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. © 2005 Wizards of the Coast, Inc. 
  Visit the LIVING GREYHAWK website at www.rpga.com. 
   
   
  CORS6-03 
   
   
   
  SHADOWS OF THE 
  DREAD SPIRAL 
   
  A One-Round Dungeons & Dragons® Living 
  Greyhawk™  
  Core Special Adventure 
  Low-Level: Doorway to Darkness 
  Version 1 
   
  by Chris Tulach 
  Circle Reviewer: Creighton Broadhurst 
  RPGA Content Manager: Stephen Radney-MacFarland 
   
   
  A tainted soul seeking redemption draws your attentions to the foreboding Yatil Mountains. Within its hidden recesses 
  lies the Forgotten Temple of Tharizdun, and there, a terrible labor lost in time begins anew, as the veil between worlds 
  grows thin, and a threat more perilous than all others reaches out to touch the other side. This adventure is divided up 
  into two levels of play (low level and high level); each player may only participate in one of them. A challenging special 
  adventure for characters levels 1-15 (APLs 2-16). 
   
  
  <Title> 
  [Round #] 
  Page 2 
  Resources for this adventure [and the authors of those works] include Complete Arcane [Richard Baker], Complete 
  Warrior [Andy Collins, David Noonan, Ed Stark], Draconomicon [Andy Collins, Skip Williams, and James Wyatt], 
  Monster Manual III [Rich Burlew, Eric Cagle, Jesse Decker, Andrew J. Finch, Gwendolyn F.M. Kestrel, Rich Redman, 
  Matthew Sernett, Chris Thomasson, P. Nathan Toomey], Player’s Handbook II [David Noonan], Return to the Temple 
  of Elemental Evil [Monte Cook], Spell Compendium [Matthew Sernett, Jeff Grubb, Mike McArtor], Tome of Magic 
  [Matthew Sernett, Ari Marmell, David Noonan, and Robert J. Schwalb], and WG4 The Forgotten Temple of Tharizdun 
  [Gary Gygax]. 
  
  CORS6-03 Shadows of the Dread Spiral (Low) 
   
  Page 2 
  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 two (2) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on November 20, 2006.  
   
  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 rulebooks: 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. For your 
  convenience, that appendix is split by APL 
   
  Along with this adventure you’ll find a RPGA 
  Session 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. A single PC may 
  only bring four or fewer animals of this type, and 
  animals with different CRs are added separately.  
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  3. 
  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. 
  4. 
  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. 
  
  CORS6-03 Shadows of the Dread Spiral (Low) 
   
  Page 3 
   
  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 1st-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 special one-round Core adventure, set in the 
  Yatil Moutains. All characters pay 2 Time Units per 
  round. 
   
  Adventurer’s Standard Upkeep costs 12 gp per Time 
  Unit. Rich Upkeep costs 50 gp per Time Unit. Luxury 
  Upkeep costs 100 gp 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 adventure. 
   
  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 DC 20 
  Survival check, 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 
  Hundreds of years ago, deep in the Yatil Mountains, a vile 
  temple was built to venerate the dread god Tharizdun, the 
  god of entropy, destuction, and eternal darkness. There is 
  no god more feared and hated than he. It is said that 
  Tharizdun craves nothing more than the unmaking of the 
  universe, and as such, the other gods of Oerth imprisoned 
  him away long ago, knowing that if he was to remain free, 
  all that is would be no more. After the god’s 
  imprisonment, his power on Oerth was broken, and the 
  temple’s worshipers scattered across the land. 
   
  Eventually, Tharizdun’s cults began to reform in 
  small numbers across the Flanaess, dedicated to finding a 
  way to free their god from his prison and bring about the 
  end of existence. The temple in the Yatils was once again 
  occupied by Tharizdun’s faithful, and it was through their 
  efforts that a Black Cyst was discovered below the actual 
  temple. A floating block of black rock was discovered, 
  and a vague form could be glimpsed within. No amount 
  of prayer, magic, or logic could tell the cultists what was 
  in the black rock – some thought it might be the form of 
  Tharizdun himself. After a while, that notion took hold, 
  and the cultists began to perform a ritual in the hopes 
  that one day, the form would awaken, and either show 
  itself as Tharizdun, or lead them to him. Sacrifices of the 
  flesh and offerings of great wealth were presented before 
  the indistinct form for generation upon generation. 
   
  After a time, the ritual became less and less 
  important to the cultists, as nothing had ever transpired 
  from their offerings. Eventually, the clerics that left the 
  offerings began to steal from the vast hoard, replacing the 
  choicest pieces of wealth with items of lesser value. 
  Within a short time, the cultists had all left save one – a 
  high priest that continued to perform the ritual alone. 
  Some say this man, toward the end of his days, wandered 
  off to his final resting place to leave the temple 
  abandoned, and the ritual unpracticed. However, that is 
  not the whole truth. While this high priest did indeed 
  abandon the ritual toward the end of his days, he did so to 
  seek out the secrets of lichdom, in order to continue his 
  existence to seek out a way to free dread Tharizdun. 
   
  The temple itself fell into chaos, as various other 
  creatures began to occupy it and use it for their own 
  purposes. Those few sages and historians that knew of its 
  existence named it the Forgotten Temple of Tharizdun. 
  Then, about thirty years ago, a group of adventurers set 
  foot in the temple and cleared it of the savage humanoids 
  and other creatures that now lived there. The adventurers 
  looted the place, and among the items they found, was a 
  magical item called the Iron Horn of Tharizdun. It was 
  eventually sold to a collector of antiquities in Greyhawk 
  City, and then was lost when the collector went missing. 
   
  The high priest unearthed the secrets of becoming a 
  lich, and renamed himself Darken Iyes. His wanderings 
  and research brought him to the Plane of Shadow, where 
  he encountered a shadow dragon named Srinthedul, a 
  creature that claimed to know the secrets of the plane. 
  Darken Iyes was told by the dragon that Tharizdun’s 
  prison was in an inaccessible place on the Plane of 
  Shadow itself, and that by drawing forth the fabric of the 
  plane onto Oerth, the bonds of his captivity would be 
  weakened, and eventually would break. Darken Iyes 
  believed Srinthedul’s wisdom, as the dragon had been a 
  native to the plane for much longer than he had existed, 
  and found that the dragon’s desires matched his own – to 
  free Tharizdun from his prison and end existence.  
   
  To this end, Srinthedul also revealed to the lich 
  necromancer a new form of magic that manipulated the 
  energies of darkness and shadow. Called simply shadow 
  magic, the two came back to Oerth to once again inhabit 
  
  CORS6-03 Shadows of the Dread Spiral (Low) 
   
  Page 4 
  the temple and train others in the use of this new magic. 
  By manipulating this energy, small amounts of the Plane 
  of Shadow would be drawn away and to Oerth with each 
  casting. Thus, the spread of this new magic would help 
  them achieve their goal of weakening the bonds of 
  Tharizdun’s imprisonment. 
   
  Darken Iyes’ labor started anew at the temple, and 
  within a few months, he and Srinthedul had subjugated 
  and converted to Tharizdun a small enclave of troglodytes 
  that lived in the temple area. The word began to spread to 
  other Tharizdun worshipers that the temple had become 
  inhabited once more. Other followers soon flocked to the 
  reestablished temple, including a half-dragon spawn of 
  Srinthedul. The shadow dragon even personally trained a 
  few humans in the arts of shadow magic. Portals to the 
  Plane of Shadow were opened, and the Iron Horn of 
  Tharizdun was recovered. The lich and shadow dragon 
  began their grand plans of pulling a large portion of the 
  Plane of Shadow into Oerth, to finally break the bonds 
  that held their dread god. 
   
  ADVENTURE SUMMARY 
  This is the low-level portion of the adventure. Varachan, a 
  former evil cleric of Tharizdun that underwent a change 
  of heart and works from within various cultist cells, 
  informs the characters of a dire threat to the Flanaess. He 
  speaks of the occupation of the Forgotten Temple of 
  Tharizdun, and plans that have been set in motion by 
  worshipers there – plans, which if they come to fruition, 
  could spell doom for the cosmos. He wants to send two 
  groups to the temple – one to provide a distraction and 
  clear out the temple complex, and the other to directly 
  assault the areas under the temple and take on the lich 
  and the dragon. This adventure involves clearing out the 
  temple complex, and destroying a portal to the Plane of 
  Shadow that could be used as an alternate focal point for 
  the cultist’s plans. 
   
  After outfitting the characters, they journey forth 
  from Gnome Vale to the Forgotten Temple. Once inside, 
  they have essentially three missions – provide enough of 
  a distraction to keep the denizens of this area from 
  helping those below the temple (from the high-level 
  characters’ assault), clear out as many cultists and allies as 
  possible, and find the portal to the Plane of Shadow and 
  shut it down. 
   
  PREPARATION FOR PLAY 
  As this is a special event, running this adventure requires 
  more preparation than a normal adventure. Since it is 
  running only at certain conventions, you will be provided 
  with a map and miniatures (see the list below) to play out 
  the adventure. However, you will want to take the 
  following to heart while preparing this adventure for 
  play: 
   
  Read this adventure over very thoroughly at 
  least twice. Make notes to help you run more 
  complex encounters.  
   
  If you have it, read the Tome of Magic – in 
  particular, the section on shadow magic. 
  Shadow magic plays a big part in both the low-
  level adventure and the high-level one, and 
  becoming familiar with its mechanics will make 
  the adventure run much more smoothly 
  (especially when the party has to deal with Elus 
  Maarikson). 
   
  A set of initiative cards with all the creatures 
  listed on them (as well as many relevant combat 
  statistics) may be available for use. It’s a good 
  idea to print those cards out beforehand, and use 
  them when running the adventure. Combats 
  will move much more quickly with them. 
   
  You may wish to pre-roll about 10d20 (or 
  randomly generate a series of d20 rolls), in case 
  you want to make an opposed check in secret 
  (like ambushers using a Hide check vs. the 
  characters’ Spot checks), so as not to let the 
  characters know you’re resolving something 
  with dice rolls. Just check off each die roll in the 
  order in which it’s rolled. There are potentially 
  quite a few encounters where Hide checks 
  against Spot checks need to be made, due to the 
  nature of the foes. 
   
  Hand out initiative cards to the players, so they 
  may put their characters’ relevant information 
  on them. Make certain they list their saving 
  throws and the skills Hide, Listen, Move 
  Silently, Sense Motive, and Spot. 
   
  While the players are filling out their initiative 
  cards, ask each one to roll 6d20. Record the 
  results for each character on a piece of paper, 
  away from the eyes of the players. Whenever 
  you need a roll from one of the players that 
  should yield a secret result (such as a Spot and 
  Listen check before an ambush), simply mark 
  off the first result from each character’s roll, and 
  add the appropriate modifier. In this way, the 
  players won’t know exactly what you’re doing. 
   
  This adventure is designed to run in 3.5 hours, 
  but it does have more encounters in it than the 
  PCs are likely to face. Keep the action moving 
  along, and the pacing quick. The players will 
  appreciate getting as far along as possible (given 
  their own limitations, of course). 
   
  Give the players a real challenge (but be fair). 
  Let the dice fall where they may (you may want 
  to make combat rolls right out in front of the 
  players). The PCs may have to retreat from a 
  fight, especially if they trigger more than one 
  encounter at the same time. The best part about 
  a special adventure is that it’s high risk, high 
  reward. Make them earn their XP, gold, and 
  magic items. 
   
  If the table is composed of all 1st-level 
  characters, go a little easier on them. Many of 
  these players may be trying out a LIVING 
  GREYHAWK game for the first time, so keep 
  things lively and enjoyable. Make them feel like 
  
  CORS6-03 Shadows of the Dread Spiral (Low) 
   
  Page 5 
  they’re challenged, but don’t overwhelm them. 
  There are a few specific notes in certain 
  encounters that speak to a very low-level table, 
  so be sure to review those if you’re running one. 
   
  Lastly, see if a character has a Gnome Vale 
  gemstone (that’s not been converted to a magic 
  item). They could have obtained these last year 
  through adventure play, or this year through an 
  RPGA web article. If they obtained this through 
  the web article, they must have a copy of the 
  article with them to receive a benefit.  
   
  DUNGEONS & DRAGONS 
  MINIATURES 
  To run this adventure, it’s recommended you have the 
  following miniatures: 
   
  From the Harbinger set: 
  2 Troglodyte Zombies (56/80) to represent the troglodyte 
  undead 
  1 Ghoul (63/80) to represent the ghoul 
   
  From the Dragoneye set: 
  1 Medium Water Elemental (36/60) to represent the 
  water elemental 
  2 Troglodytes (60/60) to represent the troglodyte sentries 
   
  From the Archfiends set: 
  1 Ochre Jelly (46/60) to represent the vasuthant (Large-
  sized) 
  1 Cultist of the Dragon (48/60) to represent Elus 
  Maarikson 
  4 Cursed Spirits (49/60) to represent wraiths or shadows 
   
  From the Aberrations set: 
  1 Gibbering Mouther (50/60) to represent the vasuthant 
  (Small- and Medium-sized) 
   
  From the Angelfire set: 
  1 Elf Swashbuckler (18/60) to represent Montesanto (in 
  disguise) 
   
  From the Underdark set: 
  1 Troglodyte Captain (40/60) to represent Murrssk 
  1 Dire Bat (44/60) to represent the elder arrowhawk 
  1 Troglodyte Barbarian (59/60) to represent The Painted 
  One 
   
  From the War Drums set: 
  1 Ogre War Hulk (54/60) to represent Gilwog 
  1 Tiefling Blademaster (59/60) to represent Montesanto 
  (true form) 
  6 Troglodyte Thugs (60/60) to represent troglodytes in 
  the enclave 
   
  From the War of the Dragon Queen set: 
  1 Blackspawn Exterminator (42/60) to represent Srinthek 
  2 Small Black Dragons (53/60) to represent juvenile or 
  adult arrowhawks 
   
  INTRODUCTION 
  The adventure begins with the PCs summoned to an old 
  abandoned farm outside the City of Greyhawk. Each 
  player’s character is alone, unless often accompanied by 
  some of the others at the table. Read the following when 
  all the players are ready to begin: 
   
  While taking in the sights and sounds of 
  Greyhawk City on a fine Goodmonth day, a 
  note was handed to you by your innkeep. It was 
  unremarkably sealed with wax; when you 
  opened it, the message was simple:  
   
  Meet me at Gilfrey’s Old Farm on the 14th of 
  this month. Go into the barn and wait until all 
  who are assembled arrive. Tell no others of this 
  message. This is a matter most urgent. 
  -V 
   
  Who is this “V”? What could be so urgent? Is 
  this a trap? There’s only one way to find out ... 
  and you’d better begin soon, since it’s already 
  the afternoon of the 13th. Now, to find out 
  where that farm is ... 
   
