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 Wizards of the 
  Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please visit www.wizards.com/d20. This is an official RPGA
  ® play 
  document. To find out more about the RPGA and to learn more on how you can sanction and run DUNGEONS & DRAGONS game events of all sizes, 
  visit our website at www.rpga.com. 
  DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, Player’s Handbook, Dungeon Master’s 
  Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other countries. This material is protected 
  under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork 
  contained herein is prohibited without the express written permission of Wizards of the Coast, Inc. This product is a work of 
  fiction. Any similarity to actual people, organizations, places, or events is purely coincidental. © 2006 Wizards of the Coast, Inc 
  and the adventure author or authors. Visit the LIVING GREYHAWK website at www.rpga.com. For questions specific to this document 
  and your region,
  ease e−mail your triad point of contact (POC) at poc@furyondy.com; for LIVING GREYHAWK campaign questions 
  email rpgahq@wizards.com
   pl
  . 
   
  FUR6-05 
   
   
   
   
   
   
  Darkest Night 
   
  A One-Round D&D LIVING GREYHAWK
  ®  
  Furyondy Regional Adventure 
  Version 1.0 
   
  by Steve Yee 
  Edited by Michelle Sharp 
  Playtesters: Morgan Meachum (GM), Brian Forester, John DuBois, Robert Warehall, Cliff Meggison, Frank Pont, Phil Tchou. 
  Reviewed by Chris Tulach 
   
  A delightful little excursion to the Barony of Willip is all an adventurer needs to reinvigorate the weary spirit. But what 
  about those pesky rumors of vile undead escaping from Bronzeblood Haunt and rampaging across the countryside? 
  Well, no matter. Just have a quick step, a large staff and plenty of holy water at hand to ward off these fiendish villains. 
  Nothing should spoil an adventurer’s holiday…after all they’re just undead, how much of a nuisance can they be? A 
  heroic adventure designed for Living Greyhawk characters of
   1
  st to 10
  th level (APLs 2 to 8). This adventure is second in 
  the Shadowgate series. 
  Acknowledgments:  Thanks to Joe Carl from the Theocracy of the Pale for combat advice. 
  
  RPGA SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA even from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK™ campaign—a worldwide, 
  ongoing D&D campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the table Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the table DM. You don’t have to be a 
  HERALD-LEVEL GM to run this adventure if you are not 
  the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK character. Second player and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth one (1) point.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2007.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com.  
   
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this adventure 
  as part of an RPGA-sanctioned event, reading beyond this 
  point makes you ineligible to do so.  
   
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies of 
  the following D&D books: Player’s Handbook, Dungeon 
  Master’s Guide, and the Monster Manual.  
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. Sidebars contain important 
  information for you, including special instruction on 
  running the adventure. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Full information on NPCs 
  and monsters are given in Appendix 1.  
   
  Along with this adventure you’ll find a RPGA Table 
  Tracking sheet. If you’re playing this adventure as part of 
  an RPGA-sanctioned event, complete and turn in this 
  sheet to your senior GM directly after play. You’ll also 
  find a LIVING GREYHAWK Adventure Record (AR).  
   
  LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To determine this 
  modified Average Party Level (APL) follow the steps 
  below: 
  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 dogs trained for war), other than 
  those brought by 
  virtue of a class 
  ability 
  (such 
  as 
  animal companions, 
  familiars 
  paladin’s 
  mounts) 
  or 
  the 
  warhorse 
  of 
  a 
  character with the 
  Mounted 
  Combat 
  feat, use the sidebar 
  chart to determine 
  the number of levels 
  you add to the sum 
  of step one. Add 
  each 
  character’s 
  animals separately. 
  Animals with different CRs are determined separately 
  CR 
  1 
  2 
  3 
  4 
  1/4 and 1/6 
  0 
  0 
  0 
  1 
  1/3 and 1/2  
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  5 
  6 
  7 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  7 
  7 
  9 
  10 
  11 
  Darkest Night 
   
  Page 2 
  
  using the chart; then, take the highest CR animal (or 
  animals), and add 2 (drop fractions). This result is the 
  effective character level for a mixed-CR group of animals. 
  A single PC may only bring four or fewer animals of this 
  type.  
  Sum the results of step 1 and 2, and divide by the 
  number of characters playing in the adventure. Round to 
  the nearest whole number. If you are running a table of 
  six PCs, add one to that average. 
  Throughout this adventure, APLs categorize the 
  level of challenge the PCs face. APLS are given in even-
  numbered increments. If the APL of your group falls on 
  an odd number, ask them before the adventure begins 
  whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. If a player 
  character is three character levels or more either higher 
  or lower than the APL at which this adventure is being 
  played, that character receives only one-half of the 
  experience points and gold for the adventure. This 
  simulates the fact that either the PC was not challenged 
  as much as normal or relied on help by higher-level 
  characters to reach the objectives. 
   
  Furthermore, a PC who is four or more levels higher 
  than the highest APL supported by the adventure may 
  not play the adventure. 
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1
  st-level characters may find the 
  challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them, and fight for them. 
   
  TIME UNITS AND UPKEEP 
  This is a standard one-round regional adventure, set in 
  Furyondy.  Characters native to Furyondy pay one Time 
  Unit per round; all others pay two Time Units per round. 
   
  Adventurer’s Standard Upkeep costs 12gp per Time 
  Unit.  Rich Upkeep costs 50gp per Time Unit.  Luxury 
  Upkeep costs 100gp per Time Unit. Characters that fail to 
  pay at least Standard Upkeep will retain temporary ability 
  damage until the next adventure, must buy new spell 
  component pouches and healer’s kits, and may suffer 
  other in-game penalties (or possibly gain in-game 
  benefits) as may be detailed in this scenario. 
   
  A character that does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties by 
  living off the wild.  If the character possesses four or 
  more ranks in the Survival skill and succeeds at a Survival 
  check (DC 20), the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, may 
  refill spell component pouches and healer’s kits, and may 
  restock up to 20 arrows or bolts if the character has at 
  least four ranks in Craft (bowmaking).  The player is 
  allowed to Take 10 on this roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of 
  Chapter 3 of the LIVING GREYHAWK Campaign 
  Sourcebook. 
   
  Adventure Background 
  More than three hundred years ago, the Master of 
  Bronzeblood called upon his allies to help defeat a grand 
  assault by King Thrommel I, the first King of Furyondy, 
  upon his domain.  One ally to answer this call was the 
  despotic Lord of DeGranoir Manor, Sir Echil DeGranoir, 
  who fashioned himself a potential suitor for Lady 
  Talinassa, the daughter of the Master of Bronzeblood.  On 
  the eve of his secret departure for Bronzeblood, Sir Echil 
  held a great feast.  He invited his ‘friends’, family and 
  vassals to the feast and visited much horror upon them.  
  In a last act of defiance, Sir Echils’ aged father, Sir Lorren, 
  a paladin of Heironeous, hid the family’s treasure and the 
  Battle Standard of Ferrond from his son.  Sir Lorren paid 
  for this defiance with his life.  In the morning, Sir Echil 
  and a score of his loyal henchmen rode to Bronzeblood, 
  leaving behind the burning ruins of DeGranoir Manor 
  and the village of Granoir.  It is not known how Sir Echil 
  acquitted himself during the epic battle between the 
  Master of Bronzeblood and the righteous forces of King 
  Thrommel I but there can be little doubt he made King 
  Thommel’s troops pay dearly for their efforts. 
   
  In the long centuries after the razing of Bronzeblood 
  Castle, Sir Echil, profoundly evil and wicked in nature, 
  was transformed into an unspeakably horrid form of 
  undead.   Along with his fellow minions of the Master of 
  Bronzeblood, he brooded and waited in the catacombs 
  beneath Bronzeblood for the time his Master would rise 
  and visit death and destruction upon the Kingdom of 
  Furyondy and Thrommel’s line.  With the death of his 
  love, Lady Talinassa, the Mistress of Bronzeblood, Sir 
  Echil begged the Master’s permission to wreak havoc 
  upon Kingdom and hunt down those who destroyed his 
  Darkest Night 
   
  Page 3 
  
  beloved (FUR4-08 Mysteries Below).  He also made his 
  desires known to recover the Battle Standard of Ferrond 
  from his family treasure and to use it to rally the Master’s 
  forces and attract allies in the battles to come.  The 
  Master acquiesced and promised his loyal servant a 
  chance to fulfill all his desires. 
   
  When the Master finally began his expansion 
  outside Bronzeblood Haunt, Sir Echil and his servants 
  were at the forefront.  Sir Echil was instructed to visit 
  grief and destruction upon the people of Furyondy for 
  the wrongs committed against the Master and the death 
  of his beloved daughter and, of course, to recover the 
  Battle Standard of Ferrond.  
   
  Sir Echil and his servants savaged the land and 
  committed great atrocities upon all he encountered.  He 
  steered a course that would take him through the 
  heartland of Furyondy, toward the remains of his 
  ancestral home of DeGranoir Manor.  There he hoped to 
  recover the Battle Standard of Ferrond, presenting it to 
  his Master and using it to defeat Thrommel’s line.      
   
  Adventure Summary 
  At the request of Sir Jellack DeSavior, adventurers travel 
  to the village of Granoir to defend it from an undead 
  raiding party.  The adventurers soon discover the raiding 
  party is far more than it appears to be.  With courage and 
  much skill, the adventurers defeat Sir Echil DeGranoir, a 
  lieutenant of the Master of Bronzeblood, and right an 
  ancient wrong.  Additionally, they prevent a powerful 
  symbol of old from falling into the clutches of the Master 
  of Bronzeblood Haunt. 
   
  Introduction.  Sir Jellack DeSavior recruits the PCs 
  to defeat an undead raiding party marching toward the 
  village of Granoir   
   
  Encounter One.  As the PCs travel to Granoir, they 
  discover the grisly remains of those that crossed the path 
  of the undead raiding party.  
   
  Encounter Two. The PCs arrive to find Granoir 
  Village under attack.  
   
  Encounter Three.  After rescuing the surviving 
  villagers, the PCs learn the remaining undead are 
  searching the ruins of DeGranoir Manor.  
   
  Encounter Four.  At the ruins, the PCs receive a 
  vision of the past and while interacting with ghostly 
  apparitions relive the tragic final night of the DeGranoir 
  Family. The ghostly children of the last Lord of 
  DeGranoir reveal a hidden stairway to the PCs.  
   
  Interlude.  Optional roleplay vignettes the help 
  explain past events or foreshadow events to come.   
   
  Encounter Five. The PCs explore secret chambers 
  beneath the ruins of DeGranoir Manor.  
   
  Encounter Six. In the antechamber to the DeGranoir 
  treasury, the PCs combat the undead Sir Echil DeGranoir, 
  the last Lord of DeGranoir Manor, and solve a puzzle to 
  gain entry to the treasure. 
   
  Encounter Seven. In the treasure chamber, the PCs 
  talk with Sir Lorren DeGranoir and are given the family 
  treasure, including the Battle Standard of Ferrond. 
   
  Conclusion. Lady Hargrace and the Knights of 
  Furyondy reward the PCs for their rescue of Granoir 
  village. 
   
  Preparation for Play 
  This adventure uses NPCs and plot elements first 
  introduced in FUR2-05 Sleep of Death, FUR4-04 Broken 
  Dreams, and FUR5-05 Of Blood and Bone. Although it is 
  not necessary to have played these adventures to enjoy 
  this one, the GM is recommended to determine which 
  PCs participated in those adventures as it may affect NPC 
  reactions to the party. In addition, determine whether 
  any PCs have played FUR6-03 Shadows on the Coast, as 
  they may have additional information about the undead 
  activities referenced here. 
   
  Before the start of the adventure, ask each PC for 
  their skill ranks in Knowledge (arcana), Knowledge 
  (religion), Spellcraft, Spot and Listen. Secretly sum the 
  skill ranks together for each PC. This resulting number 
  determines which PC receives a roleplay vignette from 
  the Interlude latter in the adventure.  
   
  Note that some of the read-aloud text may not be 
  suitable for young and/or immature players. In this case, 
  modify as appropriate. 
   
  Given that there are three potentially difficult 
  combats in this adventure, try to keep players proceeding 
  through the adventure at a good pace. If time is a 
  concern, do not run the optional interlude or the 
  conversation with Vornen Sirk (i.e., the skull) in Area 5 
  of Encounter Five.   
  Introduction 
  It is Waterday, 12
  th of Goodmonth, CY596, and the PCs 
  have been in the town of Blackwell, in the Gold County, 
  for over a week. The reason the PCs have traveled to this 
  town, near the border to the Barony of Willip, is left to 
  Darkest Night 
   
  Page 4 
  
  them. Regardless, when a horde of undead from the ruins 
  of Bronzeblood Haunt attacked Blackwell, the PCs, like 
  many others, assisted in the town’s defense together. 
  Before the start of the adventure, allow the PCs a few 
  minutes to describe their characters and coordinate spells 
  and tactics.  
   
  Presently, the PCs and their comrades, in full battle 
  dress, stand at parade rest in the town square ready to be 
  dismissed from service. The last undead attack occurred 
  more than two days ago and all reports indicate the main 
  body of the undead horde has been driven away from the 
  town by the King’s Men and the skill of the Furyondy 
  military. Consequently, with the threat abated, Blackwell 
  celebrates today and the ceremony is the first part of it.    
   
  Last night, Mayor Percival “Percy” Mathers and the 
  town council decreed each defender was to receive a 
  small honorarium for their service to Blackwell. For most 
  of this hot, sunny morning, the council members and 
  leading citizens have given heartfelt, grateful speeches 
  emphasizing the honor and courage of their citizen-
  soldiers and lamenting their injuries and deaths. The 
  ceremony has gone beyond its scheduled time and the 
  longwinded, rotund mayor has already talked for more 
  than half an hour.  
   
  Whatever the reason, loyalty, righteousness or 
  perverse humor, the PCs maintain their position in the 
  town square, participating in the ceremony.  The heat, 
  the ill-humored whispers of “Porky Matters” and his 
  political ambitions, the promise of tonight’s festivities 
  and the honorarium, all lend to an air of camaraderie. 
  When the PCs are ready, read the following: 
  The Mayor of Blackwell, Percy Mathers, wipes the 
  sweat from his brow and takes a long sip of water. 
  Puffing his chest up, he looks ready to begin another 
  round of his long-winded oration… 
   
  From the Western Gate, trumpets sound.  The 
  mayor and town counci  look about in panic. Your 
  comrades’ hands reach for their swords and bows, half 
  expecting a warning of another undead attack. 
  However, a voice cries out excitedly, “King’s Men!  
  King’s Men!!” 
  l
   
  l
  l
  i
  l
  i
   
  A ragged cheer develops from the citizen-soldiers 
  and town-folk assembled in the town square. Within a 
  few minutes, a group of some twenty horsemen ride 
  into the town square. All wear full plate armor and 
  carry lances and bright shields. Their steeds are 
  mighty and just as armored as their riders.   
   
  A horseman with the crest of a Knight of 
  Furyondy places himself between the reviewing stand 
  and the assembled militia. A banner man rides up 
  next to him, proudly presenting the battle standard of 
  Furyondy for al  to see. The knight stands up on his 
  stirrups and lifts his visor, eyes filled with intensity, 
  and announces, “I am Sir Jel ack DeSav or, Knight of 
  Furyondy, 
  vassal 
  to 
  Lord 
  Nikar 
  Aldestead, 
  Commadant of Overlook Fortress, and the loyal 
  servant to King Belvor IV, righteous King of 
  Furyondy. I lead the King’s forces in this area against 
  a horde of undead from Bronzeblood Haunt. The 
  fight that has occurred in Blackwell was but a fraction 
  of what the Furyondy army fought against. My forces 
  presently pursue this undead horde, as it moves 
  deeper into Furyondy. In the name of the King, I call 
  upon vo unteers to fight a raid ng party which has 
  broken from the main band. Who here possesses the 
  courage to fight for the glory of Furyondy and 
  righteous might of our King?”
  As Sir Jellack delivers his speech and the word 
  “volunteer” is said, PCs succeeding on a DC 15 Spot 
  check realize everyone next to them has taken one step 
  back. When Sir Jellack finishes his request, he nods to 
  any PC who volunteers or have been “volunteered” for 
  the mission. Sir Jellack immediately recognizes any PC 
  he has previously met in FUR2-05 Sleep of Death and 
  FUR4-04 Broken Dreams, greeting and addressing the 
  PC by name. When that PC volunteers, Sir Jellack gives 
  him/her a friendly smile. 
   
  None of the NPCs volunteer for this mission.  The 
  adventure is effectively over for any PC who does not 
  volunteer. The player may opt to select another, more 
  appropriate PC (e.g. one who WOULD volunteer) in 
  order to continue the adventure. Otherwise, the PC must 
  somehow integrate into the “volunteer” party and their 
  mission in order to continue the adventure.  
  From atop his stal on, Sir Jel ack nods respectfully at 
  those who have volunteered for the mission. “Thank 
  you for your bravery.  Bards will sing of your honor 
  and courage.   We will talk more at that inn yonder. 
  Micah’s Spot, if I recall the name of the fine 
  establishment correctly. Meet me there in a quarter of 
  an hour.”   
  li
  l
   
   
  Turning to the Mayor, the Knight glances 
  contemptuously at him and then remarks, “My 
  apologies for disrupting your ceremony. I have been 
  told each man will be given an honorarium. Pray give 
  it to them now. The time for political speeches has 
  ended and the sun looks to have baked most of them 
  already. No doubt they wish for a cool drink.” As Sir 
  Jellack rears his steed, he lifts his lance high and 
  shouts, “Furyondy!!” A great cheer erupts from the 
  square, even as the mayor sputters and reddens from 
  Darkest Night 
   
  Page 5 
  
  embarrassment, before he catches himself and begins 
  cheering, as well. 
   
  The King’s Men ride toward Micah’s Spot in the 
  northwest corner of the square. The mayor smiles 
  warmly and gestures for his aides to hand out the 
  coins. “Thank you all for your service to Blackwell.” 
  He waves magnanimously to the gathered crowd  
  Briefed of the ceremony and its political overtures at the 
  Western Gate, Sir Jellack intent was not to disrespect the 
  ceremony but to prevent the soldiers from suffering 
  needlessly. As it turns out, the actions of Sir Jellack has 
  made him extremely popular amongst the militia…that 
  and the sight of heavy cavalry and Sir Jellack putting the 
  mayor in his place.   
   
  Micah’s Spot is a small, family-run inn known for a 
  large, magical boulder in the center of the common 
  room.  On one portion of the boulder is a mysterious spot 
  which randomly changes shape with no apparent 
  meaning. The spot detects faintly as magical from the 
  schools of abjuration, divination and transmutation. The 
  patrons of the inn have many theories as to the purpose 
  of the mysterious spot and the spot, obviously, is the 
  centerpiece to many sometimes heated conversations. 
  The owner of the inn (Micah Abinforth; male, human, 
  Bard 3/Expert 2, Will +5) bought the boulder long ago 
  from a traveling merchant, thinking it would be a good 
  talking point for the inn. He doesn’t know the origin or 
  purpose of the mysterious spot and neither does the 
  boulder (i.e., both stone tell and legend lore were 
  ineffectual). Hence, the mysterious spot remains an 
  enigma. 
   
  Micah quickly brings the PCs into the common 
  room to meet with Sir Jellack and takes their drink orders 
  (on the house; excellent quality beer, ale and elven wine). 
  Micah makes several jests about “Porky Matter’s” speech 
  on the way to Sir Jellack’s table. 
  Winking slyly, Micah remarks, “Our mayor never 
  misses an opportunity for political gain. Pity his 
  waving is only returned one-fifth in kind by the ess 
  gullible townsfo k….Ah, here is my good friend Sir 
  Jellack. I leave you in his kind care.”   
  l
  l
  t
   
  f
   
   f 
  t
   
  t
   
  l
   
   
  Sir Jellack gestures the PCs over and, after brief 
  introductions, says:    
  “Again, I thank you for volun eering. While I can not
  discuss the details o  King Belvor’s overall plans, it is 
  sufficient to say Lord Nikar and I intend to drive this 
  undead horde back into Bronzeblood Haunt. Lord 
  Nikar, our overall commander, has high hopes to 
  return to the Overlook Fortress by the end of the 
  year. May Heironeous give him the strength in arms 
  and the skills in battle to succeed in this endeavor 
  despite the great numbers and strength of the undead 
  horde.”
   
