Dire Horse (3): CR 7; Large Fey
  (Augmented Animal, Cold); HD 8d6 + 64 + 3; hp
  95; Init +5; Spd fly 120 ft (perfect); AC 21 (-1
  size, +5 Dex, +1 deflection, +6 natural); touch
  15, flat-footed 16; Base Atk +6; Grp +16; Atk
  +13 melee (2d4+12/18-20x3, bite); Full Atk +13
  melee (2d4+12/18-20x3, bite); Space/Reach 10
  ft / 5 ft; SA Disease, maddening whispers,
  ravenous bite; SQ Cold subtype, DR 5 / cold
  iron, corner of the eye, low-light vision,
  regeneration 5, scent, wind walk; AL CE; SV
  Fort +14, Ref +11, Will +9; Str 26, Dex 21, Con 26,
  Int 2, Wis 17, Cha 15.
  Skills and Feats: Hide +9, Listen +9, Move
  Silently +13, Spot +9, Survival +11; Endurance,
  Run, Toughness, Track.
  Cold Subtype (Ex): The wendigo is immune to cold damage.
   It takes half again as much damage from fire, regardless of
  whether a saving throw is allowed, or the save is a success
  or failure.
  Corner of the Eye (Su): A wendigo that is stalking a victim
  while wind walking always seems to lurk just as the corner of
  the chosen victim’s field of vision.  This victim takes a -2
  penalty to all Wisdom-based skill checks for as long as the
  wendigo stalks him.
  Disease (Su): Any creature hit by the wendigo’s bite attack
  must succeed on a Fortitude save (DC 22).  Failure means
  that the victim has contracted a terrible disease.  See the
  template entry in Appendix D for further details.
  Maddening Whispers (Su): Once per day, the wendigo can
  whisper its madness into a chosen victim’s mind.  The
  
  In the Blink of an Unseeing Eye
  Appendix A
  Page 77
  wendigo may use this power while wind walking.  Only the
  victim can hear the insane whispers and invitations of the
  wendigo.  The victim must make a successful Will save (DC
  16) or suffer 1d3 points of Wisdom damage.  See the
  template entry in Appendix D for further details.
  Ravenous Bite (Ex): The wendigo threatens a critical hit on a
  natural roll of 18-20 when attacking with its bite, and deals
  triple damage on a successful critical hit.  A would resulting
  from a critical hit (not a regular hit) bleeds for an additional 3
  points of damage every round thereafter.  Multiple wounds
  from such critical hits result in cumulative bleeding.  The
  bleeding can be stopped only by a Heal check (DC 10) or the
  application of at least one point of magical healing.
  Regeneration 5 (Ex): Fire deals normal damage to the
  wendigo.
  Wind Walk (Su): The wendigo can wind walk at will,
  transforming to physical form to gaseous form or back again
  as a move-equivalent action.
  Ecalypse: CR 9; Large Outsider; HD 10d8+40;
  hp 85; Init +3; Spd 40 ft, fly 90 ft (good); AC 22 (-
  1 size, +3 Dex, +10 natural); touch 12, flat-footed 19;
  Base Atk +10; Grp +19; Atk Hoof +15 melee
  (1d8+5, hoof); Full Atk +15 melee (1d8+5, 2
  hooves); Space/Reach 10 feet / 5 feet; SA Spell-
  like abilities; SQ Discorporate, shadow blend;
  AL CE; SV Fort +11, Ref +10, Will +7; Str 20,
  Dex 16, Con 18, Int 8, Wis 10, Cha 15.
  Skills and Feats: Balance +16, Hide +12,
  Jump +22, Listen +13, Move Silently +13, Spot
  +13, Survival +13; Endurance, Run, Spell Focus
  (Illusion), Weapon Focus (hoof).
  Spell-Like Abilities: At will – find the path,
  shadow walk; 3/day – repulsion; 1/day – plane
  shift (self and rider only). These abilities are as
  the spells cast by a 15th-level sorcerer (save DC
  12 + spell level).
  Discorporate (Su): An ecalypse can become
  incorporeal as a standard action. In this state, it
  gains the standard immunities and special
  qualities of being incorporeal. Its AC changes to
  14 (-1 size, +3 Dex, +2 deflection). Its hooves
  deliver incorporeal touch attacks with a +13
  bonus, dealing 1d8 points of damage.
  Shadow Blend (Su): During any conditions
  other than full daylight, an ecalypse can
  disappear into the shadows, giving it total
  concealment (50% miss chance). Artificial
  illumination, even a light or continual flame spell,
  does not negate this ability; however, a daylight
  spell will.
  Encounter 6 (EL 12)
  Shadar-Kai, male Shadar-Kai Ftr4/Rog3 (4): 
  CR 8; Medium Fey (Extraplanar); HD 3d6 +
  4d10 + 3d6 + 10; hp 53 hp; Init +4; Spd 30 ft; AC
  18 (19) (+4 Dex, +4 +1 studded leather armor)
  (+1 Dodge); touch 14 (15), flat-footed 14; Base
  Atk +7; Grp +9; Atk +13 melee (2d4+6, spiked
  chain) or +11 ranged (1d6+2/x3, shortbow); Full
  Atk +13/+8 melee (2d4+6, spiked chain) or
  +11/+6 ranged (1d6+2/x3, shortbow);
  Space/Reach 5 ft / 5ft (10 ft with spiked chain);
  SA Sneak attack +3d6; SQ Evasion, Hide in
  plain sight, shadow curse, superior low-light
  vision, trapfinding, trap sense +1; AL NE; SV
  Fort +9, Ref +13, Will +7; Str 14, Dex 18, Con 14
  (13), Int 15, Wis 10, Cha 9.
  Skills and Feats: Hide +16 (+26), Listen
  +11, Move Silently +12, Search +11, Spot +14,
  Survival +11 (+13 following tracks), Tumble +12;
  Alertness, Combat Expertise, Dodge, Exotic
  Weapon Proficiency (spiked chain) (B),
  Improved Trip, Weapon Finesse, Weapon Focus
  (spiked chain), Weapon Specialization (spiked
  chain).
  Possessions: +2 gal-ralan, +1 spiked
  chain, +1 studded leather armor, composite
  shortbow (+2 Str), 20 arrows, lesser blackstone
  rune.
  Tyrriel Minaelon, male corrupted Clr9: CR 5;
  Medium Undead (Incorporeal); HD 9d12; hp 58;
  Init +0; Spd 0 (can’t move); AC 13 (+3
  deflection); touch 13, flat-footed 13; Base Atk
  +6; Grp --; Atk Ray spells +9 ranged (by spell);
  Space/Reach 5 ft / 5 ft; SA Spells; SQ
  Incorporeal traits, undead traits; AL CG; SV Fort
  +6, Ref --, Will +10; Str --, Dex --, Con --, Int 10,
  Wis 18, Cha 16.
  Skills and Feats: Concentration +15 (+19);
  Combat Casting, Project Touch Spell.
  Spells Available: (save DC 14 + spell level,
  no limit on spells per day, spontaneously casts
  any of listed spells, can cast spells with a range
  of touch as if they were rays):  0 – inflict minor
  wounds; 1st – bane, doom, inflict light wounds;
  2nd – hold person, inflict moderate wounds,
  sound burst; 3rd – dispel magic, inflict serious
  wounds, searing light; 4th – dismissal, inflict
  critical wounds, poison; 5th – flame strike, mass
  inflict light wounds.
  Optional Encounter 2 - (EL 14)
  Greater Shadow (3):  CR 8; Medium Undead
  (Incorporeal); HD 9d12; hp 58; Init +2; Spd Fly
  40 ft (good); AC 14 (15) (+2 Dex, +2 deflection) (+1
  Dodge); touch 14 (15), flat-footed 12; Base Atk +4;
  Grp --; Atk Incorporeal touch +6 melee (1d8 Str);
  Full Atk Incorporeal touch +6 melee (1d8 Str);
  
  In the Blink of an Unseeing Eye
  Appendix A
  Page 78
  Space/Reach 5 ft / 5ft; SA Create spawn,
  Strength 
  damage; 
  SQ 
  Darkvision 
  60’,
  incorporeal traits, +2 turn resistance, undead
  traits; AL CE; SV Fort +3, Ref +5, Will +7; Str --,
  Dex 15, Con --, Int 6, Wis 12, Cha 14.  
  Skills and Feats: Hide +14*, Listen +9,
  Search +6, Spot +9; Alertness, Dodge, Mobility,
  Spring Attack.
  The Shadow Lord, ex-shadar-kai Wiz11: CR
  12; Medium Undead (Incorporeal); HD 14d12;
  hp 91; Init +3; Spd Fly 40 ft (good); AC 20 (+3
  Dex, +3 deflection, +4 mage armor); touch 16, flat-
  footed 17; Base Atk +6; Grp --; Atk Incorporeal
  touch +6 melee (1d4 Str); Full Atk Incorporeal
  touch +6 melee (1d4 Str); Space/Reach 5 ft / 5
  ft; SA Create spawn, Strength damage, Spells;
  SQ Incorporeal traits, undead traits; AL CE; SV
  Fort +4, Ref +6, Will +10; Str --, Dex 16, Con --, Int
  21, Wis 14, Cha 16.  
  Skills and Feats: Concentration +17, Craft
  (demiplane) +14, Knowledge (arcana) +18,
  Knowledge (the planes) +18, Spellcraft +20;
  Empower Spell, Extend Spell, Spell Focus
  (Enchantment), Spell Focus (Evocation), Spell
  Focus (Necromancy), Spell Penetration, Greater
  Spell Focus (Evocation), Scribe Scroll. 
  Possessions: Headband of intellect +2
  Pre-Cast Spells: see invisibility, mage armor
  (included above), protection from good (not
  included above).
  Spells Prepared: (4 / 6 / 5 / 5 / 4 / 3 / 1)
  (base DC 15 + spell level; DC 16 + spell level for
  Enchantment and Necromancy; DC 17 + spell
  level for Evocation) 0 – detect magic, mage
  hand, resistance, touch of fatigue; 1st –  mage
  armor, magic missile (x2), protection from good,
  ray of enfeeblement, shield; 2nd –
  blindnesss/deafness, ghoul touch, scorching
  ray, see invisibility, spectral hand
  3rd – dispel magic, fireball, slow, stinking cloud,
  vampiric touch; 4th – confusion, enervation,
  lesser globe of invulnerability, mass reduce
  person; 5th – cone of cold, dismissal,
  feeblemind; 6th – chain  lightning
  APL 12 Encounters
  Encounter 4 (EL 15)
  Bugbear Fighters:  male, Bugbear Ftr 9 (3): 
  CR 11; Medium Humanoid (Goblinoid); HD 3d8
  + 9d10 + 36; hp 99 hp; Init +3; Spd 30 ft; AC 20
  (+3 Dex, +3 natural, +4 mithral shirt); touch 13, flat-
  footed 17; Base Atk +11; Grp +16; Atk +18 melee
  (2d6+9 / 17-20, masterwork greatsword) or +14
  ranged (30’) (1d6+5, javelin); Full Atk
  +18/+13/+8 melee (2d6+9 / 17-20, masterwork
  greatsword) or +14 ranged (30’) (1d6+5, javelin);
  Space/Reach 5 ft / 5 ft; SA None; SQ Darkvision
  60 ft, scent; AL CE; SV Fort +10, Ref +11, Will
  +7; Str 20, Dex 17, Con 16, Int 10, Wis 12, Cha 6.
  Skills and Feats: Climb +7, Hide +12, Listen
  +5, Move Silently +13, Spot +5; Alertness, Blind-
  Fight, Cleave, Improved Critical (greatsword),
  Improved Sunder, Iron Will, Lightning Reflexes,
  Power Attack, Weapon Focus (greatsword),
  Weapon Specialization (greatsword).
  Possessions: Masterwork greatsword,
  mithral shirt, 3 javelins, potion of barkskin +3, 47
  gp.
  Potion of Barkskin (+3): +3 enhancement
  bonus to natural armor (new total +6); lasts 60
  minutes (not included above)
  Greater Magic Weapon (+2):  Net +1
  enhancement to hit and +2 enhancement to
  damage with greatsword (not included above)
  Avindar, male Human Sor11/Rog1: CR 12;
  Medium Humanoid (Human); HD 11d4 + 1d6 + 20 (51
  hp); Init +2; Spd 30 ft; AC 16 (+2 Dex, +4 mage
  armor); touch 12, flat-footed 10; Base Atk +5; Grp +4;
  Atk +4 melee (1d6-1, Shortspear) or +7 ranged (80’)
  (1d8 / 19-20, light crossbow); Full Atk +4 melee (1d6-
  1, Shortspear) or +7 ranged (80’) (1d8 / 19-20, light
  crossbow); Space/Reach 5 ft / 5 ft; SA Sneak attack
  +1d6, spells; SQ Trapfinding; AL CE; SV Fort +8, Ref
  +8, Will +8; Str 8, Dex 14, Con 14, Int 12, Wis 10, Cha
  17 (19).
  Skills and Feats: Concentration +15, Hide +3,
  Knowledge (arcana) +14, Move Silently +6, Spellcraft
  +16, Tumble +6; Arcane Preparation, Empower Spell,
  Extend Spell, Point-Blank Shot, Precise Shot, Split
  Ray.
  Possessions: Shortspear, light crossbow, 10
  bolts, spell component pouch, brooch of shielding
  (101 hp), cloak of charisma +2, vest of resistance +1,
  potion of cure moderate wounds, 79 gp.
  Spells Known: (9 / 5 / 5 / 4 / 3 / 2; save DC 14 +
  spell level):  0 – acid splash, detect magic, ghost
  sound, light, mage hand, message, read magic,
  resistance, touch of fatigue; 1st – mage armor, magic
  missile, ray of enfeeblement, reduce person, true
  strike; 2nd – blindness/deafness, melf’s acid arrow,
  resist energy, scorching ray, see invisibility; 3rd –
  greater magic weapon, haste, ray of exhaustion, slow;
  4th – greater invisibility, enervation, mass enlarge
  person; 5th – prying eyes, feeblemind.
  