  A simple ask about town, with an accompanying DC 10 
  Gather Information check, or a DC 15 Knowledge (local – 
  Core) check gets a PC the information needed on the 
  location of the farm. Nothing remarkable has occurred 
  there; it’s just an abandoned farm where a family used to 
  sell some of the best tubers in the Domain. It is about a 
  half-day’s walk west of Greyhawk City, just south of River 
  Road.  
   
  Each PC is currently unaware of who else may have 
  received a letter such as this, unless two or more 
  characters commonly travel together. They may spend 
  the rest of the day stocking up on provisions, and 
  preparing for adventure. 
   
  THE OLD FARM 
  Read the following once the players are ready: 
   
  You have followed the instructions of the 
  mysterious “V,” and now find yourself in a 
  dilapidated, moldering, old barn. The door is 
  open to let the light of another sunny summer’s 
  day in, and the wind blows through the barn, 
  causing unsettling creaking noises in the 
  unstable-looking rafters.  
   
  You then notice that other adventurers are 
  assembling here as well. Hopefully, they’re not 
  assassins sent by this “V.” Or, perhaps, “V” has 
  assembled you here to bring the barn down in 
  upon your heads? You banish those dark 
  thoughts and hail the strangers here with you 
  in the barn. 
   
  
  CORS6-03 Shadows of the Dread Spiral (Low) 
   
  Page 6 
  At this point, have the players introduce their characters 
  to one another. Once introductions have been made, read 
  the following: 
   
  After another hour or so, a brown-robed person 
  approaches the barn. As the individual walks 
  enters the shade of the barn, he pulls down the 
  hood from the robe, revealing the scarred face 
  of a male human, approximately 40 years of age.  
   
  “Good day, adventurers. I am Varachan, he 
  who summoned you here. I apologize for the 
  inconvenience of our meeting place, and the 
  urgency by which I wrote. Greyhawk City is 
  full of eyes and ears that might eavesdrop on 
  our discussion and word of it might get back to 
  those who can dismantle the whole mission 
  before it has even began. 
   
  “I am familiar with all of you through my 
  information network, but I know that none of 
  you are familiar with me. However, I must ask 
  for your trust here, before we begin talk of 
  specifics. Will you each submit to a divination 
  spell that allows me to discern truth from lie? 
  There are a few questions I need to ask each 
  one of you, to ensure that my message was 
  delivered to the proper hands.” 
   
  If the PCs agree, Varachan asks the PCs to gather together 
  before casting a zone of truth spell He then proceeds to 
  ask the following questions to each PC: 
   
  Are you the person to whom the 
  message was addressed? Answer yes or 
  no. 
   
  Do you worship a deity of evil? Answer 
  yes or no. 
   
  Have you knowingly aided a minion of 
  the Elder Elemental Eye or Tharizdun? 
  Answer yes or no. 
   
  Keep in mind that with submission to the zone of truth 
  spell, any answer the PC speaks must be truthful. As long 
  as the answer to the first question is “yes,” and the last two 
  is “no,” Varachan is satisfied. If a PC gives a “no” answer to 
  the first question, or a “yes” answer to the 2nd or 3rd 
  questions, Varachan notes it, and completes his 
  questioning of all the PCs. Once finished, he turns to the 
  PC who failed his test, pulls out a small stone table from 
  his robes, and shows it to the PC. Upon its surface is a 
  empowered symbol of stunning. PCs seeing it are 
  stunned for 1d6 + half again the die roll in rounds (no 
  save) so long as they have less than 151 hit points (which, 
  in the low-level adventure, should include pretty much 
  all PCs). He then casts one or more teleport spells (he has 
  3 in total) to bring the rest of the party to Gnome Vale. 
  Varachan can bring along 4 other people per teleport, so 3 
  should do the trick. PCs that fail his questioning are 
  unable to participate in the adventure. 
   
  Development: 
  If 
  a player’s character fails 
  Varachan’s questioning, they may select another PC that 
  would meet the criteria from those they have available, if 
  possible. That character meets up with the group in 
  Gnome Vale, and has already been screened by Varachan 
  to ensure that he or she is acceptable for this mission. 
   
   
  k Varachan: male human cleric (Fharlanghn, 
  formerly Tharizdun) 13 (NG; Bluff +9, Diplomacy +5, 
  Intimidate +4). 
   
  THE MISSION 
  Once Varachan is satisfied with the PCs’ replies continue 
  with the following information. In order to facilitate 
  faster play, and to aid in comprehension, Valachan’s talk 
  is reproduced in Player Handout 1. Give the players 
  this handout, so that they may reference it when 
  appropriate. 
   
  “I thank you for your willingness to accept my 
  requests without rebuke. Now, I shall first tell 
  you who I am, and then we’ll talk of what needs 
  to be done. 
   
  “As you already know, I am Varachan, 
  although in times past that name meant a 
  servant 
  of 
  dread 
  Tharizdun, 
  rather 
  than 
  Fharlanghn as I am now. I was once a vile and 
  despicable being, preying upon the suffering of 
  others, hoping to find ways to bring down his 
  prison and unleash his dark power upon all of 
  Oerth. Then, one day, I felt something stir 
  within me. It was a conscience, a feeling of 
  regret and shame for what deeds I had done, 
  and what I was. It was from that moment that I 
  forsook my bondage to Tharizdun, and devoted 
  myself to ensuring that he would forever 
  remain imprisoned. I was in the Temple of All-
  Consumption at the time, near the Lortmil 
  Mountains. After my work was done there, I 
  moved around with other groups of cultists, 
  always working to foil their plans from within, 
  or getting the word out to adventurers to take 
  down the cults when I could not disrupt their 
  plans. For many years now I have played the 
  role of a faithful servant of Tharizdun, in order 
  to stay close to those who seek ill upon the 
  world. 
   
  “Thus, a dire threat to Oerth was recently 
  brought to my attention. I cannot get involved, 
  lest my true allegiance be discovered, but I did 
  gather as much information as I could to 
  provide to you to help squelch this new plot. 
   
  “A long time ago, in the Yatil Mountains, 
  there was a temple devoted to Tharizdun, where 
  cultists flocked like moths to the flame. 
  Apparently, from what I was able to uncover, it 
  was some sort of focal point for Tharizdun’s 
  power, and the cultists there engaged in a ritual 
  to draw him forth from his prison. As time 
  went by, the ritual lost its original context, and 
  the priests wavered in their commitments until 
  only a single priest remained to conduct the 
  ritual.  
  
  CORS6-03 Shadows of the Dread Spiral (Low) 
   
  Page 7 
   
  “Here is where what some know differs 
  from what is known by the few in Tharizdun’s 
  service. The story goes that the priest, tired and 
  old, eventually went off to his final rest 
  somewhere in the undertemple. However, the 
  truth is that the priest abandoned the ritual to 
  seek out the secrets of lichdom, so that he 
  could remain in Tharizdun’s service for as long 
  as necessary to free him from his prison. 
   
  “Eventually, he achieved his goal, and 
  became a lich, renaming himself Darken Iyes. 
  His research took him to the Plane of Shadow, 
  where he encountered a powerful shadow 
  dragon, who claimed to know the secrets of 
  Tharizdun’s imprisonment. The dragon said 
  that 
  Tharizdun 
  was 
  imprisoned 
  on 
  an 
  inaccessible part of the Plane of Shadow, and 
  the only way to truly free him would be to draw 
  forth the plane onto Oerth, to weaken his 
  bonds. The dragon knew an insidious way of 
  accomplishing this – a new form of magic 
  known simply as shadow magic, which, with 
  every casting, draws forth small bits of the 
  Plane of Shadow into the caster’s world. Thus, 
  every time shadow magic is employed, it 
  weakens the bonds of the dread god a little 
  more. 
   
  “The two of them came back to Oerth, and 
  began a plot to speed along the process of 
  Tharizdun’s return. They returned to the old 
  temple, which had been called the Forgotten 
  Temple of Tharizdun since it had fallen out of 
  use for such a long time, and subjugated the 
  denizens there – troglodytes, I believe. In 
  addition, the shadow dragon began to train a 
  select few in the art of shadow magic, and he 
  and the lich began a plot to draw forth a large 
  portion of the Plane of Shadow to Oerth 
  through the focus deep in the undertemple. 
   
  “Thus, the current state of things; a 
  situation most dire is upon us. My contact 
  inside the temple has not reported to me in 
  some time; I fear he is lost. I need you to travel 
  to the temple, clear out as many cultists and 
  their allies as possible, close any portals to the 
  Plane of Shadow you locate, and keep the 
  denizens of the temple occupied while I send 
  another group of more powerful adventurers in 
  to deal directly with the lich and the dragon. 
  Can you attempt this?” 
   
  If the PCs give their consent, continue. If a PC does not 
  wish to attempt this task, then the adventure is over for 
  that PC; the player may choose to bring another PC that is 
  more suitable if they wish (in which case, the adventurers 
  meet the PC in Gnome Vale on their way to the temple).  
   
  Read the following once the PCs have made their 
  determinations: 
   
  “Good. Now, I have some more information for 
  you, and some equipment that might aid you.” 
   
  Varachan knows something about the temple, and can 
  provide the PCs with the following information: 
   
  The temple is located in the Yatil Mountains, up 
  a winding pass in a very remote area. It is 
  accessible by one trail that leads across a bridge 
  to it, and it probably will not be guarded on the 
  outside. 
   
  A number of troglodytes make their home in 
  the temple. I understand that they have turned 
  to the worship of Tharizdun as well. 
   
  In addition to the troglodytes, I’m fairly certain 
  that one of the shadowcasters (someone who 
  employs shadow magic) is there as well. Beyond 
  that, I do not know what else lies in wait. 
   
  The temple is a focal point for Tharizdun’s 
  power, and as such, it would be wise for non-
  believers to avoid speaking his name while in it, 
  lest you draw the attentions of his minions. 
   
  You will first enter the upper temple, and then 
  descend into the lower temple. Once you’re in 
  the lower temple, do not go down the stairs 
  leading into the dungeon and undertemple 
  areas. These areas are far too dangerous, and the 
  other adventurers should be handling it.  
   
  Leaving the temple complex after you are 
  discovered might prove to be disastrous to the 
  other adventurers there, since Tharizdun’s 
  servants can then be reinforced by the temple’s 
  denizens. So, once you go in, you should stay in 
  until the task is completed or until you cannot 
  go on any further. 
   
  After Varachan gives the PCs the above information, read 
  the following: 
   
  “To aid you in your efforts, I have two wands 
  which may prove very useful. The first is a 
  wand with healing magic, and the other is a 
  wand that silences your surroundings. The first 
  wand has 10 charges remaining; the other has 2. 
  Use them as you wish – if any charges remain, 
  please give them to the gnomes of Gnome Vale, 
  and they will be returned to me.” 
   
  At APLs 2 and 4, the PCs receive one wand of cure light 
  wounds (10 charges) and one wand of silence (2 charges). 
  At APLs 6 and 8, the PCs receive one wand of cure 
  moderate wounds (10 charges) and one wand of silence (2 
  charges). The characters cannot keep these wands after 
  the adventure, but may use them while tackling the 
  temple. 
   
  Read the following to the PCs after they receive the 
  wands: 
   
  “Now, I shall take you by magic to Gnome Vale, 
  a small community near the Forgotten Temple 
  of Tharizdun. The gnomes there know of your 
  coming, and you can supply yourself with any 
  
  CORS6-03 Shadows of the Dread Spiral (Low) 
   
  Page 8 
  foodstuffs and gear you might want for the 
  journey.” 
   
  When the PCs are ready, Varachan casts teleport to bring 
  the PCs to Gnome Vale. He can take up to 4 per casting 
  with him, and he has 3 teleport spells (one for a return 
  once to the farm, and two to transport to Gnome Vale), so 
  up to 8 Medium-size creatures can get there. If the PCs 
  choose to bring a horse (a Large-sized creature), it counts 
  as 2 PCs, so if there are a lot of animal companions, 
  familiars, and mounts, some may need to be left behind. 
   
  GNOME VALE 
  Note: The brief stay in Gnome Vale has the potential to 
  sap a lot of game time through roleplaying. As this is not 
  the main focus of the adventure, try to move things along 
  from here as quickly as reasonable. 
   
  A cool breeze touches your face as the rest of 
  your senses come into focus. You are standing 
  on a mountain trail, and before you a wooded 
  valley is nestled amongst the craggy mountain 
  peaks. Even from this distance, you can hear 
  the sounds of livestock – sheep and goats – and 
  can see gnomes moving to and fro between the 
  thatch-and-stone buildings that dot the valley. 
   
  Varachan stands before you and proclaims, 
  “This is Gnome Vale. The gnomes are friendly 
  enough folk, and have recently taken a shining 
  to adventurers after they dealt with a problem 
  in the Lost Caverns of Tsojcanth last year. You 
  can get your supplies, and find a guide to take 
  you to the trail that leads to the temple. Good 
  luck, and safe travels, as I surmise I shall not 
  see you again.” 
   
  Varachan uses a word of recall spell to return to 
  Greyhawk City. The PCs are on the edge of Gnome Vale, 
  a reclusive community of gnomes only a few days’ 
  journey from the Forgotten Temple of Tharizdun.  
   
  Gnome Vale is a community of about 800 gnomes 
  who live in the relative peace and shelter of the Yatil 
  Mountain Range. The Yatils stretch out eastward from 
  the Dramidj Ocean, forming the southern border of the 
  lands of the Tiger Nomads and Perrenland, the northern 
  border of the Caliphate of Ekbir, Tusmit, and Ket, and 
  halt at the Velverdyva and Fals Rivers, at the northern 
  border of Veluna and the western border of Highfolk. 
  This community, as the crow flies, is about 45 miles 
  northeast of Plovar in Ket, and 60 miles northwest of 
  Highfolk. 
   
  The community itself has a number of structures (a 
  mill by a small stream, a smithy, numerous buildings to 
  house animals), but the gnomes themselves tend to live 
  in the cave complex home in the northeastern corner of 
  the valley. The caves have been worked, and are sized 
  comfortably for Small-sized creatures (the ceilings in 
  many passages are only about 6 feet tall). 
   
  Occasionally, threats from the mountains come 
  down into the village to steal livestock or the gnomes 
  themselves. About half of the gnomes in the community 
  are capable enough in a fight, and almost everyone learns 
  how to wield a weapon at the tender age of 25. The typical 
  gnome on patrol or sentry duty is a 1st-level warrior in 
  studded leather, carrying a club and either a spear or a 
  short sword. Those posted near the trail entrance usually 
  carry shortbows as well, and hide themselves in the 
  boughs of the trees. 
   
  The gnomes here live in a clannish structure, with 
  the most powerful warrior taking the title of Clan Chief. 
  For some time now, the chief has been the Laird Gwaylar, 
  an 8th-level fighter who is quite wise and remarkably 
  friendly to those adventurers that promote the cause of 
  good. He is served by Nelther of Garl Glittergold (the 
  Chief Cleric of the clan) and Clegin (the Master 
  Illusionist). Some characters have met these gnomes 
  through play of the 2005 Gen Con Special, CORS5-03 
  Secrets of Tsojcanth. 
   