  Raising a mug of ale in salute, Sir Jellack takes a 
  long draught before continuing.  “Your task is simple. 
   A small raiding party of undead has broken away 
  from the main column and head into the heartland of 
  the Barony o Willip. I would surmise their goal is to 
  cause as much havoc and destruction as possible in 
  the hopes of drawing some of my troops away from 
  attacking their main force.  However, I do no  believe 
  the size of the raiding party merits splitting my 
  forces…and my limited resources…at this time.  In 
  the next few days, I will meet their main force in 
  what will likely be the definitive battle. My forces 
  will either destroy them utterly or send them into a 
  retreat back to Bronzeblood Haunt. We will no  fail to
  defeat them. In the mean time, I plan to send you 
  against the raiding party and deal with their 
  nuisance.”      
   
  Sir Jel ack takes another long draught and then 
  bangs the empty mug on the table, “According to my 
  reports, the undead raiding party consists mostly of 
  skeletons and zombies led by a handful of intelligent 
  undead.  I have confidence in you to destroy the 
  undead either directly or through hit-and-run tactics. 
   However, should you believe the raiding party is too 
  powerful to confront, then, at the very least, you are 
  to warn the villages and farms in the way, help with 
  evacuations and gather any useful intelligence.  Be 
  assured, once this final battle is over, I will send 
  troops to aide you in your endeavors. Now, I have a 
  few moments to entertain brief questions but time is 
  of the essence here.  You must be on your way soon 
  before the raiding party can cause much mischief.” 
  Micah quickly arrives to refill Sir Jellack’s mug.  Sir 
  Jellack leans back in his chair and looks to the PCs 
  expectantly.  A DC 15 Knowledge (local – Iuz Border 
  States) or a DC 20 Knowledge (nobility and royalty) 
  check confirms Lord Nikar Aldestead is the present 
  commander of the Overlook Fortress. The Overlook was 
  responsible for guarding Bronzeblood Haunt. When the 
  Master awoke and sent out the hordes, the stronghold 
  was quickly overrun. Lord Nikar and most of his men 
  were able to escape unharmed. Currently, Lord Nikar 
  serves as the overall commander of the Furyondy forces 
  fighting 
  to 
  contain 
  the 
  undead 
  escaping 
  from 
  Bronzeblood Haunt.    
  Creatures:  
  Sir Jellack DeSavior: Male human Ftr2/Pal8 (Will 
  +8). Sir Jellack is nearly six feet in height, with 
  long pale blond hair, green eyes and an athletic 
  Darkest Night 
   
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  build. He is in his mid to late forties and carries a 
  greatsword, composite longbow and a heavy 
  mace. He wears full plate bearing a heraldic 
  symbol of a Knight of Furyondy (DC 15 Knowledge 
  (nobility and royalty to identify this). Sir Jellack 
  knows the following information: 
  • 
  Sir Jellack presently serves Lord Nikar Aldestead, 
  the son of Lord Vormar of Brancast Keep. He does 
  not discuss why he left Lord Vormar’s service. 
  • 
  The war against the undead from Bronzeblood 
  Haunt goes well. However, the relentless, tireless 
  undead numbers are great. His men grow weary 
  from battling these vile creatures everyday and their 
  resources are limited.   
  • 
  Sir Jellack does not relish splitting even a portion of 
  his force to combat this raiding party as he feels the 
  final battle looms close.  
  • 
  The undead raiding party is reportedly heading 
  east…slightly northeast…of Blackwell, toward the 
  shoreline of the Nyr Dyv.   
  • 
  If the raiding party continues on their present 
  course, then they will encounter many farms and 
  homestead along the way. The undead will be in the 
  proximity of at least four villages (Hungerford, 
  Lortenberg, Pook’s Hill and Joppa’s Grove) and 
  directly intersect the village of Granoir, some fifty 
  miles to the east of Blackwell. 
  • 
  A DC 25 Bardic Knowledge or DC 30 Knowledge 
  (local – Iuz Border States) check reveals Granoir to 
  have once been the home to one of the allies of the 
  Master of Bronzeblood Keep. It is also the location of 
  the lost treasure of the DeGranoir Family. Rumored 
  to be part of the treasure is the Battle Standard of 
  Ferrond.  
  • 
  An additional DC 30 Knowledge (local – Iuz Border 
  States) or equivalent reveals the Battle Standard of 
  Ferrond to be a near mythical magic item which 
  gave those who were in sight of it greater offensive 
  and defensive capabilities.  No other information is 
  available about this ally of the Master of Bronzeblood 
  Keep or any of the DeGranoir Family. [Sir Jellack is 
  not aware of the history of the village or the 
  treasure.]  
  • 
  There is a distinct possibility the raiding party is 
  specifically heading toward Granoir. Sir Jellack 
  speculates 
  the 
  undead 
  may 
  be 
  meeting 
  reinforcements from Bronzeblood Haunt at the 
  village. He notes Bronzeblood Haunt is only thirty 
  miles to the northwest of Granoir, well within a day’s 
  travel of the tireless undead. It is possible this 
  combined force will march further east to the Nyr 
  Dyv and be within easy striking distance of the 
  sentinel ports of Keristen and Sendrift. He notes 
  Keristen has all ready suffered an attack from 
  Bronzeblood. PCs who played FUR6-03 Shadows on 
  the Coast are aware of this. Both villages are critical 
  to Furyondy commerce on the Nyr Dyv.   
  • 
  Sir Jellack reiterates the PCs should confront the 
  raiding party before they cause too much 
  destruction. In theory, the raiding party is slow 
  moving, delayed by the destruction they reap. If the 
  PCs can not defeat the undead, then they are to 
  evacuate as many people from the path of the raiding 
  party as possible.   
  • 
  If the undead are indeed meeting up with 
  reinforcement at Granoir, then this intelligence will 
  be very useful to Sir Jellack. He reminds the PCs to 
  be cautious and not needlessly throw away their 
  lives. While it is important to aid the innocent, it 
  may be even more important to bring word of 
  information learned about the enemy. Sometimes 
  the greater good must be kept in mind. 
  • 
  Sir Jellack arranges light horses or ponies for any 
  PCs without mounts. All mounts are completely 
  outfitted (i.e., bit, bridle and saddle) but not barded. 
  The PCs are expected to care for the animals and 
  return them when they have finished their mission. 
  • 
  Sir Jellack again emphasizes the PCs should not 
  waste time, the undead need to be destroyed before 
  they can further harm innocents and destroy the 
  economy of the Barony of Willip and its people. 
  • 
  Sir Jellack assumes the PCs are “volunteering” and 
  do not require additional payment. Should any PC 
  suggest payment, Sir Jellack shrugs and replies. “The
  undead may have some wealth or magic upon 
  them, you are welcome to it.”  Sir Jellack considers 
  the talk of money unseemly and does not revisit the 
  matter. Should a PC insist on payment, then Sir 
  Jellack remarks he may have sought the wrong 
  volunteers and if further pressed dismisses that PC 
  from the mission. The adventure is over at this point 
  for that PC, although the player may select a more 
  appropriate PC to continue the adventure.   
   
  Before the PCs depart, Sir Jellack wishes them the best of 
  luck and success on their mission. Additionally, for APL 
  2 only, Sir Jellack gives the PCs two potions of cure light 
  wounds and two potions of remove paralysis. The PCs are 
  instructed to return any unused potions to Sir Jellack. 
  Darkest Night 
   
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  These potions cannot be kept by the PCs following this 
  adventure.  
  Encounter One: On the Road 
  Obtain a marching and a watch order before the PCs 
  leave Blackwell for use later in the adventure. By the time 
  the PCs have left Blackwell, the undead raiding party has 
  already reached Granoir. During the two days it takes the 
  PCs to reach the village, the undead slowly and 
  meticulously destroy Granoir and kill the inhabitants, 
  while their leaders search the ruins of DeGranoir Manor. 
  If the PCs decide not to rest during their journey, then 
  upon arrival at Granoir they are subject to the rules of 
  fatigue and exhaustion (see PHB p. 308). Finally, should 
  the PCs use magical transportation (e.g., teleport or 
  equivalent) to reach Granoir, skip this encounter and 
  proceed directly to Encounter Two. 
   
  As the PCs leave Blackwell, the citizens are just 
  starting to clean up the debris and bodies, undead and 
  militia alike, from the battles fought along and outside 
  the town walls. Pieces of skeletons and zombies are 
  strewn in a large swath of area outside the eastern wall. 
  Clear evidence of offensive magic scar the earth and the 
  undead bodies in several areas. A DC 18 Spellcraft check 
  indicates a number of offensive 3rd level spells and below 
  (e.g. fireball, flaming sphere, etc) were likely used to 
  destroy the undead here.  
  The grim sight o  the detritus of war greets all outside 
  the walls of Blackwell.  Militia and town-fo k, in a 
  determined silence, recover the bodies of the 
  defenders of the town and innocents and prepare 
  them for burial.  Another group of militia and citizens
  collect the undead remains and bring them to one of 
  several huge bonfires to be consumed to ash. 
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  At a crossroads about a mile east of Blackwell 
  stand the deserted ruins of an inn.  The only evidence 
  of recent human activity is the battle standard of 
  Furyondy planted outside the fire gutted building 
  and markings on a wall indicating it had been 
  thoroughly searched. 
  As the PCs continue eastward, there is clear evidence a 
  substantial group of creatures moved east, mostly 
  following the road.  A DC 10 Survival (track) check 
  estimates the creatures to be at least fifty in number of 
  various sizes and forms – ranging from humanoid to 
  huge monstrous types – and past through the area more 
  than two day ago. A DC 15 Knowledge (local – Iuz Border 
  States) or DC 10 Knowledge (geography) or equivalent 
  verifies the road leads to Granoir, among other villages. 
  Further, a DC 15 Knowledge (nature) check identifies 
  some of the tracks to be from humanoids while a DC 20 
  Knowledge (arcana, nature or planes, as appropriate) 
  identifies other tracks to be from ogres, trolls, large 
  animals (such as bears, apes and boars), gray renders, 
  behirs, etc.   
   
  The 
  large 
  group 
  continues 
  relentlessly 
  and 
  unerringly eastward. There are no encampments or 
  indication of rest stops other than the occasional 
  destruction of a home or farm within a couple of hundred 
  yards of their path.  A DC 25 Search check reveals these 
  residents were already deserted (likely abandoned weeks 
  ago) when the undead destroyed the building and 
  surrounding cultivated land.   
   
  After a day of hard travel, perhaps twenty to thirty 
  miles from Blackwell, the PCs arrive at a clearing near a 
  small pond. The clearing is an excellent place for the PCs 
  to make camp for the night should they choose to rest. As 
  they settle for the night, a DC 15 Intelligence check 
  reveals the undead are relentlessly marching directly 
  toward Granoir, ignoring villages along the way, only 
  attacking homesteads and farms which are conveniently 
  in their path. 
   
  Somewhere past midnight, PC(s) on watch who 
  succeed at a DC 15 Listen check hear a horse whinny 
  near the road to the northeast of the camp. Any PC who 
  chooses to investigate needs a DC 15 Spot check to locate 
  the creature as it heads along the road a quarter of a mile 
  further eastward. This light draft horse has the remains of 
  a harness on it.  The horse eventually returns to a large 
  wagon a few hundred yards north of the road in a small 
  grove of trees. 
   
  Under a nearly moonless night, the horse enters a 
  smal  grove of trees a few hundred yards north of the 
  road.  It stops near a deserted wagon, whinnying 
  restlessly.  The smell putrid meat comes from the 
  wagon. 
  In the bed of the wagon are the hacked and partially 
  eaten remains of a score of dead Furyondy soldiers.  
  Enough of their ruined armor and tabards identify them 
  as once part of the Furyondy Army (DC 10 Knowledge 
  [local – Iuz Border States]). A DC 15 Heal check confirms 
  these injuries were created when they were alive.  A DC 
  15 Survival (track) or DC 25 Search check reveals this 
  wagon was likely driven into the woods several days ago, 
  perhaps to avoid the undead raiding party. In any event, 
  the undead did not discover the wagon or its deceased 
  occupants.  
   
  The driver of the wagon appears to have fled the 
  area. A successful DC 25 Survival (track) indicates the 
  humanoid driver eventually headed west toward 
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  Blackwell. Should the PCs locate him, he has no useful 
  information. A speak with dead spell (which is illegal in 
  Furyondy) reveals the soldiers served under the overall 
  command of Lord Nikar battling the forces escaping 
  from Bronzeblood Haunt. The PCs learn no other useful 
  information and the soldiers do not want to return to life. 
  A speak with animals spell on the horse reveals he and 
  his mate drove the wagon east away from a battlefield 
  when they caught the scent of the undead. The driver 
  was very scared and drove the wagon off the road into a 
  grove of trees, cut the horses loose from the wagon and 
  fled to the north then the west. Nothing of worth is 
  salvageable from the wagon, save the light draft horse.   
   
  In the morning the PCs continue on their journey 
  eastward to Granoir village. As with the previous day, 
  they encounter no one else along the road or in their 
  general vicinity. Based on the tracks (DC 10 Survival 
  (track)), the undead raiding party are marching 
  unerringly toward Granoir, ignoring nearby farming 
  villages but does spend time to destroy any deserted farm 
  or homestead directly in their path. While most 
  occupants were able to flee the area before the undead 
  arrived, a good dozen were not. The grisly remains of 
  these victims and their livestock suggest they suffered 
  greatly before their deaths (DC 15 Heal). Nothing of 
  value can be recovered from the destroyed farms and 
  homesteads. 
   
  It is likely mid-afternoon when the PCs arrive in the 
  vicinity of Granoir village. Within a few miles of the 
  village, clear plumes of smoke can be seen coming from 
  the area. Despite the distance, the smell of smoke with a 
  slight undertone of blood is apparent. A successful DC 20 
  Listen check reveals the faint sounds of battle and cries of 
  distress and pain which become more evident as they 
  approach.  
  More than a mile away the village of Grano r burns, 
  p umes of smoke fill the sky and the faint sounds of 
  battle and the cries of the wounded villagers can be 
  heard in the distance. In a ditch, by the side of the 
  road, s an overturned wagon. Scores of fine herb 
  bundles, fetishes and small trinkets lay scattered 
  across the road. The horses that lead the wagon lie 
  dead nearby, torn apart. 
   
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  It is possible the PCs may choose to forego searching the 
  wagon for now and proceed directly to the village 
  (Encounter Two).  Otherwise, a DC 10 Spellcraft check 
  identifies these trinkets as spell components. A DC 15 
  Heal check reveals the horses to have been torn apart by 
  claws and brute strength, and then partially eaten. The 
  wagon is a normal sized wagon that has been modified to 
  be used by small-sized individuals.   
   
  A DC 15 Search check of the wagon reveals the 
  name of “Pantarn’s Best Spell Components” on several 
  broken crates and intact bags containing various odds 
  and ends related to spell components.  A DC 15 
  Knowledge (local – Iuz Border States) or DC 20 
  Knowledge (arcana) reveals Pantarn’s Best to be one of 
  the leading spell component procurement companies in 
  Furyondy. PCs who played FUR5-05 Of Blood and Bone 
  immediately recognize the name of the company.   
   
  The PCs also discover several sets of small-sized 
  clothes (mostly female but some male clothing), personal 
  items and a small religious symbol of a horn of plenty 
  containing fruits, grains and vegetables all on a field of 
  green.  A DC 10 Knowledge (religion) reveals this symbol 
  to be of the halfling goddess Yondalla. Further, in the 
  wagon are several broken short swords and light 
  crossbows. A log book written in halfling can be found 
  near the remains of the driver seat (see Players’ Handout 
  #1). 
   
  Finally, a DC 15 Intelligence check surmises there 
  were three halflings (two female and one male) in the 
  wagon, using it as both a home and for transporting 
  goods. While evidence suggests the halflings fought for 
  their lives (i.e., scuffle marks and some blood), a 
  thorough search of the area reveals no evidence of their 
  bodies. There is nothing else of interest can be found in 
  and around the wagon.  
  Treasure 
   
  All APLs – L: 20 gp; C: 0 gp; M: 0 gp. 
     
  Encounter Two: Granoir 
  Village Attacked! 
  The PCs likely arrive at Granoir in the mid-afternoon or 
  early evening on the 14
  th of Goodmonth, after two days of 
  hard riding from Blackwell.  
   
  If the PCs used teleportation magic to arrive at 
  Granoir directly, then a considerable portion of Granoir 
  remains with double the number of survivors. All the 
  survivors have taken refuge within the stone building 
  (Hargrace Hall) and are putting up a fierce resistance 
  against the undead horde. Three groups of Lesser 
  Soldiers of Granoir (by appropriate APL) attack the 
  village within minutes of each other (though the PCs 
  only receive experience for one group of Lesser Soldiers 
  of Granoir) before the onslaught of undead attacks end. 
  By the time the PCs arrive by teleportation magic, Sir 
  Echil and his servants have already reached DeGranoir 
  Manor. Modify the read-aloud text and bullet points 
  Darkest Night 
   
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  below and in subsequent encounters, as needed to 
  accommodate the early arrival of the PCs.       
        When the PCs are ready, give the following read-aloud 
  text: 
  At the outskirts of the village, several homes and 
  large barns have been gutted by fire. Smoke still rises 
  to the sky and several smaller buildings smo der 
  nearby. The village palisade has been ripped apart and 
  thrown about l ke so much kindling. Only one 
  building remains intact inside the village proper. The 
  sturdy, stone wal s of the two-story bui ding provide 
  sui able protection from the besieging zombies. 
  Dozens of rotting bodies of humanoids and other 
  monstrous creatures lie in pieces, hacked apart, inside 
  the village and about the stone building. Several 
  bodies o  armed and armored human villagers lie dead 
  as though defending the building. Others – the 
  children and elderly – appear to have fallen while 
  attempting to flee to the stone building.  Many of the 
  corpses appear to have been partially or almost 
  entirely eaten.    
   
   
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  Occasional 
  arrows come from the barred 
  windows and the crenulated roof of the building. On 
  the roof, a half dozen defenders stand ready to repel 
  any undead that dare climb unto the roof. Spears 
  thrust out from between the bars on the windows on 
  first floor. Several men in full plate armor fight from 
  behind a crude semi-circular barrier surrounding the 
  front entrance of the building. 
  A ragged cheer begins as the last of the humanoid 
  zombies fall but this is soon replaced by groans and 
  bitter cursing as from behind the remnants of a large 
  wal , another group of zombies emerge. A mixture of 
  humanoids and monstrous creatures, the zombies 
  shamble toward the stone building.  The warriors 
  behind the low barrier ready swords and shields for 
  the relentless, merciless undead. 
  Essentially, as the PCs arrive, the last wave of undead 
  attacks the surviving villagers, holed up in the home of a 
  former adventurer.  Fortunately for the villagers, the 
  arrival of the PCs splits the attacking group of zombies. 
  The main strength of the zombies attack the PCs, while a 
  lesser, easily defeated force of humanoid zombies attacks 
  the villagers. Given that some of the zombies at the 
  higher APLs are large and/or monstrous creatures, an 
  audible sigh of relief is heard from the villagers as these 
  larger creatures head toward the PCs. The village area is 
  on hard ground and there is little surviving vegetation in 
  the village. The ground is basically scorched earth with 
  insufficient vegetation for spells such as entangle. As the 
  zombies approach, read the following: 
  As the group of zombies shamble toward the stone 
  building a number of creatures break away from the 
  group and head toward you. A rank odor of death 
  hangs heavy in the air about them.  
   