  In the Blink of an Unseeing Eye
  Appendix A
  Page 79
  Spells Per Day: 6 / 7 / 7 / 7 / 7 / 4
  Pre-Cast Spells: Extended mage armor on self,
  greater magic weapon (x3) on bugbears’ greatswords,
  prying eyes on self
  Prepared Spells (via Arcane Preparation):  3rd –
  Empowered ray of enfeeblement, Empowered magic
  missile, Extended melf’s acid arrow; 4th – Extended
  haste, Extended slow, Split enervation, Empowered
  scorching ray; 5th – Extended greater invisibility
  Spontaneous Spells Available: 6 / 7 / 6 / 1 / 3 / 2
  Spontaneous Metamagic Combos:  Extended
  reduce person (2nd-level slot), Empowered ray of
  enfeeblement (3rd-level slot), Extended slow or haste
  (4th-level slot), Empowered scorching ray (4th-level
  slot).
  Encounter 5 (EL 13)
  Wendigo, Dire Horse (3): CR 7; Large Fey
  (Augmented Animal, Cold); HD 8d6 + 64 + 3; hp
  95; Init +5; Spd fly 120 ft (perfect); AC 21 (-1
  size, +5 Dex, +1 deflection, +6 natural); touch
  15, flat-footed 16; Base Atk +6; Grp +16; Atk
  Bite +13 melee (2d4+12/18-20x3); Full Atk Bite
  +13 melee (2d4+12/18-20x3); Space/Reach 10
  ft / 5 ft; SA Disease, maddening whispers,
  ravenous bite; SQ Cold subtype, DR 5 / cold
  iron, corner of the eye, low-light vision,
  regeneration 5, scent, wind walk; AL CE; SV
  Fort +14, Ref +11, Will +9; Str 26, Dex 21, Con 26,
  Int 2, Wis 17, Cha 15.  
  Skills and Feats: Hide +9, Listen +9, Move
  Silently +13, Spot +9, Survival +11; Endurance,
  Run, Toughness, Track.
  Cold Subtype (Ex): The wendigo is immune to cold damage.
   It takes half again as much damage from fire, regardless of
  whether a saving throw is allowed, or the save is a success
  or failure.
  Corner of the Eye (Su): A wendigo that is stalking a victim
  while wind walking always seems to lurk just as the corner of
  the chosen victim’s field of vision.  This victim takes a -2
  penalty to all Wisdom-based skill checks for as long as the
  wendigo stalks him.
  Disease (Su): Any creature hit by the wendigo’s bite attack
  must succeed on a Fortitude save (DC 22).  Failure means
  that the victim has contracted a terrible disease.  See the
  template entry in Appendix D for further details.
  Maddening Whispers (Su): Once per day, the wendigo can
  whisper its madness into a chosen victim’s mind.  The
  wendigo may use this power while wind walking.  Only the
  victim can hear the insane whispers and invitations of the
  wendigo.  The victim must make a successful Will save (DC
  16) or suffer 1d3 points of Wisdom damage.  See the
  template entry in Appendix D for further details.
  Ravenous Bite (Ex): The wendigo threatens a critical hit on a
  natural roll of 18-20 when attacking with its bite, and deals
  triple damage on a successful critical hit.  A would resulting
  from a critical hit (not a regular hit) bleeds for an additional 3
  points of damage every round thereafter.  Multiple wounds
  from such critical hits result in cumulative bleeding.  The
  bleeding can be stopped only by a Heal check (DC 10) or the
  application of at least one point of magical healing.
  Regeneration 5 (Ex): Fire deals normal damage to the
  wendigo.
  Wind Walk (Su): The wendigo can wind walk at will,
  transforming to physical form to gaseous form or back again
  as a move-equivalent action.
  Ecalypse (3): CR 9; Large Outsider; HD
  10d8+40; hp 85; Init +3; Spd 40 ft, fly 90 ft
  (good); AC 22 (-1 size, +3 Dex, +10 natural); touch
  12, flat-footed 19; Base Atk +10; Grp +19; Atk
  Hoof +15 melee (1d8+5, hoof); Full Atk +15
  melee (1d8+5, 2 hooves); Space/Reach 10 feet /
  5 feet; SA Spell-like abilities; SQ Discorporate,
  shadow blend; AL CE; SV Fort +11, Ref +10,
  Will +7; Str 20, Dex 16, Con 18, Int 8, Wis 10,
  Cha 15.
  Skills and Feats: Balance +16, Hide +12,
  Jump +22, Listen +13, Move Silently +13, Spot
  +13, Survival +13; Endurance, Run, Spell Focus
  (Illusion), Weapon Focus (hoof).
  Spell-Like Abilities: At will – find the path,
  shadow walk; 3/day – repulsion; 1/day – plane
  shift (self and rider only). These abilities are as
  the spells cast by a 15th-level sorcerer (save DC
  12 + spell level).
  Discorporate (Su): An ecalypse can become
  incorporeal as a standard action. In this state, it
  gains the standard immunities and special
  qualities of being incorporeal. Its AC changes to
  14 (-1 size, +3 Dex, +2 deflection). Its hooves
  deliver incorporeal touch attacks with a +13
  bonus, dealing 1d8 points of damage.
  Shadow Blend (Su): During any conditions
  other than full daylight, an ecalypse can
  disappear into the shadows, giving it total
  concealment (50% miss chance). Artificial
  illumination, even a light or continual flame spell,
  does not negate this ability; however, a daylight
  spell will.
  Encounter 6 (EL 14)
  Shadar-Kai: male Shadar-Kai Ftr6/Rog3 (4): 
  CR 10; Medium Fey (Extraplanar); HD 3d6 +
  6d10 + 3d6 + 24; hp 78; Init +8; Spd 30 ft; AC 18
  (19) (+4 Dex, +4 +1 studded leather armor) (+1
  Dodge); touch 14 (15), flat-footed 14; Base Atk
  +9; Grp +11; Atk +15 melee (2d4+6 +1d6
  elec./19-20, spiked chain) or +13 ranged
  (1d6+2/x3, shortbow); Full Atk +15/+10 melee
  (2d4+5 +1d6 elec./19-20, spiked chain) or
  +13/+8 ranged (1d6+2/x3, shortbow);
  
  In the Blink of an Unseeing Eye
  Appendix A
  Page 80
  Space/Reach: 5 ft / 5ft (10 ft with spiked chain);
  SA Sneak attack +3d6; SQ Evasion, Hide in
  plain sight, shadow curse, superior low-light
  vision, trapfinding, trap sense +1; AL NE; SV
  Fort +12, Ref +15, Will +9; Str 14, Dex 18, Con 15
  (14), Int 15, Wis 10, Cha 9.
  Skills and Feats: Hide +17 (+27), Listen
  +11, Move Silently +12, Search +11, Spot +14,
  Survival +11 (+13 following tracks), Tumble +15;
  Alertness, Combat Expertise, Dodge, Exotic
  Weapon Proficiency (spiked chain) (B),
  Improved Critical (spiked chain), Improved
  Initiative, Improved Trip, Weapon Finesse,
  Weapon Focus (spiked chain), Weapon
  Specialization (spiked chain).
  Possessions: +3 gal-ralan, +1 shocking
  spiked chain, +1 studded leather armor,
  composite shortbow (+2 Str), 20 arrows, lesser
  blackstone rune.
  Tyrriel Minaelon, corrupted Clr11: CR 6;
  Medium Undead (Incorporeal); HD 11d12; hp
  71; Init +0; Spd 0 (can’t move); AC 13 (+3
  deflection); touch 13, flat-footed 13; Base Atk
  +8; Grp  --; Atk Ray spells +11 ranged (by spell);
  Space/Reach: 5 ft / 5 ft; SA Spells; SQ
  Incorporeal traits, undead traits; AL CG; SV Fort
  +7, Ref --, Will +11; Str --, Dex --, Con --, Int 10,
  Wis 18, Cha 16.  
  Skills and Feats: Concentration +17 (+21);
  Combat Casting, Project Touch Spell.
  Spells Available: (save DC 14 + spell level,
  no limit on spells per day, spontaneously casts
  any of listed spells, can cast spells with a range
  of touch as if they were rays):  0 – inflict minor
  wounds; 1st – bane, doom, inflict light wounds;
  2nd – hold person, inflict moderate wounds,
  sound burst; 3rd – dispel magic, inflict serious
  wounds, searing light; 4th – dismissal, inflict
  critical wounds, poison; 5th – flame strike, mass
  inflict light wounds; 6th – greater dispel magic,
  mass inflict moderate wounds.
  Optional Encounter 2 (EL 16)
  Greater Shadow, Ftr2 (3):  CR 10; Medium
  Undead (Incorporeal); HD 11d12; hp 71; Init +2;
  Spd Fly 40 ft (good); AC 14 (15) (+2 Dex, +2
  deflection) (+1 Dodge); touch 14 (15), flat-footed 12;
  Base Atk +6; Grp  --; Atk Incorporeal touch +9
  melee (1d8 Str); Full Atk Incorporeal touch +9
  melee (1d8 Str); Space/Reach 5 ft / 5ft; SA
  Create spawn, Strength damage; SQ Darkvision
  60’, incorporeal traits, +2 turn resistance,
  undead traits; AL CE; SV Fort +6, Ref +5, Will
  +7; Str --, Dex 15, Con --, Int 6, Wis 12, Cha 14.
  Skills and Feats: Hide +15*, Listen +9,
  Search +6, Spot +9; Alertness, Combat
  Reflexes, Dodge, Mobility, Spring Attack,
  Weapon Focus (incorporeal touch).
  The Shadow Lord, ex-shadar-kai Wiz13: CR
  14; Medium Undead (Incorporeal); HD 16d12;
  hp 104;
  Init +3; Spd Fly 40 ft (good); AC 20 (+3 Dex, +3
  deflection, +4 mage armor); touch 16, flat-footed 17;
  Base Atk +7; Grp --; Atk Incorporeal touch +7
  melee (1d4 Str); Full Atk Incorporeal touch +7
  melee (1d4 Str);
  Space/Reach 5 ft / 5 ft; SA Create spawn,
  Strength damage, Spells; SQ Incorporeal traits,
  undead traits; AL CE; SV Fort +5, Ref +7, Will
  +11; Str --, Dex 16, Con --, Int 22, Wis 14, Cha 16.
  Skills and Feats: Concentration +19, Craft
  (demiplane) +17, Knowledge (arcana) +21,
  Knowledge (the planes) +21, Spellcraft +23;
  Empower Spell, Extend Spell, Spell Focus
  (Enchantment), Spell Focus (Evocation), Spell
  Focus (Necromancy), Spell Penetration, Greater
  Spell Focus (Evocation), Scribe Scroll, Quicken
  Spell.
  Possessions: Headband of intellect +2
  Pre-Cast Spells: see invisibility, mage
  armor (included above), protection from good
  (not included above)
  Spells Prepared: (4 / 6 / 6 / 5 / 5 / 4 / 3 / 1)
  (base DC 16 + spell level; DC 17 + spell level for
  Enchantment and Necromancy; DC 18 + spell
  level for Evocation)
  0 – detect magic, mage hand, resistance,
   touch of fatigue; 1st –  mage armor, magic
  missile (x2), protection from good, ray of
  enfeeblement, shield; 2nd – blindness/deafness,
  ghoul touch, scorching ray, see invisibility,
  shatter, spectral hand; 3rd – dispel magic,
  fireball, slow, stinking cloud, vampiric touch; 4th
  – confusion, enervation, lesser globe of
  invulnerability, mass reduce person,
  Empowered scorching ray; 5th – cone of cold,
  dismissal, feeblemind, Quickened magic missile;
  6th – chain  lightning, disintegrate, Quickened
  scorching ray; 7th – waves of exhaustion.
  