  The gnomes are able to provide the PCs with the 
  following: 
   
  A guide named Gillad to take the PCs to the trail 
  that leads to the temple. 
   
  Mountain ponies and light horses to ride. These 
  are sturdy and very surefooted on the mountain 
  paths. 
   
  Climbing supplies just in case the PCs need to 
  scale up a cliff or down into a ravine. 
   
  Spellcasting services upon their return. The 
  gnomes can provide up to 4th-level spells, along 
  with one raise dead. If the PC needing 
  spellcasting upon them played CORS5-03 
  Secrets of Tsojcanth, they do not need to pay for 
  the service of casting the spell (but must still pay 
  for any expensive material component used). All 
  others pay normal prices. 
   
  Once the characters are ready, continue on to the 
  Forgotten Temple of Tharizdun. 
   
  THE FORGOTTEN TEMPLE 
  OF THARIZDUN 
  The journey to the Forgotten Temple takes just under 2 
  days on horseback. The characters are free to make 
  whatever preparations they’d like on the way there. 
  Gillad, the gnome guide, leaves them halfway through 
  the first day, once he’s brought them to the path leading 
  up into the mountains and to the temple. 
   
  Read the following as the PCs approach the temple 
  just before sunset on the second day (assuming they left 
  in the morning the day before): 
   
  Ahead, the trail climbs upward to what at first 
  appears to be a flat-topped peak, but looking 
  closer, you notice that it is a two-tiered basalt 
  pyramid structure. The trail winds directly up 
  to it, crossing over a ravine, and then becomes 
  a sort of ramp that widens out and ends midway 
  on the lower base, which you surmise is the 
  
  CORS6-03 Shadows of the Dread Spiral (Low) 
   
  Page 9 
  lower temple. Another ramp continues from 
  the previous ramp, and at a sharper angle 
  reaches the top of the lower building, with an 
  entrance leading directly inside what must be 
  the upper temple. You cannot see a way in to 
  the lower temple from outside.  
   
  You can also see a series of very narrow 
  stairs that start at the roof of the lower temple 
  and curl around the upper temple, leading to 
  the roof of that building. The wind here is 
  biting, even for a summer’s day, and it howls 
  menacingly through the nearby craggy peaks. 
   
  See Map 1. There are no guards here, and the characters 
  can continue along without incident, unless they go up to 
  the upper temple’s roof (via the stairs).  
   
  THE STONE BRIDGE 
  The stone bridge over the ravine is about 4 feet across, 
  and a character with the Track feat making a DC 19 
  Survival check can determine that numerous creatures 
  (about a half-dozen or so) have passed this way within the 
  last day or so. Once the tracks have been identified, a DC 
  12 Knowledge (local – any) check can identify most of 
  the footprints as belonging to reptilian humanoids; if the 
  check succeeds by 5 or more, most of the tracks are 
  positively identified as belonging to troglodytes. A DC 14 
  Knowledge (nature) check identifies one set of tracks as 
  belonging to a Large-sized giant creature of some type; if 
  the check succeeds by 5 or more, that set of tracks is 
  identified as belonging to an ogre. 
   
  UP ON THE ROOFTOP 
  The rooftop of the lower temple, which can be accessed 
  by the second ramp, is unremarkable. If the characters 
  decide to ascend the narrow stairs (which are 2 ft. wide) 
  on the roof of the lower temple, they can get to the roof 
  of the upper temple.  
   
  On the upper temple’s roof, there is writing – some 
  of it is faint and well-worn, and some of it is relatively 
  easy to spot. A DC 15 Spot check allows a character to 
  notice the more distinct writing. If a character is actively 
  using the Search skill to search the roof, they 
  automatically find the distinct writing, and need to make 
  a DC 18 Search check to find the worn-out writing. All of 
  the writing runs to and fro all along the roof, and has no 
  discernable pattern, although the phrases do join 
  together in a legible form.  
   
  The writing is all in some sort of language from the 
  same family as Infernal, but it is quite exotic. A character 
  can use a comprehend languages spell to understand it, or 
  can make a DC 30 (or DC 25 for the more distinct 
  writing) Decipher Script check to read a particular 
  section. There are three different messages carved over 
  and over into the rooftop (so, if a character wants to use 
  Decipher Script on all of them, it would require 3 
  checks). They are as follows: 
   
  Distinct message – DC 25: 
  Shadow’s bonds hold their sway  
  Over shadow’s master until the day  
  That shadows break and darkness reigns 
   
  Worn message #1 – DC 30: 
  Those who enter and bear light 
  Shall be consumed by the night 
   
  Worn message #2 – DC 30: 
  From darkness he came 
  To darkness he leads us again 
   
  Creatures: If a character successfully reads any of the 
  three messages, one or more black-feathered arrowhawks 
  appear about 100 feet away from the reader, and attack 
  the party.  
   
  APL 2 (EL 3) 
   
  d �Juvenile Arrowhawk: hp 16; Monster Manual 
  19-20. 
   
  APL 4 (EL 5) 
   
  d �Adult Arrowhawk: hp 38; Monster Manual 
  19-20. 
   
  APL 6 (EL 7) 
   
  d �Adult Arrowhawks (2): hp 38, 40; Monster 
  Manual 19-20. 
   
  APL 8 (EL 9) 
   
  d Adult Arrowhawk: hp 38; Monster Manual 19-
  20. 
   
  d �Elder Arrowhawk: hp 112; Monster Manual 
  19-20. 
   
  Tactics: The arrowhawks target the reader of the 
  writing first, and try to stay out of melee range by using 
  their electricity rays and perfect flight maneuverability. 
  Once the reader is down, the arrowhawks engage other 
  targets. They attack until killed, or until the party 
  manages to get inside the upper temple (which involves 
  going down the stairs, moving to the ramp, and walking 
  up the ramp into the temple). Anyone outside is subject 
  to their electricity rays until they fall to the ground, 
  either unconscious or dead. When an arrowhawk is slain, 
  it explodes in a cloud of black smoke. 
   
  Low APL 2: The arrowhawk targets the tougher 
  characters first with its electricity ray. It swoops in close 
  enough so that if a PC takes a readied action, they might 
  be able to hit the creature with a melee attack. 
   
  CONDITIONS AND FEATURES OF 
  THE FORGOTTEN TEMPLE OF 
  THARIZDUN 
  Most of the temple complex (except the upper level) is 
  made of polished black obsidian. The ceiling is about 30 
  ft. high in most places, and the interior walls are 2-foot 
  thick stone. The floors and rooms are generally clean, 
  except where the troglodytes live. Doors are made of 
  
  CORS6-03 Shadows of the Dread Spiral (Low) 
   
  Page 10 
  thick wood, are normally unlocked, and have the 
  following statistics: 
   
  υStrong Wooden Doors: 2 in. thick; hardness 5; 
  hp 20; AC 5; Break DC 23. 
   
  There are no windows anywhere inside either the upper 
  or lower temple. The only place where light can shine in 
  is through the entryway on the upper level. No other area 
  in the entire temple complex is lit, either naturally or 
  magically (except Area 18). Descriptions assume that the 
  characters have some light sources (such as torches or 
  light spells); as the DM, you will need to adjust 
  descriptions to fit the individual’s senses and the degree 
  of lighting available. 
   
  It is very important that you are referencing the 
  Listen and Spot skill rules throughout much of this 
  adventure, and applying the appropriate lighting 
  penalties, if necessary. Keep in mind that areas of 
  shadowy illumination provide concealment for targets of 
  those that are affected by the lighting conditions. Also, 
  unless otherwise noted, all the creatures in the temple 
  complex have darkvision (most at least 60 ft.), so they 
  should have no trouble seeing characters up to that 
  distance, provided they’re in plain view. 
   
  Also, most everyone in the temple is nocturnal, 
  meaning that (with the exception of the sentries) if the 
  characters enter during the daytime, the creatures start 
  out sleeping or resting in their quarters, rather than out 
  and about. This could prove to be a big edge for the PCs. 
   
  THE UPPER TEMPLE 
  The upper temple essentially consists of a large 
  entranceway and stairs leading down to the lower temple. 
  See Map 2 for a layout of this area. 
   
  1. Low Wall 
  At the terminus of the ramp, there is a low wall 
  constructed of crude stone, probably gathered 
  from around the mountain. It is about 3 feet 
  high, and you’ll probably need to climb over it 
  to get to into the large entranceway you see 
  beyond. 
   
  At the entryway, there is a low wall of stones set in a line 
  across the whole entryway. This has been used in the past 
  by humanoids as a line of defense, and is still used by the 
  troglodytes for the same purpose. It requires a DC 5 
  Climb check to make it over the wall. 
   
  Once a character has stepped over the wall, if the 
  troglodytes spot a PC, they open fire (see Area 2 for more 
  information on this). The low wall provides cover for 
  Medium-sized (or Large-sized) creatures that are behind 
  it; it provides total cover for Small-sized creatures that are 
  3 feet tall or shorter. 
   
  2. Upper Temple 
  Clearing the crude wall, the entryway opens up 
  into a large room with thick stone pillars 
  graced with arches and buttresses. The entire 
  room is a dull, worn, dark stone, much unlike 
  what you saw on the outside. The room’s outer 
  reaches are swallowed up by darkness. There is 
  a strange foul stench in the air. 
   
  Creatures: In here are two troglodyte sentries. When 
  the party first approaches, they are behind the pillars to 
  the left and right of the entryway, about 50 feet in. At 
  first, they’re not very attentive (-5 to Listen and Spot 
  checks); they make their first check when the party 
  comes upon the low wall in Area 1. If the group is quiet, 
  they may be able to sneak up on them; however, if they 
  pass a Listen check (which may happen as the characters 
  are going over the low wall), they’ll be much more alert to 
  danger.  
   
  APL 2 (EL 2) 
   
  d Young Troglodyte Sentry: hp 5; Appendix 1. 
   
  �d Troglodyte Sentry: hp 13; Appendix 1. 
   
  APL 4 (EL 4) 
   
  d �Troglodyte Sentries (2): hp 26; Appendix 1. 
   
  APL 6 (EL 6) 
   
  d �Troglodyte Sentries (2): hp 47; Appendix 1. 
   
  APL 8 (EL 8) 
   
  d �Troglodyte Sentries (2): hp 72; Appendix 1. 
   
  Tactics: If the troglodyte sentries hear the characters 
  before the PCs see them, they stay behind their pillars 
  (granting them cover), hide, and wait until they see a 
  character come over the wall. Then, they either throw 
  javelins (at APL 2) or shoot their shortbows (APLs 4 and 
  higher).  
   
  As the characters approach, the troglodytes back up 
  to the stairs, and start going down the stairs on the 
  western side if the PCs press the attack. They’ll continue 
  to use ranged weapons as they can, while retreating down 
  to Area 20 to warn Murrssk of the trouble. If the 
  characters begin to get in close, one of the troglodytes 
  attempts to sound his warning horn (which is a move 
  action to retrieve, and provokes an attack of opportunity). 
  If the warning horn is sounded, not only is Murrssk 
  alerted, but also Gilwog (the ogre) who readies for a fight 
  in Area 6. 
   
  Development: If the troglodytes are captured, they can 
  be coerced either through mundane means or magical to 
  reveal the general layout of the lower temple, and the 
  denizens there.  
   
  Treasure: The troglodytes have very little in the way of 
  treasure; just what’s on their persons. 
   
  APL 2: Loot: 4 gp; Total: 4 gp. 
   
  APL 4: Loot: 23 gp; Total: 23 gp. 
   
  APL 6: Loot: 73 gp; Total: 73 gp. 
   
  APL 8: Loot: 73 gp; Total: 73 gp. 
   
  
  CORS6-03 Shadows of the Dread Spiral (Low) 
   
  Page 11 
  3. Stairs to the Lower Temple 
  A wall separates two sets of stairs, both flights 
  go down for a ways before reaching a landing, 
  and then turning right and left, away from each 
  other. The width of the stairs is about that of a 
  longspear’s length. Going down one flight 
  surely leads to a completely separate area than 
  the other flight. 
   
  Traveling down the stairs on the west side takes the 
  characters down to the landing facing Area 20; going 
  down the eastern stairs takes the characters to the landing 
  facing Area 5. Proceed to Area 4. 
   
  THE LOWER TEMPLE 
  See Map 3 for a layout of this area. Not only is this the 
  main living area for the small troglodyte enclave here, but 
  it is also where Elus Maarikson the shadowcaster is 
  located. 
  Srinthek 
  the 
  shadow 
  half-dragon 
  keeps 
  discipline here and acts as a go-between the various 
  groups (since he’s the only one that can communicate 
  with all of the creatures here). 
   
  The hierarchy of the lower temple puts Srinthek on 
  top, with Murrssk (the dark troglodyte) as second in 
  command. Gilwog the ogre only follows Srinthek’s 
  instructions, and the troglodytes only follow either 
  Murrssk or the Painted One (who actually has equal 
  standing in the troglodyte enclave, but does not deal with 
  Srinthek). Elus Maarikson exists outside the power 
  structure, and the others generally leave him to his own 
  tasks unless they really need him. 
   
  It’s important to keep in mind that while the 
  denizens of the lower temple are evil, and certainly 
  Murrssk would not pass up an opportunity to usurp 
  power from Srinthek, they generally attempt to work 
  together when an outside threat presents itself. Of course, 
  Gilwog can’t (and won’t) obey Murrssk’s instructions, and 
  the troglodytes won’t listen to Srinthek, but apart from 
  that, the lower temple responds to threats with some 
  degree of unity. 
   
  Don’t Say That Name! 
  Once the characters have reached the lower temple, 
  saying Tharizdun’s name could bring disastrous results 
  for the characters. Any time a PC (or non-believer) says 
  the name “Tharizdun” while in the lower temple, a 
  creature emerges from the Pool of Shadow in Area 5. The 
  creature, an undead servant of dread Tharizdun, comes 
  from the Darklands in the Plane of Shadow, one of many 
  negative energy areas on that plane. The creature knows 
  who uttered the name, and knows approximately where 
  they are located (if the character is still in the lower 
  temple). It immediately seeks out the one who uttered 
  the name, and attacks the character to the exclusion of all 
  others, until that character is dead. At that time, it 
  attempts to flee back to the Pool of Shadow. The undead 
  creature also flees back to the Pool of Shadow if turned. 
  PCs receive no experience points for defeating these 
  creatures. See the list below to determine what appears: 
   
  APL 
  Creature 
  2 
   
  Ghoul (Monster Manual 118-119) 
  4 
   
  Shadow (Monster Manual 221-222) 
  6 
   
  Wraith (Monster Manual 257-258) or 2 shadows 
  (Monster Manual 221-222) 
  8 
   
  2 wraiths (Monster Manual 257-258) or 4 
  shadows (Monster Manual 221-222) 
  Low APL 2: Use a zombie instead of a ghoul. 
   
  4. Landings 
  The first thing you notice is that the floor and 
  walls are highly polished obsidian. After a few 
  moments of looking around, you notice that the 
  north wall has some sort of pattern to it in a 
  deep 
  purple, 
  but 
  nothing 
  more 
  can 
  be 
  discerned. 
   