  Creatures: Describe the creatures (based on APL) as 
  follows:   
   
  • 
  APL 2: “Half decayed and partially consumed by 
  worms, 
  these 
  blond-furred 
  bears 
  shamble 
  forward.”  
  • 
  APL 4: “Half decayed and partially consumed by 
  worms, these large-sized feral looking apes with 
  broad, muscular chests and long, thick arms 
  shamble forward.” 
  • 
  APL 6: “Half decayed and partially consumed by 
  worms, this large boar with spiny armor on its 
  head and back and gleaming tusks shambles 
  forward.” 
  • 
  APL 8: “Half decayed and partially consumed by 
  worms, this huge, armored snake-like creature 
  shambles forward on a dozen legs.” 
  APL 2 (EL 4) 
  Lesser Soldier of DeGranoir (2): Black Bear Zombie; 
  hp 50; see Appendix One. 
  APL 4 (EL 6) 
  Lesser Soldier of DeGranoir (3): Dire Ape Zombie; 
  hp 85; see Appendix Two. 
  APL 6 (EL 8) 
  Lesser Soldier of DeGranoir (3): Fast Dire Boar 
  Zombie; hp 112; see Appendix Three. 
  APL 8 (EL 10) 
  Lesser Soldier of DeGranoir (3): Fast Advanced Behir 
  Zombie; hp 160; see Appendix Four. 
  Tactics: The Lesser Soldiers of DeGranoir (i.e., zombies) 
  shamble toward the largest, visible group of PCs. They are 
  mindless zombies tasked to destroy any living creatures 
  in and around Granoir village. They do not coordinate 
  their tactics (such as knowingly flank opponents) but do 
  pursue fleeing PCs. The fast variant zombies are not 
  restricted to taking single actions only but can still only 
  attack once per round.  
   
   
  Development: The villagers easily defeat the 
  humanoid zombies attacking them by the second round 
  of combat but, in order to reserve their strength in case 
  more attacks are to come, withdraw into the stone 
  building and do not help the PCs in their fight. At the 
  Darkest Night 
   
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  beginning of the third round, a DC 10 Spot check realizes 
  the villagers have all withdrawn into the stone building.  
   
  If the fight is going badly for the PCs, then a grim 
  decision is made to sacrifice the PCs in hopes the undead 
  will be greatly weakened when they fight the villagers. 
  Several voices from the stone building call out to the PCs 
  and inform them of their decision, encouraging the PCs 
  to injure the zombies as much as possible before they die. 
  This undoubtedly makes the villagers less popular 
  amongst any surviving PCs.  
   
  In theory, it is possible for the PCs to persuade the 
  villagers to allow them into the stone building. NPCs 
  begin as Indifferent towards the PCs and must become 
  Helpful to allow PCs in (base Diplomacy check of 30, +10 
  for rushed time, for a total DC 40 Diplomacy check). At 
  APLs 6 and 8, the villagers recognize the PCs greater 
  skills and their self-interest in survival results in a 
  circumstance penalty of -5 (since they believe PCs are 
  more likely to weaken the creatures if they remain 
  outside the building with them). PCs who enter the stone 
  building can receive cover when attacking the creatures, 
  but the villagers insist they remain the first line of 
  defense (e.g. they all remain behind the PCs who are 
  skilled at this sort of thing, after all).  
   
  Should the PCs defeat the zombies before the end of 
  the second combat round, then the villagers defeat their 
  portion of the zombies just before the PCs lend aid.  
  Encounter Three: Granoir 
  Village 
  With the defeat of these Lesser Soldiers, a great cheer 
  arises from the villagers. Nearly all the surviving villagers 
  are to some degree wounded, perhaps down a quarter to 
  half their hit points, with the most seriously wounded 
  villagers inside the stone building.       
  A great, heartfelt cheer arises from within the stone 
  building.  Several villagers emerge and along with the 
  men in ful  plate approach you with open arms and 
  warm smiles. 
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  Creatures: The village elder, Symon Millfeld and 
  the three human men in full plate armor – Regor, 
  Rhovan and Rhymer Smithfeld (Ftr5) approach the PCs 
  and attempt to pat them on the back and shake their 
  hands. Soon the other villagers arrive to congratulate the 
  PCs on their success. If the combat took longer than two 
  rounds, the villagers make no mention of their refusal to 
  help the PCs combat the Lesser Soldiers of DeGranoir 
  (i.e., zombies). With the exception of eight village militia 
  (War3), all surviving villagers are first level Commoners 
  or Experts.     
   
  Symon offers his Heal skill to stabilize any PCs. No 
  arcane or divine casters are among the survivors of the 
  village. Hence, what little healing the villagers can offer 
  comes from three remaining potions of cure light 
  wounds which can be purchased for normal price (the 
  villagers do not give these away as they fully expect 
  additional future attacks).   
  With an infectious grin on his face and a merry 
  twinkle in his eyes, Symon the Elder relates what has 
  befallen his village.  “After the latest round of 
  adventurers explored the depths of Bronzeblood 
  Haunt, undead have been emerging from the cursed 
  place and spreading terror across the countryside.   
   
  We set up guards to watch for any approaching 
  undead and nearly three days ago, spotted the 
  approach of a large war band.  We all fled into the 
  village proper. We watched helplessly as the undead 
  neared, a mixture of zombies and other foul 
  creatures...skeletons, ghouls and wraiths, I believe. 
  These undead fiends overran a wagon fleeing toward 
  the village. There were halflings or gnomes in the 
  wagon. We hope they were not children but we know 
  not. The undead overran them and quickly subdued 
  them. We thought we were going to watch a slaughter 
  but instead several giant skeletons took hold of them 
  and along with other skeletons, wraiths and ghouls 
  headed south toward the ruins of DeGranoir Manor. 
   
  We’ve been under attack now for almost three 
  days. Fortunately, they did not attack us all at once 
  but n smal  groups or we would have been quickly 
  overwhelmed. We owe much of our survival to the 
  Smi hfeld Brothers here, adventurers who returned 
  home. 
   
  We tricked a good number of the undead into 
  outlying buildings before ligh ing them on fire but 
  eventually their numbers beat us back behind our 
  palisade. In the end, the twenty-nine of us who 
  survived the onslaught took refuge in Hargrace 
  Hall…the on y stone building in the entire village.” 
   
  One of the Smithfeld brothers, tal er than his 
  other brethren and the only one with a full beard, 
  interrupts Symon, “Tell them about the lights and the 
  ruined Manor…and perhaps we can offer them 
  refreshments.”  
   
  Symon 
  looks 
  sl ghtly 
  embarrassed, 
  “My 
  apologies. Rhovan here reminds me of my manners. 
  Please come inside and pay respects to the oldest 
  villager, Lady Ellina Hargrace, the widow of the 
  Darkest Night 
   
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  adventurer whose home we took refuge in.  As to the 
  odd lights…well, the first night after the undead 
  arrived…odd 
  fiery 
  lights…an 
  aura…if 
  you 
  will…came from the area o  the ruined manor. The 
  ghosts there are most active now and this bodes evil 
  for us all.” 
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  Symon escorts any willing PCs into the large two-story 
  home. The Smithfeld brothers and several other warriors 
  and villagers remain outside to guard and survey the 
  remains of the village.  The home, almost a mansion in 
  own rights is well-built and very sturdy. The collective 
  furnishings and family heirlooms all indicate the great 
  wealth of the Hargrace Family. Symon brings the PCs to 
  a small sitting room wherein sits a very, very old woman 
  (Lady Ellina Hargrace; see below) and a young female 
  servant (Sharllena Norfeld; female, human, NG, Expert 3, 
  Will +3). 
  Symon gestures toward the young servant, “Bring 
  these travelers some food and ale, while we talk with 
  Lady Ellina.” Raising his voice, Symon shouts, “Lady 
  Ellina, these are the adventurers who rescued us.”   
  The servant departs immediately fetching a light but 
  excellent meal of beef, cheese, bread and fruit.  She also 
  brings back ale, wine and water. 
  Symon smiles warmly and raises h s voice, “My lady, I 
  was about to tell these adventurers of the ghostly 
  lights…” His voice trails off as Lady Ellina makes a 
  curt gesture with a trembling hand. With rheumy 
  eyes, Lady Ellina stares inten ly at you.  “Who are 
  you?  Introduce yourselves at once.” 
  After the PCs have introduced themselves, she continues, 
  apparently surprising Symon greatly: 
  “We are still in great danger.  A long time ago, my 
  Willen warned me this day would come.  The 
  murderous Lord of DeGranoir Manor has returned 
  home.  I would wager a year of good ale that he was 
  amongst the undead who headed for the ruins of the 
  manor and now seeks to recover his family treasure.” 
   
  Lady Ellina laughs somewhat bitterly, “Sir Echil 
  DeGranoir is in for a surprise. Though he may control
  his fel ow undead from Bronzeblood, he may not have
  control of the ghosts and phantoms that haunt the 
  ruins.  Indeed, his own father, Sir Lorren DeGranoir, 
  still roams the Manor and would oppose his son’s 
  access to the treasure.” 
   
  Smiling to an old memory, “I do not know 
  exactly what the treasure is but my Willen once told 
  me it was something of great power that would serve 
  the kingdom wel  It was he who told me of the ghost 
  of Sir Lorren. Not all undead are evil, some are 
  guardians and stay true to their honor and 
  upbringing. 
  My 
  Willen 
  could 
  have 
  claimed 
  DeGranoir Manor and i s title, had he desired i …but 
  out of respect for the ghost of Sir Lorren he did not. 
   
  Listen wel , I know you not but times are 
  dangerous and you have revealed your mettle by 
  coming to our aid.  This I thank you for, but your task 
  is not yet done. You must prevent Sir Echi  from 
  recovering his family treasure.  Go now to the ruins of 
  DeGrano r Manor.  Symon will show you the way. 
  Observe the ghost and apparitions there…they will 
  show you the way to the treasure.  But be careful, for 
  Sir Echil may be in no mood to entertain guests.  
  Should you fail, Sir Echil will destroy us all.” At that, 
  she sighs deeply and sits back in her chair.   
   
  Creatures:  
   
  Symon Millfeld:  Male human, Exp5, Heal +6.  
  Symon is a healthy, trim Oeridian widower in his late 
  fifties with a tan complexion, brown hair and grey eyes. 
  He has a full beard and his face is square with a strong 
  jaw line. Symon is dressed in a chain shirt and is armed 
  with a heavy mace.  Symon has lived all his life in Granoir 
  and has been the village elder (i.e., mayor) for the last 
  fifteen years.    
   
  Lady Ellina Hargrace:  Female human, Ftr12.  Lady 
  Ellina is a very old Oeridian woman.  Exposed to magical 
  energies in her youth, Lady Ellina has been granted a 
  long, extended life and is really over 170 years old. Once 
  a tall and fit woman, she is now hunched, arthritic and 
  heavily wrinkled. She is hard of hearing and speaks with 
  a strong but trembling voice. Lady Ellina has long white 
  hair, piercing blue eyes and a vibrant personality. Despite 
  her age, her beauty has only modestly diminished and 
  her mind is still sharp as a dagger.   
   
  If asked, Lady Ellina relates the following additional 
  information:   
  • 
  Lady Ellina was once an adventurer (a fighter) and 
  went along on many adventures with her late 
  husband, Sir Willen. Sir Willen died of old age and 
  they had no children. 
  • 
  Sir Echil DeGranoir was the son of Sir Lorren 
  DeGranoir, a great knight in the Vice-Royalty of 
  Ferrond. Sir Echil inherited Granoir Manor from his 
  father. 
  • 
  Sir Echil was an ally of the Master of Bronzeblood 
  Keep. When King Thrommel I raised an army to 
  attack Bronzeblood, the Master called upon his allies 
  to help defend the keep. Sir Echil answered the call.  
  Before leaving for Bronzeblood, in the darkest night, 
  Darkest Night 
   
  Page 12 
  
  Sir Echil murdered his family, including his father. 
  It is said Sir Lorren knew of his son’s plan to join the 
  Master of Bronzeblood and hid or somehow denied 
  the treasure of the DeGranoir Family from his son.  
  • 
  DeGranoir Manor is over three miles south of the 
  village along a narrow road. The road services some 
  of the outlying farms, which have likely already been 
  destroyed. The Manor is located in a small grove of 
  oak and elm trees, though no plants grow in the 
  vicinity of the ruins. 
  • 
  Sir Willen warned his wife someday Sir Echil would 
  return to DeGranoir Manor to fetch the treasure for 
  the Master of Bronzeblood. He said the ghost and 
  apparitions in the ruins re-enact their last moments 
  of life and this is the key to finding the treasure, 
  especially if the time was appropriate.   
  • 
  Normally the ghostly, diffuse light would only occur 
  once a night, indicating the ghost and apparitions 
  were reliving the final tragic, moment of their lives. 
  But for the last two days, the lights have played 
  constantly over the ruins of the manor house.  
  • 
  Lady Ellina was sad to learn that not all the villagers 
  or travelers were able to make into the village proper 
  or later to take refuge in her home. Many villagers 
  died, including all the travelers. The deaths of the 
  arcane and divine casters during the attacks were 
  taken particularly hard and caused many to despair. 
  • 
  She does not know the fate of the halflings (see 
  Encounter One) but believes they are already dead.  
  • 
  Lady Ellina will not depart from her home and the 
  villagers have no desire to leave Granoir Village 
  despite its near destruction. Lady Ellina has no 
  physical assistance to lend the PCs at this time.  
  • 
  Lady Ellina believes time is critical but if the PCs 
  need to rest before continuing, she offers them room 
  and board for the night. Having been an adventurer 
  herself, she knows the danger of not being properly 
  rested. 
  • 
  She invites the PCs to return to her home whether 
  they succeed or not in stopping Sir Echil. At worst, 
  together the PCs and the villagers could defend 
  themselves better from further undead attacks.   
  Development: Symon gives precise directions to the 
  ruins of DeGranoir Manor and offers the PCs his best 
  wishes for their success.  Should the PCs stay the night, 
  then the villagers gladly welcome any help they wish to 
  provide. Once the PCs proceed to the manor, continue 
  with Encounter Four.  
   
  Encounter Four: DeGranoir 
  Manor 
  Note the time of day the PCs arrive at the ruins and 
  modify the read-aloud text as necessary. If the PCs arrive 
  at night, clouds obscure what little moonlight and 
  starlight is available, making it the darkest of nights. The 
  ghostly vision generates light of its own to see by. 
  Travel south of the village along the road to the ruins 
  of DeGranoir Manor has been largely uneventful. The 
  few farms and homesteads encountered have been 
  destroyed. The buildings and fields were torn apart 
  with determined force and the remains of mostly-
  eaten animal carcasses were scattered across the 
  properties. In fact, no animal l fe has been apparent 
  on this journey other than the ravens and vultures 
  gathered on fence posts and the branches of 
  occasional trees. The ravens caw to each other, a 
  sound reminiscent of mocking laughter. 
  i
  i
  i
   
  Just above a large grove of twisted, tortured 
  looking oak and elm trees, ghostly, amorphous lights 
  glow n different, ominous colors.  Deeper in the 
  grove of trees, hints of the ruins of a stone build ng 
  can be seen. 
  The trees and other plant life within the grove have been 
  irrevocably affected, or perhaps infused, by energies from 
  the negative material plane. The elm and oak trees are 
  twisted and foreboding, moving ever-so slightly contrary 
  to the wind to give the appearance of independent 
  animation. The various shrubs and weeds also seem to 
  move slightly of their own volition, perhaps winding 
  their way about the feet and ankles of PCs or the hooves 
  of horses or centaurs hampering travel. The plants heal or 
  re-grow unnaturally fast from whatever near-destruction 
  the PCs bring upon them. PCs who succeed at a DC 20 
  Spot check observe shadowy forms moving or darting 
  about at the periphery of their vision for a moment 
  which disappear before they can observe them directly.  
  The grove is devoid of any animal life; even the ravens 
  and vultures avoid the place, though an abundance of 
  insects and small spiders are apparent. Taken together, 
  the short journey through the grove should be 
  thoroughly ominous and threatening. 
  Near the center of the grove are the ruins of a large 
  stone manor house. The upper floors have long 
  collapsed and a strange ghostly light appears to 
  originate from a large room deep within the ruins. 
  The air about the ruins of the manor is thick and 
  cloying.  There is a faint, underlying sickly, sweet 
  smell of putrefying flesh all about. 
  Darkest Night 
   
  Page 13 
  
  The ghostly light within the ruins is a minor, partial 
  manifestation of the ethereal plane and the negative 
  material plane which encompasses the immediate area of 
  the manor house.  Specifically, human apparitions haunt 
  the great hall, endlessly reliving the final moments of 
  their lives, oblivious to nearly everything else.  Indeed, 
  the great hall is infused with ethereal energies to appear 
  just as it was before the destruction of the manor.   Much 
  of this great hall and many of the apparitions are 
  transparent, while some of the hall and the apparitions 
  are more solid.  Generally speaking, this location and its 
  apparitions, with a few notable exceptions, cannot be 
  turned, rebuked or destroyed.   
   
  Only those apparitions that directly interact with the 
  PCs are considered to have manifested and are subject to 
  the rules of turning. In this select instance, treat these 
  apparitions as 1 HD ghosts (assume 10 hp). Regardless, 
  UNDER NO CIRCUMSTANCES, do these apparitions 
  seek to possess or attack the PCs. If destroyed (assume 
  120 hp for the Great Hall), the Great Hall and all 
  apparitions fully rejuvenate two days later. For the 
  purposes of this encounter, once fully rejuvenated, all 
  apparitions and the Great Hall returns to relive 
  DeGranoir Manor’s tragic, final moments. The only way 
  to end this repetitious cycle is to destroy Sir Echil 
  DeGranoir.     
   
  As the PCs approach the manor, a thick fog rises, 
  obscuring the grove of trees.  The fog is thin and roiling 
  within the stone ruins, rising no more than a foot off the 
  ground.  A DC 20 Profession (stonemason), DC 15 
  Knowledge (architecture and engineering), or equivalent 
  check confirms an ancient fire likely destroyed the 
  manor house but what little remains is structurally safe to 
  enter.  A map of the manor house is not provided as the 
  only interesting area is the Great Hall.  
   
  Once inside the ruins of the manor proper, have the 
  PCs make a DC 15 Listen check to hear the faint sounds 
  of chamber music (light orchestra) coming from the 
  Great Hall.  The music becomes more noticeable as the 
  PCs near the Hall. Additionally, they hear laughter, bits 
  of conversation and the clinking sounds of plates and 
  glasses as people enjoy their meals. Within the hall, the 
  apparitions range from fully transparent to opaque. A DC 
  15 Knowledge (nobility and royalty) confirms the courtly 
  clothing the apparitions are wearing were in the height 
  of fashion at the time of the founding of the Kingdom of 
  Furyondy. The events in the Great Hall, by the time the 
  PCs enter it, take approximately an hour to resolve. Once 
  the tragic replay of events have taken their course, a lull 
  time of about fifteen minutes occurs before the whole 
  scene takes place again…an unending tragic cycle. 
  Stretching over eighty feet in length, fifty feet wide 
  and almost thirty feet high, the Great Hall is revealed 
  in al  its ghostly opulence from centuries past. 
  Intricate mosaics cover the smooth stone floors while 
  delicately carved wood paneling lines the walls.  
  Many paintings and other pieces of art adorn the 
  walls.  Several lit chandeliers – emitting odd blue, 
  yellow and red lights – hang from the gilded and 
  artfully crafted ceiling, which show many painted 
  hunting scenes. Banners and tapestries hang from a 
  narrow balcony high above. 
  l
  l
   
  l
   
  Nearly two score of diners eat at the long table, 
  while servants busily serve the revelers and 
  entertainers perform nearby. The richly dressed 
  humans of Oeridian decent dine upon a fine and 
  extravagant feast. Wine and ale flows easily, the talk is 
  cheerful and the music light and beautiful. 
   
  Yet at the high tables a dark, amorphous, 
  shadowy figure glowers at his guests. This tall figure 
  is even more translucent than his ghostly guests. He 
  has strong Oeridian features, with auburn colored 
  hair and brown eyes and is dressed in finely wrought 
  chainmai  armor. A wicked looking bastard sword is 
  at his side and on his tabard is a heraldic symbol of 
  two halberds crossed over a red banner on a field of 
  green. 
  The ghostly guests, servants, entertainers and the 
  Great Hall itself range from translucent to nearly 
  opaque. Indeed, in some areas the ruins of the stone 
  wal s of the manor house may be observed and the 
  sky above seen through the ghostly transparent 
  ceiling.     
  The general rules for this encounter are: 
  • 
  Unless otherwise stated, the apparitions do not 
  recognize or interact with the PCs. 
  • 
  At no point do the apparitions combat the PCs. If 
  they are destroyed, then they return two days later.  
  • 
  The PCs do not have access to the balcony or any 
  other part of the ghostly manor. Leaving the Great 
  Hall proper or rising ten feet above the floor of the 
  Great Hall reveals the ruins of the manor house. All 
  visible PCs within the Great Hall are apparent 
  though covered by a misty, translucent veil. This veil 
  also obscures some sections of the Great Hall, 
  namely around the fireplace which still smolders 
  with natural heat.   
  • 
  A DC 40 Search check of the Great Hall reveals a 
  secret door artfully hidden in the floor of the hall, 
  near the eastern wall.  As the tragic events are 
  Darkest Night 
   
  Page 14 
  
  replayed, the PCs normally learn the location of the 
  secret door and how to open it. 
  • 
  A DC 25 Knowledge (nobility and royalty) 
  recognizes the heraldic symbol to belong to the 
  DeGranoir 
  Family. 
  This 
  heraldic 
  symbol 
  is 
  prominent on many of the tapestries, banner, and 
  servant uniforms in the Great Hall 
  Give the PCs a few moments to orient themselves before 
  continuing.  
   