  In the Blink of an Unseeing Eye
  Appendix A
  Page 81
  APL 14 Encounters
  Encounter 4 (EL 17)
  Bugbear Fighters:  male, Bugbear Ftr 11 (3): 
  CR 13; Medium Humanoid (Goblinoid); HD 3d8
  + 11d10 + 42; hp 116; Init +3; Spd 30 ft; AC 20
  (+3 Dex, +3 natural, +4 mithral shirt); touch 13, flat-
  footed 17; Base Atk +13; Grp +18; Atk +21 melee
  (2d6+9 / 17-20, masterwork greatsword) or +16
  ranged (30’) (1d6+5, javelin); Full Atk
  +21/+16/+11 melee (2d6+9 / 17-20, masterwork
  greatsword) or +16 ranged (30’) (1d6+5, javelin);
  Space / Reach 5 ft / 5 ft; SA None; SQ
  Darkvision 60 ft, scent; AL CE; SV Fort +12, Ref
  +12, Will +8; Str 20, Dex 17, Con 16, Int 10, Wis 12,
  Cha 6.
  Skills and Feats: Climb +7, Hide +13,
  Listen +5, Move Silently +14, Spot +5;
  Alertness, Blind-Fight, Cleave, Greater Weapon
  Focus (greatsword), Improved Critical
  (greatsword), Improved Sunder, Iron Will,
  Lightning Reflexes, Power Attack, Weapon
  Focus (greatsword), Weapon Specialization
  (greatsword).
  Possessions: Masterwork greatsword,
  mithral shirt, 3 javelins, cloak of resistance +1,
  potion of barkskin +4, 147 gp. 
  Potion of Barkskin (+4): +4 enhancement
  bonus to natural armor (new total +7); lasts 90
  minutes (not included above)
  Greater Magic Weapon (+2):  Net +1
  enhancement to hit and +2 enhancement to
  damage with greatsword (not included above).
  Avindar, male Human Sor11/Rog 3: CR 14;
  Medium Humanoid (Human); HD 11d4 + 3d6 + 42; hp
  87; Init +3; Spd 30 ft; AC 17 (+3 Dex, +4 mage
  armor); touch 13, flat-footed 10; Base Atk +7; Grp +6;
  Atk +6 melee (1d6-1, Shortspear) or +10 ranged (80’)
  (1d8 / 19-20, light crossbow); Full Atk +6 melee (1d6-
  1, Shortspear) or +10 ranged (80’) (1d8 / 19-20, light
  crossbow); Space / Reach: 5 ft / 5 ft; SA Sneak
  attack +2d6, spells; SQ Evasion, trapfinding, trap
  sense +1; AL CE; SV Fort +11, Ref +11, Will +10; Str
  8, Dex 14 (16), Con 14 (16), Int 12, Wis 10, Cha 17 (19).
  Skills and Feats: Concentration +16, Hide +9,
  Knowledge (arcana) +14, Move Silently +9, Spellcraft
  +16, Tumble +9; Arcane Preparation, Empower Spell,
  Extend Spell, Point-Blank Shot, Precise Shot, Split
  Ray.
  Possessions: Shortspear, light crossbow, 10
  bolts, spell component pouch, brooch of shielding
  (101 hp), amulet of health +2, cloak of charisma +2,
  gloves of dexterity +2, vest of resistance +2, potion of
  cure moderate wounds, 79 gp
  Spells Known: (9 / 5 / 5 / 4 / 3 / 2):  0 – acid
  splash, detect magic, ghost sound, light, mage hand,
  message, read magic, resistance, touch of fatigue; 1st
  – mage armor, magic missile, ray of enfeeblement,
  reduce person, true strike; 2nd – blindness/deafness,
  melf’s acid arrow, resist energy, scorching ray, see
  invisibility; 3rd – greater magic weapon, haste, ray of
  exhaustion, slow; 4th – greater invisibility, enervation,
  mass enlarge person; 5th – prying eyes, feeblemind.
  Spells Per Day: 6 / 7 / 7 / 7 / 7 / 4
  Pre-Cast Spells: Extended mage armor on self,
  greater magic weapon (x3) on bugbears’ greatswords,
  prying eyes on self
  Prepared Spells (via Arcane Preparation):  3rd –
  Empowered ray of enfeeblement, Empowered magic
  missile, Extended melf’s acid arrow
  4th – Extended haste, Extended slow, Split enervation,
  Empowered scorching ray; 5th – Extended greater
  invisibility.
  Spontaneous Spells Available: 6 / 7 / 6 / 1 / 3 / 2
  Spontaneous Metamagic Combos: Extended
  reduce person (2nd-level slot), Empowered ray of
  enfeeblement (3rd-level slot), Extended slow or haste
  (4th-level slot), Empowered scorching ray (4th-level
  slot).
  Encounter 5 (EL 15)
  Wendigo, Legendary Horse (2):  CR 10; Large
  Fey (Augmented Animal, Cold); HD 18d6 + 180
  + 9; hp 252; Init +10; Spd fly 120 ft (perfect); AC
  25 (-1 size, +6 Dex, +2 deflection, +8 natural);
  touch 17, flat-footed 19; Base Atk +13; Grp +28;
  Atk +23 melee (2d4+16/18-20x3, bite); Full Atk
  +23 melee (2d4+16/18-20x3, bite);
  Space/Reach 10 ft / 5 ft; SA Disease,
  maddening whispers, ravenous bite; SQ Cold
  subtype, DR 5 / cold iron, corner of the eye, low-
  light vision, regeneration 5, scent, wind walk; AL
  CE; SV Fort +21, Ref +17, Will +14; Str 33, Dex
  22, Con 31, Int 2, Wis 17, Cha 14.  
  Skills and Feats: Hide +10, Listen +15,
  Move Silently +14, Spot +12, Survival +11;
  Endurance, Improved Overrun, Power Attack,
  Run, Toughness (x3), Track.
  Cold Subtype (Ex): The wendigo is immune to cold damage.
   It takes half again as much damage from fire, regardless of
  whether a saving throw is allowed, or the save is a success
  or failure.
  Corner of the Eye (Su): A wendigo that is stalking a victim
  while wind walking always seems to lurk just as the corner of
  the chosen victim’s field of vision.  This victim takes a -2
  penalty to all Wisdom-based skill checks for as long as the
  wendigo stalks him.
  Disease (Su): Any creature hit by the wendigo’s bite attack
  must succeed on a Fortitude save (DC 29).  Failure means
  that the victim has contracted a terrible disease.  See the
  template entry in Appendix D for further details.
  
  In the Blink of an Unseeing Eye
  Appendix A
  Page 82
  Maddening Whispers (Su): Once per day, the wendigo can
  whisper its madness into a chosen victim’s mind.  The
  wendigo may use this power while wind walking.  Only the
  victim can hear the insane whispers and invitations of the
  wendigo.  The victim must make a successful Will save (DC
  21) or suffer 1d3 points of Wisdom damage.  See the
  template entry in Appendix D for further details.
  Ravenous Bite (Ex): The wendigo threatens a critical hit on a
  natural roll of 18-20 when attacking with its bite, and deals
  triple damage on a successful critical hit.  A wound resulting
  from a critical hit (not a regular hit) bleeds for an additional 3
  points of damage every round thereafter.  Multiple wounds
  from such critical hits result in cumulative bleeding.  The
  bleeding can be stopped only by a Heal check (DC 10) or the
  application of at least one point of magical healing.
  Regeneration 5 (Ex): Fire deals normal damage to the
  wendigo.
  Wind Walk (Su): The wendigo can wind walk at will,
  transforming to physical form to gaseous form or back again
  as a move-equivalent action.
  Ecalypse (3): CR 9; Large Outsider; HD
  10d8+40; hp 85; Init +3; Spd 40 ft, fly 90 ft
  (good); AC 22 (-1 size, +3 Dex, +10 natural); touch
  12, flat-footed 19; Base Atk +10; Grp +19; Atk
  Hoof +15 melee (1d8+5, hoof); Full Atk +15
  melee (1d8+5, 2 hooves); Space/Reach 10 feet /
  5 feet; SA Spell-like abilities; SQ Discorporate,
  shadow blend; AL CE; SV Fort +11, Ref +10,
  Will +7; Str 20, Dex 16, Con 18, Int 8, Wis 10,
  Cha 15.
  Skills and Feats: Balance +16, Hide +12,
  Jump +22, Listen +13, Move Silently +13, Spot
  +13, Survival +13; Endurance, Run, Spell Focus
  (Illusion), Weapon Focus (hoof).
  Spell-Like Abilities: At will – find the path,
  shadow walk; 3/day – repulsion; 1/day – plane
  shift (self and rider only). These abilities are as
  the spells cast by a 15th-level sorcerer (save DC
  12 + spell level).
  Discorporate (Su): An ecalypse can become
  incorporeal as a standard action. In this state, it
  gains the standard immunities and special
  qualities of being incorporeal. Its AC changes to
  14 (-1 size, +3 Dex, +2 deflection). Its hooves
  deliver incorporeal touch attacks with a +13
  bonus, dealing 1d8 points of damage.
  Shadow Blend (Su): During any conditions
  other than full daylight, an ecalypse can
  disappear into the shadows, giving it total
  concealment (50% miss chance). Artificial
  illumination, even a light or continual flame spell,
  does not negate this ability; however, a daylight
  spell will.
  Encounter 6 (EL 16)
  Shadar-Kai, male Shadar-Kai Ftr6/Rog5 (4): 
  CR 12; Medium Fey (Extraplanar); HD 3d6 +
  6d10 + 5d6 + 28 (89 hp); Init +8; Spd 30 ft; AC
  19 (20) (+4 Dex, +5 +2 studded leather armor)
  (+1 Dodge); touch 14 (15), flat-footed 15; Base
  Atk +10; Grp +12; Atk +16 melee (2d4+6 +1d6
  elec. / 19-20, spiked chain) or
   +14 ranged (1d6+2/x3, shortbow); Full Atk
  +16/+11 melee (2d4+6 +1d6 elec./19-20, spiked
  chain) or +14/+9 ranged (1d6+2 / x3, shortbow);
  Space/Reach 5 ft / 5ft (10 ft with spiked chain);
  SA Sneak attack +4d6; SQ Evasion, Hide in
  plain sight, shadow curse, superior low-light
  vision, trapfinding, trap sense +1, uncanny
  dodge; AL NE; SV Fort +12, Ref +16, Will +9; Str
  14, Dex 18, Con 15 (14), Int 15, Wis 10, Cha 9.  
  Skills and Feats: Hide +19 (+29), Listen
  +15, Move Silently +16, Search +15, Spot +16,
  Survival +13 (+15 following tracks), Tumble +17;
  Alertness, Combat Expertise, Dodge, Exotic
  Weapon Proficiency (spiked chain) (B),
  Improved Critical (spiked chain), Improved
  Initiative, Improved Trip, Weapon Finesse,
  Weapon Focus (spiked chain), Weapon
  Specialization (spiked chain).
  Possessions: +3 gal-ralan, +1 shocking
  spiked chain, +2 studded leather armor,
  composite shortbow (+2 Str), 20 arrows, lesser
  blackstone rune.
  Tyrriel Minaelon, corrupted Clr13:  CR 7;
  Medium Undead (Incorporeal); HD 13d12; hp
  84; Init +0; Spd 0 (can’t move); AC 13 (+3
  deflection); touch 13, flat-footed 13; Base Atk
  +9; Grp --; Atk Ray spells +12 ranged (by spell);
  Space/Reach 5 ft / 5 ft; SA Spells; SQ
  Incorporeal traits, undead traits; AL CG; SV Fort
  +8, Ref --, Will +12; Str --, Dex --, Con --, Int 10,
  Wis 19, Cha 16.  
  Skills and Feats: Concentration +19 (+23);
  Combat Casting, Project Touch Spell.
  Spells Available: (save DC 14 + spell level,
  no limit on spells per day, spontaneously casts
  any of listed spells, can cast spells with a range
  of touch as if they were rays):  0 – inflict minor
  wounds; 1st – bane, doom, inflict light wounds;
  2nd – hold person, inflict moderate wounds,
  sound burst; 3rd – dispel magic, inflict serious
  wounds, searing light; 4th – dismissal, inflict
  critical wounds, poison; 5th – flame strike, mass
  inflict light wounds; 6th – greater dispel magic,
  mass inflict moderate wounds; 7th – mass inflict
  serious wounds.
  