  Looking at the walls intensely does nothing but cause a 
  dull aching in the looker’s head. If a character possesses a 
  gem of seeing or a true seeing spell, they see robed 
  figures marching in an unending line over a hill into a 
  purplish vortex. 
   
  The east landing leads to Area 5; the west landing 
  leads to Area 20. 
   
  5. Pool of Shadow 
  This area seems to swallow light. The walls of 
  this square room have sickly purplish colors 
  that seem to undulate in disgusting ways when 
  you are not staring directly at them. In the 
  dimness of the room, you can discern a dark 
  void in the center, and you feel a numbing cold 
  lash out at you when you enter. 
   
  This is the Pool of Shadow, where Elus Maarikson can be 
  found most of the time, studying the depths of the void. 
  The pool itself is a portal to the Plane of Shadow (actually 
  somewhere in the negative-energy-charged Darklands), 
  and is kept up by Elus as an alternate focus site for 
  Darken Iyes and Srinthedul, should the site deep below 
  the temple prove unstable or unusable in some way. The 
  magic of the pool also reacts strangely when it contacts a 
  living creature (see below). 
   
  Magical light sources and normal lanterns in this 
  room are half their normal effectiveness and torches 
  sputter out completely.  
   
  Creatures: This is where Elus Maarikson, the 
  shadowcaster, spends most of his waking time. He studies 
  the Pool of Shadow, making copious notes in his small 
  journal on different visions and images he sees within the 
  void. He is not fond at all of visitors, and reacts with 
  cloaked violence against any that enter his demesne.  
   
   APL 2 (EL 4) 
   
  d �Elus Maarikson, Bringer of Entropy: hp 
  18; Appendix 1. 
   
   
  
  CORS6-03 Shadows of the Dread Spiral (Low) 
   
  Page 12 
  APL 4 (EL 6) 
   
  d �Elus Maarikson, Bringer of Entropy: hp 
  26; Appendix 1. 
   
  APL 6 (EL 8) 
   
  d �Elus Maarikson, Bringer of Entropy: hp 
  34; Appendix 1. 
   
  APL 8 (EL 10) 
   
  d �Elus Maarikson, Bringer of Entropy: hp 
  42; Appendix 1. 
   
   
  Tactics: If Elus hears the PCs approach (or sees them), 
  he hides in the shadows of the empty room, and begins to 
  cast his mysteries. Note that Elus is also alerted to the 
  presence of intruders if an undead creature rises from the 
  Pool of Shadow without his bidding (although, in this 
  case, he has no idea how far away they are). Typically, 
  he’ll start by casting his defensive magic early (including 
  drinking a potion of levitate or a potion of fly), and then 
  hit the PCs with battlefield control mysteries, such as 
  carpet of shadow and clinging darkness. Then, he’ll use 
  his damaging mysteries on the PCs, typically enhancing 
  them with his metashadow feats.  
   
  He can, as a standard action (without provoking 
  attacks of opportunity), call forth a creature (or creatures) 
  from the Pool of Shadow, just as if it had been summoned 
  by invoking Tharizdun’s name. The creature is under 
  Elus’s complete control, and only returns to the Pool of 
  Shadow when he orders it (or it is turned). He can only 
  do this once per day, and has to make a DC 20 
  Concentration check for it to work; if it fails, he cannot 
  do this again for the rest of the day. 
   
  One of his failings however, is his pride – he does 
  not ask for help from anyone else in the lower temple, as 
  they are not to enter his area. If he’s reduced to the point 
  where he thinks he’s going to be rendered unconscious or 
  killed, he’ll attempt to jump into the Pool of Shadow, 
  never to be seen again. 
   
  Low APL 2: Elus cannot use the Pool of Shadow to 
  aid him in the combat. 
   
  Development: If Elus is asleep (which, at APL 8, is for 
  only 1 hour a night), he typically summons an undead 
  creature (or creatures) from the Pool of Shadow to guard 
  it. Elus’s quarters are Area 9. 
   
  If Elus is captured, he talks only in whispers, and 
  goes on and on about the coming of dread Tharizdun, and 
  how darkness will consume the world. He has nothing 
  important to reveal, unless done under magical coercion; 
  if that is successful, he tells the party about the locations 
  of the other denizens (except for Montesanto, of course, 
  who wandered in unbeknownst to everyone else) and 
  give a general layout of the lower temple. He’s not too 
  familiar with the daily goings on, since he basically stays 
  near the Pool of Shadow when he’s not sleeping. 
   
   
  Treasure: Elus Maarikson has a few magic items on his 
  person, some of which are unique to his class. The iron 
  key on his person opens up the door to his room (Area 9). 
   
  APL 2: Loot: 146 gp; Magic: 133 gp – vest of 
  resistance +1 (83 gp), potion of cure moderate wounds (25 
  gp), potion of levitate (25 gp); Total: 279 gp. 
   
  APL 4: Magic: 483 gp – +1 shadow silk leather 
  armor (229 gp), vest of resistance +1 (83 gp each), orb of 
  shadow (1st level) (83 gp), potion of cure moderate 
  wounds (25 gp), potion of fly (63 gp); Total: 483 gp. 
   
  APL 6: Magic: 816 gp – +1 shadow silk leather 
  armor (229 gp), vest of resistance +1 (83 gp each), cloak of 
  Charisma +2 (333 gp), orb of shadow (1st level) (83 gp), 
  potion of cure moderate wounds (25 gp), potion of fly (63 
  gp); Total: 816 gp. 
   
  APL 8: Magic: 1,187 gp – +1 shadow silk leather 
  armor (229 gp), vest of resistance +1 (83 gp), cloak of 
  Charisma +2 (333 gp), headband of intellect +2 (333 gp 
  each), orb of shadow (1st level) (83 gp), potion of cure 
  serious wounds (63 gp), potion of fly (63 gp); Total: 1,187 
  gp. 
   
  TOUCHING THE POOL 
  If a character, either accidently or on purpose, touches 
  the Pool of Shadow, read the following: 
   
  You feel a sharp cold pain, like an icicle thrust 
  into your chest. For a moment, all is darkness, 
  and you feel comforted by that. Then, whispers 
  begin to fill your ears, whispers of dark power 
  and blasphemous acts. In that first instant, you 
  are alarmed, but then, the words seem to cradle 
  you, rock you gently into a shadowy, velvety 
  numbness – and take you to a place where 
  feeling has no meaning, and everything is 
  nothing at all. 
   
  After a few moments, the feeling fades. At the conclusion 
  of this adventure, give the player the Touched by Shadow 
  certificate. Only the first character feels this; any 
  subsequent character touching the pool receives 1d6 
  points of cold damage per round they remain in contact 
  with it. 
   
  CLOSING THE POOL 
  The characters may be able to close this portal to the 
  Plane of Shadow, but they must find the notes in the 
  library (Area 8), and the philter of light in Gilwog’s 
  Chamber (Area 16).  
   
  If they bring the philter of light here, and either 
  pour its contents into the portal or throw vial and all in, 
  read the following: 
   
  The 
  Pool 
  of 
  Shadow 
  ripples, 
  and 
  then 
  convulses, like the dying throes of a wild 
  animal. As it undulates, it becomes more 
  indistinct, until you can see the floor beneath 
  it. A few more moments pass, and it has 
  completely disappeared from view. 
   
  The Pool of Shadow has been closed, and the room’s 
  lighting returns to the state of the rest of the temple. 
  
  CORS6-03 Shadows of the Dread Spiral (Low) 
   
  Page 13 
  Obviously, undead creatures cannot rise from it from a 
  non-believer uttering the name “Tharizdun”. 
   
  6. Great Hallway 
  This great vaulted hallway is a giant’s span 
  across and curves around the corner. There are 
  strange writhing images decorating the walls of 
  this hallway. 
   
  This hallway curves around the entire lower temple, in a 
  “U” shape. At the south end, there are several strange 
  columns; when the characters reach that area, read the 
  following: 
   
  At this end, there are four thick columns 
  running directly north and south. The columns 
  are made of a black stone carved in undulating, 
  tentacled 
  forms, 
  which 
  are 
  disgusting 
  to 
  behold. 
   
  Creatures: This whole area is the stomping grounds of 
  Gilwog, the Thrice-Scarred, an ogre in service to 
  Tharizdun and Srinthek. Gilwog tries his best to follow 
  Srinthek’s orders, as he hopes to become a half-dragon 
  someday as well (he doesn’t know how or why this 
  occurs, only that Srinthek said he’ll tell him when the 
  time is right). Gilwog takes his job of protecting the 
  temple very seriously, but at the same time, he loves to 
  put fear into his foes, which often means that he 
  sometimes does things more to intimidate than to kill or 
  maim. 
   
  If the characters haven’t made any appreciable noise, 
  and it is night, there’s a 50% chance Gilwog is on their 
  side of the hallway when they first set foot there. During 
  the day, Gilwog is in his chambers (Area 16). 
   
  APL 2 (EL 3) 
   
  �d Gilwog the Thrice-Scarred: hp 29; Appendix 
  1. 
   
   
  APL 4 (EL 5) 
   
  d �Gilwog the Thrice-Scarred: hp 54; Appendix 
  1. 
   
  APL 6 (EL 7) 
   
  d �Gilwog the Thrice-Scarred: hp 73; Appendix 
  1. 
   
  APL 8 (EL 9) 
   
  d �Gilwog the Thrice-Scarred: hp 91; Appendix 
  1. 
   
  Tactics: Gilwog prefers to get as close as possible to a 
  group of foes, so that he can reach any one of them with 
  his massive spiked chain. At APL 2, Gilwog spends the 
  first round cursing at the PCs in Giant, and putting on a 
  display with his spiked chain while moving forward (he 
  doesn’t attack for the first round of combat, except on an 
  attack of opportunity). At higher APLs, Gilwog rushes 
  right in, raging and attempting to charge the nearest foe. 
  Gilwog does not surrender, as he knows that death awaits 
  him, most likely as a sacrifice on the Painted One’s altar, 
  if he fails. 
   
  Low APL 2: Gilwog starts out as above for APL 2, 
  but targets the heaviest armored characters first, trying to 
  show that he can best any warrior the party can throw at 
  him. 
   
  Development: Gilwog, like most of the other 
  inhabitants in the temple, cannot be coerced if captured, 
  except by magical means. If this is done, he tells the PCs 
  the general layout of the temple (in very simple terms), 
  and knows a great deal about Srinthek, including lots of 
  extraneous details that seem quite disturbing. 
   
  Treasure: Gilwog only carries his spiked chain with 
  him, but he has other treasure in his chambers (Area 16). 
   
  APL 2: Loot: 29 gp; Total: 29 gp. 
   
  APLs 4-8: Magic: 196 gp – +1 spiked chain (196 gp); 
  Total: 196 gp. 
   
  7. Kitchen 
  Entering this area, you see that it is clearly a 
  kitchen. There are pots, pans, dried meats, and 
  other foodstuffs all upon a large center table, 
  and lying in open cabinets. 
   
  There is nothing of interest in the kitchen, although the 
  food is definitely edible. There is enough for 20 people to 
  eat for a month. 
   
  8. Library 
  This run-down old room, charred by fire, and 
  beset by mold, must have once been a library. 
  No books line the broken shelves here any 
  longer. There are some smashed casks, a 
  number of splintered chairs, and an overturned 
  desk lies in the northwest corner.  
   
  At first the library seems unremarkable, but as the PCs go 
  inside to take a look around, they hear a chuckling sound 
  coming from behind the overturned desk. When they 
  investigate, read the following: 
   
  Behind the overturned desk is a mangy, dirty 
  human female – most of her dark hair looks 
  like it’s been torn away, leaving bloody patches. 
  Her hands are bloody too, as it looks as though 
  she’s chewed her skin on her fingers many 
  times over. Her robe is stained with all sorts of 
  indistinguishable liquids. She appears to be 
  laughing uncontrollably, and as her gaze meets 
  yours, you see nothing more than madness in 
  her young green eyes. 
   
  This is Martela Thriel, part of Varachan’s network of 
  infiltrators. She is very much insane, and cannot be cured 
  except by means of a heal spell or greater magic. She 
  managed to get herself indoctrinated into this cult of 
  Tharizdun, and learned the secrets of shadow magic from 
  
  CORS6-03 Shadows of the Dread Spiral (Low) 
   
  Page 14 
  Elus Maarikson. However, the knowledge it brought 
  slowly drove her insane, until she just decided to never 
  leave the library, except to quickly go to the kitchen for 
  food. Elus hasn’t told anyone else about her condition 
  (he’s told Srinthek she’s been very busy studying), lest 
  they know that he failed in his tutelage.  
   
  Martela constantly babbles and laughs to herself. 
  Occasionally, she’ll spout out something intelligible. She 
  does not actually respond to the PCs questioning. Here 
  are a few choice bits to use with her: 
   
  The Master! He comes soon! Darkness 
  shall take us all! 
   
  Is that you, Varachan? No, no, it isn’t. 
  Come back when you’re you. 
   
  I did it! The portal can close! Please, 
  close? No more whispers! Please? 
   
  What brings you here? Do you bear the 
  light? 
   
  Troglodytes smell like posies. 
   
  Notes are what you need? To stop it? To 
  shut it? 
   
  He took it! Dumb oaf! Give it back! It 
  needs to close! 
   
  The secret is – when you use it, you 
  learn more, more about him. But when 
  you use it, you help him. But when you 
  use it, you learn more, more about him. 
  But when you use it, you help him. 
   
   
  d 
  Martela 
  Thriel: 
  female human wizard 
  7/shadowcaster 4 (currently insane). 
   
  Development: Martela is beyond help at this time. 
  However, compassionate PCs might try to get her out of 
  here when they leave. Martela does not resist being 
  moved, although she does have a hard time walking (she 
  has to be led, and has a movement of 20 ft.). If the 
  characters are able to get her back to Gnome Vale, and 
  further on to Greyhawk City or another place that has 
  access to the heal spell, Martela’s insanity can be cured. If 
  this is done any arcane casters in the party can receive the 
  Knowledge of Shadow certificate, which allows them to 
  learn the arts of shadow magic through Martela’s 
  teachings. 
   
  Treasure: If the PCs search the broken desk (a DC 12 
  Search check), they find Martela’s notes on a magic item 
  she worked on, after she stole some of the essence of the 
  Pool of Shadow – something called a philter of light. She 
  was able to use her shadowcasting knowledge to analyze 
  the portal’s contents, and develop a way to shut it down 
  through a combination of arcane conjuration magic and 
  certain mysteries. The result she named a philter of light, 
  and it seems as though she has not been able to replicate 
  it. She was about to try to sneak into the room with the 
  Pool of Shadow, and pour the philter in, but she was 
  thwarted. Apparently, as her notes explain, Gilwog the 
  ogre stole the vial from her – he thought it was pretty. 
  She couldn’t leave the area, for fear that Elus would find 
  out. Martela’s writings start to get more disjointed from 
  there, as she realizes she’s slipping away, and soon after 
  the notes on Gilwog, they stop altogether. 
   