  Careful listening to the conversation of the guests 
  allows PCs to make out distinct words such as: “Lord 
  DeGranoir”, “King Thrommel raises an army”, “The 
  Master of Bronzeblood defies the King” and “All allies in 
  the Vice-Royalty of Ferrond”. 
   
  Before long an older version of the hazy, transparent 
  figure (Sir Echil DeGranoir) stumbles in to the hall and 
  approaches Sir Echil and the following can be overheard, 
  “My son, you must reconsider your actions. Do not 
  ally yourself with the Master of Bronzeblood. Even 
  when he fought side by side with him, King 
  Thrommel recognized his evil. The King does right 
  by the people of Furyondy; the creation of the 
  Kingdom is just….”  Sir Echil raises a hand silencing his 
  father and gestures for guards to take him away. “Sir 
  Lorren, you speak drunken nonsense to my guests. I 
  am loyal to the King as always and not the Great 
  Kingdom as you seem to suggest.  Please retire to your 
  room, father. We will talk of this in the morning. My 
  guests, I assure you, I am allied to King Thrommel 
  and seek nothing more than serve under his rule.” 
  The guards escort the father from the Great Hall. A DC 
  20 Sense Motive reveals Sir Echil is lying. 
   
  A few minutes later, a beautiful woman with brown 
  hair and hazel eyes approaches Sir Echil and bows to him. 
  In her arms is a baby and by her side are three children, 
  all with strong features resembling Sir Echil. The eldest is 
  a twelve year old girl, who with deep brown hair is 
  already stunningly beautiful.  Nearby are twin eight year 
  old boys with distinctive Oeridian feature who will no 
  doubt grow into handsome young men. The woman asks 
  “Echil, have you seen Sofia, she’s missing the 
  festivities?  No one has seen her since this afternoon, 
  I am worried. Perhaps….” Sir Echil gives a dismissive 
  gesture, never glancing at her or his children. 
   
  As the PCs wander the hall several servants offer 
  drinks and roast pig to them (i.e., at least once to each 
  PC). The servants address the PCs as either Master or 
  Mistress (ignoring their actual names), assuming them to 
  be human vassals or friends of Sir Echil but otherwise 
  ignore their questions or actual appearance. A DC 20 
  Sense Motive reveals the servants to be terrified. The 
  drinks taste of like dirty water but the meat is tender and 
  juicy. 
   
  At this point, Masters Denner and Artur begin to 
  play at an intricately carved mosaic along the floor near 
  the eastern wall. After some time, one of the twins smiles 
  at a PC (DM’s choice based on alignment closest to LG, 
  followed by highest Charisma) and beckons the PC 
  closer.  If the PC is resistant, Masters Denner and Artur 
  attempt to grab that PC by the hands or clothing and drag 
  him/her over to the floor. They point at a certain pattern 
  of stones, smile directly at the PC and then fade from 
  sight. A DC 10 Seach check reveals the secret door.  
   
  Within moments of Master Denner and Artur’s 
  revelation of the secret door, continue: 
  Sir Echil rises to his feet and with a sly, devilish grin 
  addresses his guests. “Kind and noble vassals and 
  friends, your loyalty to the newly crowned King is 
  most sincere. My family has stood as protectors of the 
  Battle Standard of Ferrond for nearly a century and 
  from the Vice-Royalty of Ferrond raises the 
  independent Kingdom of Furyondy. Turning our 
  backs on the Great Kingdom of the Aerdi, the 
  hereditary v ceroy has crowned himself King and 
  betrayed all we hold dear. Only a few lords would 
  oppose him, some portrayed as evil or vile…” 
  i
  fi
  i
  l
  li
  l
  i
   
  Lady Marleth, stands, holding her young son 
  tight to her bosom, “Husband, what is the meaning of 
  this…”  But before she can finish, Sir Echil 
  backhands her, screaming at her now prostrate form. 
  “Quiet, you dog. You conspired with Thrommel 
  sacri cing the family honor all so you could rise 
  higher in Court. Have you no shame? The Master of 
  Bronzeblood has revealed all to me...and the true 
  father of your baby son….  For this betrayal your 
  sentence is death.”  Drawing his sword n one fluid 
  motion, he stabs downward, mortally wounding her 
  and the child she holds. 
   
  As the guests rises up in chaos and horror, Sir 
  Echil makes a curt gesture, “Kill them all!”  From the 
  balcony, archers appear and rain down a feathery 
  blossom of death upon guests, servants and 
  entertainers alike.  No one is spared.  Even as arrow-
  filled corpses fall to the ground, Sir Echil turns his 
  sword upon his chi dren, quickly slaying his daughter 
  Al nora and his sons Denner and Artur. From the 
  balcony, Sir Lorren’s head falls to the ground. 
   
  Sir Echil surveys the macabre scene of death, 
  “Burn this traitors’ nest to the ground!” Kicking aside 
  the head of Sir Lorren, he strides from the Great Hall. 
  Sir Echi ’s henchmen l ght the tapestries and 
  Darkest Night 
   
  Page 15 
  
  furnishings afire.  Soon all is ablaze and thick smoke 
  covers the room, slowly dissipating. 
  As the smoke clears a pool of dirty rain water and crude 
  bowl can be observed in one corner of the remains of the 
  great hall. A rickety table has been constructed in the 
  center of the hall set with crude plates and utensils. Most 
  disturbing of all are the remains of three mostly eaten 
  halfling corpses, spitted and roasted over an open flame. 
  A DC 15 Heal check confirms the two female and male 
  halflings were roasted alive. A DC 10 Intelligence check 
  reveals these are most likely the remains of the halflings 
  captured in Encounter One, outside the village of 
  Granoir and the halfling corpses were the source of the 
  meat and other food in the Great Hall. Those PCs who ate 
  the food are subject to a curse effective at the end of the 
  adventure. [A speak with undead spell is ineffective on 
  the halflings as none of them have working mouths or 
  jaws].  
  Secret Stone Door: 1 ft. thick; hardness 8; hp 180; Break 
  – Stuck: DC 30, Locked: 30. 
   
   
  Development: Proceed to Encounter Five when the 
  PCs open the secret stone door. Once they enter the 
  lower level of DeGranoir Manor, they have two days to 
  defeat Sir Echil. At the end of the second day, Sir Echil 
  defeats/circumvents his father and gains access to the 
  DeGranoir Family treasure, including the Battle Standard 
  of Ferrond. Sir Echil and any remaining henchmen 
  return to Bronzeblood Haunt.  
   
  Interlude (Optional) 
  To provide an even darker setting to this adventure, 
  selected PCs have the opportunity to experience an 
  optional roleplay vignette. Use the sum of the specified 
  skill ranks (Knowledge (arcana), Knowledge (religion), 
  Spellcraft, Spot and Listen) acquired at the beginning of 
  the adventure to determine which PC gets what roleplay 
  vignette.  Use the alignment closest to LG, highest 
  Charisma, or DM’s judgment to break any ties.  Try to 
  space these vignettes evenly over Encounter Four. Some 
  of the vignettes are graphic in nature and should be 
  modified or skipped in the presence of young or 
  immature players. 
  Roleplay Vignette #1 (highest total) 
  Brushing against some loose masonry, an almost 
  electric-like shock falls upon you.  Suddenly, you are 
  in darkness, the air is cloying and you can barely 
  breathe.  You scream and cry for your mother over 
  and over again, but no one comes.  You are alone, 
  slowly suffocating in darkness.  
  A DC 10 Profession (stonemason) or DC 15 Knowledge 
  (architecture and engineering) or equivalent reveals the 
  loose masonry to have been crudely built centuries ago.  
  Should the PCs break the wall, which despite its 
  thickness (4 in. thick; hardness 5; hp 30; Break DC 25) is 
  very poorly constructed, then the, the PCs will find the 
  skeleton of a young adult female (DC 10 Heal check) 
  entrapped behind the masonry.  A DC 15 Search check 
  reveals imprints of something…or someone…trying 
  unsuccessfully to claw its way out from behind the stone 
  wall.  A DC 10 Intelligence check reveals the body to 
  likely belong to Lady Sofia.  Lastly, the PC who receives 
  this vision must make a Will Save DC 20 or suffer 
  nightmares for the next ten adventures about being 
  buried alive.  These nightmares have NO in-game effect 
  other than roleplay consequences.   
  Roleplay Vignette #2 (second highest total)
  Passing near a broken piece of ancient pottery, a 
  sudden wave of dizziness overtakes you.  Your v sion 
  blurs and suddenly Sir Echil DeGranoir looms over 
  you.  Your naked body is stretched out upon an ever-
  tightening rack.  Bones have been broken and reset at 
  odd angles, evidence of past torture.    
   
  i
   
  l
  f
  i
  Sir Echil p ayfully says, “I have something special 
  for you, Darvin.  This comes from a place far, far away. 
   After carelessly dropping one of my wife’s favorite 
  vases, my young servant, you deserve a special gift.”  
  Using tongs, Sir Echil removes a gold colored beetle 
  from a small iron chest and places it on your leg.  As 
  soon as the beetle touches skin in begins to burrow 
  deep into your flesh.  The pain is excruciating.  Before 
  long it reaches your abdomen, digging, feasting on 
  the soft organs within.  Suddenly, one beetle burrows 
  its way out of your belly.  With a convulsion, many 
  scores o  beetles follow, all march ng relentlessly 
  toward your head.  You scream in horror and 
  everything fades into a dizzying wave of blackness…. 
  A Fortitude Save DC 20 is required or the PC after 
  receiving the vision stumbles and faints from the 
  intensity of this horrific vision. Additionally, if the PC 
  fails the save, then the PC suffers nightmares from this 
  vision for the next ten modules.  As above, these 
  nightmares have NO in-game effect other than roleplay 
  consequences.  Although the beetle features prominently 
  in the vision, exact details of the creature were difficult to 
  discern. It was likely some-type of flesh eating, 
  burrowing beetle-like vermin. However, a DC 20 
  Knowledge (nature) properly identifies the beetle as a 
  hoard scarab.  
  Roleplay Vignette #3 (lowest total) 
  A single drop of water dripp ng from the ceiling 
  catches your eye.  Time slows and seems to stop.  
  i
  Darkest Night 
   
  Page 16 
  
  Everything and everybody caught between moments, 
  frozen in place.  Flashes of indiscernible images and 
  bright lights explode at your peripheral vision. 
   
  l
   
  Suddenly, you stand in a large room.  A feeling of 
  absolute rage and frustration boi s over you as you 
  reach with a skeletal hand toward a stone door.  Your 
  elongated claws scratch the surface of the large door. 
   Words are written on the door but they cannot be 
  discerned. 
   
  Again, you howl in frustration and despair as the 
  voice of your father sadly chides, “You may not enter, 
  foul villain.” Abruptly, everything blurs.  Your eyes 
  see the drop of water again as it splashes upon the 
  ground.  Time again flows normally. 
  A Fortitude Save DC 20 is required or the PC after 
  receiving the vision falls to the ground and undergoes a 
  convulsive fit.  Should the PC fail his/her save, the PC 
  suffers from the horrific memory of being a skeleton-type 
  creature for the next twenty adventures.  Consequently, 
  the PC has reasoned constant eating will avoid this fate or 
  at least will help to cope with the horrific and traumatic 
  memory.  However, this compulsion has NO real in-game 
  effect other than roleplay consequences.  A DC 20 
  Knowledge (religion) identifies the skeleton-like creature 
  the PCs had become or shared existence with as a variant 
  of the common, undead skeleton which seems to possess 
  long claws and retain its inherent intelligence. Lastly, a 
  DC 15 Intelligence or Wisdom check reveals this vision 
  may serve as a warning of what is to come. 
   
  Encounter Five: Mysteries 
  Below 
  The secret door opens to a spiral staircase which descends 
  two hundred feet into the ground to the lower level (see 
  Judge Aid #1 – Beneath DeGranoir Manor Map). The 
  walls, floor and ceiling are made from smooth reinforced 
  masonry covering hewn stone. Unless otherwise 
  specified, all corridors and rooms are ten feet high.  This 
  lower level is not illuminated.  Lastly, dust and light 
  debris cover the floors and furnishings.  Tracks are 
  apparent in the dust throughout the rooms and corridors 
  of this lower level.  A DC 15 Survival (track) check 
  identifies the tracks as ranging from medium to large-
  sized creatures.  A DC 15 Knowledge (nature or religion) 
  identifies these tracks as medium sized monstrous 
  humanoid to large sized skeletal creatures.     
  Reinforced Masonry: 1 ft. thick; hardness 8; hp 180; 
  Break DC 45.  
   
  Hewn Stone: 3+ ft. thick; hardness 8; hp 540; Break DC 
  50. 
   
  Area 1:  Entry Corridor 
  The floor of this short hallway is covered with a thin 
  layer of dust and debris.  A muddled path through the 
  dust leads from the staircase to the iron door at the far 
  end of the hal .  Empty sconces line the walls on both 
  side of the corridor.        
  l
  The path through the dust from the staircase to the door 
  has been used too many times to make out discernible 
  tracks.  The iron door is unlocked.  The hinges on the 
  door, however, have rusted causing the door to make a 
  squealing sound when opened into the next hallway.  
  Iron Door:  2 in. thick; hardness 10; hp 60; Break – 
  Stuck: DC 28, Locked: 28. 
   
  Area 2:  Hallway 
  Similar to the previous hallway the walls are lined 
  with sconces.  Another iron door is at the end of the 
  hallway.  A symbol of two halberds crossed over a 
  banner has been engraved onto this door. 
  The DeGranoir Family heraldic symbol is on the door.  
  Like the previous door, this unlocked iron door makes a 
  loud, high pitched squealing sound when opened.  A DC 
  15 Search check reveals two narrow recesses (ten and 
  twenty feet from the door, respectively) in the ceiling 
  above cutting across the corridor.  A DC 15 Knowledge 
  (architecture and engineering) or equivalent indicates 
  these recesses likely contain hidden iron portcullises that 
  may drop down to section off the hallway. The lever (or 
  trap) to activate the portcullises may be in the room 
  beyond. 
   Iron Door:  2 in. thick; hardness 10; hp 60; Break – 
  Stuck: DC 28, Locked: 28. 
   
  Iron Crossbar Portcullises:  2 in. thick; hardness 10; hp 
  60; Break – Stuck (Lift): DC 25, Locked (Lift): 25. 
   
  Area 3: First Secret Room 
  Decaying and rotting barrels and crates line the walls 
  of this large room.  Two levers are on the wall next to 
  the iron door.  In the far northwest corner of the 
  room are the decayed remnants of two iron-bound 
  chests. Gold coins spill out from the rotted areas of 
  the chests. In the center of the room, a large heraldic 
  symbol of crossed halberds over a banner has been 
  engraved into the floor. 
  The various crates and barrels in the room all contained 
  emergency food supplies and other consumables, which 
  have long since rotted or evaporated away.  The heraldic 
  Darkest Night 
   
  Page 17 
  
  symbol engraved on the floor belongs to the DeGranoir 
  Family.  Interestingly, the two levers beside the iron door 
  still function.  Should any PC lower the levers, the 
  portcullises noisily slam down, neatly sectioning off the 
  corridors.  The lever closest to the door controls the 
  portcullis twenty feet from the iron door in the hallway 
  (Area 2) while the other lever controls the portcullis ten 
  feet from the iron door.  The levers only control the 
  release of the portcullises.  Hence a DC 25 Strength 
  check is required to lift each the portcullises.  
  Unfortunately, the PCs have to figure out a way to keep 
  the portcullises open should the portcullises have been 
  lowered.  
  Treasure: Upon closer inspection the gold coins which 
  have spilled out of the decayed chest is a mixture of gold, 
  silver and copper coins (see area marked “T” on map).  
  However, gold coins from the Vice-Royalty of Ferrond 
  are the predominant coins.  
   
  All APLs – L: 0 gp; C: 25 gp; M: 0 gp. 
   
    
  Development: 
  Behind 
  several 
  decaying, 
  but 
  relatively intact crates in the far northeast corner of the 
  room is a secret stone door (DC 25 Search) which leads to 
  Area 4.  The dust on the crates and floor near the stone 
  secret door should give hints to its presence (give any PC 
  who states they look for disturbances in the dust or 
  equivalent a +5 circumstance bonus to their Search 
  check)    
  Area 4–6: Corridor & First Secret Room 
  Secret Stone Door:  4 in. thick; hardness 8; hp 60; Break 
  – Stuck: DC 28, Locked: 28. 
   
  The corridor beyond is unremarkable save for the door at 
  the end. This thin iron door is not locked and has the 
  heraldic symbol of the DeGranoir Family prominently 
  engraved on it. Similar to the previous iron doors, this 
  door opens very noisily.  However, because the hinges 
  and other areas of the door have been rusted through, the 
  break DC on the door has been substantially lowered.  
  Thin Iron Door:  1 in. thick; hardness 10; hp 30; Break – 
  Stuck: DC 15, Locked: 15. 
   
  As soon as the door opens and/or anyone visible enters 
  Area 5, use the following read-aloud text (modify, as 
  necessary):  
  Beyond the door is a large room with many stone 
  sarcophaguses arranged along the walls.  A thick ayer 
  of bones covers the floor of the room adjacent to the 
  door. 
  l
  l
  l
  l
   
  l
  i
  l
   
  f
  i
   
  i
  l
   
  From out of the pile bones, a single skul  rise 
  gently in the air.  Its glowing red eyes fixed on the 
  location of the iron door.  A long oud, piercing 
  shriek comes from the malevolent-looking skul .  The 
  shriek echoes through the room. 
   
  Suddenly, the skull shudders and the shrieking 
  stops abruptly.  “Ack!  Wait, don’t destroy me!  Wait!” 
  The skull is fifteen feet from the iron door.  This is well 
  within monitoring range of the skull watch spell placed 
  on the skull. All creatures within 60 feet of the skull must 
  make a DC 17 Fortitude Save or be deafened for 1d6 
  rounds. Since the skull used for the spell belonged to a 
  sentient undead creature, the remnant of the creature 
  possesses some latent control over the spell.  This allows 
  the skull to regain control and plead for a moment of 
  respite. Since the PCs may be deafened by the skull, its 
  pleas may go unheard. 
   
  In any event, the entity (Vornen Sirk) in the skull 
  should be treated as a 1 HD haunting presence.  It does 
  not attack the PCs but chooses instead to converse with 
  them. This ghostly presence can be turned but 
  rejuvenates in a few days unless the skull is destroyed 
  (AC 12, hardness 1, 18 hp). The malevolent spirit wants to 
  get revenge on Sir Echil for reducing it to this state but at 
  the same time knows full well the PCs will destroy him. 
  Hence, the spirit plans to converse with the PCs to allow 
  the skull watch spell to reset and possibly deafen the PCs 
  again.  Also, the spirit wants to delay the PCs as long as 
  possible to make sure the duration of any preparatory 
  spells expire. 
   
  If the PCs allow Vornen to talk, read the following: 
  “Oh I have to tell you what a miserable state this is to 
  be reduced to wailing, disembodied skull.  I was once 
  a fearsome, malevolent creature of the Spirit World.  
  Now I’m nothing…a fraction of my normal self.”  The 
  skul  begins to make sobbing noises.  
   