  In the Blink of an Unseeing Eye
  Appendix A
  Page 83
  Optional Encounter 2 (EL 18)
  Greater Shadow, Ftr4 (3):  CR 12; Medium
  Undead (Incorporeal); HD 13d12; hp 84; Init +7;
  Spd Fly 40 ft (good); AC 15 (16) (+3 Dex, +2
  deflection) (+1 Dodge); touch 15 (16), flat-footed 12;
  Base Atk +8; Grp --; Atk Incorporeal touch +12
  melee (1d8 Str); Full Atk Incorporeal touch +12
  melee (1d8 Str); Space/Reach 5 ft / 5ft; SA
  Create spawn, Strength damage; SQ Darkvision
  60’, incorporeal traits, +2 turn resistance,
  undead traits; AL CE; SV Fort +7, Ref +7, Will
  +10; Str --, Dex 16, Con --, Int 6, Wis 12, Cha 14.
  Skills and Feats: Hide +15*, Listen +10,
  Search +6, Spot +9; Alertness, Combat
  Reflexes, Dodge, Improved Initiative, Iron Will,
  Mobility, Spring Attack, Weapon Focus
  (incorporeal touch).
  The Shadow Lord, ex-shadar-kai Wiz15:  CR
  16; Medium Undead (Incorporeal); HD 18d12;
  hp 117; Init +3; Spd Fly 40 ft (good); AC 20 (+3
  Dex, +3 deflection, +4 mage armor); touch 16, flat-
  footed 17; Base Atk +8; Grp --; Atk Incorporeal
  touch +8 melee (1d4 Str); Full Atk Incorporeal
  touch +8 melee (1d4 Str); Space/Reach: 5 ft / 5
  ft; SA Create spawn, Strength damage, Spells;
  SQ Incorporeal traits, undead traits; AL CE; SV
  Fort +6, Ref +8, Will +12; Str --, Dex 16, Con --, Int
  22, Wis 14, Cha 16.  
  Skills and Feats: Concentration +21, Craft
  (demiplane) +19, Knowledge (arcana) +23,
  Knowledge (the planes) +23, Spellcraft +25;
  Empower Spell, Extend Spell, Spell Focus
  (Enchantment), Spell Focus (Evocation), Spell
  Focus (Necromancy), Spell Penetration, Greater
  Spell Focus (Evocation), Greater Spell Focus
  (Necromancy), Scribe Scroll, Quicken Spell.
  Possessions: Headband of intellect +2, ring
  of minor energy resistance (sonic).
  Pre-Cast Spells: see invisibility, mage
  armor (included above), protection from good
  (not included above).
  Spells Prepared: (4 / 6 / 6 / 5 / 5 / 5 / 4 / 2 /
  1; base DC 16 + spell level; DC 17 + spell level
  for Enchantment; DC 18 + spell level for
  Evocation and Necromancy) 0-Level: detect
  magic, mage hand, resistance, touch of fatigue;
  1st – mage armor, magic missile (x2), protection
  from good, ray of enfeeblement, shield; 2nd –
  blindness/deafness, ghoul touch, scorching ray,
  see invisibility, shatter, spectral hand; 3rd –
  dispel magic, fireball, slow, stinking cloud,
  vampiric touch; 4th – confusion,  enervation,
  lesser globe of invulnerability, mass reduce
  person, Empowered scorching ray; 5th – cone of
  cold, dismissal, feeblemind, Quickened magic
  missile, wall of force; 6th – chain lightning,
  disintegrate, greater dispel magic, Quickened
  scorching ray; 7th – Mordenkainen’s sword,
  waves of exhaustion; 8th – horrid wilting.
  APL 16 Encounters
  Encounter 4 (EL 19)
  Bugbear Fighters:  male, Bugbear Ftr 13 (3): 
  CR 15; Medium Humanoid (Goblinoid); HD 3d8
  + 13d10 + 48; hp 133; Init +4; Spd 30 ft; AC 22
  (+4 Dex, +3 natural, +5 mithral shirt +1); touch 14,
  flat-footed 18; Base Atk +15; Grp +20; Atk +23
  melee (2d6+11/17-20, masterwork greatsword)
  or +18 ranged (30’) (1d6+5, javelin); Full Atk
  +23/+18/+13 melee (2d6+11 / 17-20,
  masterwork greatsword) or +18 ranged (30’)
  (1d6+5, javelin); Space/Reach 5 ft / 5 ft; SA
  None; SQ Darkvision 60 ft, scent; AL CE; SV
  Fort +13, Ref +14, Will +9; Str 20, Dex 18, Con 16,
  Int 10, Wis 12, Cha 6.
  Skills and Feats: Climb +7, Hide +15, Listen
  +5, Move Silently +16, Spot +5; Alertness, Blind-
  Fight, Cleave, Great Cleave, Greater Weapon
  Focus (greatsword), Greater Weapon
  Specialization (greatsword), Improved Critical
  (greatsword), Improved Sunder, Iron Will,
  Lightning Reflexes, Power Attack, Weapon
  Focus (greatsword), Weapon Specialization
  (greatsword).
  Possessions: Masterwork greatsword,
  mithral shirt +1, 2 javelins, 1 javelin of lightning,
  cloak of resistance +1, potion of barkskin +5,
  248 gp. 
  Potion of Barkskin (+5): +5 enhancement
  bonus to natural armor (new total +8); lasts 120
  minutes (not included above)
  Greater Magic Weapon (+3):  Net +2
  enhancement to hit and +3 enhancement to
  damage with greatsword (not included above)
  Avindar, male Human Sor13/Rog3: CR 16;
  Medium Humanoid (Human); HD 13d4 + 3d6 + 48; hp
  99 hp; Init +3; Spd 30 ft; AC 17 (+3 Dex, +4 mage
  armor); touch 13, flat-footed 10; Base Atk +8; Grp +7;
  Atk +7 melee (1d6-1, Shortspear) or +11 ranged (80’)
  (1d8 / 19-20, light crossbow); Full Atk +7 melee (1d6-
  1, shortspear) or
  +11 ranged (80’) (1d8 / 19-20, light crossbow); Space
  / Reach 5 ft / 5 ft; SA Sneak attack +2d6, spells; SQ
  Evasion, trapfinding, trap sense +1; AL CE; SV Fort
  
  In the Blink of an Unseeing Eye
  Appendix A
  Page 84
  +13, Ref +13, Will +12; Str 8, Dex 14 (16), Con 14 (16),
  Int 12, Wis 10, Cha 17 (21).
  Skills and Feats: Concentration +18, Hide +9,
  Knowledge (arcana) +16, Move Silently +9, Spellcraft
  +18, Tumble +9; Arcane Preparation, Empower Spell,
  Extend Spell, Point-Blank Shot, Precise Shot,
  Quicken Spell, Split Ray.
  Possessions: Shortspear, light crossbow, 10
  bolts, spell component pouch, brooch of shielding
  (101 hp), amulet of health +2, cloak of charisma +4,
  gloves of dexterity +2, vest of resistance +3, potion of
  cure moderate wounds, 79 gp.
  Spells Known: (9 / 5 / 5 / 4 / 4 / 3 / 2; save DC
  15 + spell level):  0 – acid splash, detect magic, ghost
  sound, light, mage hand, message, read magic,
  resistance, touch of fatigue; 1st – mage armor, magic
  missile, ray of enfeeblement, reduce person, true
  strike; 2nd – blindness/deafness, melf’s acid arrow,
  resist energy, scorching ray, see invisibility; 3rd  -
  greater magic weapon, haste, ray of exhaustion, slow
  4th – greater invisibility, enervation, ice storm, mass
  enlarge person; 5th – feeblemind, prying eyes,
  teleport; 6th – disintegrate, greater dispel magic.
  Spells Per Day: 6 / 7 / 7 / 7 / 7 / 7 / 5
  Pre-Cast Spells: Extended mage armor on self,
  greater magic weapon (x3) on bugbears’ greatswords,
  prying eyes on self.
  Prepared Spells (via Arcane Preparation):  3rd –
  Empowered ray of enfeeblement, Empowered magic
  missile, Extended melf’s acid arrow; 4th – Extended
  haste, Extended slow, Split enervation, Empowered
  scorching ray; 5th – Extended greater invisibility,
  Quickened true strike (x2); 6th – Empowered
  enervation (x2), Quickened scorching ray.
  Spontaneous Spells Available: 6 / 7 / 6 / 1 / 3 / 3 / 2
  Spontaneous Metamagic Combos:  Extended
  reduce person (2nd-level slot), Empowered ray of
  enfeeblement (3rd-level slot), Extended slow or haste
  (4th-level slot), Empowered scorching ray (4th-level
  slot).
  Encounter 5 (EL 17)
  Wendigo, Legendary Horse (4): CR 10; Large
  Fey (Augmented Animal, Cold); HD 18d6 + 180
  + 9; hp 252; Init +10 Spd fly 120 ft (perfect); AC
  25 (-1 size, +6 Dex, +2 deflection, +8 natural);
  touch 17, flat-footed 19; Base Atk +13; Grp +28;
  +13 / +28; Atk Bite +23 melee (2d4+16 / 18-20 /
  x3); Full Atk Bite +23 melee (2d4+16 / 18-20 /
  x3); Space/Reach: 10 ft / 5 ft; SA Disease,
  maddening whispers, ravenous bite; SQ Cold
  subtype, DR 5 / cold iron, corner of the eye, low-
  light vision, regeneration 5, scent, wind walk; AL
  CE; SV Fort +21, Ref +17, Will +14; Str 33, Dex
  22, Con 31, Int 2, Wis 17, Cha 14.  
  Skills and Feats: Hide +10, Listen +15,
  Move Silently +14, Spot +12, Survival +11;
  Endurance, Improved Overrun, Power Attack,
  Run, Toughness (x3), Track.
  Cold Subtype (Ex): The wendigo is immune to cold damage.
   It takes half again as much damage from fire, regardless of
  whether a saving throw is allowed, or the save is a success
  or failure.
  Corner of the Eye (Su): A wendigo that is stalking a victim
  while wind walking always seems to lurk just as the corner of
  the chosen victim’s field of vision.  This victim takes a -2
  penalty to all Wisdom-based skill checks for as long as the
  wendigo stalks him.
  Disease (Su): Any creature hit by the wendigo’s bite attack
  must succeed on a Fortitude save (DC 29).  Failure means
  that the victim has contracted a terrible disease.  See the
  template entry in Appendix D for further details.
  Maddening Whispers (Su): Once per day, the wendigo can
  whisper its madness into a chosen victim’s mind.  The
  wendigo may use this power while wind walking.  Only the
  victim can hear the insane whispers and invitations of the
  wendigo.  The victim must make a successful Will save (DC
  21) or suffer 1d3 points of Wisdom damage.  See the
  template entry in Appendix D for further details.
  Ravenous Bite (Ex): The wendigo threatens a critical hit on a
  natural roll of 18-20 when attacking with its bite and deals
  triple damage on a successful critical hit.  A wound resulting
  from a critical hit (not a regular hit) bleeds for an additional 3
  points of damage every round thereafter.  Multiple wounds
  from such critical hits result in cumulative bleeding.  The
  bleeding can be stopped only by a Heal check (DC 10) or the
  application of at least one point of magical healing.
  Regeneration 5 (Ex): Fire deals normal damage to the
  wendigo.
  Wind Walk (Su): The wendigo can wind walk at will,
  transforming to physical form to gaseous form or back again
  as a move-equivalent action.
  Ecalypse, Advanced 20 HD (2): CR 14; Large
  Outsider; HD 20d8 + 100; hp 190; Init +7; Spd
  40 ft, fly 90 ft (good); AC 22 (-1 size, +3 Dex,
  +10 natural); touch 12, flat-footed 19; Base Atk
  +20; Grp +29; Atk Hoof +25 melee (1d8+5); Full
  Atk 2 hooves +25 melee (1d8+5); Space/Reach
  10 ft / 5 ft; SA Spell-like abilities; SQ
  Discorporate, shadow blend; AL N; SV Fort +17,
  Ref +15, Will +12; Str 21, Dex 16, Con 20, Int 8,
  Wis 10, Cha 15.
  Skills and Feats: Balance +26, Hide +22,
  Jump +31, Listen +21, Sense Motive +21, Spot
  +21, Survival +22; Endurance, Greater Spell
  Focus (Illusion), Improved Initiative, Run, Spell
  Focus 
  (Illusion), 
  Weapon 
  Focus 
  (hoof).
  Encounter 6 (EL 18)
  Shadar-Kai: male Shadar-Kai Ftr8 / Rog5 (4):
   CR 14; Medium Fey (Extraplanar); HD 3d6 +
  8d10 + 5d6 + 32; hp 104; Init +8; Spd 30 ft; AC
  