  9. Elus Maarikson’s Chamber 
  The door to this room has a lock on it, which requires a 
  DC 25 Open Locks check, a DC 25 break check, or the 
  iron key on Elus’s person. Once the PCs get in, read the 
  following: 
   
  This large room was probably a dining hall at 
  one time, but now the fireplaces are cold, and 
  there’s no furniture to attest to its former 
  standing. However, there is a modest bed, 
  neatly appointed, with a few plush pillows. The 
  sheets and pillows are jet black. Otherwise, the 
  room looks empty, cleared of whatever former 
  contents it possessed. 
   
  Just over the bedpost, neatly draped, are a few sets of 
  robes, all either black or gray in color. A washbasin lies at 
  the foot of the bed; it is clean except for some lingering 
  dust clinging to it. 
   
  If the characters look underneath the bed (or 
  perform a DC 10 Search check near the bed), they find a 
  small iron chest that bears no lock or latch. The chest has 
  a hardness of 10, and 40 hit points. If detect magic is used 
  on the chest, it radiates moderate abjuration magic (DC 
  15 Spellcraft check to identify the school). It can only be 
  opened if a mystery of any level is cast upon it, or if a spell 
  with the shadow descriptor is cast upon it. Otherwise, the 
  chest may be destroyed to open it, but that carries with it 
  a 50% chance of breaking the fragile contents (roll for 
  each item). 
   
  During the daytime, Elus Maarikson may be found 
  sleeping here. 
   
  Treasure: Inside the chest are 4 sets of black and mauve 
  robes, a holy symbol of the Elder Elemental Eye, and a 
  holy symbol of Tharizdun. The fragile, more valuable 
  contents of the chest include a potion of animalistic 
  power (the spell is described in Appendix 2) and a 
  necklace of fireballs type I. If the necklace is destroyed 
  from opening the chest, the fireballs detonate while still 
  inside the chest, destroying everything else. Anyone 
  within 10 feet of the chest takes 1d6 points of fire damage 
  as flames pour out from the chest, and it may ignite 
  combustible materials (such as the bed, if the chest isn’t 
  moved). 
   
  All APLs: Loot: 5 gp; Magic: 163 gp – necklace of 
  fireballs type I (138 gp); potion of animalistic power (25 
  gp); Total: 168 gp. 
   
  10. Scrivener’s Room 
  This room of polished black stone contains a 
  number of sconces, and broken desks are piled 
  in the southern half of the room. 
   
  Treasure: If the PCs search through the broken remains 
  of the desk (DC 15 Search check), they find a large 
  ceramic pot that contains acid. There is enough acid in 
  
  CORS6-03 Shadows of the Dread Spiral (Low) 
   
  Page 15 
  the pot for the equivalent of 5 vials’ worth. The pot can 
  also be thrown as an improvised weapon with the acid 
  inside it; it deals 3d6 acid damage on a direct hit (and 3 
  points of splash damage to creatures within 5 feet of 
  impact) if it is full. If one vials’ worth has been removed, 
  it deals 2d6 damage (and 2 points of splash damage), and 
  if two or more vials’ worth have been removed (but 
  there’s at least one remaining), it deals 1d6 damage (1 
  point of splash).  
   
  All APLs: Loot: 4 gp; Total: 4 gp. 
   
  11. Old Giant’s Quarters 
  This long room has a number of small 
  fireplaces along the east wall. There are crude 
  furnishings, 
  many 
  obviously 
  made 
  for 
  a 
  creature of at least large size, which are 
  scattered about in broken heaps – a splintered 
  table, 2 shattered chairs, and a massive cracked 
  bed.  
   
  There is nothing of value left in this room; it has been 
  picked over by adventurers that came here long ago and 
  slew the giant that dwelled in this place. 
   
  12. Strange Room 
  This square room has a deep plum colored 
  floor, walls in a shade of violet, and a mauve 
  ceiling. There are black metal candleholders, 
  and there’s a fireplace made of obsidian on the 
  south wall. 
   
  This room is clear of debris, and there is nothing of any 
  worth present in it. 
   
  13. Bathing Room 
  This room is a dull violet color, with a domed 
  ceiling. In the center of the floor is an oval 
  depression that dips down in the center to 
  about a longsword’s length below the sides of 
  the floor. The depression runs the length of the 
  floor. 
   
  This is the bathing room that is sometimes used by Elus 
  Maarikson (and, until recently, Martela Thriel). If a 
  character succeeds at a DC 20 Search check, they find a 
  removable stone slab near the entrance to the room.  
   
  Underneath the stone slab are two valves, which 
  look like they’re in good condition. Detect magic cast on 
  the valves reveals that the one on the left has a faint aura 
  of conjuration magic (DC 18 Spellcraft check to 
  determine school). The valves are labeled in Common – 
  the one on the right says “water”, and the one on the left 
  says ”servant”. If a character turns on the valve on the 
  right, water begins to fill the basin through tiny holes in 
  the lip of the depression, forming a pool.  
   
  Once the pool is filled with water, if a character turns 
  on the valve marked “servant,” the water coalesces into a 
  Small-sized water elemental (or a Medium-sized water 
  elemental at APLs 6-8) that serves the first person present 
  in the room that commands it. However, in order to 
  speak to the elemental, a potential master needs to speak 
  Aquan. It does not respond to the PCs if they speak any 
  other language to it. If a character can command it, it 
  generally obeys any reasonable commands given to it, and 
  fights alongside the character. The water elemental does 
  not leave the temple complex, and if reduced to less than 
  5 hit points, it flees back to this room. It knows the 
  general layout of the temple complex, but it has not been 
  called forth in so long that it has no knowledge of the 
  current inhabitants. 
   
  If the PCs are not able to communicate with it, after a 
  few minutes, it spins in a vortex, throwing aside a tile at 
  the bottom of the pool. Beneath the tile is a drain, and it 
  and all the water disappear down it. It cannot be called 
  again using the valves for another day. 
   
  If the PCs attack the elemental, it defends itself, 
  although it doesn’t mean to harm them, and initially (in 
  the first round of combat) attacks with nonlethal damage. 
  If the PCs continue to fight it, it does all it can to drive 
  the PCs away. No experience points are awarded for 
  defeating this creature. 
   
  APLs 2-4  
   
  d Small Water Elemental: hp 11; Monster 
  Manual 95-101. 
   
   
  APLs 6-8 
   
  d Medium Water Elemental: hp 30; Monster 
  Manual 95-101. 
   
  14. Stairs Down 
  Here are stairs leading downward, into areas 
  Varachan said were too dangerous for you. They 
  are constructed of a deep gray rock, unlike 
  most of the rest of the temple, and even the 
  railings and small pillars surrounding it are of 
  the same material. 
   
  These are stairs leading down to the dungeon level, 
  which is where the high-level adventure begins. You 
  should remind curious players that they were told not to 
  go down any further than the lower temple. If they insist, 
  warn them repeatedly about the danger. If a character 
  honestly wants to go down the stairs to that level, after 
  imploring them otherwise numerous times, they 
  certainly can.  
   
  When traversing down the stairs, the character sees a 
  flash of light, and the next thing they realize is that 
  they’re in a bed in Gnome Vale. The gnomes remark that 
  Gillad found the character unconscious just off the trail, 
  on his way back to Gnome Vale. The adventure is over for 
  that PC, and the character can receive all the XP they 
  earned up to that point (and can receive all of the treasure 
  the other characters find, if they return to Gnome Vale at 
  the end of the adventure, which is likely).  
   
  15. Unholy Chapel of Tharizdun 
  This area is definitely a chapel of some sort, no 
  doubt dedicated to dread Tharizdun. The walls 
  nearest to you are all black, and the temple 
  
  CORS6-03 Shadows of the Dread Spiral (Low) 
   
  Page 16 
  stretches on to the limits of vision. The back 
  wall is concave, and there are small fluted 
  columns of deep black stone that proceed 
  inward to either side, making the outer areas 
  into aisles. The walls along the east and west 
  appear worn, as if rubbed by thousands of 
  hands over time. The floor likewise seems worn 
  in the same manner.  
   
  Towards the rear of the chapel, a rail of 
  intricate design, traveling from wall to wall, 
  stands about a halfling’s height – beyond that, a 
  step rises off the ground. Upon the step is a 
  low table of black stone. The air here is rank 
  with the stench of troglodytes.  
   
  TOUCHING THE WALLS 
  If a PC decides to touch the east or west wall, the 
  character feels a strange convulsive pattern on the wall 
  that conjures up unsettling yet pleasurable images in the 
  character’s mind. Have the affected PC make a DC 13 
  Will saving throw. If they fail, whenever they are in 
  trouble in the temple complex, they inadvertently speak 
  the name “Tharizdun,” in a plea for aid. This triggers the 
  Pool of Shadow to spew forth an undead creature to deal 
  with the PC. These walls do not detect as magical. 
   
  THE ALTAR RAIL 
  When the PCs get closer to the rear of the chapel, read 
  the following: 
   
  The intricate work of this puce-hued stone 
  railing appears to be sickening images of vines 
  and tendrils, humanoid forms and undead 
  beings, 
  all 
  tangled 
  together 
  in 
  some 
  unknowable pattern. There is a gateway in the 
  center of the railing, which is easily opened by 
  a latch present along one side of the gate. 
   
  Touching the railing on the altar, either to open the gate 
  or otherwise, is very bad for non-worshipers of 
  Tharizdun. Any PC touching the railing must make a DC 
  12 + APL of the adventure (14 at APL 2, etc.) Fortitude 
  save or be sickened for ten minutes (-2 penalty to all 
  attack rolls, weapon damage rolls, ability checks, saving 
  throws, and skill checks). If the character is a divine 
  caster of a good deity and touches the railing, he must 
  make the above saving throw or be sickened, and must 
  make a DC 12 + APL of the adventure Fortitude save or 
  take 1d10 points of Constitution damage. This railing 
  does not detect as magical. 
   
  THE ALTAR 
  After the PCs get past the railing, read the following: 
   
  Just beyond the railing a raised area has upon it 
  a low table of polished black stone with small 
  bits of luminous purple inside the mineral. The 
  table is about as long as a greatsword, and as 
  wide as the length of a heavy mace. It has a 
  small lip running around the entire edge on all 
  sides. 
   
  The table, about 2 ft. wide by 5 ft. long, and the surface of 
  it can be removed; it is hollow inside, and there is some 
  treasure that has been stored there for offerings. It 
  requires a Strength of 8 to lift the cover off.  
   
  Trap: Touching the table could be disastrous, as a PC is 
  affected as if he touched the railing (see above), in 
  addition to setting off the magical trap. Once the lid is 
  removed, the trap is disarmed. Resolve the effects of the 
  stone first, and then resolve the trap. Note that at APL 8, 
  two traps simultaneously trigger when the altar is 
  touched. 
   
  APL 2 (EL 2) 
   
  a Ray of Enfeeblement Trap: CR 2; magic 
  device; touch trigger; immediate automatic reset; Atk +2 
  ranged touch; spell effect (ray of enfeeblement, 2nd-level 
  wizard, 1d6+1 penalty to Strength for 2 minutes); Search 
  DC 26; Disable Device DC 26. 
   
  APL 4 (EL 4) 
   
  a Empowered Ray of Enfeeblement Trap: 
  CR 4; magic device; touch trigger; immediate automatic 
  reset; Atk +6 ranged touch; spell effect (empowered ray of 
  enfeeblement, 6th-level wizard, 1d6+3 plus half again 
  penalty to Strength for 6 minutes); Search DC 26; Disable 
  Device DC 26. 
   
  APL 6 (EL 6) 
   
  a Empowered Enervation Trap: CR 6; magic 
  device; touch trigger; immediate automatic reset; Atk +10 
  ranged touch; spell effect (empowered enervation, 11th-
  level wizard, gain 1d4 plus half again negative levels, 
  negative levels are removed after 11 hours); Search DC 
  29; Disable Device DC 29. 
   
  APL 8 (EL 8) 
   
  a Empowered Enervation Trap: CR 6; magic 
  device; touch trigger; immediate automatic reset; Atk +10 
  ranged touch; spell effect (empowered enervation, 11th-
  level wizard, gain 1d4 plus half again negative levels, 
  negative levels are removed after 11 hours); Search DC 
  29; Disable Device DC 29. 
   
   
  a Heightened Bestow Curse Trap: CR 7; 
  magic device; touch trigger; immediate automatic reset; 
  spell effect (heightened bestow curse, 13th-level cleric, -6 
  Constitution, DC 18 negates); Search DC 32; Disable 
  Device DC 32. 
   
  Treasure: Inside the altar, there are a number of 
  beautiful gems, jewelry, and coins. In addition to the 
  mundane treasure, there is a scroll of veil of shadow 
  (APLs 2+), and a bead of force (APL 8). 
   
  APLs 2-6: Coin: 80 gp; Magic: 13 gp – scroll of veil 
  of shadow (13 gp); Total: 93 gp. 
  
  CORS6-03 Shadows of the Dread Spiral (Low) 
   
  Page 17 
   
  APL 8: Coin: 80 gp; Magic: 263 gp – scroll of veil of 
  shadow (13 gp), bead of force (250 gp); Total: 263 gp. 
   
  Creatures: This is the chapel where the Painted One 
  performs his daily rituals, and often comes to touch the 
  walls to be close with his dread god. He can be found 
  here most of the time, and often sleeps here, usually up 
  by the altar. His undead minions are usually near the 
  center of the chapel, or close to the entrance.  
   
  The Painted One is the troglodyte’s religious leader, 
  and the first to convert to the ways of Tharizdun when 
  Darken Iyes arrived. Every few days, the Painted One 
  summons the troglodytes from their warren in Area 20 so 
  that they may supplicate themselves before Tharizdun by 
  committing unspeakable acts within the unholy chapel. 
   
  The undead are all past troglodytes from the enclave 
  that were slain for one reason or another; Darken Iyes 
  animated them as a gift to the Painted One for his 
  continued service. Even the ghouls and ghasts are in 
  troglodyte form (but have the ghoul’s or ghast’s normal 
  statistics). 
   
   
  APL 2 (EL 3) 
   
  d �The Painted One, Troglodyte Ritemaster: 
  hp 38; Appendix 1. 
   
  �Troglodyte Zombie: hp 29; Monster Manual 
  265-266. 
   
   
  APL 4 (EL 5) 
   
  d 
  ��The 
  Painted 
  One, 
  Troglodyte 
  Ritemaster: hp 56; Appendix 1. 
   
  �d �Ghoul (Troglodyte Form): hp 24; Monster 
  Manual 118-119.  
   
  APL 6 (EL 7) 
   
  d 
  ��The 
  Painted 
  One, 
  Troglodyte 
  Ritemaster: hp 74; Appendix 1. 
   