  “S r Echi  has no sense of humor, I tell you.  
  None at all. His time in the court o  Bronzeblood left 
  h m devoid of all humor.  All I said was how n ce it 
  was to have a family reunion…just after Sir Lorren’s 
  ghost soundly defeated him. My master grew most 
  irate and beheaded me, casting a spell upon me to 
  watch that iron door. Alas, al  those years of loyalty 
  forgotten….” The skull sighs, “I miss my days as 
  Court Jester…I miss ale even more. You have any? 
  For a drink, I’ll betray my master. Step no further, lest 
  you be taken by surprise from the fiery elemental 
  hydra that waits.” 
  The malevolent spirit in the skull reveals the following 
  information: 
  Darkest Night 
   
  Page 18 
  
  • 
  His name is Vornen Sirk and he was the court jester 
  to Sir Echil DeGranoir. He rode off with his Master 
  to serve in Bronzeblood and repel the attack of the 
  King of Furyondy. Vornen reveals that some of Sir 
  Echil’s henchmen returned with him to his ancestral 
  home but others did not. He is also vague on the 
  numbers and types of creatures, except as noted 
  below, that currently serve Sir Echil.    
  • 
  If the skull is given ale, he remarks “Ahhh, to taste 
  the kindness of strangers…this brings back so 
  many memories.”  However, if asked if he would 
  prefer wine or if given wine, the skull glowers and 
  says, “You offer wine to a skull?! You read that in a 
  book somewhere that skulls l ke wine? We enjoy 
  ale! Wine is for sycophants, mi k drinkers, 
  paladins and noblemen, but ale is for the hard-
  working, 
  ever 
  suffering 
  common 
  folk.”  
  Alternatively, if offered another liquid it says 
  petulantly, Shheesh, you sure don’t know what to 
  bring along on an adventure…wel , I suppose I 
  can imagine its ale.” Lastly, if given holy water, 
  then the malevolent spirit in the skull takes damage 
  saying, “Yeeeeeoooowwwww! That stuff has a 
  kick! Hit me again.” 
  i
  l
  “
  l
   
  i
   
  • 
  The skull laments bitterly, “Woe is me; reduced to a 
  mere skull by the temper of my master.  I tell you 
  I have suffered much since my Master refused to 
  kneel to Thrommel and slaughtered his whole 
  family. But does my master remember my loyalty 
  or my sacrifices? NO! So my betrayal will be that 
  much sweeter.” 
  • 
  The skull reveals, “In the room beyond is one of 
  the Greater Soldiers of DeGranoir...it is of mixed 
  heritage. Part ghost, part fire elemental and part 
  hydra.  It has many heads…at least five, if I recall 
  correctly.  Good luck.”  At APL 2, Vornen corrects 
  himself and tells the PCs the creature is only a five 
  headed hydra. [DC 30 Sense Motive to reveal this 
  may not be true]. 
  • 
  If the PCs succeed at the Sense Motive and confront 
  the Vernon with this lie, then it tells the truth, 
  “Heh, heh, heh…in the room beyond is one of 
  the Greater Soldiers of DeGranoir...it’s a skeleton, 
  a demon c skeleton that still possesses an 
  intellect, a foul tongue and a flash temper…best 
  be careful.”  At APL 2, Vornen corrects himself and 
  tells the PCs the creature is a giant skeleton. 
  • 
  Sir Echil is eager to recover the Battle Standard of 
  Ferrond. A DC 25 Knowledge (local – Iuz Border 
  States) or equivalent reveals the Battle Standard of 
  Ferrond to be a near mythical standard which gave 
  those who were in sight of it greater offensive and 
  defensive capabilities. It is in the family vault but the 
  ghost of his father, Sir Lorren, prevents him.  He is at 
  a temporary impasse.  Each refusing to hurt the 
  other.  “This makes no sense to me, since Sir Echil
  ordered his own father killed. They have a 
  strange relationship. Like I said, family reunions 
  can be very trying.” 
  The skull rises to about three feet off the ground, 
  “Listen close, now. Listen very close. I have revealed 
  to you much. Now I betray my Master and reveal to 
  you not only what he is but how to destroy him. You 
  have done well to listen before you act, there is much 
  wisdom in this for now the road to my master’s 
  destruction will be much easier... [Pause]
   
  INTRUDERS!!!  INTRUDERS!!!  MASTER 
  BEWARE!!! MASTER BEWARE!” The skull continues 
  to shriek warnings to his master. 
  The skull watch spell has reset. All PCs within 60 feet of 
  the skull must make a DC 17 Fortitude save or be 
  deafened for 1d6 rounds. Unless the PCs somehow 
  silence, the skull it continues to shriek warnings so Sir 
  Echil and his henchmen know the PCs are coming. At 
  least five minutes has passed during the conversation 
  between the PCs and Vernon.  
   
  Vernon wants to keep the PCs in Area 5. If the PCs 
  wander into Area 6, Vernon immediately begins 
  shrieking (assume the skull watch spell resets) warnings 
  to his master.  
   
  Stone sarcophaguses continue to line the walls of the 
  room, which now has a height of 15 feet. Furyondy law 
  expressly forbids disturbing the skeletal remains within 
  the sarcophaguses. The Greater Soldier(s) of DeGranoir 
  are positioned in the far southwest corner of the room 
  out of the effect of the skull watch’s shrieks, not that it 
  actually matters. The Greater Soldier attacks any visible 
  PCs in Area 6 and tries to prevent them from entering 
  Area 7.   
  Creatures: Describe the Greater Soldiers of DeGranoir 
  (based on APL) as follows:   
  • 
  APL 2 (Troll Skeleton): “This big, bipedal creature is 
  a set of animated bones with pinpoints of red light 
  smoldering in empty eye sockets. It is about one and 
  a half times as tall as a human with long ungainly 
  skeletal arms and legs. The skeletal hands of this 
  creature have sharpened claws” 
  • 
  APL 4 (Hellcat/Bezekira Skeleton): “This creature is 
  a set of animated bones in the shape of an enormous 
  Darkest Night 
   
  Page 19 
  
  lion with pinpoints of red light smoldering in empty 
  eye sockets.” 
  • 
  APLs 6 and 8 (Glabrezu Skeleton): “This giant 
  creature is a set of animated bones with pinpoints of 
  red light smoldering in its empty eye sockets. It has 
  two clawed skeletal hands, two powerful pincers and 
  a dog-like skull with horns.” 
  APL 2 (EL 4) 
   
  Greater Soldier of DeGranoir: Troll Skeleton; hp 39; 
  see Monster Manual, p.227. 
  Soldier of DeGranoir: Wolf Skeleton; hp 13; see 
  Monster Manual, p.226. 
  APL 4 (EL 6) 
  Greater Soldier of DeGranoir:  Vicious Hellcat 
  (Bezekira) Skeleton; hp 61; see Appendix Two. 
  Soldier of DeGranoir: Troll Skeleton; hp 39; see 
  Monster Manual, p.227. 
  APL 6 (EL 8) 
  Greater Soldier of DeGranoir:  Awakened Vicious 
  Glabrezu Skeleton; hp 78; see Appendix Three. 
   
  APL 8 (EL 10) 
  Greater Soldier of DeGranoir (2):  Awakened Vicious 
  Glabrezu Skeleton; hp 78, 78; see Appendix Four. 
  Tactics: The Greater Soldier of DeGranoir waits until the 
  PCs enter Area 6 proper before attacking. At APLs 2 and 
  4, the skeleton is mindless and attacks opponents until 
  either all the PCs entering the area are dead or it is 
  destroyed. At APLs 6 and 8, however, the Greater Soldiers 
  are awakened and use logical tactics, including self-
  preservation, though they also fight the PCs until 
  destroyed.  At APL 8, the Greater Soldiers work in 
  concert, flanking whenever possible. The Greater 
  Soldiers do not pursue the PCs into Area 4 but chase the 
  PCs into Area 7, making the final combat encounter more 
  difficult.  
   
  Development:  After the PCs have defeated the 
  Greater Soldier(s) of DeGranoir, a DC 20 Search check 
  reveals the sarcophaguses in the room are still sealed and 
  likely have not been opened for centuries.  Various male 
  names are engraved on the sarcophagus as well as the 
  heraldic crest of the DeGranoir Family and the symbol of 
  a fist holding a silver lightning bolt (DC 10 Knowledge 
  (religion) to identify the symbol of Heironeous).   Two of 
  the sarcophaguses are open and empty.  The names 
  engraved on these stone coffins are Sir Lorren DeGranoir 
  and Sir Echil DeGranoir, respectively. Finally, a secret 
  door in the far southeastern corner of the room leads to a 
  spiral staircase. The stairs eventually open into an escape 
  tunnel that leads to the surface a quarter of a mile south 
  of DeGranoir Manor. 
  Encounter Six: Sir Echil 
  DeGranoir 
  Area 7 
  This large room has a vaulted ceiling nearly twenty 
  feet high.  Engraved on the walls of the room are a 
  series of large shields.  Within each is the heraldic 
  symbol of two halberds crossed over a banner.  On the 
  southern wal  s a large mural of a man of noble
  bearing astride a horse.  The man holds a battle 
  standard aloft as dozens of other horseman flock to 
  his banner.  Stone slabs are along the wal s of the 
  room designed perhaps for each to one day hold a 
  stone sarcophagus.  A stone door in eastern wal  has 
  fine script engraved onto it solid surface. 
  l i
  -
  l
  l
  If the skull was able to warn Sir Echil of the presence of 
  the PCs, then he is waiting for them at the entryway to 
  the room, preparing to ambush them. However, if the 
  fight in Area 6 takes longer than twenty rounds, he sends 
  his henchmen to join in the fight. At APL 2, Sir Echil is 
  no longer present in the lower level and has returned to 
  Bronzeblood Haunt empty handed.    
  Creatures: 
   
  APL 2 (EL 4) 
  Squire Churt Snoad:  Ghast; hp 29; see Monster 
  Manual, pp. 119-120. 
  Troglodyte Zombie: hp 29; see Monster Manual, pp. 
  266. 
  APL 4 (EL 6) 
  Sir Echil DeGranoir:  Boneclaw; hp 105; see Judges’ 
  Aid #4. 
  Squire Churt Snoad:  Ghast; hp 29; see Monster 
  Manual, pp. 119-120. 
  APL 6 (EL 8) 
  Sir Echil DeGranoir:  Advanced Boneclaw; hp 165; see 
  Appendix Three. 
  Squires Churt and Tomas Snoad:  Advanced Ghast; 
  hp 65; see Appendix Three. 
  APL 8 (EL 10) 
  Sir Echil DeGranoir:  Spellstitched Advanced 
  Boneclaw; hp 212; see Appendix Four. 
  Darkest Night 
   
  Page 20 
  
  Squires Churt and Tomas Snoad:  Advanced Wraith; 
  hp 70; see Appendix Four. 
  Tactics:  Fundamentally, all Sir Echil and Squire Snoad 
  want is to be left alone to recover the Battle Standard of 
  Ferrond. Both know the answer to the riddle on the stone 
  door to Area 8, but the ghost of Sir Lorren prevents them 
  from entering.  If the PCs are not able to defeat Sir Echil 
  within two days of entry to the lower level, then Sir Echil 
  obtains the Battle Standard of Ferrond and other treasure 
  of the DeGranoir Family.   
   
  Squire Snoad is the perfect toady to his Master Sir 
  Echil. This villain knows full well he must defeat the PCs 
  or die trying. At APL 2, Squire Snoad employs defensive 
  tactics whenever possible, including using cover or the 
  troglodyte skeleton as a shield, and directs the zombie to 
  set up a flank on an opponent. Squire Snoad depends 
  heavily on his paralysis ability as his major offensive 
  weapon. Once an opponent has been paralyzed, he 
  attacks another opponent but does not stray far from any 
  paralyzed foe and strikes that opponent on the second 
  round to ensure he/she remains paralyzed and to cause 
  additional damage. Should any paralyzed PCs be left with 
  Squire Snoad, he immediately consumes them. 
   
  At higher APLs, Sir Echil uses his henchmen as both 
  guards and “shields” to absorb some of the PCs’ attacks. 
  He also uses his henchmen to set up flanking attacks and 
  depends heavily on his long reach, sometime foregoing 
  attacks of opportunity to mislead his opponents into 
  believing his reach may be ten or fifteen feet rather than 
  twenty. Once they are within his reach, he uses his full 
  reach 
  to 
  prevent 
  reinforcements, 
  attack unwary 
  spellcasters and prevent the retreat of possible attackers. 
  At APL 8, Sir Echil uses his spells to disrupt enemy 
  spellcasters or weaken offensive opponents.  Sir Echil 
  targets front line fighters with ray of enfeeblement and 
  glitterdust.  He also targets large grouping of PCs with 
  mass curse of impending blades, while reserving baleful 
  transposition to disrupt PC formation and/or insert 
  himself behind them (i.e., either he changes PCs position 
  to move spell casters closer to him and fighters further or 
  he swaps positions with a PC). If successful, then 
  frontline fighters are forced to charge/move forward to 
  reengage him again where his reach and combat reflexes 
  can come into play. 
   
  Sir Echil is an untalkative opponent who holds no 
  regrets over the course of his actions, suffers an undying 
  hatred for the Kingdom of Furyondy and its Crown and 
  refuses to betray the Master of Bronzeblood Keep to the 
  very end. If it is apparent Sir Echil is winning the combat 
  he makes the PCs an offer to either serve him (and by 
  extension the Master of Bronzeblood) or die. Be creative 
  in the offer but should any PC accept, the character 
  immediately becomes an NPC and must be turned over 
  to the DM (and Triad). Alternatively, if losing, then Sir 
  Echil tries his best to escape.  Should he be given a 
  respite, at APL8 he uses his wand of inflict light wounds 
  to heal himself as best as possible.    
   
  At APLs 4 and above, if the PCs do not attack him 
  immediately, then he sends his underlings to investigate. 
  Should they not return within twenty minutes, Sir Echil 
  himself investigates.    
   
  Treasure 
  APL 2 and 4: Loot – 0 gp, Coin – 0 gp, Magic – none. 
  APL 6: Loot – 0 gp, Coin – 0 gp, Magic – cloak of 
  resistance +1 (83 gp each). 
  APL 8: Loot – 0 gp, Coin – 10 gp, Magic – cloak of 
  resistance +1 (83 gp each), bracers of armor +1 (83 gp), 
  wand of inflict light wounds (62 gp). 
   
  Development:  After the defeat of Sir Granoir, the 
  PCs have ample opportunity to search the room. The only 
  thing of interest is the magically sealed stone door along 
  the eastern wall of the room. The door may be opened by 
  solving the puzzle on the door, by using brute force or 
  from within. A knock, dispel magic, break enchantment 
  or equivalent spell does not open this door or circumvent 
  the trap/riddle.   
   
  As might be expected, the treasure room beyond has 
  a permanent dimensional lock cast upon it. Interestingly, 
  Sir Lorren DeGranoir, who protects the treasure in the 
  room beyond, is not affected by the dimensional lock 
  spell. Further, unbeknownst to the PCs, a second stone 
  door is five feet behind the first. This unlocked second 
  door opens easily.  
  Stone Treasure Room Doors:  1 foot thick; hardness 8; 
  hp 180; Break – Stuck: DC 32, Locked: 32; nested hinges.   
   
  Set into the eastern wall o  this large room is a large 
  stone door.  Engraved on the door is a shie d with two 
  halberds crossed over a banner.  The word 
  “DeGrano r” is written underneath this heraldic 
  symbol.  Further down the following words are also 
  engraved on the door:  “
  In my hand, Like a fork on 
  the tabled sky, My prongs travel far, My prongs travel 
  near, My prongs rest before My first report,  Speak 
  my name and enter.” 
  f
  l
  i
   
  If time is running short assume the PCs handily solve the 
  puzzle, break down the doors with brute strength or Sir 
  Lorren, eager to move on to the afterlife, opens the vault 
  doors to let them in. Otherwise, give the PCs Player’s 
  Handout #2.   
  Darkest Night 
   
  Page 21 
  
   
  This simple riddle is based on the religious symbol 
  of Heironeous and the answer to the riddle is/involves 
  the word “lightning”. Acceptable answers include 
  “lightning bolt”, “fist holding a lightning bolt,” etc. If the 
  PCs are having difficulties, then a successful DC 20 
  Wisdom check generates the insight the riddle likely has 
  something to do with Heironeous. A DC 15 Knowledge 
  (religion) gains all the information about Heironeous 
  described in the PHB (p. 107).  
   
  If the wrong answer is given, any PC who 
  subsequently attempts to open the door by any means is 
  subject to a burst of electrical damage (2d4 at APL2, 4d4 
  at APL4, 6d4 at APL6 and 8d4 at APL8, DC 20 Fortitude 
  save for half damage). Once the doors have been opened, 
  proceed to the next encounter.  
    
   
  Encounter Seven: Treasure of 
  Family DeGranoir 
  Beyond the stone doors is a modest-sized room.  
  Engraved on the far wall is a large symbol of two 
  halberds crossed over a banner.  Sturdy, intact iron-
  bound wooden chests are aligned along the walls of 
  the room.  Pale light originates from the ceiling, 
  covering the room with a soft glow. From out of the 
  north wall, a hazy, transparent form of an armored 
  warrior emerges.   
  Pause for a moment to allow the PCs to react before 
  continuing. It is possible the PCs may choose to act at 
  this time. If they do so, modify the read-aloud text as 
  necessary. If they attack (that is, cast offensive spells or 
  physically attack the ghost), see below for tactics. Once 
  the PCs have initiated combat with Sir Lorren, regardless 
  of the outcome, Sir Lorren prevents the PCs from gaining 
  access to the DeGranoir Family treasure, especially the 
  Battle Standard of Ferrond. 
  The ghostly figure solidifies to reveal the transparent 
  form of a headless warrior in full plate armor with an 
  adamantine great sword strapped to its back.  Cradled 
  in the crook of his arm is a human head.  The wizened 
  face is that of a mature, older human male with strong 
  Oeridian features, sandy brownish-white hair and 
  deep brown eyes. 
   
  With a single fluid motion, similar to donning a 
  helmet, the ghostly figure reattaches the head to its 
  body.  The incorporeal warrior slowly moves its head 
  from side to side, as i  trying to loosen a kink in his 
  neck.   
  f
   
  APL 2 ONLY 
  Taking a step forward, the ghost raises his hands in a 
  friendly gesture, “Welcome, friends, to DeGrano r 
  Manor. I am Sir Lorren DeGranoir, murdered so long 
  ago by the blind ambitions and misplaced loyalties of 
  my son.  I congratulate you on the defeat of his 
  servant, Squire Churt Snoad.  Squire Snoad was once 
  a good man but his ambition and uncommon desires 
  were his down fall.” 
   
  i
   
  i
   
  Sir Lorren sadly shakes his head, “I know not if 
  my son will return, but you have done well in besting 
  h s servant and solving the riddle to this treasure 
  chamber. I find you worthy of the DeGranoir Family 
  Treasure.  Alas, I can not rest until my son troubles 
  the living world no more but I can at least lessen my 
  burden. Take whatever treasure you find in these 
  chests as your own. You have my blessings.” Sir 
  Lorren gestures toward the iron bound chests. 
   
   
  APLs 4–8  
  Taking a step forward, the ghost raises his hands in a 
  friendly gesture, “Welcome, my friends, to DeGranoir 
  Manor. I am Sir Lorren DeGranoir, murdered so long 
  ago by the blind ambitions and misplaced loyalties of 
  my son.  Sir Echil joined the service of the Master of 
  Bronzeblood Keep and paid a heavy price. I 
  congratulate you on his defeat.  It is something I 
  could not bring myself to do.  A father’s love for his 
  son s without bounds.  Though he had fallen long 
  ago, I had hoped….”
   
  i
   
   
  .
  Bitter tears fall from the old man’s eyes.  “But that 
  was not to be…” Sir Loren wipes his eyes and clears 
  his throat, “In the end, I lacked the courage and 
  insight to see this. With the death of my son, I am 
  allowed to rest at last…or at least almost.” 
   