  In the Blink of an Unseeing Eye
  Appendix A
  Page 85
  20 (21) (+4 Dex, +6 +3 studded leather armor)
  (+1 Dodge); touch 14 (15), flat-footed 16; Base
  Atk +12; Grp +14; Atk Spiked chain +20 melee
  (2d4+7 +1d6 elec. / 19-20) or
  shortbow +16 ranged (1d6+2 / x3); Full Atk
  Spiked chain +20/+15/+10 melee (2d4+7 +1d6
  elec. / 19-20) or shortbow +16/+11/+6 ranged
  (1d6+2 / x3); Space/Reach 5 ft / 5ft (10 ft with
  spiked chain); SA Sneak attack +4d6; SQ
  Evasion, Hide in plain sight, shadow curse,
  superior low-light vision, trapfinding, trap sense
  +1, uncanny dodge; AL NE; SV Fort +14, Ref
  +17, Will +10; Str 14, Dex 19, Con 15 (14), Int 15,
  Wis 10, Cha 9.
  Skills and Feats: Hide +20 (+30), Listen
  +16, Move Silently +16, Search +15, Spot +16,
  Survival +13 (+15 following tracks), Tumble +17;
  Alertness, Combat Expertise, Dodge, Exotic
  Weapon Proficiency (spiked chain) (B), Greater
  Weapon Focus (spiked chain), Improved Critical
  (spiked chain), Improved Disarm, Improved
  Initiative, Improved Trip, Weapon Finesse,
  Weapon Focus (spiked chain), Weapon
  Specialization (spiked chain).
  Possessions: +4 gal-ralan, +2 shocking
  spiked chain, +3 studded leather armor,
  composite shortbow (+2 Str), 20 arrows, lesser
  blackstone rune
  Tyrriel Minaelon, corrupted Clr15: CR 8;
  Medium Undead (Incorporeal); HD 15d12; hp
  97; Init +0; Spd 0 (can’t move); AC 13 (+3
  deflection); touch 13, flat-footed 13; Base Atk
  +11; Grp --; Atk Ray spells +14 ranged (by
  spell); Space/Reach 5 ft / 5 ft; SA Spells; SQ
  Incorporeal traits, undead traits; AL CG; SV Fort
  +9, Ref --, Will +13; Str --, Dex --, Con --, Int 10,
  Wis 19, Cha 16.  
  Skills and Feats: Concentration +21 (+25);
  Combat Casting, Project Touch Spell.
  Spells Available: (save DC 14 + spell level,
  no limit on spells per day, spontaneously casts
  any of listed spells, can cast spells with a range
  of touch as if they were rays); 0 – inflict minor
  wounds; 1st – bane, doom, inflict light wounds;
  2nd – hold person, inflict moderate wounds,
  sound burst; 3rd – dispel magic, inflict serious
  wounds, searing light; 4th – dismissal, inflict
  critical wounds, poison; 5th – flame strike, mass
  inflict light wounds;
  6th – greater dispel magic, mass inflict moderate
  wounds; 7th – mass inflict serious wounds; 8th –
  mass inflict critical wounds.
  Optional Encounter 2 (EL 20)
  Greater Shadow, Ftr6 (3):  CR 14; Medium
  Undead (Incorporeal); HD 15d12 + 3 (100 hp);
  Init +7; Spd Fly 40 ft (good); AC 15 (16) (+3 Dex,
  +2 deflection) (+1 Dodge); touch 15 (16), flat-footed
  12; Base Atk +10; Grp --; Atk Incorporeal touch
  +14 melee (1d8 Str); Full Atk Incorporeal touch
  +14 melee (1d8 Str); Space/Reach 5 ft / 5ft; SA
  Create spawn, Strength damage; SQ Darkvision
  60’, incorporeal traits, +2 turn resistance,
  undead traits; AL CE; SV Fort +8, Ref +10, Will
  +11; Str --, Dex 16, Con --, Int 6, Wis 12, Cha 14.
  Skills and Feats: Hide +15*, Listen +10,
  Search +6, Spot +10; Alertness, Combat
  Reflexes, Dodge, Improved Initiative, Iron Will,
  Lightning Reflexes, Mobility, Spring Attack,
  Toughness, Weapon Focus (incorporeal touch).
  The Shadow Lord, ex-shadar-kai Wiz17:  CR
  18; Medium Undead (Incorporeal); HD 20d12
  (130 hp); Init +3; Spd Fly 40 ft (good); AC 20 (+3
  Dex, +3 deflection, +4 mage armor); touch 16, flat-
  footed 17; Base Atk +9; Grp --; Atk Incorporeal
  touch +9 melee (1d4 Str); Full Atk Incorporeal
  touch +9 melee (1d4 Str); Space/Reach 5 ft / 5
  ft; SA Create spawn, Strength damage, Spells;
  SQ Incorporeal traits, undead traits; AL CE; SV
  Fort +6, Ref +8, Will +13; Str --, Dex 16, Con --, Int
  25, Wis 14, Cha 16.
  Skills and Feats: Concentration +23, Craft
  (demiplane) +21, Knowledge (arcana) +25,
  Knowledge (the planes) +25, Spellcraft +27;
  Empower Spell, Extend Spell, Spell Focus
  (Enchantment), Spell Focus (Evocation), Spell
  Focus (Necromancy), Spell Penetration, Greater
  Spell Focus (Evocation), Greater Spell Focus
  (Necromancy), Scribe Scroll, Quicken Spell.
  Possessions: Headband of intellect +4, ring
  of minor energy resistance (sonic)
  Pre-Cast Spells: see invisibility, mage
  armor (included above), protection from good
  (not included above).
  Spells Prepared: (4 / 6 / 6 / 6 / 5 / 5 / 5 / 4 / 2 /
  1; base DC 17 + spell level; DC 18 + spell level
  for Enchantment; DC 19 + spell level for
  Evocation and Necromancy)  0 – detect magic,
  mage hand, resistance, touch of fatigue; 1st – 
  mage armor, magic missile (x2), protection from
  good, ray of enfeeblement, shield; 2nd –
  blindnesss/deafness, ghoul touch, scorching
  ray, see invisibility, shatter, spectral hand; 3rd –
  dispel magic, fireball, slow, stinking cloud,
  vampiric touch, Extended Melf’s acid arrow; 4th –
  
  In the Blink of an Unseeing Eye
  Appendix A
  Page 86
  confusion, enervation, lesser globe of
  invulnerability, mass reduce person,
  Empowered scorching ray; 5th – cone of cold,
  dismissal, feeblemind, Quickened magic missile,
  wall of force; 6th – chain lightning, disintegrate,
  greater dispel magic, Quickened scorching ray,
  Empowered enervation; 7th – finger of
  death,Mordenkainen’s sword, waves of
  exhaustion, Quickened fireball; 8th – horrid
  wilting, polar ray; 9th – wail of the banshee.
   
  
  In the Blink of an Unseeing Eye
  Appendix B
  Page 87
  Appendix B: Map of Carern
  
  In the Blink of an Unseeing Eye
  Appendix C
  Page 88
  Appendix C: Non-Core Material
  SHADAR-KAI (Shadow Fey)
  As presented in Fiend Folio, pages 150-151, including official updates for the 3.5 rules
  Medium-Size Fey (Extraplanar)
  Hit Dice: 3d6 (10 hp)
  Initiative: +3
  Speed: 30 ft
  AC: 16 (+3 Dex, +3 studded leather); touch 13, flat-footed 13
  Base Attack / Grapple: +1 / +1
  Attack: Spiked chain +4 melee, or shortbow +4 ranged
  Full Attack: Spiked chain +4 melee, or shortbow +4 ranged
  Damage: Spiked chain 2d4, shortbow 1d6 (x3 crit)
  Space / Reach: 5 ft / 5 ft (reach 10 ft with spiked chain)
  Special Attacks: Sneak attack +1d6
  Special Qualities: Hide in plain sight, shadow curse, superior low-light vision
  Saves: Fort +2, Ref +7, Will +4
  Abilities: Str 10, Dex 16, Con 12 (11), Int 11, Wis 10, Cha 9
  Skills: Hide +8 (+18), Listen +8, Move Silently +8, Search +6, Spot +8, Survival +6 (+8 following tracks)
  Feats: Alertness, Exotic Weapon Proficiency (spiked chain) (B), Weapon Finesse
  Languages: Common, Elven, Sylvan
  Climate / Terrain: Any forest and underground (Plane of Shadow)
  Organization: Solitary, patrol (3-6), or raid (7-12)
  Challenge Rating: 1
  Treasure: +1 gal-ralan plus standard (the listed Constitution score of 11 includes the gal-ralan damage)
  Alignment: Usually neutral evil
  Advancement: By character class
  The shadar-kai, or shadow fey, are a race of bitter, determined folks whose souls are poisoned by
  shadow. Gray-skinned and dark-eyed, the slender shadar-kai stand slightly taller than average humans,
  and their soft movements exude grace and uncanny stealth. Shadow follows the shadar-kai wherever
  they go. Shadows cast by the folds of their clothing seem deeper than those on humanoids, and a
  shadar-kai can seemingly fade out of sight by simply stepping into any common shadow. The shadar-kai
  prefer light weapons suited for grace and agility, especially spiked chains. Many shadar-kai favor a
  variety of piercings and tattoos.
  Long ago, the shadar-kai thought to preserve the world from the rising humanoid races. Skilled in shadow
  magic, the shadar-kai made a pact with a dark power of the Plane of Shadow to cast the world into an
  endless twilight in which the shadow fey would rule supreme. But the experiment went awry, and the
  shadar-kai were left bound in the Plane of Shadow, cursed to lose their souls in its dark depths. This
  shadow curse affects shadar-kai to this day, and every member of the race is engaged in a lifelong
  struggle to stave off inevitable doom.
  The continuous pull of the Plane of Shadow has left the shadar-kai grim and embattled. Few races
  understand the plight of the shadow fey. Even the temporary solutions the shadar-kai have found leave
  them struggling with constant pain, making them vicious. Their willingness to commit acts of cruelty and
  violence has increased with each generation.
  COMBAT
  Blessed and cursed with a great affinity for the Plane of Shadow, the shadar-kai are subtle and deceptive.
  They steal without being detected when they can, striking from ambush when necessary. Spellcasters
  among the shadar-kai favor shadow and illusion magic, and few groups of the shadow fey are without a
  powerful spell-casting leader. Skilled at stealth and gifted with visual acuity greater than that of most other
  creatures, the shadar-kai have little trouble making sure that combat occurs on their terms.
  
  In the Blink of an Unseeing Eye
  Appendix C
  Page 89
  The shadar-kai described in the statistics block wears a +1 gal-ralan (see Shadar-Kai Items, below).
  Sneak Attack (Ex): Anytime a shadar-kai’s target is denied a Dexterity bonus, or when the target is
  flanked by the shadar-kai, the shadar-kai deals an additional 1d6 points of damage on a successful
  melee attack. This damage stacks with sneak attack damage from other sources, such as rogue levels.
  Hide in Plain Sight (Su): Shadar-kai can use the Hide skill even while being observed. As long as they
  are not illuminated by natural daylight, the daylight spell, or a similar magical light, shadar-kai can hide
  themselves from view in the open without having anything to actually hide behind.
  Shadow Curse (Su): The Plane of Shadow exerts a tremendous pull on a shadar-kai’s soul, which is
  only tenuously connected to its mortal body. Any time a shadar-kai is stunned, dazed, staggered, or
  unconscious (other than from natural sleep), the shadow fey must make a Will save (DC 15) or lose a
  portion of her soul to the Plane of Shadow. The shadar-kai must also attempt a save any time she
  removes a gal-ralan, if she has one (see Shadar-Kai Items, below).
  A shadar-kai with a damaged soul gains one negative level that cannot be removed until she restores her
  soul completely. If exposed to another event that requires a save against the shadow curse, a shadar-kai
  may gain additional negative levels. A shadar-kai on the Plane of Shadow can transfix her soul to her
  body again with a greater restoration spell. A shadar-kai on the Material Plane (or elsewhere) must use a
  wish or miracle spell to restore her soul.
  A shadar-kai afflicted with the shadow curse cannot be raised from the dead or resurrected, and cannot
  gain experience. The touch of the shadow curse galls a shadar-kai, filling her heart with an icy emptiness
  that eventually drives all but the most determined individuals to capitulate and leave the Material Plane
  altogether.
  A shadar-kai who goes to the Plane of Shadow and remains there ameliorates the effects of the shadow
  curse and suffers no ill effects. However, if she leaves the Plane of Shadow without restoring her soul,
  she suffers the effects of the shadow curse again until she returns to the Plane of Shadow or restores her
  soul as described above.
  Important Note: For the purpose of this regional adventure, the liquid night that has been dispersed
  throughout the Dim Forest and the presence of an active portal to the Plane of Shadow have served to
  draw the forest close enough to the border between the Material Plane and the Shadow Plane that the
  shadar-kai do not need to make Will saves against the shadow curse as long as they are within the Dim
  Forest. In essence, treat the shadar-kai in this adventure as if they were already on the Plane of Shadow
  for purposes of the shadow curse. Information about the shadow curse is provided for reference
  purposes, however.
  Superior Low-Light Vision (Ex): Shadar-kai have extraordinary vision in low-light circumstances. They
  can see four times as far as a human in low-light conditions.
  Skills: Shadar-kai have a +10 racial bonus on Hide checks made in dark or shadowy conditions
  (anything other than daylight or the area of a daylight spell).
  Fey Traits: Remember that the shadar-kai are of the Fey creature type, not Humanoid, so they are
  immune to spells that only affect Humanoids, including charm person, dominate person, and hold person
  (but not hold monster). Although many Fey have Damage Reduction that is only negated by cold iron, the
  shadar-kai do not share this trait, perhaps because most of them spend their lives with their bodies
  permanently pierced by enchanted cold iron in the form of their gal-ralan and thus lose any natural
  resistance to being damaged.
  Dismissal and Banishment: Although the shadar-kai are not Outsiders (they are Fey), they are
  considered Extraplanar creatures (they are partially native to the Plane of Shadow). While inside the area
  of the Dim Forest, however, the shadar-kai are considered to be partially on their home plane, because of
  all of the shadow magics that have taken root in the forest. Thus, the shadar-kai encountered in this
  adventure are unaffected by spells that would forcibly remove them from the Material Plane or that
  otherwise specifically target Extraplanar creatures.
  