  �Troglodyte Zombie: hp 29; Monster Manual 
  265-266. 
   
  d ��Ghoul (Troglodyte Form): hp 24; Monster 
  Manual 118-119. 
   
  APL 8 (EL 9) 
   
  d 
  ��The 
  Painted 
  One, 
  Troglodyte 
  Ritemaster: hp 92; Appendix 1. 
   
  d ��Troglodyte Zombie: hp 29; Monster Manual 
  265-266. 
   
  d ��Ghast (Troglodyte Form): hp 51; Monster 
  Manual 118-119. 
   
  Tactics: The undead attack any non-troglodytes 
  intruding in the chapel area, and they mercilessly attack 
  the PCs. A ghoul or ghast troglodyte attempts to go after a 
  weaker-looking character, such as an obvious arcane 
  spellcaster or rogue. The troglodyte zombie attacks 
  whatever it first encounters. The undead do not leave the 
  chapel area, even if the PCs wind up fighting in the 
  hallway directly beyond. 
   
  If the Painted One heard the PCs’ combat in another 
  area (likely with Gilwog), he casts any preparatory spells 
  necessary to bolster him for physical combat. Once the 
  PCs enter the chapel, and begin dealing with the undead, 
  the Painted One starts to cast offensive magic at the PCs; 
  all the while staying near the altar, in the hopes that the 
  railing gives the PCs pause to approach any closer. 
   
  Keep in mind that the Painted One is definitely no 
  slouch for melee combat, and just before entering the fray 
  he’ll cast rage (if available) to make himself even more 
  lethal. Don’t forget that he has one (or more, at APL 8) 
  smite attacks as well.  
   
  If the Painted One thinks he’s going to lose the fight, 
  he attempts to flee, using stone shape, obscuring mist, 
  and meld into stone. 
   
  Low APL 2: The Painted One does not have any 
  undead servants present for the fight. 
   
  Development: The Painted One is, like most denizens 
  of the temple, insane. However, his insanity is fueled by a 
  high degree of devotion to Tharizdun, and he is 
  completely mistrusting of everyone else. Only magical 
  compulsion works on him (not charm magic); even so, he 
  doesn’t have much information to share. He can explain 
  the power structure in the lower temple, where things are 
  located, and why he enjoys serving Tharizdun, but he has 
  no knowledge of the plot going on deeper beneath the 
  temple. 
   
  Treasure: The Painted One has a few items of interest 
  on his person. 
   
  APL 2: Magic: 101 gp - +1 hide (97 gp), 2 scrolls of 
  cure light wounds (2 gp per scroll); Total: 101 gp. 
   
  APL 4: Magic: 206 gp - +1 hide (97 gp), phylactery 
  of faithfulness (83 gp), 2 scrolls of cure moderate wounds 
  (13 gp per scroll); Total: 206 gp. 
   
  APL 6: Magic: 264 gp - +1 hide (97 gp), phylactery 
  of faithfulness (83 gp), scroll of flame strike (58 gp), 2 
  scrolls of cure moderate wounds (13 gp per scroll); Total: 
  264 gp. 
   
  APL 8: Magic: 431 gp - +1 hide (97 gp), amulet of 
  natural armor +1 (167 gp), phylactery of faithfulness (83 
  gp), scroll of flame strike (58 gp), 2 scrolls of cure 
  moderate wounds (13 gp per scroll); Total: 431 gp. 
   
  16. Gilwog’s Chamber 
  This room has striped walls of black and pale 
  violet. A large mound of straw with cloth 
  draped over it sits in the northwest corner, 
  near a door. There are barrels and casks lining 
  the 
  south 
  wall. 
  Bones 
  of 
  animals 
  and 
  humanoids lie scattered about, bits of flesh still 
  clinging to their surfaces. 
   
  This is Gilwog’s sleeping area. There are six barrels and 
  two casks lining the south wall; inside each is a very 
  strong drink (some sort of skunky-smelling ale or sour 
  beer). The bones are from Gilwog’s meals; occasionally, he 
  goes outside the temple area to hunt for game or 
  humanoids. 
  
  CORS6-03 Shadows of the Dread Spiral (Low) 
   
  Page 18 
   
  If it is daytime, Gilwog is here, sleeping on his 
  makeshift bed. Otherwise, he’s out patrolling the 
  hallways during the evening hours. 
   
  Treasure: A search of Gilwog’s bedding (DC 15 Search 
  check) turns up a small vial that glows with a white 
  luminescence – this is Martela’s philter of light. It has no 
  value beyond what it can accomplish by closing the Pool 
  of Shadow. In addition to the vial, there is a smelly sack 
  filled with gold solars, a coin from the land of Highfolk. 
  At APLs 6 and 8, there is also a wand of black karma curse 
  inside with the coins. 
   
  APLs 2-4: Coin: 30 gp; Total: 30 gp. 
   
  APLs 6-8: Coin: 30 gp; Magic: 354 gp – wand of 
  black karma curse (354 gp); Total: 374 gp. 
   
  17. Checkered Room 
  This hall has a floor of alternating blocks of 
  purple and black stone. A fireplace is present 
  along the south wall. There are sconces and 
  brackets along the purple walls, and the ceiling 
  is a dull black color. There is also a pair of 
  chairs, a table, and a bed in here. All of the 
  furnishings are old, but look like they’re still in 
  good shape. 
   
  This room used to be the quarters of Srinthek, before he 
  was able to get his area made to his liking (see Area 18). 
  Truthfully, he also moved out of here because Gilwog was 
  annoying him to no end. There is nothing of value in the 
  room; however, it has had a visitor over the last day. 
   
  Creatures: Montesanto, a tiefling beguiler hailing from 
  parts unknown, made his way up to the Forgotten 
  Temple after he heard rumors that it was being inhabited 
  again (and thus, there might be treasure where there’s 
  inhabitants). However, his greed outweighed his wisdom, 
  and once he snuck past the troglodyte sentries in the 
  upper temple, he realized that he was in trouble when he 
  saw Gilwog pacing the main corridor. Luckily for him, he 
  was able to slip away unnoticed, and managed to find his 
  way down to this room.  
   
  Now Montesanto is trapped, but willing to stick it 
  out and make forays out while the majority of the temple 
  sleeps during the day. He knows that he probably could 
  sneak back out of here, but he wants to explore the area a 
  little further to loot it. So far, he’s had very little luck, as 
  he ran into Gilwog during the first day while passing 
  through the ogre’s chamber, and quickly slipped back 
  into the room. While the ogre never really saw him, 
  Montesanto knows that he saw something, and now the 
  entire temple is just a bit more alert for the possibility of 
  an intruder, which is why Gilwog is diligently patrolling 
  the hallways again. 
   
  If the PCs are in the temple during the daytime, 
  Montesanto may be encountered anywhere throughout 
  the complex, except in places where obvious threats are 
  found (even if they are sleeping). You may want to have 
  the PCs run into him while he’s rooting around in Areas 
  7, 11, or 12.  
   
  If the characters manage to stay long enough that the 
  tiefling makes two outings (in other words, two complete 
  days pass), Montesanto will encounter Martela in Area 8. 
  He does not help her, but takes her notes from the desk. 
  It is very possible that he may take some of the other 
  treasure found in the temple before the PCs get it if he is 
  given enough time. 
   
  Development: If Montesanto hears the PCs moving 
  about in the adjoining room, or hears the sounds of battle 
  in the outside hallway (Area 6), he casts disguise self to 
  appear as a half-elven swashbuckler. Upon meeting the 
  PCs, he uses Bluff on them, explaining that he was 
  captured by the ogre while traveling a few days ago, and 
  escaped from his clutches, but can’t escape the temple.  
   
  Montesanto offer his services to help the PCs out, 
  and accompanies them throughout the temple. However, 
  he’ll only do the minimal amount of work necessary, and 
  he’ll try to steal some of the good loot the PCs find. Once 
  Montesanto sees an opportunity, he’ll try to steal a 
  valuable item from a PC, and then evade them while 
  attempting to leave the temple. 
   
  If Montesanto’s disguise self wears off, or a PC sees 
  through his magic, he gives the PCs a story about a 
  terrible curse that befell him when he was fighting a 
  succubus, and now he looks like a tiefling, ugly and 
  deformed. He claims to be seeking a way to revert himself 
  back to his “true self”.  
   
  APL 2 (EL 1) 
   
  �Montesanto, Tiefling Opportunist: hp 7; 
  Appendix 1. 
   
   
  APL 4 (EL 3) 
   
  �Montesanto, Tiefling Opportunist: hp 17; 
  Appendix 1. 
   
  APL 6 (EL 5) 
   
  �Montesanto, Tiefling Opportunist: hp 27; 
  Appendix 1. 
   
  APL 8 (EL 7) 
   
  �Montesanto, Tiefling Opportunist: hp 37; 
  Appendix 1. 
   
  Tactics: While it’s not a foregone conclusion that this 
  encounter with Montesanto comes to blows, the PCs may 
  not trust him, or they may catch him in the act of 
  thievery. Montesanto does all he can through his spells 
  and magic items to evade the PCs, as he’s certain that he 
  can’t take on all of them. If presented with an 
  opportunity, he tries and disable one of the warriors as he 
  leaves. If he’s still in good shape, and has a lot of resources 
  left, he may attempt to shadow the party while they 
  tackle other denizens of the temple, to steal more from 
  them.  
   
  If he’s left to his own devices, and the party is 
  unusually weak (such as having more than half the 
  characters unconscious or dead and being drained of 
  resources) he may attack them more openly to attempt to 
  
  CORS6-03 Shadows of the Dread Spiral (Low) 
   
  Page 19 
  knock the rest of them out, and take their most valuable 
  items. Thus, keeping Montesanto close might be the 
  worst thing the PCs can do. However, it should be noted 
  that at no time does Montesanto attack with the intent on 
  killing the PCs – he’s merely after their nice shiny 
  treasure. 
   
  Treasure: Montesanto has a number of items that he 
  carries with him, and if he’s encountered after a day or 
  two pass, he may have some of the other treasure in the 
  temple. 
   
  APL 2: Loot: 44 gp; Coin: 3 gp; Magic: 29 gp - potion 
  of invisibility (25 gp), potion of cure light wounds (4 gp); 
  Total: 76 gp. 
   
  APL 4: Loot: 55 gp; Coin: 3 gp; Magic: 152 gp - +1 
  studded leather armor (98 gp), potion of invisibility (25 
  gp), potion of bear’s endurance (25 gp), potion of cure 
  light wounds (4 gp); Total: 210 gp. 
   
  APL 6: Loot: 28 gp; Coin: 3 gp; Magic: 404 gp - +1 
  studded leather armor (98 gp), +1 rapier (193 gp each), 
  potion of gaseous form (63 gp), potion of bear’s 
  endurance (25 gp), potion of cure moderate wounds (25 
  gp); Total: 435 gp. 
   
  APL 8: Loot: 28 gp; Coin: 3 gp; Magic: 689 gp - +2 
  studded leather armor (348 gp), +1 rapier (193 gp), wand 
  of vertigo (10 charges) (35 gp), potion of gaseous form (63 
  gp), potion of bear’s endurance (25 gp), potion of cure 
  moderate wounds (25 gp); Total: 720 gp. 
   
  18. Srinthek’s Lair 
  This area can be accessed from one of three different 
  doors, each of them is marked with a skull that has a 
  black spiral on its forehead. The doors have no handles to 
  draw them open. Unlike the other doors, they cannot be 
  opened normally – they are all arcane locked. The arcane 
  lock can be bypassed only by the following things: 
   
  Srinthek can enter and leave at will. 
   
  A character pressing a holy symbol of Tharizdun 
  on the skull causes a door to swing open. 
   
  A character casting a necromancy spell on the 
  door has the spell absorbed and the door opens. 
   
  Casting dispel magic or knock on the door (as 
  per the normal procedure for arcane lock; caster 
  level is considered 7). 
   
  Of course, a character could break down the door, in 
  which case it is treated as any other door in the temple, 
  except that under the protection of arcane lock, its break 
  DC is 10 higher than normal. 
   
  Once the PCs are able to enter, read the following: 
   
  This is certainly the strangest chamber you’ve 
  seen in the complex. Unlike the other areas, a 
  shadowy light emanates throughout the room – 
  its source is indeterminable. The black walls 
  are streaked with purple, and take the form of a 
  worn natural cavern. The whole immense 
  chamber looks like one big cave of shadows, 
  down to the stalactites and stalagmites that jut 
  out from the floor and ceiling. You can hear 
  what sounds like whispering coming from 
  within. 
   
  This is the lair of Srinthek, built to his specifications 
  through copious use of stone shape spells to replicate a 
  home he once had on the Plane of Shadow. The room 
  itself is massive, and shadowy illumination is ever-
  present here. The whispering is part of the same magical 
  effect that created the illumination. If detect magic is 
  cast, the room detects as strong illusion and evocation 
  magic (DC 22 Spellcraft check to determine the schools). 
   
  The room itself is also infused with negative energy; 
  any positive energy spell cast inside the room (including 
  cure spells) stands a chance of failure. The caster must 
  make a DC 10 + spell level Spellcraft check each time a 
  positive energy spell is cast, or the spell is discharged 
  without effect. If the spell comes from a magic item such 
  as a scroll or wand, the user of the item must make the 
  same check as above. If the spell comes from a potion or 
  other magic item, there is a 50% chance of failure instead. 
   
  Creatures: Srinthek spends most of his time here, 
  practicing with his weapons, talking to the walls, 
  sleeping, and eating. Since he is the lord of the temple, he 
  does occasionally go out and check on the other denizens, 
  as he is the only one (besides Darken Iyes and his sire, 
  Srinthedul) that does not need to be invited to any other 
  creature’s living area. As of late, he is preparing to be 
  called by those in the depths below to aid them in their 
  plans.  
   
  APL 2 (EL 5) 
   
  �d �Srinthek, Child of the Favored: hp 27; 
  Appendix 1. 
   
   
  APL 4 (EL 7) 
   
  d ��Srinthek, Child of the Favored: hp 43; 
  Appendix 1. 
   
  d ��Shadow: hp 19; Monster Manual 221-222. 
   
  APL 6 (EL 9) 
   
  d ��Srinthek, Child of the Favored: hp 73; 
  Appendix 1. 
   
  d ��Shadow: hp 36; Monster Manual 221-222. 
   
  APL 8 (EL 11) 
   
  d ��Srinthek, Child of the Favored: hp 102; 
  Appendix 1. 
   
  d ��Shadows (2): hp 30, 36; Monster Manual 221-
  222. 
   
  Tactics: Srinthek is a duskblade, a new class that is 
  similar to a fighter/sorcerer. If he hears the PCs from 
  combat outside or if they make noise coming in the room, 
  Srinthek hides in the shadows and (at APLs 4 and above) 
  tells his shadow(s) to engage the PCs and keep them 
  distracted. While the PCs spend a few rounds with the 
  shadows, Srinthek casts his “buff” spells (he only has a 
  few) and prepares himself for battle. While closing with 
  the PCs, Srinthek uses ranged spells, if possible. Keep in 
  
  CORS6-03 Shadows of the Dread Spiral (Low) 
   
  Page 20 
  mind that in areas of shadowy illumination, Srinthek has 
  concealment against PCs without darkvision. 
   