  A sad smile crosses his face. “I hold no grudge 
  against you for killing my son  You have performed a 
  great service…and one that deserves reward. You 
  have defeated evil, solved the riddle of the treasure 
  chamber and I judge you worthy of the DeGranoir 
  Family Treasure. Take whatever treasure you find in 
  these chests as your own. You have my blessings.” Sir 
  Lorren gestures towards the iron bound chests.  
  The DeGranoir Family Treasure is slightly different at 
  each APL (see below). Sir Lorren presents the PCs only 
  with the treasure in the chests. There is an additional 
  item – the battle standard of Ferrond – hidden in the 
  treasure chamber. Sir Lorren observes the PCs for a few 
  moments in the chamber before he selects a bearer (only 
  at APLs 4 and above). Until that occurs, he does not 
  reveal the battle standard’s location and if it is found 
  Darkest Night 
   
  Page 22 
  
  (before he designates a suitable bearer) he prevents the 
  PCs from taking it until he is destroyed. 
  Treasure 
  APL 2: Loot – 0 gp, Coin – 100 gp, Magic -- Belt of one 
  mighty blow (125 gp), golembane scarab (208 gp).  
  APL 4: Loot – 0 gp, Coin – 100 gp, Magic – Belt of one 
  mighty blow (125 gp), golembane scarab (208 gp), lesser 
  metamagic rod of extend (250 gp). 
  APL 6: Loot – 0 gp, Coin – 100 gp, Magic -- Belt of one 
  mighty blow (125 gp), golembane scarab (208 gp), lesser 
  metamagic rod of extend (250 gp), rod of sure striking 
  (333 gp). 
  APL 8: Loot – 0 gp, Coin – 120 gp, Magic – Belt of one 
  mighty blow (125 gp), golembane scarab (208 gp), lesser 
  metamagic rod of extend (250 gp), rod of sure striking 
  (333 gp). 
   
  At APLs 4 and above only (i.e. PCs who defeated his son), 
  Sir Lorren presents the Battle Standard of Ferrond to the 
  PC who is closest to the following, in order: 
  1. 
  Home region must be Furyondy. If no PCs are 
  from Furyondy and of an appropriate alignment 
  (see #3 below), he tells them of the standard and 
  agrees to release it to an appropriate bearer at a 
  later point (e.g. no PC at the table gains access to 
  the standard).  
  2. 
  A paladin. 
  3. 
  Lawful Good alignment, followed by Neutral 
  Good and Lawful Neutral only.  
  4. 
  Human (preferably Oeridian) first, then half-elf, 
  elf, dwarf, Halfling or gnome. No other races are 
  eligible. 
  5. 
  Highest Charisma 
  6. 
  Preference to any fighter-type class 
  Sir Lorren, through unknown powers, is able to 
  unerringly choose who amongst the PCs is the worthiest. 
  Any ties (which only occur if PCs are equal on all six 
  factors noted above) should be resolved through roleplay 
  with each candidate stating to Sir Lorren his/her 
  worthiness to be given the battle standard, [the GM then 
  makes the decision]. Only one PC per table is awarded 
  the Battle Standard of Ferrond (circle this award on 
  his/her AR). There are no exceptions. Make sure to cross 
  off this award on the ARs of the other PCs.  
  Sir Lorren smiles at [name of selected PC], “I deem 
  you the most worthy to bear the greatest treasure of 
  my family, the Battle Standard of Ferrond. Use this 
  wel  in the service of good and for the Crown of 
  Furyondy.”  The ghostly figure points to the 
  northwest corner of the room. The Battle Standard is
  underneath the corner flagstone.”      
  l
  “
   
  l
  i
   
  Underneath the northwest corner flagstone is a hidden 
  compartment which contains the Battle Standard of 
  Ferrond. This hidden compartment can only be found 
  with a DC 40 Search check or by the explicit instructions 
  of Sir Lorren. It takes a DC 20 Strength check to lift the 
  flagstone.   
   
  Should the PC who received the “Battle Standard of 
  Ferrond” award be human and of lawful good alignment, 
  then that PC qualifies for additional read-aloud text. If 
  the PC does not meet these criteria, then no “Protector of 
  the Standard” award is issued on his/her AR (i.e., cross it 
  off).    
  Sir Lorren considers you carefully. “Though the 
  DeGranoir Fami y and its serv ce to the Crown have 
  passed into history, some part will always remain. 
  When you are ready, present this Battle Standard to 
  the King or his representative and recite your noble 
  deeds.  From your possession of this standard, the 
  Crown will know your worthiness and after you have 
  sworn your allegiance to the Crown and the Kingdom 
  of Furyondy, you will be granted the rank once held 
  by the DeGranoir Family…A Protector of the 
  Standard.” 
  Make sure to cross off the “Battle Standard of Ferrond” 
  and “Protector of the Standard” awards on the ARs of PCs 
  who are not given these awards. Incidentally, Sir Lorren 
  has some knowledge of the general events in Furyondy 
  that have occurred since his death, but has only passing 
  knowledge of events within the last hundred years or so.  
     
  Creature: Sir Lorren DeGranoir appears to be an 
  Oeridian man in his late seventies. When his head is 
  attached, he stands well over six feet in height and 
  weighs close to two hundred pounds. Sir Lorren, in life, 
  was physically fit and very handsome, with silvery white 
  hair and deep brown eyes. He bears a strong resemblance 
  to his son, Sir Echil DeGranoir. Once blinded by his love 
  for his murderous son, he now diligently and fiercely 
  guards the last vestige of the DeGranoir family honor and 
  its prized treasure. Despite the centuries since his death, 
  he has not lost the kindness, forth righteousness, honor 
  and compassion to pursue good and willingness to 
  uphold the laws, which are all the tenets of a paladin. Yet, 
  even now, he can not bring himself to kill Sir Echil, 
  though it will bring him the final peace he so long 
  deserves. 
  Darkest Night 
   
  Page 23 
  
  All APLs (EL 19) 
  Sir Lorren DeGranoir, 156 hp; see Appendix 5. 
  Tactics: Sir Lorren does not attack the PCs unless he is 
  attacked first or a PC he has not designated finds and 
  attempts to take the Battle Standard. Sir Lorren uses 
  nonlethal attacks until reduced to two-thirds of his hit 
  points. Thereafter, Sir Lorren uses lethal attacks. He does 
  not chase PCs withdrawing or fleeing from combat. 
  Should he be defeated his items are not accessible to the 
  PCs.  
   
  Development:  Once the PCs have gathered the 
  DeGranoir Family treasure, Sir Lorren bids them 
  farewell. 
  The hazy, transparent figure of the old knight smi es 
  kindly at you, “I bid you peace and farewell, my rest is 
  at hand.  May your lives be long in the service of 
  Good and the Crown of Furyondy.” Sir Lorren waves 
  farewell and passes through the floor. 
  l
   
   
   
  l
  Conclusion 
  Once you have completed the conclusion, if this is the 
  premiere please complete the critical event summary at 
  the end of the event and return it to HQ. While you do 
  not need to advise the players of the questions (and it is 
  preferable you do not), please make them aware you ARE 
  completing this bit of paperwork and that their actions 
  do make a difference. Any PC actions that are not 
  adequately covered by the questions but may become 
  relevant in future adventures or for the region in general 
  should be explained on the backside of the paper.  Select 
  the appropriate conclusion based on PC actions. 
   
  A.  PCs failed to rescue the survivors of Granoir 
  village from the undead raiding party: 
  Although the intent of the PCs may have been to rescue 
  the villagers of Granoir from undead attack, they failed to 
  defeat the undead attacking the village. For their failure 
  to rescue the villagers, the PCs earn the Ire of the 
  Knights of Furyondy and lose the Favor of Lady 
  Hargrace. PCs do not receive the Curse of Yondalla or the 
  Battle Standard of Ferrond. PCs who entered the ruins of 
  DeGranoir Manor and defeated the undead within still 
  receive any benefits or rewards discovered therein.   
   
  A week after the PCs agreed to Sir Jellack mission, 
  they learn the following information.  Modify the text as 
  needed if the PCs defeated Sir Echil and/or his servants. 
  Despite the defeat of an undead horde by the forces of 
  Sir Jellack DeSavior, groups of undead still rampage 
  across the countryside burning and destroying 
  villages and farms at their whim. Now, a leader has 
  emerged bearing the battle standard of Old Ferrond. 
  The undead rally to him and have become more 
  difficult to defeat. This does not bode well for the 
  Kingdom of Furyondy.     
   
  B.  PCs saved the villagers but were unable to defeat 
  Sir Echil DeGranoir 
  Since they rescued the villagers, the PCs do not earn the 
  Ire of the Knights of Furyondy but do obtain the Favor of 
  Lady Hargrace.  Since PCs did not defeat Sir Echil 
  DeGranoir, they do not receive the Battle Standard of 
  Ferrond.  PCs who ate any of the refreshments in the 
  manor receive the Curse of Yondalla.   
   
  When the PCs fail to destroy Sir Echil, they return to 
  Granoir village. The villagers are grateful for any 
  assistance as they fear a final assault by the undead may 
  be imminent.  
  Two days have passed since you entered the lower 
  levels of DeGranoir Manor but no further undead 
  have attacked the village. On the morning of the 
  third day, riders are spotted approaching the village. 
  The banner of Furyondy is proudly displayed as a 
  group of fifty heavy cavalry arrive under the 
  command of Sir Alton Cire, a Knight of Furyondy. 
   
  Sir Alton informs all of the defeat of the undead 
  horde by the forces of Sir Jellack DeSavior. He then 
  takes stock of the situation and ater personally leads 
  some of his men into the ruins of DeGranoir Manor, 
  but finds it to be deserted. 
  Sir Alton, a stout Oeridian man, politely interviews the 
  surviving villagers and PCs to find out all that occurred. 
  He is especially interested in the motivations of the 
  undead raiding party and its actions in and about Granoir 
  village and DeGranoir Manor.  Sir Alton becomes 
  dismayed to learn undead raiding party sought to recover 
  a Battle Standard of Ferrond (if the PCs know and/or 
  reveal this information). Sir Alton makes a full report of 
  his finding to his superiors. Sir Alton gives the PCs the 
  Favor of the Knights of Furyondy.  Incidentally, Sir Alton 
  immediately recognizes any PC who has successfully 
  competed FUR4-07 Under the Pale Moon, addressing 
  that PC respectfully and by name. 
     
  Over a week later, the PCs learn the following 
  information: 
  Despite the defeat of an undead horde by the forces of 
  Sir Jellack DeSavior, groups of undead still rampage 
  across the countryside burning and destroying 
  villages and farms at their whim. Now, a leader has 
  emerged bearing the battle standard of Old Ferron.  
  Darkest Night 
   
  Page 24 
  
  The undead rally to him and have become more 
  difficult to defeat.  This does not bode well for the 
  Kingdom of Furyondy.     
   
  C.  PCs saved the villagers, defeated Sir Echil 
  DeGranoir (or Squire Snoad at APL 2 only) and 
  gained access to the treasure of the DeGranoir Family 
  Since they rescued the villagers, the PCs do not earn the 
  Ire of the Knights of Furyondy but do obtain the Favor of 
  Lady Hargrace.  PCs who ate any of the refreshments in 
  the manor receive the Curse of Yondalla. One PC may 
  have acquired access to the Battle Standard of Ferrond 
  and become a candidate for Protector of the Standard (see 
  Encounter 7).  
   
  Skip the first sentence of the read-aloud text below if 
  this adventure was run at APL 2, otherwise read the 
  whole paragraph. 
  With the defeat of Sir Echil DeGranoir, Sir Lorren 
  and al  the apparitions in DeGranoir Manor find 
  peace and are allowed their final rest. A previously 
  unknown pall seems to l ft from the surrounding 
  area. The grove of trees surrounding DeGranoir 
  Manor become healthier, flowers blossom up from 
  the undergrowth, the sunlight seems stronger and 
  small birds and animals return to the area.  All the 
  ravens, vultures and vermin depart. 
  l
  i
  f
  PCs return to Granoir village after the defeat of Sir Echil 
  (or Squire Snoad, at APL 2 only). The surviving villagers 
  rejoice upon learning of the defeat of the undead, 
  especially Sir Echil DeGranoir. They are also pleased to 
  learn of the recovery of the DeGranoir Family Treasure 
  and hope it will be used for the good of the Kingdom. 
  The following morning, riders are spotted in the 
  distance approaching the village. The banner of 
  Furyondy is proudly displayed as a group of fifty 
  heavy cavalry arrive under the command of Sir Alton 
  Cire, a Knight of Furyondy. Sir Alton surveys the 
  ruins of the village with great sadness and provides 
  everyone with encouraging news of Sir Jellack’s 
  defeat of the undead horde.  
  Sir Alton, a stout Oeridian man, politely interviews the 
  surviving villagers and PCs to find out all that occurred. 
  He is especially interested in the motivations of the 
  undead raiding party and its actions in and about Granoir 
  village and DeGranoir Manor. Sir Alton is greatly pleased 
  to learn of the recovery of the Battle Standard of Ferrond. 
  He treats the bearer of the Battle Standard with absolute 
  respect. Sir Alton makes a full report of his finding to his 
  superiors. Incidentally, Sir Alton immediately recognizes 
  any PC who has successfully competed FUR4-07 Under 
  the Pale Moon, addressing that PC respectfully and by 
  name. 
   
  That night, the villagers put together a celebration to 
  honor the PCs and the Furyondy Cavalry at which Sir 
  Alton gives the PCs the Favor of the Knights of 
  Furyondy. 
  Despite any pleas to the contrary, Lady Hargrace and 
  the remaining villagers host a celebration to honor 
  their dead and the survivors from the undead attacks. 
  They rejoice over the defeat of the undead and their 
  old time Lord, Sir Echil DeGranoir, and the recovery 
  of the DeGranoir Family Treasure.  Though the food 
  is meager and the drink strong, the praises and 
  gratitude o  the surviving villagers is heartfelt.  
  The End 
   
  Experience Point Summary 
   
  To award experience for this adventure, add up the 
  values for the objectives accomplished. Then assign the 
  experience award.  Award the total value (objectives plus 
  roleplaying) to each character. 
   
  Encounter Two 
  Defeat Lesser Soldiers of DeGranoir 
   
  APL2 120 xp 
   
  APL4 180 xp 
   
  APL6 240 xp 
   
  APL8 300 xp 
  Encounter Five 
  Disarm or avoid traps and defeat Greater Soldiers of 
  DeGranoir 
   
  APL2 120 xp 
   
  APL4 180 xp 
   
  APL6 240 xp 
   
  APL8 300 xp 
  Encounter Six 
  Defeat Sir Echil DeGranoir or Squire Churt Snoad and 
  henchmen 
   
  APL2 120 xp 
   
  APL4 180 xp 
   
  APL6 240 xp 
   
  APL8 300 xp 
  Darkest Night 
   
  Page 25 
  
  Story Award 
  Solve the riddle to the treasure vault  
   
  All APLs 50 xp 
  Discretionary roleplaying award 
   
  APL2 40 xp 
   
  APL4 85 xp 
   
  APL6 130 xp 
   
  APL8 175 xp 
  Total possible experience: 
   
  APL2 450 xp 
   
  APL4 675 xp 
   
  APL6 900 xp 
   
  APL8 1125 xp 
   
  Treasure Summary 
   
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their earthly 
  possessions.  Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold.  If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the local 
  watch, and so on), characters may return to retrieve loot.  If 
  the characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available.  A normal 
  adventuring party can usually gather this wealth in a round 
  or so.  If for some reason, they pass up this treasure, the 
  coin total is subtracted from the encounter totals given 
  below. 
   
  Next, the magic items are listed.  Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure.  Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it.  Other times they may 
  attempt to use the item blindly.  If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the item 
  is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure.  Write the total in the 
  GP Gained field of the adventure certificate.  Because this is 
  a Regional scenario, characters may spend additional Time 
  Units to practice professions or create items immediately 
  after the adventure so this total may be modified by other 
  circumstances. 
   
  L = Looted gear from enemy; C = Coin, Gems, Jewelry, 
  and other valuables; M = Magic Items. 
   
  Encounter One:  On the Road 
   
  All APLs: L: 20 gp; C: 0 gp; M: 0 gp. 
  Encounter Five:  Mysteries Below 
   
  All APLs: L: 0 gp; C: 25 gp; M: 0 gp. 
  Encounter Six:  Sir Echil DeGranoir 
   
  APL 6: L: 0 gp; C: 0 gp; M: 83 gp – cloak of resistance 
  +1 (83 gp). 
   
  APL 8: L: 0 gp; C: 0 gp; M: 228 gp – bracers of armor 
  +1 (83 gp), cloak of resistance +1 (83 gp), wand of inflict 
  light wounds (62 gp). 
  Encounter Seven:  Treasure of the Family 
  DeGranoir   
   
  APL 2: L: 0 gp; C: 100 gp; M: 333 gp – belt of one 
  mighty blow (125 gp), golembane scarab (208 gp). 
   
  APL 4: L: 0 gp; C: 100 gp; M: 583 gp – belt of one 
  mighty blow (125 gp), golembane scarab (208 gp), lesser 
  metamagic rod of extend (250 gp). 
   
  APL 6: L: 0 gp; C: 100 gp; M: 916 gp – belt of one 
  mighty blow (125 gp), golembane scarab (208 gp), lesser 
  metamagic rod of extend (250 gp), rod of sure striking 
  (333 gp). 
   
  APL 8: L: 0 gp; C: 120 gp; M: 916 gp – belt of one 
  mighty blow (125 gp), golembane scarab (208 gp), lesser 
  metamagic rod of extend (250 gp), rod of sure striking 
  (333 gp). 
  Total Possible Treasure 
  APL 2: L: 20 gp; C: 125 gp; M: 333 gp – Total: 478 gp (400 
  gp max) 
  APL 4: L: 20 gp; C: 125 gp; M: 583 gp – Total: 728 gp (650 
  gp max) 
  Darkest Night 
   
  Page 26 
  
  APL 6: L: 20 gp; C: 125 gp; M: 999 gp – Total: 1,144 gp 
  (900 gp max) 
  APL 8: L: 20 gp; C: 145 gp; M: 1144 gp – Total: 1,309 gp 
  (1,300 gp max) 
  Special 
  Ire of the Knights of Furyondy:  The Knights of 
  Furyondy have made their displeasure of you well-
  known. Your cost of living is doubled for the next ten 
  Furyondy Regional adventures and you must spend one 
  additional TU on these adventures, as people who know 
  of your failure interfere with your travel. Further, during 
  those adventures, you suffer a –4 circumstance penalty 
  on all Charisma based checks when interacting with the 
  Furyondy nobility, government officials and/or good-
  aligned organizations. This favor voids one previous 
  Favor of the Knights, if the PC has one. 
  Curse of Yondalla:  For a period of one year from the 
  date on this AR, you do not receive the benefit of any 
  divine spells originating from the halfling pantheon (any 
  halfling deity). Additionally, you suffer from the stigma 
  of having consumed halfling flesh and receive a –4 
  circumstance penalty on all Charisma based checks when 
  interacting with halflings. This curse may only be 
  removed with an atonement spell (13
  th level) from a 
  divine caster of a halfling deity.       
  Favor of Lady Hargrace: Lady Hargrace has used her 
  influence to grant you access to upgrade any single +1 
  weapon or armor to a +2. You are still responsible for the 
  normal cost of the upgrade and this favor is usable only 
  once. Mark off this favor after use. 
  Favor of the Knights of Furyondy:  The Knights of 
  Furyondy have spread the tale of your bravery 
  throughout the Kingdom. You receive free Luxury 
  lifestyle for the next three Furyondy regional adventures. 
  Battle Standard of Ferrond: This is a unique item; only 
  one PC per table may gain access to this and at any time, 
  only one PC at a table may carry the Battle Standard of 
  Ferrond [effectively a standard of heroism (Regional; 
  CW; 40,000 gp)].   
  Protector of the Standard: Only a human PC of Lawful 
  Good alignment with access to the Battle Standard may 
  become a Protector of the Standard. Upon acquiring the 
  Battle Standard of Ferrond and the Heroic Destiny feat, 
  you may petition the King for recognition (contact 
  Furyondy Triad) to the ancient order of Protector of the 
  Standard, as long as your home region is Furyondy. This 
  title does not grant access to the Heroic Destiny feat. 
  Once recognized, you are named a Protector of the 
  (Battle) Standard and are considered a minor noble of 
  Furyondy. As such, you gain the right to use Sir (or Lady) 
  in front of your name.  
    