  In the Blink of an Unseeing Eye
  Appendix C
  Page 90
  SHADAR-KAI ITEMS
  The shadow curse haunts every aspect of shadar-kai culture, and remaining on the Material Plane is a
  constant struggle for these creatures. Most shadar-kai use a gal-ralan (described below) to fix their souls
  to their bodies and stave off the shadow curse.
  Gal-Ralan: When this cold-forged iron armband is donned (taking up the spot where a bracer would be
  worn), it pierces the wearer’s forearm with long needles of the same metal. The device fixes its wearer’s
  soul to her body but also causes never-ending pain. As long as a character wears a gal-ralan, she takes
  1 point of Constitution damage that cannot be healed by any means until after the gal-ralan is removed.
  A gal-ralan provides its wearer with a +1 to +5 resistance bonus on her saving throws. This bonus
  increases by an additional +2 against death effects, energy drains, and effects that affect the wearer’s
  soul (such as the shadow curse). For example, a +2 gal-ralan provides a +4 resistance bonus against
  these effects, a +3 gal-ralan provides a +5 resistance bonus against these events, and so on.
  Caster Level: 5th; Prerequisites: Craft Wondrous Item, resistance, caster level must be three times that of
  the gal-ralan’s bonus; Market Price: 625 gp (+1), 2,500 gp (+2), 5,600 gp (+3), 10,000 gp (+4), or 15,600
  gp (+5). Weight: negligible.
  Blackstone Rune: Shadar-kai overcome by the shadow curse often make use of a blackstone rune. The
  rune is a complex sigil drawn on a small, glossy stone. On command, a blackstone rune allows its bearer
  to plane shift between the Plane of Shadow and the Material Plane (in either direction), along with up to
  50 pounds of objects. A blackstone rune can be used three times before its magic fades. 
  A lesser version of the blackstone rune also exists: this variety allows travel in only one direction, from the
  Plane of Shadow back to the Material Plane, and it has but one charge.
  Caster Level: 9th; Prerequisites: Craft Wondrous Item, plane shift; Market Price: 3,300 gp (blackstone
  rune) or 550 gp (lesser blackstone rune); Weight: negligible.
  Night Extract: When thrown or dropped, one vial of this magic liquid reduces the ambient light level to
  that of starlight in a 20-foot radius. Magical light still functions in the area (and counters the effect), but
  torches, lanterns, sunrods, and other mundane light sources are suppressed until removed from the area.
  The DC of Spot checks made against targets within the night extract’s area increases by +10, although
  creatures with darkvision or superior low-light vision ignore this increase, and creatures with low-light
  vision gain a +5 bonus on Spot checks made in starlight. The night extract provides concealment (20%
  miss chance) against creatures with low-light vision, and no concealment against creatures with
  darkvision or superior low-light vision. The effect lasts for 10 minutes.
  Caster Level: 1st; Prerequisites: Craft Wondrous Item, light; Market Price: 50 gp; Weight: negligible.
  SPECIAL SHADAR-KAI ITEM (not found in Fiend Folio)
  Liquid Night: This magic liquid is a much more powerful version of the night extract described above.
  The shadar-kai in the Dim Forest have been brewing this concoction in special crucibles known as Wells
  of Darkness. These wells act as one-way portals to the Plane of Shadow, although living creatures
  cannot pass through from one plane to the other. Instead, the fabric of the Plane of Shadow itself is
  warped and twisted through the Well of Darkness, taking liquid form. The effects that this substance
  would have on creatures immersed in it are unknown. Its effect on plant life is known, however: over time,
  plants exposed to liquid night in their water source will draw the shadow-stuff up into their stems,
  branches, and leaves. This will cause the plant to begin radiating magical darkness. The strength of the
  darkness will increase over time as more and more of the plant’s cells are infused with the liquid night.
  Eventually, the affected plants will exist on both the Material Plane and the Plane of Shadow.
  During 593 CY, a large group of shadar-kai embarked on an ambitious effort to inundate the water table
  of the entire Dim Forest with liquid night, thereby hoping to cause the entire forest to exist on the Plane of
  Shadow simultaneously with the Material Plane. By moving the Dim Forest to the Plane of Shadow and
  enacting a special ritual, the shadar-kai believed that they could bind all of the souls of the creatures
  within the Dim Forest to the Plane of Shadow, thus freeing their own souls from the Shadow Curse.
  
  In the Blink of an Unseeing Eye
  Appendix C
  Page 91
  ECALYPSE (Ephemera)
  as presented in Manual of the Planes, pages 169-171, including official updates for the 3.5 rules
  Large Outsider
  Hit Dice: 10d8+40 (85 hp)
  Initiative: +3
  Speed: 40 ft, fly 90 ft (good)
  AC: 22 (-1 size, +3 Dex, +10 natural); touch 12, flat-footed 19
  Base Attack / Grapple: +10 / +19
  Attack: Hoof +15 melee
  Full Attack: 2 hooves +15 melee
  Damage: Hoof 1d8+5
  Space / Reach: 10 feet / 5 feet
  Special Attacks: Spell-like abilities
  Special Qualities: Discorporate, shadow blend
  Saves: Fort +11, Ref +10, Will +7
  Abilities: Str 20, Dex 16, Con 18, Int 8, Wis 10, Cha 15
  Skills: Balance +16, Hide +12, Jump +22, Listen +13, Move Silently +13, Sense Motive +13, Spot +13, Survival +13
  Feats: Endurance, Run, Spell Focus (Illusion), Weapon Focus (hoof)
  Climate / Terrain: Any land (Plane of Shadow)
  Organization: Solitary or herd (4-24)
  Challenge Rating: 9
  Alignment: Usually neutral
  Advancement: 11-20 HD (Large), 21-30 HD (Huge)
  Denizens of the Plane of Shadow, ephemera often find their way onto other planes as guardians, steeds,
  or hunters. Even so, they’re composed of shadow-stuff, which makes them fearsome hunters. Ecalypses
  are equine creatures that gallop across the Plane of Shadow in great herds. They’re often used as steeds
  by those powerful enough to tame them. 
  Only at a great distance could an ecalypse be mistaken for a normal horse. The most obvious difference
  is its six legs, but other differences emerge on closer examination. Its coat is a flat gray that seems
  almost insubstantial – darker shadows beneath the skin reveal a rib cage, skull, and bones. The hooves
  fade off into tendrils of mist, as do the mane and tail. Its eyes are dull black orbs that reflect no light at all.
  Ecalypses do not neigh or whinny but emit low, rumbling growls and snorts. They communicate
  telepathically with one another and with their riders, but never with strangers.
  Combat: An ecalypse fights by kicking and stamping with its hooves, which coalesce from the shadowy
  mist just long enough to deliver crushing blows. If the tide of battle turns against it, the ecalypse becomes
  incorporeal and flees.
  Spell-Like Abilities: At will – find the path, shadow walk; 3/day – repulsion; 1/day – plane shift (self and
  rider only). These abilities are as the spells cast by a 15th-level sorcerer (save DC 12 + spell level).
  Discorporate (Su): An ecalypse can become incorporeal as a standard action. In this state, it gains the
  standard immunities and special qualities of being incorporeal. Its AC changes to 14 (-1 size, +3 Dex, +2
  deflection). Its hooves deliver incorporeal touch attacks with a +13 bonus, dealing 1d8 points of damage.
  Shadow Blend (Su): During any conditions other than full daylight, an ecalypse can disappear into the
  shadows, giving it total concealment (50% miss chance). Artificial illumination, even a light or continual
  flame spell, does not negate this ability; however, a daylight spell will.
  Ecalypses as Mounts: While it is theoretically possible to break the wild nature of an ecalypse and tame
  it as a mount, the ecalypses in this adventure are already being magically controlled and thus are not
  able to be tamed and ridden. Any such attempts, even if made according to the guidelines in the Manual
  of the Planes, automatically fail.
  
  In the Blink of an Unseeing Eye
  Appendix C
  Page 92
  WENDIGO TEMPLATE
  as presented in Fiend Folio, pages 186-188, including official updates for the 3.5 rules
  A wendigo is a terrible and hungry nature spirit that haunts the frozen tundra and forest. Many believe
  wendigos to be undead spirits or evil outsiders, but in truth, they are wholly products of the natural world.
  They are the dark side of nature, eternal and hungry and cruel, forces of cannibalism, loneliness, and
  madness made flesh.
  A wendigo spends most of its existence wind walking, turning solid only long enough to feed on its
  victims. At this time, it appears as a feral, wild-eyed, and supernaturally quick mockery of what it once
  was. A wendigo’s eyes sometimes shine with hateful cold light, and its mouth is often full of sharp,
  tangled teeth. Some wendigos are covered with matted hair, while others are bald. All wendigos have one
  thing in common, though: their legs end in charred, bloody stumps. As spirits of the air, they have no
  need for feet.
  Wendigos only speak Sylvan. They forget any other languages they knew in their previous life.
  CREATING A WENDIGO
  “Wendigo” is an acquired template that can be added to any animal, giant, humanoid, magical beast, or
  monstrous humanoid (referred to hereafter as the base creature). It uses all of the base creature’s
  statistics and special abilities except as noted below.
  Size and Type: The creature’s type changes to Fey, and it gains the Cold subtype.
  Hit Dice: Change to d6.
  Speed: A wendigo gains a fly speed of 120 feet with perfect maneuverability, unless its previous fly
  speed was better, in which case the base creature’s fly speed is retained. The wendigo loses all other
  movement types, including its base land speed. Wendigos do not travel by touching the ground.
  AC: A wendigo gains a deflection bonus equal to its Charisma bonus (minimum of +1). It retains its
  previous bonuses, including natural armor.
  Attacks: A wendigo’s bite attack is its sole attack. If the base creature does not have a bite attack, the
  wendigo gains one.
  Damage: A wendigo creature’s bite attack deals damage as shown on the table below, or as the base
  creature, whichever is better. It adds 1.5 times its Strength bonus to the damage dealt.
  Table: Wendigo Bite Damage
  Size
  Damage
  Size
  Damage
  Fine
  1
  Large
  2d4
  Diminutive
  1d2
  Huge
  2d6
  Tiny
  1d3
  Gargantuan
  2d8
  Small
  1d4
  Colossal
  4d6
  Medium-
  size
  1d6
  Special Attacks: A wendigo retains all of the special attacks of the base creature, and gains the
  following special attacks:
  Disease (Su): Any creature hit by a wendigo’s bite attack must succeed on a Fortitude save (DC 10 + ½
  the wendigo’s HD + the wendigo’s Constitution modifier). Failure means that the victim has contracted a
  terrible disease. The incubation period is 1d3 days, and the disease deals 1d3 points of Wisdom damage
  per day. Additionally, for each day that the victim takes damage from the disease, it must succeed on a
  Will save (DC 10 + ½ the wendgo’s HD + the wendigo’s Charisma modifier) or become overwhelmed with
  an insatiable hunger for the flesh of its own race. The victim stalks and tries to kill the closest member of
  
  In the Blink of an Unseeing Eye
  Appendix C
  Page 93
  its own race; if it does so, it feeds on the body and then returns home with no memory of the tragic event.
  If a victim of this hunger is reduced to a Wisdom score of 0 by the disease, then the victim immediately
  transforms into a wendigo and races off into the night sky at such speed that its feet burn away into
  bloody charred stumps.
  Maddening Whispers (Su): A wendigo may use its maddening whispers ability once per day. The victim
  must be within 120 feet. The wendigo may use this ability while wind walking. Only the chosen victim can
  hear the insane whispers and invitations of the wendigo. The victim must make a successful Will save
  (DC 10 + ½ the wendigo’s HD + the wendigo’s Cha modifier) or suffer 1d3 points of Wisdom damage.
  Typically, a wendigo stalks a chosen victim for days, wearing down the victim’s Wisdom score until it
  finally attacks and attempts to pass along its disease to the poor soul. A wendigo will stop stalking a
  target that resists the maddening whispers for more than three days, flying off in search of easier prey.
  Ravenous Bite (Ex): A wendigo threatens a critical hit on a natural roll of 18-20 when attacking with its
  bite, and deals triple damage on a successful critical hit. A round resulting from a critical hit (not a regular
  hit) bleeds for an additiona 3 points of damage every round thereafter. Multiple wounds from such critical
  hits result in cumulative bleeding. The bleeding can be stopped only by a successful Heal check (DC 10)
  or the application of at least one point of magical healing.
  Special Qualities: A wendigo retains all of the special qualities of the base creature and gains the
  following special qualities as well:
  Cold Subtype (Ex): A wendigo is immune to cold damage. It takes half again as much (+50%) damage
  from fire, regardless of whether a saving throw is allowed, or the save is a success or failure.
  Corner of the Eye (Su): A wendigo that is stalking a victim while wind walking always seems to lurk just at
  the corner of the chosen victim’s field of vision. This victim takes a -2 penalty to all Wisdom-based skill
  checks for as long as the wendigo stalks him.
  Damage Reduction (Ex): A wendigo has Damage Reduction 5 / cold iron.
  Regeneration 5 (Ex): Fire deals normal damage to a wendigo.
  Wind Walk (Su): A wendigo can wind walk at will, transforming from physical form to incorporeal form or
  back again as a move-equivalent action.
  Abilities: Increase from base creature as follows: Strength +4, Dexterity +8, Constitution +4, Wisdom +2,
  Charisma +4.
  Skills: Same as the base creature, except that the wendigo gains a +8 racial bonus on Hide, Move
  Silently, and Survival checks.
  Feats: Same as the base creature, and the wendigo gains Track as a bonus feat.
  Challenge Rating: Same as the base creature +2. (Author’s note: I have adjusted some of the Wendigo
  CRs by an additional +1 for purposes of this module because of the extreme deadliness of the Ravenous
  Bite ability.)
  Alignment: Always chaotic evil.
  