  During combat, Srinthek likes to intimidate his 
  opponents by shouting curses at them and generally 
  scaring the hell out of them. He’ll shout something like 
  “I’ll feed you to the wall” or “Stay a few moments longer, 
  and you’ll become shadows too.” He constantly tries to 
  make the PCs hesitate or make poor decisions by 
  throwing them misinformation. 
   
  On the first round of close combat, Srinthek uses his 
  breath weapon if he can affect three or more PCs. 
  Remember that at APLs 6-8, it is a free action for him to 
  use his cone of shadows, which bestows one negative 
  level on each character caught within it. He can position 
  the cone to catch himself in it if need be, since he’s 
  immune to negative energy attacks. 
   
  After that, Srinthek generally engages the strongest-
  looking character and casts blade of blood on his falchion, 
  sacrificing 5 hit points to hit for massive damage. He 
  focuses his attacks on those that can deal out the most to 
  him. 
   
  If he gets into trouble, he backs off of melee combat 
  to let his shadow(s) do the fighting (if still around). He 
  does try his luck with his cure potion if he’s able.  
   
  Low APL 2: Srinthek does not use his breath 
  weapon, and when he casts blade of blood, he does not 
  sacrifice hit points for an extra 2d6 damage. 
   
  Development: Srinthek does not surrender under any 
  circumstance, and attempts to do anything in his power 
  to free himself if captured (or die trying). Since Srinthek 
  is a dragon, many enchantment spells may be ineffective 
  (or 
  less 
  effective) 
  against 
  him. 
  Under 
  magical 
  compulsion, he can reveal information in the adventure 
  background, and that he is one of the offspring of 
  Srinthedul. 
   
  Treasure: Srinthek has equipment with him, and in the 
  southeast corner of his lair, in a depression in the stone, 
  there is a bag of holding containing his modest hoard of 
  gems and coins. 
   
  APL 2: Loot: 71 gp; Magic: 223 gp - +1 falchion (198 
  gp), potion of cure moderate wounds (25 gp); Total: 294 
  gp. 
   
  APL 4: Loot: 50 gp; Magic: 327 gp - +1 chain shirt 
  (104 gp), +1 falchion (198 gp), potion of cure moderate 
  wounds (25 gp); Total: 377 gp. 
   
  APLs 6-8: Loot: 50 gp; Magic: 1,698 gp - +1 chain 
  shirt (104 gp), +1 falchion (198 gp), amulet of health +4 
  (1333 gp), potion of cure serious wounds (63 gp); Total: 
  1,748 gp. 
   
  All APLs (Searching the Lair): Coin: 50 gp; 
  Magic: 208 gp – bag of holding type I (208 gp); Total: 258 
  gp. 
   
  19. Old Priest’s Quarters 
  This room looks like it was once a bedchamber, 
  probably for a priest. The black walls are 
  decorated in mauve with a reversed pyramid 
  symbol. A raised stone block runs along the 
  east wall, which looks like the foundation of a 
  bed. Sconces run along the wall, except where 
  the block is located. 
   
  There is nothing of note in this room. The reversed 
  pyramids on the wall can be identified as one of 
  Tharizdun’s symbols with a DC 18 Knowledge (religion) 
  check. 
   
  20. Troglodyte Enclave 
  There is clearly a terrible smell coming from this room, a 
  musky rotten stench that can only issue forth from a 
  troglodyte. When the characters reach this area, read the 
  following: 
   
  A powerful stink overwhelms you as you peer 
  into this large chamber. Inside, a number of 
  troglodytes live here, some making crude 
  hunting tools, others playing various violent 
  games with each other, and a few lying 
  motionless on the smooth floor. Waste and the 
  bones of many meals lie scattered about the 
  place, along with crude mounds of dirt, cloth, 
  and straw that must be bedding. The walls are 
  lined with purplish tendrils; out of the corner 
  of your eye, you swear you can see some of 
  them move. The whole place – smell, sight, and 
  sound – is disgusting.  
   
  Creatures: There are 14 troglodytes in this enclave. 
  They only venture out when Murrssk or the Painted One 
  allow them. Generally, the troglodytes have converted to 
  the worship of Tharizdun, so one of the places they do 
  visit is the chapel (Area 15). Otherwise, they leave only 
  when a hunting or raiding party forms to go out of the 
  temple and down into the valleys. Much of their captured 
  loot is beyond the door in Area 21.  
   
  Fortunately for the PCs, while the troglodytes are 
  hostile, only a few are aggressive enough to fight. First 
  among them is Murrssk, their leader. Murrssk is the only 
  creature so far to be exposed to the Pool of Shadow, and it 
  has given him the dark template, which compliments his 
  natural troglodyte abilities. When the PCs appear at the 
  entrance, Murrssk tries to hide in plain sight. He waits 
  for the PCs to enter and focus on the rest of the tribe 
  before striking. The other troglodytes wait to see the 
  result of the fight – they do not help Murrssk out in any 
  way, unless the sentries have come here from Area 2, in 
  which case, they do give aid. 
   
  APL 2 (EL 4) 
   
  d ��Murrssk, Dark Troglodyte Captain: hp 
  45; Appendix 1. 
   
   
  APL 4 (EL 6) 
   
  d ��Murrssk, Dark Troglodyte Captain: hp 
  67; Appendix 1. 
   
   
  
  CORS6-03 Shadows of the Dread Spiral (Low) 
   
  Page 21 
  APL 6 (EL 8) 
   
  d ��Murrssk, Dark Troglodyte Captain: hp 
  89; Appendix 1. 
   
   
  APL 8 (EL 10) 
   
  d ��Murrssk, Dark Troglodyte Captain: hp 
  111; Appendix 1. 
   
  Tactics: Murrssk, as leader of the tribe of troglodytes, 
  needs to fend off the PCs to retain his position of power. 
  He begins by hiding in plain sight, and waiting for a 
  number of PCs to enter the room, hoping that they’ll see 
  the other troglodytes and not realize that he’s there until 
  it’s too late. If a character moves past Murrssk on the way 
  to attacking other troglodytes, he’ll reveal himself by 
  taking an attack of opportunity, if possible. Once combat 
  begins, Murrssk focuses his attacks on the nearest foe, 
  concentrating on one enemy at a time. His high AC, 
  stench, and possible concealment make him a confident 
  fighter. He does not surrender. 
   
  Development: If the PCs defeat Murrssk, other 
  troglodytes rise up, hissing and sputtering, spoiling for a 
  fight. However, they do not immediately attack. With the 
  death of their strongest member, their morale is on the 
  verge of breaking. The PCs may decide to take this 
  opportunity to try and talk (in Draconic) them out of 
  combat through either Diplomacy or Intimidation – they 
  are treated as unfriendly (since they are hostile, but really 
  don’t want to fight if they don’t have to). What they want 
  to hear is that the PC (or PCs) that bested their leader has 
  claimed ownership of the tribe, or tells them that they 
  must obey the character. They only respond to strength 
  and intimidation, and the troglodytes do not make “deals” 
  with outsiders. In fact, mention of a deal agitates them to 
  the point of attacking, as they see negotiation as a tool of 
  the weak-minded. 
   
  APL 2 (EL 4) 
   
  d ��Troglodytes (3): hp 12, 13, 14; Monster 
  Manual 246-247. 
   
   
  APL 4 (EL 6) 
   
  d ��Troglodytes (6): hp 10, 11, 12, 13, 14, 15; 
  Monster Manual 246-247. 
   
   
  APL 6 (EL 6) 
   
  d ��Troglodytes (6): hp 10, 11, 12, 13, 14, 15; 
  Monster Manual 246-247. 
   
   
  APL 8 (EL 6) 
   
  d ��Troglodytes (6): hp 10, 11, 12, 13, 14, 15; 
  Monster Manual 246-247. 
   
  Tactics: These troglodytes fight savagely, as is their 
  nature. On the first round of combat, each throws a 
  javelin before engaging in melee. If more than half of 
  them are defeated, the rest plead in Draconic for a quick 
  death. The remaining troglodytes cower and do not attack 
  the PCs – they are mostly females and young.  
   
  If a PC is left behind during the combat (for 
  example, the PCs need to retreat and heal) and is still 
  alive, the troglodytes take the character to the Painted 
  One in the chapel to be sacrificed immediately, as is their 
  custom. If the Painted One has already been defeated, 
  one of the other troglodytes performs the sacrifice to 
  Tharizdun as they remember the Painted One doing it (of 
  course, it’s nothing like what the cleric performed, but 
  the end result is the same). After a character is sacrificed, 
  the head is cut off and devoured by the assembled 
  troglodytes. This also has the unfortunate side effect of 
  making the dead PC unable to be brought back with a 
  raise dead spell. 
   
  Development: If the PCs manage to cow the 
  troglodytes into submission, one of their number comes 
  forward, and in Draconic, pledges himself to the 
  character that did the majority of the talking. The 
  troglodyte sees the strength in the PC, and wishes to 
  accompany the character to fight alongside the PC. This 
  character receives the Troglodyte Cohort listed on the 
  adventure record. Only one character at a table can 
  receive it, and if there is a choice between two PCs, the 
  one that looks most like a warrior or savage receives the 
  cohort. The troglodyte is not named so that the player can 
  customize the creature to their liking. 
   
  Treasure: Murrssk has treasure on him; the rest of the 
  enclave has nothing of significant value (except see Area 
  21). 
   
  APL 2: Loot: 80 gp; Magic: 83 gp – cloak of 
  resistance +1 (83 gp); Total: 163 gp. 
   
  APL 4: Loot: 168 gp; Magic: 108 gp – cloak of 
  resistance +1 (83 gp), potion of cure moderate wounds (25 
  gp); Total: 276 gp. 
   
  APL 6: Loot: 2 gp; Magic: 524 gp – +1 full plate (221 
  gp), +1 greatstar (195 gp), cloak of resistance +1 (83 gp), 
  potion of cure moderate wounds (25 gp); Total: 526 gp. 
   
  APL 8: Loot: 2 gp; Magic: 691 gp – +1 full plate (221 
  gp), +1 greatstar (195 gp), amulet of natural armor +1 (167 
  gp), cloak of resistance +1 (83 gp), potion of cure 
  moderate wounds (25 gp); Total: 693 gp. 
   
  21. Storage Area 
  Through the door connected to the troglodyte’s 
  living area, you find a translucent room that 
  looks as though it was literally carved from 
  amethyst. There are a number of broken carts, 
  sacks of grain and flour, barrels, piles of 
  clothes, two large weapon racks bristling with 
  all sorts of tools of destruction, and a number 
  of pieces of armor. 
   
  This is a storage area where the troglodytes put all of the 
  gear they take from travelers they waylay. The few 
  troglodytes that know how to do so maintain the 
  weapons and some of the suits of armor, but the rest of 
  the items are just left here untouched for the most part. 
  
  CORS6-03 Shadows of the Dread Spiral (Low) 
   
  Page 22 
  Occasionally, a troglodyte takes some of the clothes for 
  bedding. The grain is still good in its stitched shut bags. 
   
  If the PCs are looking for a common weapon 
  (something from either the simple or martial weapons list 
  in the Player’s Handbook) or want a suit of padded, 
  leather, studded leather, scale mail, or chainmail armor, 
  they can find it here.  
   
  Treasure: If the PCs cast detect magic, none of the 
  weapons or armor detect as magical (in fact, none are 
  even masterwork). However at APLs 6 and 8, one of the 
  barrels, full of mead, does register as having something 
  magic inside it. The aura is moderate transmutation (DC 
  21 Spellcraft check to determine the school). If the barrel 
  is emptied, at the very bottom, there is a ring of the ram 
  with 6 charges remaining.  
   
  On one of the carts, there is also some magic. There 
  are two scrolls and (at APL 8) a staff hidden under a tarp. 
  A DC 15 Search check on the cart finds the items; 
  otherwise detect magic reveals their auras (which are 
  faint necromancy [DC 16], faint transmutation [DC 16], 
  and moderate conjuration [DC 18]). The scrolls are a 
  scroll of blade of blood and a scroll of vertigo. The staff is 
  a staff of healing with 2 charges remaining. 
   
  APLs 2-4: Loot: 300 gp; Magic: 15 gp – scroll of 
  blade of blood (2 gp), scroll of vertigo (13 gp); Total: 315 
  gp. 
   
  APL 6: Loot: 300 gp; Magic: 101 gp – ring of the ram 
  (6 charges) (86 gp), scroll of blade of blood (2 gp), scroll of 
  vertigo (13 gp); Total: 401 gp. 
   
  APL 8: Loot: 300 gp; Magic: 194 gp – staff of healing 
  (2 charges) (93 gp), ring of the ram (6 charges) (86 gp), 
  scroll of blade of blood (2 gp), scroll of vertigo (13 gp 
  each); Total: 494 gp. 
   
  22. Vasuthant Chamber 
  This room is connected to Area 5. No one really enters 
  here, since only Elus Maarikson ever really spends much 
  time in the Pool of Shadow’s room, and he knows what is 
  behind the door. For that reason, the door is kept locked, 
  and requires a DC 25 Open Locks check to pick it. When 
  the door is opened, read the following to the players: 
   
  This long room has an intricately carved 
  obsidian ceiling with some sort of tendril 
  design, although you think you can make out 
  humanoid shapes as well. The walls are mauve, 
  and the polished stone turns to black when you 
  look at the floor, which has pyramid images 
  carved into it. There are rotting remains of 
  furniture cast all about the place. 
   
  In the southwest corner of the room, a DC 20 Search 
  check reveals that against each wall that makes up that 
  corner, there are three lines where the stone looks almost 
  as though it was melted. A DC 13 Spellcraft check tells 
  the observer that a number of stone shape spells were 
  used here for some purpose. In truth, this used to be a 
  pivoting wall secret door, and others, probably the last 
  group of adventurers that passed through here a 
  generation ago, sealed it off. 
   
  Creatures: Lurking in the room is the first creature 
  brought forth from the Pool of Shadow by Darken Iyes 
  himself – a shadowy undead mass known as a vasuthant. 
  Not wanting to utilize it at the time, the lich 
  necromancer commanded it to enter this room, and then 
  locked it away for further study. He still has not yet 
  gotten back to it. Only Elus Maarikson is aware of what 
  lies beyond the doorway, and he doesn’t open the door for 
  anyone, as he views doing so as akin to suicide. 
   
  APL 2 (EL 4) 
   
  d ��Vasuthant: hp 17; Appendix 1. 
   
   
  APL 4 (EL 6) 
   
  d ��Vasuthant, Advanced: hp 57; Appendix 1. 
   
   
  APL 6 (EL 8) 
   
  d ��Vasuthant, Advanced: hp 105; Appendix 1. 
   
   
  APL 8 (EL 10) 
   
  d ��Vasuthant, Advanced: hp 184; Appendix 1. 
   