  Items for the Adventure 
  Record 
  Item Access 
  APL 2: 
  • 
  Belt of One Mighty Blow (Adventure; MH; 1500 gp) 
  • 
  Golembane Scarab (Adventure, DMG, 2500 gp) 
  APL 4 (all of APL 2 plus the following): 
  • 
  Lesser Metamagic Rod of Extend (Adventure; DMG; 
  3000 gp) 
  APL 6 (all of APLs 2-4 plus the following): 
  • 
  Rod of Sure Striking (Adventure; DMG II; 4,000 gp) 
  APL 8 (all of APLs 2-6 plus the following): 
  • 
  Wand of Inflict Light Wounds (Adventure, DMG, 
  750 gp) 
   
   
  Darkest Night 
   
  Page 27 
  
  Appendix One – APL 2 
  Encounter Two 
   
   
   
   
  Lesser Soldier of DeGranoir: Black Bear Zombie; CR 
  2; Medium Undead; HD 6d12+3; hp 50; Init +0; Spd 40 
  ft.; AC 14, touch 10, flat-footed 14; Base Atk/Grp: 
  +3/+8; Atk +8 melee (1d4+5, claw) or +8 melee (1d6+2, 
  bite) or +8 melee (1d6+5, slam); Full Atk +8 melee 
  (1d4+5, claw) or +8 melee (1d6+2, bite) or +8 melee 
  (1d6+5, slam); Space/Reach: 5 ft./5 ft.; SQ DR 
  5/slashing, darkvision 60ft., single actions only, 
  undead traits; AL NE; SV Fort +2, Ref +2, Will +4; Str 
  21, Dex 11, Con –, Int –, Wis 10, Cha 1. 
   
  Skills and Feats: None; Toughness. 
   
   
   
   
   
   
   
   
   
   
   
   
  Darkest Night 
   
  Page 28 
  
  Appendix Two – APL 4
  Encounter Two 
   
   
   
   
  Lesser Soldier of DeGranoir: Dire Ape Zombie; CR 3; 
  Large Undead; HD 10d12+3; hp 85; Init +1; Spd 30 ft., 
  climb 15 ft.; AC 17, touch 10, flat-footed 17; Base 
  Atk/Grp: +5/+16; Atk +11 melee (1d6+7, claw) or +11 
  melee (1d8+3, bite) or +11 melee (1d8+7, slam); Full 
  Atk +11 melee (1d6+7, claw) or +11 melee (1d8+3, bite) 
  or +11 melee (1d8+7, slam); Space/Reach: 10 ft./10 ft.; 
  SQ Damage reduction 5/slashing, darkvision 60ft., 
  single actions only, undead traits; AL NE; SV Fort +3, 
  Ref +4, Will +7; Str 24, Dex 13, Con –, Int –, Wis 10, 
  Cha 1. 
   
  Skills and Feats: None; Toughness. 
   
  Encounter Five 
   
   
   
   
  Greater Soldier of DeGranoir:  Vicious Hellcat 
  (Bezekira) Skeleton; CR 5; Large Undead; HD 8d12; hp 
  61; Init +10; Spd 40 ft.; AC 17, touch 14, flat-footed 11; 
  Base Atk/Grp: +4/+14; Atk +9 melee (1d8+6/19-20, 
  claw); Full Atk +9/+9 melee (1d8+6/19-20, claws) and 
  +4 melee (2d8+3, bite); Space/Reach: 10 ft./5 ft.; SQ DR 
  5/bludgeoning, darkvision 60ft., immunity to cold, 
  undead traits; AL NE; SV Fort +3, Ref +9, Will +6; Str 
  23, Dex 23, Con –, Int –, Wis 10, Cha 1. 
   
  Skills and Feats: None; Improved Critical (Claw), 
  Improved Initiative. 
   
  Rend (Ex): If a vicious skeleton hits with at least 
  two claw attacks, it latches onto the opponent’s body 
  and tears the flesh.  This attack automatically deals 
  extra damage equal to 2d8+9. 
   
   
   
   
   
  Darkest Night 
   
  Page 29 
  
  Appendix Three – APL 6
  Encounter Two 
   
   
   
   
  Lesser Soldier of DeGranoir: Fast Dire Boar Zombie; 
  CR 5; Large Undead; HD 14d12+3; hp 112; Init -1; Spd 
  70 ft.; AC 19, touch 10, flat-footed 17; Base Atk/Grp: 
  +7/+20; Atk +15 melee (1d8+13, gore) or +15 melee 
  (1d8+9, slam); Full Atk +15 melee (1d8+13, gore) or +15 
  melee (1d8+9, slam); Space/Reach: 10 ft./5 ft.; SQ Dr 
  5/slashing, darkvision 60ft., fast zombie traits, undead 
  traits; AL NE; SV Fort +4, Ref +3, Will +8; Str 29, Dex 8, 
  Con –, Int –, Wis 10, Cha 1. 
   
  Skills and Feats: None; Toughness. 
   
  Fast Zombie Traits: A fast zombie is not 
  restricted to taking single actions only.  However, it 
  still cannot attack more than once per round.  Fast 
  zombies can run normally. 
   
  Encounter Five 
   
   
   
   
  Greater Soldier of DeGranoir:  Awakened Vicious 
  Glabrezu Skeleton; CR 8; Huge Undead; HD 12d12; hp 
  78; Init +5; Spd 40 ft.; AC 12, touch 9, flat-footed 11; 
  Base Atk/Grp: +6/+24; Atk +14 melee (2d8+10, 
  pincers); Full Atk +14/+14 melee (2d8+10, pincers) and 
  +9/+9 melee (2d6+5, claws) and +9 melee (1d8+5 bite); 
  Space/Reach: 15 ft./15 ft.; SQ DR 5/bludgeoning, 
  darkvision 60ft., immunity to cold, +2 turn resistance, 
  undead traits, +2 Will save vs. control undead; AL NE; 
  SV Fort +5, Ref +6, Will +9; Str 31, Dex 12, Con –, Int 8, 
  Wis 10, Cha 1. 
   
  Skills and Feats: Listen +3, Spot +3; Improved 
  Critical (Claw), Improved Initiative; Abyssal, Celestial, 
  and Draconic. 
   
  Improved Grab (Ex): To use this ability, the 
  vicious skeleton must hit a Medium or smaller 
  opponent with a pincer attack.  It can then attempt to 
  start a grapple as a free action without provoking an 
  attack of opportunity. 
   
  Rend (Ex): If a vicious skeleton hits with at least 
  two claw attacks, it latches onto the opponent’s body 
  and tears the flesh.  This attack automatically deals 
  extra damage equal to 2d6+7.    
   
  Encounter Six 
   
   
   
   
  Sir Echil DeGranoir: Male Boneclaw, Advanced; CR 
  6; Large Undead; HD 14d12+56; hp 165; Init +8; Spd 40 
  ft.; AC 16, touch 13, flat-footed 12; Base Atk/Grp: 
  +7/+17; Atk +12 melee (3d6+6, piercing claw); Full Atk 
  +12/+12 melee (3d6+6, piercing claws); Space/Reach: 
  10 ft./20 ft.; SA Reaching claws; SQ DR 5/bludgeoning, 
  darkvision 60ft., immunity to cold, +2 turn resistance, 
  undead traits, unholy toughness; AL CE; SV Fort +6, 
  Ref +10, Will +12; Str 22, Dex 18, Con –, Int 14, Wis 14, 
  Cha 19. 
   
  Skills and Feats: Concentration +4, Hide +13, 
  Intimidate +17, Knowledge (Nobility and Royalty) +3, 
  Knowledge (Religion) +3, Listen +15, Move Silently 
  +17, Search +15, Spot +15; Combat Reflexes, Improved 
  Initiative, Improved Natural Attack (Claw), Lifesense, 
  Power Attack; Abyssal, Common.  
   
  Reaching Claws (Ex):  A boneclaw can make 
  melee attacks with its bone claws, instantly extending 
  them as part of an attack to a distance of up to 20 feet 
  (thereby allowing the boneclaw to threaten more 
  squares than even its Large size would otherwise 
  indicate).  A boneclaw likes to get the drop on its 
  enemies, especially when its foes are still at range, 
  surprising them with an attack of opportunity by 
  extending its claws as its enemies close to melee range. 
   
  Turn Resistance (Ex):  Sir Echil is treated as an 
  undead with 16 HD for the purpose of turn, rebuke, 
  command and bolster attempts.     
   
  Unholy Toughness (Ex):  A boneclaw gains a 
  bonus to its hit points equal to its Charisma modifier 
  times its Hit Dice.     
   
  Possessions:  cloak of resistance +1. 
   
  Squires Churt and Tomas Snoad: Advanced Ghast; 
  CR 4; Medium Undead; HD 8d12; hp 65; Init +3; Spd 
  30 ft.; AC 17, touch 12, flat-footed 14; Base Atk/Grp: 
  +4/+8; Atk +8 melee (1d8+4 plus paralysis, bite); Full 
  Atk +8 melee (1d8+4 plus paralysis, bite) and +6/+6 
  melee (1d4+2 paralysis, claws); SA Ghoul fever, 
  paralysis, stench; SQ Darkvision 60 ft., +2 turn 
  resistance, undead traits; AL CE; SV Fort +2, Ref +5, 
  Will +8; Str 18, Dex 17, Con –, Int 13, Wis 14, Cha 16. 
   
  Skills and Feats: Balance +7, Climb +8, Hide +8, 
  Jump +10, Listen +7, Move Silently +8, Spot +10; 
  Tumble +7; Ability Focus (Paralysis), Improved Turn 
  Resistance, Multiattack; Common and Oeridian. 
   
  Ghoul Fever (Su):  Disease – bite, Fortitude save 
  DC 15, incubation period 1 day, damage 1d3 Con and 
  1d3 Dex.  The save DC is Charisma-based. 
   
  Paralysis (Ex):  Those hit by a ghast’s bite or claw 
  attack must succeed on a DC 17 Fortitude save or be 
  Darkest Night 
   
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  paralyzed for 1d4+1 rounds.  Even elves can be affected 
  by this paralysis.  The save DC is Charisma-based.  
   
  Stench (Su):  The stink of death and corruption 
  surrounding these creatures is overwhelming.  Living 
  creatures within 10 feet must succeed on a DC 15 
  Fortitude save or be sickened for 1d6+4 minutes.  A 
  creature that successfully saves cannot be affected 
  again by the same ghoul’s stench for 24 hours.  A delay 
  poison or neutralize poison spell removes the effect 
  from a sickened creature.  Creatures with immunity to 
  poison are unaffected and creatures resistant to poison 
  receive their normal bonus on their saving throws.  
  The save DC is Charisma-based. 
   
  Turn Resistance (Ex):  These advanced ghasts are 
  treated as an undead with 14 HD for the purpose of 
  turn, rebuke, command and bolster attempts. 
  Darkest Night 
   
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  Appendix Four – APL 8
  Encounter Two 
   
   
   
   
  Lesser Soldier of DeGranoir:  Fast Advanced Behir 
  Zombie; CR 7; Huge Undead; HD 20d12+3; hp 160; 
  Init +0; Spd 70 ft., climb 15 ft.; AC 25, touch 10, flat-
  footed 23; Base Atk/Grp: +10/+27; Atk +17 melee 
  (2d4+13, bite) or +17 melee (2d6+9, slam); Full Atk +17 
  melee (2d4+13, bite) or +17 melee (2d6+9, slam); 
  Space/Reach: 15 ft./10 ft.; SQ DR 5/slashing, 
  darkvision 60ft., fast zombie traits, undead traits; AL 
  NE; SV Fort +6, Ref +6, Will +12; Str 28, Dex 11, Con –, 
  Int –, Wis 10, Cha 1. 
   
  Skills and Feats: None; Toughness. 
   
  Fast Zombie Traits: A fast zombie is not 
  restricted to taking single actions only.  However, it 
  still cannot attack more than once per round.  Fast 
  zombies can run normally. 
   
  Encounter Five 
   
   
   
   
  Greater Soldier of DeGranoir:  Awakened Vicious 
  Glabrezu Skeleton; CR 8; Huge Undead; HD 12d12; hp 
  78; Init +5; Spd 40 ft.; AC 12, touch 9, flat-footed 11; 
  Base Atk/Grp: +6/+24; Atk +14 melee (2d8+10, 
  pincers); Full Atk +14/+14 melee (2d8+10, pincers) and 
  +9/+9 melee (2d6+5, claws) and +9 melee (1d8+5 bite); 
  Space/Reach: 15 ft./15 ft.; SQ DR 5/bludgeoning, 
  darkvision 60ft., immunity to cold, +2 turn resistance, 
  undead traits, +2 Will save vs. control undead; AL NE; 
  SV Fort +5, Ref +6, Will +9; Str 31, Dex 12, Con –, Int 8, 
  Wis 10, Cha 1. 
   
  Skills and Feats: Listen +3, Spot +3; Improved 
  Critical (Claw), Improved Initiative; Abyssal, Celestial, 
  and Draconic. 
   
  Improved Grab (Ex): To use this ability, the 
  vicious skeleton must hit a Medium or smaller 
  opponent with a pincer attack.  It can then attempt to 
  start a grapple as a free action without provoking an 
  attack of opportunity. 
   
  Rend (Ex): If a vicious skeleton hits with at least 
  two claw attacks, it latches onto the opponent’s body 
  and tears the flesh.  This attack automatically deals 
  extra damage equal to 2d6+7.    
   
  Encounter Six 
   
   
   
   
  Sir Echil DeGranoir: Spellstitched Male Boneclaw, 
  Advanced; CR 8; Large Undead; HD 18d12+72; hp 212; 
  Init +8; Spd 40 ft.; AC 17, touch 13, flat-footed 13; Base 
  Atk/Grp: +9/+19; Atk +14 melee (3d6+6/19-20, 
  piercing claw); Full Atk +14/+14 melee (3d6+6/19-20, 
  piercing claws); Space/Reach: 10 ft./20 ft.; SA Reaching 
  claws, spells; SQ DR 5/magic and silver, DR 5/ 
  bludgeoning, darkvision 60ft., immunity to cold, SR 
  14, +4 turn resistance, undead traits, unholy toughness; 
  AL CE; SV Fort +7, Ref +11, Will +14; Str 23, Dex 18, 
  Con –, Int 14, Wis 14, Cha 19. 
   
  Skills and Feats: Concentration +12, Hide +13, 
  Intimidate +15, Knowledge (Nobility and Royalty) +3, 
  Knowledge (Religion) +3, Listen +16, Move Silently 
  +15, Search +15, Spot +17, Use Magic Device +6; Blind-
  Fight; Combat Reflexes, Improved Critical (Claw), 
  Improved Initiative, Improved Natural Attack (Claw), 
  Lifesense, Power Attack; Abyssal, Common.   
   
  Spellstitched Spell-like Abilities:  2/day –baleful 
  transposition, glitterdust, magic missile, ray of 
  enfeeblement; 1/day – mass curse of impending blades, 
  skull watch. As 18
  th level Sorcerer.  DC = 14 + spell 
  level. 
   
  Reaching Claws (Ex):  A boneclaw can make 
  melee attacks with its bone claws, instantly extending 
  them as part of an attack to a distance of up to 20 feet 
  (thereby allowing the boneclaw to threaten more 
  squares than even its Large size would otherwise 
  indicate).  A boneclaw likes to get the drop on its 
  enemies, especially when its foes are still at range, 
  surprising them with an attack of opportunity by 
  extending its claws as its enemies close to melee range. 
   
  Turn Resistance (Ex):  A boneclaw is treated as 
  an undead with 20 HD for the purpose of turn, rebuke, 
  command and bolster attempts. 
   
  Unholy Toughness (Ex):  A boneclaw gains a 
  bonus to its hit points equal to its Charisma modifier 
  times its Hit Dice. 
   
  Possessions:  bracers of armor +1, cloak of 
  resistance +1, wand of inflict light wounds. 
   
  Squires Churt and Tomas Snoad:  Male Wraith, 
  Advanced; CR 6; Medium Undead (Incorporeal); HD 
  9d12; hp 70; Init +7; Spd 60 ft. fly (good); AC 15, touch 
  15, flat-footed 12; Base Atk/Grp: +4/–; Atk +7 
  incorporeal melee touch (1d4 plus 1d6 Constitution 
  drain); Full Atk +7 incorporeal melee touch (1d4 plus 
  1d6 Constitution drain); SA Constitution drain, create 
  spawn; SQ Darkvision 60ft., daylight powerlessness, 
  incorporeal traits, +2 turn resistance, undead traits, 
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  unnatural aura; AL LE; SV Fort +3, Ref +6, Will +8; Str 
  –, Dex 17, Con –, Int 14, Wis 14, Cha 15. 
   
  Skills and Feats: Diplomacy +10, Hide +12, 
  Intimidate +10, Listen +15, Search +10, Sense Motive 
  +10, Spot +14, Survival +4 (+6 following tracks), 
  Tumble +6; Ability Focus (Constitution Drain), Blind-
  Fight, Combat Reflexes, Flyby Attack, Improved 
  Initiative, 
  Improved 
  Turn 
  Resistance; 
  Abyssal, 
  Common and Oeridian. 
   
  Constitution Drain (Su):  Living creatures hit by 
  a wraith’s incorporeal touch attack must succeed on a 
  DC 17 Fortitude Save or take 1d6 points of 
  Constitution drain.  The save is Charisma-based.  On 
  each successful attack, the wraith gains 5 temporary hit 
  points.     
   
  Create Spawn (Su):  Any humanoid slain by a 
  wraith becomes a wraith in 1d4 rounds.  Its body 
  remains intact and inanimate, but its spirit is torn free 
  from its corpse and transformed.  Spawn are under the 
  command of the wraith that created them and remain 
  enslaved until its death.  They do not possess any of the 
  abilities they had in life. 
   
  Turn Resistance (Ex):  A wraith is treated as an 
  undead with 15 HD for the purpose of turn, rebuke, 
  command and bolster attempts.     
   
   
   
   
    
   
   
   
   
   
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  Appendix Five – Sir Lorren DeGranoir
  Sir 
  Lorren 
  DeGranoir: 
  Ghost, 
  Ftr2/Pal15 
  (Heironeous); CR 19; Medium Undead (Augmented 
  Human; Incorporeal); HD 17d12; hp 156; Init +2; Spd 
  Fly 30 ft. (perfect); AC 25, touch 16, flat-footed 24; Base 
  Atk/Grp +17/+22; Atk +19 melee (1d6+5, incorporeal 
  touch) or +25 melee (2d6+8/17-20, ghost touched 
  adamantine great sword +3); Full Atk +19 melee 
  (1d6+5, incorporeal touch) or +25/+20/+15/+12 melee 
  (2d6+8/17-20, ghost touched adamantine great sword 
  +3); 
  SA 
  Corrupting 
  touch, 
  frightful 
  moan, 
  manifestation, telekinesis; SQ Aura of courage, aura of 
  good, darkvision 60 ft., detect evil, divine grace, divine 
  health, incorporeal traits, lay on hands, rejuvenation, 
  remove disease 4/week, smite evil 4/day, special 
  mount, +4 turn resistance, turn undead, undead traits; 
  AL LG; SV Fort +19, Ref +12, Will +15; Str 20, Dex 14, 
  Con –, Int 10, Wis 14, Cha 24 
   
  Skills and Feats: Concentration +11, Diplomacy 
  +17, Handle Animal +11, Hide +10, Knowledge (Local 
  – Iuz Border States) +2, Knowledge (Nobility and 
  Royalty) +5, Knowledge (Religion) +5, Listen +12, Ride 
  +14, Search +8, Sense Motive +10, Spot +12; Blind-
  Fight, Combat Reflexes, Dodge, Improved Critical 
  (Great Sword), Iron Will, Mobility, Power Attack, 
  Spring 
  Attack, 
  Weapon 
  Focus 
  (Great 
  Sword); 
  Common, Oeridian 
    
   
  Corrupting Touch (Su):  A ghost that hits a living 
  target with its incorporeal touch attack deals 1d6 
  points of damage.  Against ethereal opponents, it adds 
  its Strength modifier to attack and damage rolls.  
  Against nonethereal opponents, it adds its Dexterity 
  modifier to attack rolls only. 
   
  Frightful Moan (Su): A ghost can emit a frightful 
  moan as a standard action.  All living creatures within a 
  30-foot spread must succeed on a Will save (DC 23) or 
  become panicked for 2d4 rounds.  This is a sonic 
  necromantic mind-affecting fear effect.  A creature that 
  successfully saves against the moan cannot be affected 
  by the same ghost’s moan for 24 hours.  See PHB, p. 
  311, for the effects of being panicked. 
   
  Manifestation (Su):  Every ghost has this ability.  
  A ghost dwells on the Ethereal Plane and, as an 
  ethereal creature, it cannot affect or be affected by 
  anything in the material world.  When a ghost 
  manifests, it partly enters the Material Plane and 
  becomes visible but incorporeal on the Material Plane. 
   A manifested ghost can be harmed only by other 
  incorporeal creatures, magic weapons, or spells, with a 
  50% chance to ignore any damage from a corporeal 
  source.  A manifested ghost can pass through solid 
  objects at will, and its own attacks pass through armor. 
   A manifested ghost always moves silently. 
   