  In the Blink of an Unseeing Eye
  Appendix D
  Page 94
  Appendix D: New Rules
  SHADE GUARDIAN TEMPLATE
  Originally presented in GRM1-10 Fading Vision. Combines material from the Forgotten Realms
  Campaign Setting (shade template) and the Monster Manual (ghost template). Updated to reflect the 3.5
  rules changes.
  “Shade Guardian” is a template that can be applied to any humanoid. The creature (referred to hereafter
  as the base creature) must have a Charisma score of at least 6. A shade guardian is similar in many
  ways to a ghost, but instead of forming when a creature cannot rest easily in its grave, a shade guardian
  forms when a creature takes a specific oath and willingly accepts the burden of undeath. A shade
  guardian greatly resembles its corporeal form in life, but all color is bleached away, leaving the creature
  and its equipment with a uniform, lusterless, flat gray tone.
  A shade guardian uses all the base creature’s statistics and special abilities, except as noted here. A
  shade guardian is partially infused with Shadow essence, so it derives part of its existence from the Plane
  of Shadow. Although the shade guardian is an incorporeal creature, it does not share a ghost’s dual
  existence between the Material Plane and the Ethereal Plane. Instead, it dwells partly on the Material
  Plane and partly on the Plane of Shadow. A shade guardian is essentially considered the same as a
  constantly-manifested ghost, except that where a ghost can affect and be affected by ethereal creatures
  even when manifested, a shade guardian can affect and be affected by creatures on the Plane of
  Shadow.
  Size and Type: The creature’s type changes to Undead (Augmented Humanoid). Do not recalculate the
  creature’s base attack bonus, saves, or skill points. It gains the Incorporeal subtype. Size is unchanged.
  Hit Dice: All current and future Hit Dice become d12s.
  Speed: Shade guardians have a fly speed of 30 feet, unless the base creature has a higher fly speed,
  with perfect maneuverability. In darkness, the shade guardian’s speed increases by 20 feet, giving it a
  base fly speed of 50 feet.
  Armor Class: Natural armor is the same as the base creature’s, but this applies only to Shadow
  encounters. When the shade guardian manifests (see below), its natural armor bonus is +0, but it gains a
  deflection bonus equal to its Charisma modifier or +1, whichever is higher. In darkness, a shade guardian
  gains an additional +4 deflection bonus to AC. This stacks with the deflection bonus from its Charisma
  modifier.
  Attack / Full Attack: A shade guardian retains all the attacks of the base creature, although those relying
  on physical combat do not affect creatures that are not Shadow. In darkness, a shade guardian gains a
  +2 competence bonus to its attack and damage rolls.
  Damage: Against Shadow creatures, a shade guardian uses the base creature’s damage values. Against
  non-Shadow creatures, the shade guardian usually cannot deal damage at all but can use its special
  attacks, if any, when it manifests (see below).
  Special Attacks: A shade guardian retains all of the special attacks of the base creature, although those
  relying on physical contact do not affect non-ethereal creatures. The shade guardian also gains the
  shadow manifestation ability plus the other special abilities described below. The save DC against a
  special attack is equal to 10 + one-half the shade guardian’s Hit Dice + the shade guardian’s Charisma
  modifier, unless otherwise noted.
  Corpse Possession (Su): The shade guardian may possess the corpse of any mortal creature slain within
  the last hour. The possessed corpse retains all of the original creature’s abilities, and gains the shade
  guardian’s special qualities of immunity to critical hits, control light, and shadesight. The shade guardian’s
  
  In the Blink of an Unseeing Eye
  Appendix D
  Page 95
  other abilities are suppressed while it is in possession of a corpse. The shade guardian may possess the
  corpse for a maximum of one day per Hit Die of the corpse, before decay begins to set in and expels the
  shade guardian. Corpses possessed in this manner are treated as if they had been under the effects of a
  gentle repose spell for the duration of the possession. The shade guardian may choose to abandon the
  corpse at any time. While in possession of the corpse, the shade guardian is not hedged out by barriers
  that prevent mental control or the passage of extraplanar creatures (such as forbiddance or a magic circle
  against evil). The shade guardian may be forced out of the corpse by the banishment or dismissal spells
  or similar magic. If the possessed corpse is raised from the dead after the shade guardian has left, some
  of the Shadow essence remains, and the once-possessed creature is left with the Touch of Shadow (see
  below). This power is incompatible with the ghostly power of malevolence: no creature may possess both
  special attacks.
  Corrupting Gaze (Su): A shade guardian can blast living beings with a glance, at a range of up to 30 feet.
  Creatures that meet the shade guardian’s gaze must succeed on a Fortitude save or take 2d10 points of
  damage and 1d4 points of Charisma damage.
  Shadow Manifestation (Su): This ability functions identically in most respects to the manifestation ability of
  a ghost. See page 118 in the Monster Manual for details, but replace all references to the Material Plane
  with references to the Plane of Shadow, and the shade guardian is always considered fully manifested on
  the Material Plane and its movements are restricted to the prevailing conditions on the Material Plane (it
  cannot shift between planes at will, in other words). The shade guardian cannot remove its Material
  component any more than it can remove its Shadow component, so it is considered incorporeal to
  creatures on either plane.
  Telekinesis (Su): A shade guardian can use telekinesis as a standard action (caster level 12th or equal to
  the shade guardian’s HD, whichever is higher). When a shade guardian uses this power, it must wait 1d4
  rounds before using it again.
  Special Qualities: A shade guardian has all the special qualities of the base creature as well as those
  described below.
  Control Light (Sp): A shade guardian can decrease the level of light within a 100-foot radius of itself by a
  factor of 10% per level. This decreases the overall range of vision for characters and creatures whose
  vision is dependent on light by the same percentage. For example, a human can normally see 20 feet by
  the light of a torch. If a 5th-level shade guardian were to diminish the light by 50%, then the human could
  see only 10 feet. Characters within the affected area gain a +1 bonus to Hide checks for each 25%
  decrease in light.
  Fast Healing (Ex): A shade guardian regains 2 lost hit points every round. The shade guardian cannot
  regain hit points while in an area of bright light.
  Invisibility (Sp): A shade guardian can use this spell-like ability once per day as a sorcerer of its character
  level.
  Rejuvenation (Su): This ability functions identically to the rejuvenation ability of a ghost. See page 118 in
  the Monster Manual for details. 
  Shadesight (Su): A shade guardian has 60-foot darkvision. It can see normally through any darkness
  effects, whether natural or magical, but not through fog, invisibility, concealment, and so forth.
  Shadow Image (Sp): Three times per day, a shade guardian can use this spell-like ability (similar to the
  mirror image spell) as a sorcerer of its character level. The ability creates figments of the shade guardian.
  Shadow Stride (Sp): A shade guardian of at least 8th level can vanish from its current location and
  reappear in any shadowy area within 300 feet, as often as once every 2 rounds. Using this ability is a
  move-equivalent action. 
  Turn Resistance (Ex): A shade guardian has +4 turn resistance.
  
  In the Blink of an Unseeing Eye
  Appendix D
  Page 96
  Abilities: Same as the base creature, except that the shade guardian has no Constitution score, and its
  Charisma score increases by +4. In darkness, the shade guardian’s Charisma score increases by an
  additional +2.
  Saves: A shade guardian gains a +4 luck bonus on all saving throws while it is within an area of natural
  or magical darkness.
  Skills: Shade guardians gain a +8 racial bonus on Hide, Listen, Search, and Spot checks. They gain an
  additional +4 bonus on Spot and Listen checks made in darkness and an additional +8 bonus on Hide
  checks made while in darkness. Shade guardians suffer no penalties to Spot checks due to natural
  lighting conditions. As an incorporeal creature, a shade guardian always moves silently and cannot be
  heard unless it wishes to be. All other skills are the same as the base creature.
  Environment: Any, as the base creature.
  Organization: Solitary. A shade guardian is generally a unique individual that has voluntarily accepted
  the curse of undeath in order to ward a particular place or object, frequently a place or object that has the
  potential to be used for great evil. More often than not, the evil that a shade guardian wards is one that it
  helped to fight against during its mortal existence.
  Challenge Rating: Same as the base creature +4.
  Treasure: None.
  Alignment: Any good. A certain purity of spirit is necessary to take the oaths that bind a shade guardian
  to its eternal vigil. A shade guardian detects as both evil (because of its undead nature) and good
  (because of its alignment). A shade guardian has the equivalent of a cleric or paladin’s aura of good
  extraordinary ability, so that its good aura is not overwhelmed by its evil aura.
  Level Adjustment: Same as the base creature +6.
  Shade Guardian Equipment: When a shade guardian forms, all its equipment and carried items
  automatically become ethereal along with it. In addition, the shade guardian retains 2d4 items that it
  particularly valued in life (provided they are not in another creature’s possession). The equipment works
  normally on the Shadow Plane but passes harmlessly through material objects or creatures. A weapon of
  +1 or better enhancement bonus, however, can be used to harm material creatures, but any such attack
  has a 50% chance to fail unless the weapon is a ghost touch weapon (just as magic weapons can fail to
  harm the shade guardian). Unlike when a ghost forms, the original items do not remain behind, and
  cannot be seized by other creatures to remove them from the shade guardian.
  Touch of Shadow (Su): When a shade guardian possesses a corpse, some of the Shadow essence that
  makes up the guardian is left behind in the corpse after the shade guardian leaves or is ejected. If the
  corpse is later raised from the dead, the creature retains a bit of the essence. The creature gains the
  ability to Control Light just as a shade guardian does (see above). This ability functions at two levels
  higher than the level of the creature at the time it died, and the effective level of this ability decreases by
  one for every six months that pass, as the creature’s body and soul rid themselves of the Shadow
  essence.
  
  In the Blink of an Unseeing Eye
  Appendix E
  Page 97
  Appendix E: Key Regional Modules from CY 591
  Note: The information below comes from Year One Gran March Regional adventures that served as
  inspiration or background material for this adventure, as well as one CY 592 adventure that unfortunately
  was never published. These modules are retired, so spoilers are included.
  DMs are encouraged to use the information in this Appendix to aid players in remembering things that
  their PCs have done in the past (but that the player might have forgotten about). For tidbits of information
  that you feel would be hard to remember, feel free to allow an Intelligence check (DC 5 for basic
  information, DC 10 for most names and details of major events, and DC 15 or even DC 20 for very minute
  details) to see if the PC can remember something from his or her past adventures. Bards should also be
  able to gain most of the following information with Bardic Knowledge checks, even if the bard did not
  personally take part in the adventure in question.
  “Caravan Duty” (GRM1-02), by Pete Winz, introduced the region to the Dim Forest, as well as to
  Lieutenant Ennister. We learned that the Dim is an inhospitable place, filled with goblinoids and shadow
  creatures. The PCs were assigned as guards for a caravan of military supplies under the command of
  Lieutenant Ennister, who at the time was a newly-minted officer and very much a “by the book” sort of
  fellow. The men respected him, but felt that he took things a bit too far in terms of the rules and
  regulations. During the adventure, the PCs were asked to sit as jurors on a military tribunal investigating
  men from the Dim Forest work gangs who had been charged with desertion, and judged the fate of a
  young man named Bikko Nilst, easily the best tree-cutter in the history of Gran March. The PCs also met
  Olowyn, the leader of a group of elves called the Free Band, for the first time in this module, although
  Olowyn did not then have quite the level of absolute hatred for the Gran March Army that he seemingly
  does today. The caravan was subsequently attacked and heavily damaged by goblins, and the PCs were
  sent to recover vital military supplies being carried on two “special” wagons that had been stolen.
  “Horse Play” (GRM1-03), by Nick Perch, introduced the PCs to Barony Malthinius, which occupies the
  southwestern portion of Gran March and abuts the Dim Forest. A horse-breeder’s farm outside of the
  trade village of Carern was attacked by orcs, who made off with a large number of horses (rather peculiar
  behavior for orcs, who tend to eat things rather than rustle them). The PCs were asked to track the orcs
  down, and might have received some assistance from a local druid by the name of Old Narril. The PCs
  also might have visited an abandoned watch tower, just inside the Dim Forest, fought some Shadow
  creatures, interacted with some of the local elves (of an unknown tribe), and finally confronted the orcs in
  their lair and defeated them. The available evidence indicated that the orcs were being sponsored by
  forces connected with the nation of Geoff, which is besieged by massive Giant armies and whose
  defenders are being reinforced in part by the Army of Retribution from Gran March.
  “Fading Vision” (GRM1-10), by Nick Perch, returned the PCs to Carern. The PCs learned on the road
  that Carern had just been attacked and nearly destroyed by a force of orcs, ogres, and perhaps even
  giants. The local Elector (Timmor Elthorn) had been kidnapped, and with all of the able-bodied soldiers in
  the town dead or badly wounded, there was no one but the PCs with any hope of pulling off a rescue. Old
  Narril was in town as well, helping with the repairs, and told the PCs of a vision he had experienced in
  which a pack of wolves were rushing to rescue their leader. He urged the PCs to make haste and they set
  out after the Elector’s kidnappers as quickly as possible. 
  Moving back through the Dim Forest, the PCs returned to the site of the abandoned watchtower, which
  had been under reconstruction but now was collapsed, trapping a miner beneath the rubble. The PCs
  also had the chance to talk with some more sylvan elves, and learned that they were on the right track.
  Deeper within the Dim Forest, the PCs faced perhaps the most infamous combat encounter of any CY
  591 Gran March Regional, in which they had to cross a stream while being attacked by undead shadows
  and a Shade. At least one special mission was assembled as a result of this combat encounter, so that
  various PCs’ souls could be put to rest after they were drained of Strength and turned into shadows
  themselves. Those PCs that survived this battle encountered another being of Shadow, but this one was
  non-hostile. An ancient spirit from ages past named Glanadriel, this former elf had voluntarily become a
  Shade Guardian to try and help protect the world from a horrible evil lurking deep within the Dim Forest…
  an ancient portal to a pocket dimension, called a Fading Land. What made this particular Fading Land
  