  A manifested ghost can strike with its touch attack 
  or with a ghost touch weapon.  A manifested ghost 
  remains partially on the Ethereal Plane, where it is not 
  incorporeal.  A manifested ghost can be attacked by 
  opponents on either the Material Plane or the Ethereal 
  Plane.  The ghost’s incorporeality helps protect it from 
  foes on the Material Plane, but not from foes on the 
  Ethereal Plane. 
   
  A ghost has two home planes, the Material Plane 
  and the Ethereal Plane.  It is not considered 
  extraplanar when on either of these planes.  
   
  Rejuvenation (Su):  In most cases, it’s difficult to 
  destroy a ghost through simple combat: The 
  “destroyed” spirit will often restore itself in 2d4 days.  
  Even the most powerful spells are usually only 
  temporary solutions.  A ghost that would otherwise be 
  destroyed return to its old haunts with a successful 
  level check (1d20 + ghost’s HD) against DC 16.  As a 
  rule, the only way to get rid of a ghost for sure is to 
  determine the reason for its existence and set right 
  whatever prevents it from resting in peace.  The exact 
  means varies with each spirit and may require a good 
  deal of research. 
   
  Telekinesis (Su):  A ghost can use telekinesis as a 
  standard action (caster level 17
  th).  When a ghost uses 
  this power, it must wait 1d4 rounds before using it 
  again. 
   
  Possessions:  amulet of health +6, belt of giant 
  strength +6, cloak of charisma +4, ghost touch full plate 
  armor +1, ghost touch adamantine great sword +3, 
  locked 
  gauntlets, 
  masterwork 
  flail, 
  masterwork 
  longsword, ring of evasion.  
   
  Spells Known (3/2/1/1; DC = 12 + spell level); as 
  7
  th level caster: 1st—bless weapon, lesser restoration, 
  protection from evil; 2nd—bull’s strength, zone of 
  truth; 3rd—dispel magic; 4th—break enchantment. 
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  Judge Aid #1 – Beneath DeGranoir Manor 
   
   
   
   
   
   
  1
  2
  3
  T
  T
  4
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  7
  8
  6
  1
  2
  3
  T
  T
  4
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  Judge Aid #2 – New Rules Items 
  New Creatures  
  Boneclaw (Libris Mortis, p. 17) 
   
  Boneclaws are bloodthirsty undead that enjoy using their extendable claws to bring death to the living.  The lore of 
  the dead does not reveal from what dark necromancer’s laboratory or fell nether plane boneclaws entered the world.  
  The boneclaw is an intelligent skeletal undead that possesses exceptional control over the length of its claws.  At will, a 
  boneclaw can extend one or two of its finger-claws out to a distance of 20 feet, neatly skewering fleshy creatures that 
  stand in the way.  A bone claw stands about 8 feet tall and weighs about 500 pounds.  Boneclaws speak Common and 
  Abyssal. 
   
  Large Undead 
   
  Hit Dice:  10d12+40 (105 hp) 
   
  Initiative:  +8 
   
  Speed:  40 ft. 
   
  AC:  16 (–1 size, +4 Dex, +3 natural); touch 13, flat-footed 12 
   
  Base Attack:  +5/+14 
   
  Attack:  +9 melee (2d6+5, piercing claw) 
   
  Full Attack:  +9 melee (2d6+5, 2 piercing claws)  
   
  Space/Reach:  10 ft./20 ft. 
      
  Special Attacks:  Reaching claws 
   
  Special Qualities:  Damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold, +2 turn resistance, 
  undead traits, unholy toughness.  
   
  Saves:  Fort +3, Ref +7, Will +9  
   
  Abilities:  Str 21, Dex 18, Con –, Int 14, Wis 14, Cha 19 
   
  Skills:  Hide +13, Intimidate +17, Listen +15, Move Silently +15, Search +15, Spot +15 
   
  Feats:  Combat Reflexes, Improved Initiative, Improved Natural Attack (claw), Power Attack 
   
  Climate/Terrain:  Any 
   
  Organization:  Solitary, skewer (2-4) or marrow (6-11) 
   
  Challenge Rating:  5 
   
  Treasure:  None 
   
  Alignment:  Always chaotic evil 
   
  Advancement:  11–22 HD (Large) 
   
  Reaching Claws (Ex):  A boneclaw can make melee attacks with its bone claws, instantly extending them as part of 
  an attack to a distance of up to 20 feet (thereby allowing the boneclaw to threaten more squares than even its Large size 
  would otherwise indicate).  A boneclaw likes to get the drop on its enemies, especially when its foes are still at range, 
  surprising them with an attack of opportunity by extending its claws as its enemies close to melee range.     
   
  Unholy Toughness (Ex):  A boneclaw gains a bonus to its hit points equal to its Charisma modifier times its Hit 
  Dice. 
   
  Undead Traits:  Boneclaws are immune to all mind-affecting effects, poison, sleep effects, paralysis, stunning, 
  disease, death effects, necromantic effects and any effect that requires a Fortitude save (unless effect works on objects or 
  is harmless).  They are not subject to critical hits, nonlethal damage, ability drain, energy drain, damage to physical 
  ability scores, death from massive damage, fatigue and exhaustion effects.  When reduced to 0 hit points or less, they are 
  destroyed.  Boneclaws use its Charisma modifier for Concentration checks and do not eat, breathe or sleep. 
   
  New Template 
  Spellstitched Template (Complete Arcane, pp 161−162) 
   
  “Spellstitched” is an acquired template that can be added to any corporeal undead with a Wisdom score of 10 or 
  higher (referred to hereafter as the base creature).  A spellstitched creature uses all of the base creature’s statistics and 
  abilities except as note here. 
      
  Special Attacks:  A spellstitched creature retains all the special attacks of the base creature and gains the following 
  special attack: 
  Darkest Night 
   
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  Spell-Like Abilities:  A spellstitched creature can be imbued with spell-like abilities according to its Wisdom, as 
  indicated on the table below.  All spells selected must be from the conjuration, evocation or necromancy school.  The 
  number of spell-like abilities is cumulative.  Caster level equals the creature’s Hit Dice. 
   
   
   
  Wisdom Spells Imbued 
   
  Times/Day
   
   
   
  10 
   
  2 1
  st-level  
  4 
   
   
   
  11–12 
   
  plus 2 2
  nd-level 
   
  4 
   
   
   
  13–14 
   
  plus 2 3
  rd-level 
   
  2 
   
   
   
  15–16 
   
  plus 2 4
  th-level 
   
  2 
   
   
   
  17–18 
   
  plus 2 5
  th-level 
   
  2 
   
   
   
  19+ 
   
  plus 1 6
  th-level 
   
  1    
   
   
  The creator of a spellstitched creature decides how to allocate the spells known against the number of times per 
  days spells of each level can be cast, and once made, this determination cannot be changed. 
   
  Special Qualities:  A spellstitched creature retains all the special qualities of the base creature and gains the 
  following special qualities: 
   
  Damage Reduction (Ex):  A spellstitched creature with 1–3 HD have no damage reduction, those with 4–11 HD 
  have DR 5/magic or silver, and those with 12 or more HD have DR 5/magic and silver. 
   
  Spell Resistance:  A spellstitched creature has spell resistance equal to 10 plus base creature’s Charisma bonus. 
   
  Turn Resistance (Ex):  A spellstitched creature has +2 turn resistance (added to the base creature’s turn resistance, if 
  any). 
   
  Base Saves:  A spellstitched creature gains a +2 profane bonus on all saving throws. 
   
   
  Challenge Rating:  Same as base creature +1. 
   
   
  Variant 
  Fast Zombie Variant (Libris Mortis, p. 173) 
   
  Slow zombies are funny.  They’re easy to escape on foot and can’t run at all.  After an encounter with fast zombies, 
  the characters won’t be laughing. 
   
  Speed:  Add 30 feet to base land speed, up to a maximum of twice the zombie’s normal base land speed.  Fast 
  zombies can run normally. 
      
  Armor Class:  The fast zombie gains a +2 dodge bonus to AC. 
   
  Special Qualities:  The fast zombie is not restricted to taking single actions only.  However, it still cannot attack 
  more than once per round. 
   
  Challenge Rating Adjustment:  Same as base creature + ½. 
   
  Vicious Skeleton Variant (Libris Mortis, p. 162) 
   
  Vicious skeletons seem to take mindless pleasure in disemboweling their victims with their devastating claw 
  attacks.  Skeletons without claws can’t be vicious skeletons. 
   
  Attack:  A vicious skeleton’s claw attacks deal damage as if the skeleton were one size category larger than normal 
  (if the creature is already Colossal, then the claw attack deals 3d8 points of damage). 
      
  Special Attacks:  Rend (Ex): If a vicious skeleton hits with at least two claw attacks, it latches onto the opponent’s 
  body and tears the flesh.  This attack automatically deals extra damage equal to twice the normal damage of a claw attack 
  plus 1.5 times the vicious skeleton’s strength bonus. 
   
  Feats:  Vicious skeletons gain Improved Critical (claw) as a bonus feat. 
   
  Challenge Rating Adjustment:  Same as base creature +1. 
  Darkest Night 
   
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  Non-Core Feats 
  Improved Turn Resistance [Monstrous] 
  Libris Mortis, pp. 27-28. 
  Prerequisites:  Undead type. 
  Benefit:  You are less affected by clerics or paladins 
  than you normally would be (see Turn or Rebuke 
  Undead, page 159 of the Player’s Handbook).  When 
  resolving a turn, rebuke, command or bolster attempt 
  add +4 to your character level (monster Hit Dice plus 
  class levels) to determine your Hit Dice for turn, 
  rebuke, command and bolster attempts.  For example, a 
  4 HD wight with this feat is treated as an 8 HD undead 
  for the purpose of turn, rebuke, command and bolster 
  attempts, even though it is a 4 HD creature for any 
  other purpose.  A vampire that already has a +4 turn 
  resistance adds an additional +4 with this feat, for a 
  total of +8.  
   
  Lifesense [Monstrous] 
  Libris Mortis, p. 28. 
  Prerequisites:  Cha 13, Con – (no Constitution score). 
  Benefit:  In addition to any normal light that may be 
  present, your surroundings are illuminate by roving 
  points of brightness created by living creatures.  To 
  your eyes, a Medium or smaller creature gives off life 
  force sufficient to provide bright illumination in a 60-
  foot radius, revealing itself and all features and objects 
  in range to your life-adapted sight.  This life-light 
  behaves like regular light – you can’t see into solid 
  objects or past solid walls. 
   
  A Large creature gives off life-light in a 120-foot 
  radius, and the radius doubles again for each additional 
  size category larger than Medium, up to a maximum 
  radius of 960 feet for a Colossal creature.  
   
  New Spells 
  Awaken Undead 
  Spell Compendium, p. 21 
  Necromancy [Evil]  
  Level:  Deathbound 6, Sor/Wiz 7  
  Components:  V, S, M, XP 
  Casting Time:  1 standard action 
  Range:  Close (25 ft. + 5 ft./2 levels) 
  Target:  All mindless undead within a circle with a 
  radius of 25 ft. + 4 ft./2 levels 
  Duration:  Instantaneous 
  Saving Throw:  None (harmless) 
  Spell Resistance:  Yes (harmless) 
   
  The spell grants intelligence to mindless undead, such 
  as skeletons and zombies.  Undead with an intelligence 
  score are unaffected. A mindless undead gains an 
  Intelligence score of 1d6+4, subject to the limitation 
  that an undead cannot be more intelligent than is 
  typical of the living creature of the same kind.  A dog 
  skeleton simply has Intelligence 2 (no roll needed), 
  while an orc skeleton makes the die roll but can’t have 
  more than Intelligence 8.  (See Monster Manual, p. 
  290, for more information on skills and feats the 
  creature gains). 
   
  Undead 
  regain 
  the 
  armor 
  and 
  weapon 
  proficiencies they had in life (assume the undead were 
  formerly warriors unless the DM specifies otherwise) 
  and will don armor and take up weapons while obeying 
  your commands.  A zombie fighter can wear any armor 
  and wield any simple or martial weapons, and a 
  warhorse zombie can wear any armor. 
   
  Undead also regain any extraordinary racial 
  abilities they had in life, such as poison or scent.  
  Awakened undead gain a +2 profane bonus on their 
  Will saving throws resist control undead.  Awakened 
  undead also gain +2 turn resistance (or retain their own 
  turn resistance, if any, and if it’s better than +2).  
   
  Baleful Transposition 
  Spell Compendium, p. 23 
  Conjuration (Teleportation) 
  Level:  Sor/Wiz 2 
  Components:  V 
  Casting Time:  1 standard action 
  Range:  Medium (100 ft. + 10 ft./level) 
  Target:  Two creatures of up to Large size 
  Duration:  Instantaneous 
  Saving Throw:  Will negates 
  Spell Resistance:  Yes. 
   
  Two target creatures, of which you may be one, 
  instantly swap positions.  A solid object such as the 
  ground, a bridge or a rope must connect the creatures.  
  Objects carried by a subject creature (up to the 
  creatures’ maximum loads) go with them, but other 
  creatures do not, even if they are carried.  The 
  movement is instantaneous and does not provoke 
  attacks of opportunity.  If either creature succeeds on a 
  Will save, the spell is negated. 
   
  Curse of Impending Blades, Mass 
  Spell Compendium, p. 57 
  Necromancy 
  Level:  Brd 3, Rgr 3, Sor/Wiz 3 
  Components:  V, S, M/DF 
  Casting Time:  1 standard action 
  Range:  Medium (100 ft. + 10 ft./level) 
  Target:  Enemies in a 20 ft.-radius-burst 
  Duration:  1 minute/level 
  Saving Throw:  None 
  Darkest Night 
   
  Page 38 
  
  Spell Resistance:  Yes. 
   
  Multiple enemies have a hard time avoiding attacks, 
  sometimes even seeming to stumble into harm’s way.  
  Subjects take a –2 penalty to AC.  The curse cannot be 
  dispelled, but it can be removed with a break 
  enchantment, limited wish, miracle, remove curse or
  wish spell. 
   
   
  Skull Watch 
  Spell Compendium, p. 191 
  Necromancy 
  Level:  Clr 3, Sor/Wiz 3 
  Components:  V, S, F 
  Casting Time:  1 standard action 
  Range:  Touch 
  Target:  One humanoid skull 
  Duration:  Permanent 
  Saving Throw:  See text 
  Spell Resistance:  No. 
   
  The skull affected by a skull watch spell floats gently 5 
  feet off the ground, facing a direction you choose.  It 
  monitors an area 20 feet wide by 90 feet long, though 
  walls and other opaque barriers can curtail this area.  If 
  any Tiny or larger living creature enters the area 
  guarded by the skull, it emits a piercing shriek that can 
  be heard up to a quarter of a mile away.  Every creature 
  within 60 feet of the skull when it shrieks must make a 
  Fortitude save or be deafened for 1d6 rounds.  
  Whether or not you can hear this audible alarm, you 
  instantly become aware that the effect has been 
  triggered, provided you are on the same plane as it is.  
  The alarm resets 1d4 rounds later. 
   
  When you cast the spell, you can specify the 
  creatures that will not trigger the alarm.  The skull can 
  be moved from its original position by anyone who can 
  get to it without entering its monitored area.  The skull 
  has AC 12, hardness 1 and 1 hit point per caster level.  
  You are not magically made aware of the skull’s 
  destruction if it had not been triggered. 
   
  Focus:  The humanoid skull upon which the spell 
  is cast.    
   
  New Magic Items 
  Belt of One Mighty Blow:  Once per day, as a swift 
  action, the wearer of this belt can activate the belt to 
  gain extra damage on his/her next attack.  A light 
  weapon deals an extra 1d8 points of damage, a one-
  handed weapon deals an extra 2d6 points of damage, 
  and a two-handed weapon deals an extra 3d6 points of 
  damage.  The belt can be used only after being worn 
  continuously for 24 hours.  If it is taken off, it becomes 
  inactive until it is again donned and worn for a full 24 
  hours.   
  Faint transmutation; CL: 5
  th; Prerequisites:  Craft 
  Wondrous Item; Market Price: 1,500 gp; Miniatures 
  handbook, p. 42. 
   
  Rod of Sure Striking:  When the rod is activated 
  (standard action), every creature adjacent to the 
  wielder gains a +10 bonus on its next attack roll, 
  provided that the attack occurs before the beginning of 
  the wielder’s next turn.  Any attack that occurs after 
  that point does not gain the bonus.  The rod is usable 
  three times per day. 
  Moderate divination; CL: 7
  th; Prerequisites:  Craft Rod, 
  true strike; Market Price: 4,000 gp; Dungeon Master’s 
  Guide II, p. 265. 
  Darkest Night 
   
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  Darkest Night 
   
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  Player Handout #1 – Notes from the Log Book 
   
  All the notes are written in Halfling.  
   
  3 Goodmonth CY596 
   
  Why do I listen to my sister?  This is her greed talking and my foolishness listening. 
  My wife and I should be safe and warm in town rather than taking a shipment of spell 
  components to Keristen and Sendrift.  Doesn’t she realize there are hundreds of undead 
  rampaging all over Willip? The King’s army fights them constantly. Gen claims we will 
  make a killing selling all the components in those war-driven port towns. “What would 
  the Littlefields do?” is all she ever says. “We have to be bold and daring.” Daring, 
  yeah…if we’re not lucky, we’re the ones who will end up being killed! At least we’re 
  using the backroads. 
   
  7 Goodmonth CY596 
   
  Oh, I knew this was a bad idea. Gen yelled and cursed at my little Pery when she 
  suggested we turn back and go to Littleberg. And what did I do? Oh yes, Mr. Backbone 
  sided with my sister. Now Pery is furious with me. Great. What else can go wrong? 
   
  9 Goodmonth CY 596 
   
  Chased by undead. This is very bad. A big army of grave risers are fighting near 
  Blackwell. Hope those undead fiends get their fill of human flesh. Better them then us. 
   
  10 Goodmonth CY596 
   
  More backroads…all we do is ride around in circles and make little progress. Pery 
  still isn’t talking to me. She must really be mad. 
   
  11 Goodmonth CY596   
   
  Huge band of grave risers after us. Driving toward Granoir now. Hope we make it.  
  Curse Gen and her greed! May Yondalla grant Pery and I safety…Gen, too. 
   
  Darkest Night 
   
  Page 41 
  
  Player Handout #2 – Puzzle to DeGranoir Family Treasure 
   
   
   
  In my hand, 
  Like a fork on the tabled sky, 
  My prongs travel far, 
  My prongs travel near, 
  My prongs rest before 
  My first report, 
  Speak my name and enter.”  
   
   
  Darkest Night 
   
  Page 42 
  
  Critical Events Summary 
  FUR6-05 Darkest Night 
  (Circle all appropriate; if this is a premiere, return to HQ) 
   
  1. 
  Were the PCs disrespectful/rude to Sir Jellack DeSavior? 
   
   
  YES 
  NO 
   
  2. 
  Did the PCs save the villagers of Granoir? 
   
   
   
   
  YES 
  NO 
   
  3. 
  Did PCs slay Sir Echil DeGranoir? 
   
   
   
   
   
  YES 
  NO 
   
  4. 
  Did the PCs attack the spirit of Sir Lorren DeGranoir?  
   
   
  YES 
  NO 
   
  5. 
  Did any PCs obtain the battle standard? 
   
   
   
   
  YES 
  NO 
   
  6. 
  If yes to #5, was that PC eligible to become a Protector of the Standard? 
   
  YES 
  NO 
   
  7. 
  Did any PCs receive the Curse of Yondalla? 
   
   
   
   
  YES 
  NO 
   
  8. 
  What information did PCs report to Sir Alton Cire?   
   
   
   
   
  9. 
  What APL did the PCs play this at?   
  APL 2  
   
  APL 4  
   
  APL 6 
   
  APL 8 
   
  10. Any additional comments, strange outcomes, notable PC actions, etc?  (Use the back of this paper, if 
  necessary.) 
    
   
   
   
   
   
  Darkest Night 
   
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SOURCE: textdata/thevault/Living Greyhawk/Modules/Furyondy/596/Normal Scenarios/FUR6-05 - Darkest Night (APL 2-8)/FUR6-05 - Darkest Night.pdf