  In the Blink of an Unseeing Eye
  Appendix E
  Page 98
  especially nasty is that it was once the property of Vecna, and still contained artifacts of the Occluded
  Empire. The portal could only be activated by a blood sacrifice. Following the shade’s directions, the PCs
  found the portal and dealt with the guards left there by their quarry (who had apparently passed through
  the portal already, with the Elector still in tow). 
  The PCs made the sacrifice of a sentient creature (perhaps one of their own, or an orcish prisoner) and
  entered the Fading Land, where they had to overcome a number of obstacles and challenges, including a
  floating necromantic head that had formerly been a devoted servant of the Whispered One. Ultimately,
  the PCs won their way through to the heart of the Fading Land, a strange castle with several towers
  surrounded by jungle. Within the jungle, the PCs encountered a tribe of elves, who told of a legend in
  which they would be freed and Returned to their native land of Oerth. Venturing to the five-towered
  building, the PCs finally discovered the evil wizard who had orchestrated the capture of the Elector. This
  wizard, who was allied with the evil Giants besieging Geoff but was really pursuing his own ends, was
  hoping to use the Elector’s noble blood to activate a fearsome artifact of the Occluded Empire known as
  the Eye of Eternity. The ensuing battle was perhaps the second most infamous combat encounter of any
  CY 591 Gran March Regional, as the evil wizard and his two ogre henchmen proved to be quite a
  formidable trio for low-level parties to face. Defeating the evildoers, the PCs rescued the Elector from his
  sacrificial fate, and were able to use the Eye of Eternity to return both themselves and the tribe of elves
  home to the Sheldomar Valley. (The elves ultimately settled in Barony Dieren, not in Barony Malthinius.)
   “The Patrol,” an unpublished CY 592 Gran March Regional by Pete Winz, continues the tale of
  Lieutenant Ennister and the 23rd Cavalry Squadron. In this module, which was designed for military
  characters only, the PCs are assigned to the 23rd as part of a large-scale reconnaissance-in-force into the
  heart of the Dim Forest. The Warden of the Dim March and other senior military officers believe that there
  is a leader or force of some kind that is unifying the goblin and orc tribes and focusing their efforts against
  Gran March. The purpose of the patrol, then, is to look for evidence of this leader. 
  The PCs surprise a group of orcs and capture a kobold messenger, who claims to be carrying payment in
  gold and orders from a mysterious being known as the Warlord to various orc chieftains. Lieutenant
  Ennister sends the PCs to investigate the orcs’ stronghold, while he takes the rest of the 23rd through the
  rest of their patrol route in hopes of gathering additional intelligence. Unfortunately, by the time they
  arrive, the PCs find that the orcs have already departed and have left nothing of value or interest behind.
  Hurrying to catch up with the 23rd, the PCs come across the charred and blackened remains of a group of
  Gran March soliders, who have apparently been incinerated in some kind of hellish blast of fire. Reaching
  the designated rendezvous point, the PCs are horrified to find that the 23rd has been attacked by a huge
  force of goblinoids and nearly wiped out to a man. Lieutenant Ennister himself has been brutally
  murdered and his head has been removed, but the PCs are able to read the tale of the 23rd’s siege and
  eventual destruction at the hands of the Warlord’s forces. 
  Fortunately, the PCs are able to escort the survivors to safety, and also manage to return the Lieutenant’s
  body to his family, although they have to survive one final attack from a group of orcs led by none other
  than the kobold “messenger” that they had originally captured, who is revealed to be somewhat more
  important than a mere messenger – this creature, Kennigamek, is apparently none other than the Warlord
  of the Dim Forest himself. After surviving this final assault, the PCs are able to make their way back to
  Fort Endurance and report to the Warden of the Dim Forest. Lieutenant Ennister, it turns out, is the son of
  an Elector, and his family is able to pay to have him resurrected, but he will not soon forget the loss of his
  entire command or his own bloody decapitation at the hands of the Warlord.
  
  In the Blink of an Unseeing Eye
  Player Handout #1
  Page 99
  Player Handout #1: The Village of Carern
  The village of Carern is in the southwestern part of Barony Malthinius. Its population has fluctuated over
  the last several years. The village suffered significant losses during 591 CY as a result of several attacks
  by orcs, goblins, and even a giant. A substantial portion of the town was either burned down or
  significantly damaged during those attacks. However, the last few years have been relatively peaceful,
  and Carern has seen an influx of new residents. All of the damage has been repaired and by all accounts
  the village is prospering. The population currently totals about 250. The local ruler is Elector Timmor
  Ellthorn, a well-liked and respected man. He was kidnapped during one of the raids a few years ago, but
  he was rescued by a group of heroes and seems to be none the worse for wear. 
  The main geographical features of note are the Green Stream that runs just north of town and supplies a
  good bit of the water for the village and the man-made hill upon which the Elector’s manor sits. A road
  from the baronial capital runs into Carern and stops in the middle of the village. The village is best known
  as a horse town. It’s one of the southernmost villages in the Barony, and ranchers from all over the
  southern reaches of Barony Malthinius bring their horses to Carern where they pick up the road and head
  on to the capital. The land nearby is decent farming land, but most of it is used for ranching of either
  cattle or – more commonly – horses.
  There are a number of features of note in Carern. In the order in which they are presented, these are the
  produce market, the horse market, the Old Stable Inn, the shrine of St. Cuthbert, and the army hostel.
  The produce market occupies the eastern side of the main road through town, for the northern half of its
  length. This area has stalls and tents for the sale of all sorts of produce. Farmers bring their goods to
  market, where they are bought both by locals and by traders who quickly take their purchases on to the
  capital for sale there. Most residents buy food here, and both the variety and quality are fairly good,
  though not so high as in some of the richer farming baronies.
  The horse market is on the southern edge of town and consists of a large corral and a small shelter. A
  fellow named Jervic runs the place, and takes a small fee for each horse that passes through the market.
  Most of the quality war-horses produced in this region go to the military, but there are still many mounts
  and work animals available for sale. Although the horse market operates year-round, the Herdmaster’s
  Guild sponsors an annual fall bazaar at which ranchers and tradesmen from across Gran March bring
  their best breeding stock and their latest tricks of the trade. Some of the finest horseflesh in the entire
  Sheldomar Valley can be found at these annual gatherings.
  The Old Stable Inn is the only boarding establishment in Carern. It’s a cozy place, but not fancy by any
  stretch. Well-heeled visitors usually call upon Elector Ellthorn rather than stay at the Inn. The interior is
  set up to resemble a stable, though it’s cleaner and better-smelling than any real stable. Rooms and
  solid, filling food are available at reasonable rates. The house specialty is a local liquor brewed from
  berries that only grow in the nearby portions of the Dim Forest. There’s even a professional chef, who
  rumor has it learned his trade in one of the finest establishments in Keoland. The Elector often calls upon
  the Old Stable Inn for catering services during special events that he hosts at his manor, which is
  probably all of the recommendation most folks will ever need. The Inn is run by Verdana Pallorn, a human
  female sorceress who’s retired from the adventuring life. She always seems to have time to listen to
  gossip or rumors from visitors, and to pass along some of her own.
  The shrine of St. Cuthbert is a rude and unremarkable structure, as most such places are. It sits next to
  the Old Stable Inn at the southern end of the main road. The shrine used to be attended by a man named
  Gadel Hallerian, but he was killed in the raids a couple of years ago. The new priest is a local carpenter
  named Dith Yrrgorn. Dith was trained as a healer during his military service, and now he helps take care
  of both the villagers in Carern and the folks who live on the many outlying farmsteads.
  The army hostel is a barracks-style building for soldiers on missions to the southern part of Barony
  Malthinius. It’s usually empty; the members of the small garrison stationed in Carern actually live as part
  of the Elector’s household.
  
  In the Blink of an Unseeing Eye
  Player Handout #2
  Page 100
  Player Handout #2: Mysterious Note
  This note was found in the campsite of Old Narril’s kidnappers, half-buried in the fire pit.
  It is blackened and partially charred, but still readable in places. The note appears to be
  a translation of some kind of coded message. There are a variety of numbers and
  letters, a smattering of random-seeming calculations, and then some new letters written
  next to each of the original symbols. Unfortunately, there does not seem to be a large
  enough section of the translated message available to enable someone to figure out
  how the original code works.
  The part of the message that remains legible reads as follows:
  ( the top of the page is charred and unreadable ) 
  … capture the old druid and hold him until I send someone. We need
  him out of the way until the special delivery to the horse market has
  been successfully completed. Don’t kill him – our one-handed friend
  has plans for him and that damned interfering fool Ennister … 
  (…a hole has been burned into the page at this point …) 
  … I hope you have made progress in memorizing the code formulae,
  apprentice. You’d better not copy this message down to work out the
  translation like you did the last one, or I’m going to … 
  ( the bottom of the page is torn and blackened beyond recognition )
  
  In the Blink of an Unseeing Eye
  Critical Events Summary
  Page 101
  Critical Events Summary
  For tables that run between December 2003 and March 2004, please answer the questions below and e-
  mail the results to the Gran March Triad Point of Contact at gmtriad@yahoo.com. Your answers will help
  shape the future development of the region, so thank you in advance!
  What was the status of Feodor Birkit at the conclusion of the adventure?  Also, please note if either stable
  boy was killed, and if so, which one.
  Birkit:
  KILLED IN STAMPEDE
  INJURED IN STAMPEDE
  UNINJURED
  Havar:
  KILLED IN STAMPEDE
  INJURED IN STAMPEDE
  UNINJURED
  Ylldren:
  KILLED IN STAMPEDE
  INJURED IN STAMPEDE
  UNINJURED
  Were any commoners killed in the stampede? If so, how many?
  Did the PCs interact with the young boy Galen Renwick in Encounter 2? Did they encourage him in his
  goal of becoming a powerful wizard and killing orcs, or did they discourage him?
  ENCOURAGED HIM
  DISCOURAGED HIM
  DID NOT INTERACT
  What was the status of the druid Old Narril at the conclusion of the adventure?
  RESCUED FROM CAPTIVITY
  NOT RESCUED
  KILLED
  What was the fate of Avindar, the human sorcerer (apprentice of Kennigamek) from Encounter 4?
  KILLED IN BATTLE CAPTURED / ARRESTED
  ESCAPED
  Were the PCs successful in destroying ALL of the wendigo during Encounter 5? YES
  NO
  If not, how many of the wendigo were not destroyed?
  Did any of the shadar-kai escape through the portal to the Plane of Shadow in Encounter 6? 
  YES
  NO
  APL 2 through APL 8 only: Were the PCs successful in detecting the infected grain?
  YES
  NO
  Were the PCs successful in capturing or killing ALL of the doppelgangers?
  YES
  NO
  Did the PCs subdue any of the human thralls and turn them over to the military?
  YES
  NO
  APL 10 through APL 16 only: Were the PCs successful in destroying the Shadow Lord?
  YES
  NO
  How did the PCs make it back to the Material Plane?RUNES
  PLANE SHIFT VORTEX
  Were any PCs permanently trapped on the Plane of Shadow? If so, please note the character name,
  the player’s name, and the player’s RPGA number. This is very important, as a special mission may be
  required to recover any lost PCs.
  Did any of the PCs attempt to cast raise dead, resurrection, or similar life-restoring spells on the soul of
  Tyrriel Minaelon? If so, please note the character name, the player’s name, and the player’s RPGA
  number.
  If any PCs made a donation to help fund the construction of a shrine or temple to Hieroneous in Carern,
  please note the PC’s name, the player’s name and RPGA number, and the amount donated:
  Were there any other incidents of note during your running of this scenario? Do you have any comments
  or suggestions for the author or the Triad? If so, please include them, and THANK YOU!
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Greyhawk/Sheldomar Valley/Gran March/GRM3-09 - In the Blink of an Unseeing Eye.pdf