  Tactics: The vauthant (at APLs 2-4) hides behind the 
  smashed furnishings in an attempt to surprise the PCs 
  when they enter the room. Once it engages in combat, it 
  is very straightforward; it attempts to grab a PC, drain its 
  Strength, and then discard that character for another. It 
  does not back off at any point, as it is almost mindless, 
  and so very hungry for life energy. 
   
  CONCLUSION 
  When the PCs exit the Forgotten Temple of Tharizdun 
  and return back to Gnome Vale, read the following: 
   
  Your journey to the Forgotten Temple of 
  Tharizdun to complete the tasks given to you 
  by Varachan is now over. While you sit and 
  while away some time among the gnomes, you 
  can only hope that the other group met with 
  success in defeating the other, more powerful 
  minions of the dread god. 
   
  Characters that possess a Gnome Vale gemstone (that has 
  not yet become a magic item) notice that it has turned jet 
  black. When brought to the gnomes’ attention, they 
  inform the PCs that the gems were most likely corrupted 
  by the temple. If detect magic is cast, the gems detect as 
  moderate conjuration magic (DC 22 Spellcraft check to 
  detect the school). Any character possessing one of these 
  receives a gem of night, which is noted on the adventure 
  record. Characters that did not begin the adventure with 
  a Gnome Vale gemstone (nonmagical) do not receive this 
  benefit. 
   
  The gnomes ask the characters if there were charges 
  left on Varachan’s wand, and if so, ask for them back to 
  return to him.  
  
  CORS6-03 Shadows of the Dread Spiral (Low) 
   
  Page 23 
   
  If the characters wish, they can certainly take 
  Martela Thriel with them to get her magical attention. If 
  the characters pay for a heal spell to be cast upon her 
  (which needs to be done most likely in Highfolk or Ket), 
  she regains her sanity, and can relate her story as 
  presented in Area 8. She is quite thankful to the PCs, and 
  any characters with arcane caster levels earn the 
  Knowledge of Shadow certificate. 
   
  Make sure to give the first character that touched the 
  Pool of Shadow the Touched by Shadow certificate. 
   
  After a while, Martela decides to seek out her mentor 
  Varachan, and parts ways with the PCs.  
   
  The End 
   
  
  CORS6-03 Shadows of the Dread Spiral (Low) 
   
  Page 24 
  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. 
   
  Up on the Rooftop 
  Defeat the arrowhawk(s) 
  APL 2  
  60 XP 
  APL 4  
  120 XP 
  APL 6  
  180 XP 
  APL 8  
  240 XP 
   
  2. Upper Temple 
  Defeat the troglodyte sentries 
  APL 2  
  60 XP 
  APL 4  
  120 XP 
  APL 6  
  180 XP 
  APL 8  
  240 XP 
   
  5. Pool of Shadow 
  Defeat Elus Maarikson 
  APL 2  
  120 XP 
  APL 4  
  180 XP 
  APL 6  
  240 XP 
  APL 8  
  300 XP 
   
  6. Great Hallway 
  Defeat Gilwog the Thrice-Scarred 
  APL 2  
  90 XP 
  APL 4  
  150 XP 
  APL 6  
  210 XP 
  APL 8  
  270 XP 
   
  15. Unholy Chapel of Tharizdun 
  Encounter or defeat the trap 
  APL 2  
  60 XP 
  APL 4  
  120 XP 
  APL 6  
  180 XP 
  APL 8  
  240 XP 
   
  Defeat the Painted One and his minions 
  APL 2  
  90 XP 
  APL 4  
  150 XP 
  APL 6  
  210 XP 
  APL 8  
  270 XP 
   
  17. Checkered Room 
  Defeat Montesanto 
  APL 2  
  30 XP 
  APL 4  
  90 XP 
  APL 6  
  150 XP 
  APL 8  
  210 XP 
   
  18. Srinthek’s Lair 
  Defeat Srinthek and his minions 
  APL 2  
  150 XP 
  APL 4  
  210 XP 
  APL 6  
  270 XP 
  APL 8  
  330 XP 
   
  20. Troglodyte Enclave 
  Defeat Murrssk 
  APL 2  
  120 XP 
  APL 4  
  180 XP 
  APL 6  
  240 XP 
  APL 8  
  300 XP 
   
  Defeat or negotiate with the remaining aggressive 
  troglodytes 
  APL 2  
  120 XP 
  APL 4  
  180 XP 
  APL 6  
  180 XP 
  APL 8  
  180 XP 
   
  22. Vasuthant Chamber 
  Defeat the vasuthant 
  APL 2  
  60 XP 
  APL 4  
  120 XP 
  APL 6  
  180 XP 
  APL 8  
  240 XP 
   
  Story Award 
  Rescued Martela Thriel 
  APL 2  
  30 XP 
  APL 4  
  60 XP 
  APL 6  
  90 XP 
  APL 8  
  120 XP 
   
  Story Award 
  Closed the Pool of Shadow 
  APL 2  
  60 XP 
  APL 4  
  120 XP 
  APL 6  
  180 XP 
  APL 8  
  240 XP 
   
  Total Possible Experience 
  APL 2  
  900 XP 
  APL 4  
  1,350 XP 
  APL 6  
  1,800 XP 
  APL 8  
  2,250 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., 
  
  CORS6-03 Shadows of the Dread Spiral (Low) 
   
  Page 25 
  not carted off by dungeon scavengers, removed from the 
  scene by the local watch, and so on), characters may 
  return to retrieve loot. If the characters do not loot the 
  body, the gold piece value for the loot is subtracted from 
  the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A normal 
  adventuring party can usually gather this wealth in a 
  round or so. If for some reason, they pass up this treasure, 
  the coin total is subtracted from the encounter totals 
  given below. 
   
  Next, the magic items are listed. Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure. Many times characters must cast identify, 
  analyze dweomer or similar spells to determine what the 
  item does and how to activate it. Other times they may 
  attempt to use the item blindly. If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the 
  item is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure. Write the total in 
  the GP Gained field of the adventure certificate.  
   
  Loot = Looted gear from enemy; Coin = Coin, Gems, 
  Jewelry, and other valuables; Magic = Magic Items.  
   
  2. Upper Temple 
   
  APL 2: Loot: 4 gp; Total: 4 gp. 
   
  APL 4: Loot: 23 gp; Total: 23 gp. 
   
  APL 6: Loot: 73 gp; Total: 73 gp. 
   
  APL 8: Loot: 73 gp; Total: 73 gp. 
   
  5. Pool of Shadow 
   
  APL 2: Loot: 146 gp; Magic: 133 gp – vest of 
  resistance +1 (83 gp), potion of cure moderate wounds (25 
  gp), potion of levitate (25 gp); Total: 279 gp. 
   
  APL 4: Magic: 483 gp – +1 shadow silk leather 
  armor (229 gp), vest of resistance +1 (83 gp), orb of 
  shadow (1st level) (83 gp), potion of cure moderate 
  wounds (25 gp), potion of fly (63 gp); Total: 483 gp. 
   
  APL 6: Magic: 816 gp – +1 shadow silk leather 
  armor (229 gp), vest of resistance +1 (83 gp each), cloak of 
  Charisma +2 (333 gp), orb of shadow (1st level) (83 gp), 
  potion of cure moderate wounds (25 gp), potion of fly (63 
  gp); Total: 816 gp. 
   
  APL 8: Magic: 1,187 gp – +1 shadow silk leather 
  armor (229 gp), vest of resistance +1 (83 gp), cloak of 
  Charisma +2 (333 gp each), headband of intellect +2 (333 
  gp each), orb of shadow (1st level) (83 gp), potion of cure 
  serious wounds (63 gp), potion of fly (63 gp); Total: 1,187 
  gp. 
   
  6. Great Hallway 
   
  APL 2: Loot: 29 gp; Total: 29 gp. 
   
  APLs 4-8: Magic: 196 gp – +1 spiked chain (196 gp 
  each); Total: 196 gp. 
   
  9. Elus Maarikson’s Chamber 
   
  All APLs: Loot: 5 gp; Magic: 163 gp – necklace of 
  fireballs type I (138 gp each); potion of animalistic power 
  (25 gp); Total: 168 gp. 
   
  10. Scrivener’s Room 
   
  All APLs: Loot: 4 gp; Total: 4 gp. 
   
  15. Unholy Chapel of Tharizdun 
  Inside the Altar: 
   
   
  APLs 2-6: Coin: 80 gp; Magic: 13 gp – scroll of veil 
  of shadow (13 gp); Total: 93 gp. 
   
  APL 8: Coin: 80 gp; Magic: 263 gp – scroll of veil of 
  shadow (13 gp), bead of force (250 gp); Total: 263 gp. 
   
  Defeating the Painted One: 
   
  APL 2: Magic: 101 gp - +1 hide (97 gp), 2 scrolls of 
  cure light wounds (2 gp per scroll); Total: 101 gp. 
   
  APL 4: Magic: 206 gp - +1 hide (97 gp), phylactery 
  of faithfulness (83 gp), 2 scrolls of cure moderate wounds 
  (13 gp per scroll); Total: 206 gp. 
   
  APL 6: Magic: 264 gp - +1 hide (97 gp), phylactery 
  of faithfulness (83 gp), scroll of flame strike (58 gp), 2 
  scrolls of cure moderate wounds (13 gp per scroll); Total: 
  264 gp. 
   
  APL 8: Magic: 431 gp - +1 hide (97 gp), amulet of 
  natural armor +1 (167 gp), phylactery of faithfulness (83 
  gp each), scroll of flame strike (58 gp), 2 scrolls of cure 
  moderate wounds (13 gp per scroll); Total: 431 gp. 
   
  16. Gilwog’s Chamber 
   
  APLs 2-4: Coin: 30 gp; Total: 30 gp. 
   
  APLs 6-8: Coin: 30 gp; Magic: 354 gp – wand of 
  black karma curse (354 gp); Total: 374 gp. 
   
  17. Checkered Room 
   
  APL 2: Loot: 44 gp; Coin: 3 gp; Magic: 29 gp - potion 
  of invisibility (25 gp), potion of cure light wounds (4 gp); 
  Total: 76 gp. 
   
  APL 4: Loot: 55 gp; Coin: 3 gp; Magic: 152 gp - +1 
  studded leather armor (98 gp), potion of invisibility (25 
  gp), potion of bear’s endurance (25 gp), potion of cure 
  light wounds (4 gp); Total: 210 gp. 
   
  APL 6: Loot: 28 gp; Coin: 3 gp; Magic: 404 gp - +1 
  studded leather armor (98 gp), +1 rapier (193 gp), potion 
  of gaseous form (63 gp), potion of bear’s endurance (25 
  gp), potion of cure moderate wounds (25 gp); Total: 435 
  gp. 
   
  APL 8: Loot: 28 gp; Coin: 3 gp; Magic: 689 gp - +2 
  studded leather armor (348 gp), +1 rapier (193 gp), wand 
  of vertigo (10 charges) (35 gp), potion of gaseous form (63 
  gp), potion of bear’s endurance (25 gp), potion of cure 
  moderate wounds (25 gp each); Total: 720 gp. 
   
  18. Srinthek’s Lair 
  Defeating Srinthek: 
   
  APL 2: Loot: 71 gp; Magic: 223 gp - +1 falchion (198 
  gp), potion of cure moderate wounds (25 gp); Total: 294 
  gp. 
  
  CORS6-03 Shadows of the Dread Spiral (Low) 
   
  Page 26 
   
  APL 4: Loot: 50 gp; Magic: 327 gp - +1 chain shirt 
  (104 gp each), +1 falchion (198 gp), potion of cure 
  moderate wounds (25 gp); Total: 377 gp. 
   
  APLs 6-8: Loot: 50 gp; Magic: 1,698 gp - +1 chain 
  shirt (104 gp), +1 falchion (198 gp), amulet of health +4 
  (1333 gp) potion of cure serious wounds (63 gp); Total: 
  1,748 gp. 
   
   
  Searching the Lair: 
   
   
  All APLs: Coin: 50 gp; Magic: 208 gp – bag of 
  holding type I (208 gp); Total: 258 gp. 
   
  20. Troglodyte Enclave 
   
  APL 2: Loot: 80 gp; Magic: 83 gp – cloak of 
  resistance +1 (83 gp); Total: 163 gp. 
   
  APL 4: Loot: 168 gp; Magic: 108 gp – cloak of 
  resistance +1 (83 gp), potion of cure moderate wounds (25 
  gp); Total: 276 gp. 
   
  APL 6: Loot: 2 gp; Magic: 524 gp – +1 full plate (221 
  gp), +1 greatstar (195 gp), cloak of resistance +1 (83 gp 
  each), potion of cure moderate wounds (25 gp); Total: 526 
  gp. 
   
  APL 8: Loot: 2 gp; Magic: 691 gp – +1 full plate (221 
  gp), +1 greatstar (195 gp), amulet of natural armor +1 (167 
  gp), cloak of resistance +1 (83 gp), potion of cure 
  moderate wounds (25 gp); Total: 693 gp. 
   
  21. Storage Area 
   
  APLs 2-4: Loot: 300 gp; Magic: 15 gp – scroll of 
  blade of blood (2 gp), scroll of vertigo (13 gp); Total: 315 
  gp. 
   
  APL 6: Loot: 300 gp; Magic: 101 gp – ring of the ram 
  (6 charges) (86 gp), scroll of blade of blood (2 gp), scroll of 
  vertigo (13 gp); Total: 401 gp. 
   
  APL 8: Loot: 300 gp; Magic: 194 gp – staff of healing 
  (2 charges) (93 gp), ring of the ram (6 charges) (86 gp), 
  scroll of blade of blood (2 gp), scroll of vertigo (13 gp); 
  Total: 494 gp. 
   
  Total Possible Treasure 
   
  APL 2: Loot: 679 gp; Coin: 163 gp; Magic: 875 gp; 
  Total: 1,717 gp (maximum 900 gp). 
   
  APL 4: Loot: 605 gp; Coin: 163 gp; Magic: 1,871 gp; 
  Total: 2,639 gp (maximum 1,300 gp). 
   
  APL 6: Loot: 462 gp; Coin: 163 gp; Magic: 4,741 gp; 
  Total: 5,366 gp (maximum 1,800 gp). 
   
  APL 8: Loot: 462 gp; Coin: 163 gp; Magic: 214 gp; 
  Total: 6,074 gp (maximum 2,600). 
   
  Adventure Certificates 
  These certificates are separate from the adventure record, 
  and are only awarded to specific PCs qualifying for them 
  as listed in the adventure. 
   
  Knowledge of Shadow: Through Martela Thriel, an 
  infiltrator in Tharizdun’s cults that learned the secrets of 
  shadow magic, you have learned fascinating but terrible 
  secrets. It is said that Tharizdun’s prison lies in an 
  inaccessible place on the Plane of Shadow, and that his 
  bonds are forged from the stuff of the plane itself. His 
  essence has become a part of that plane, and through the 
  knowledge of shadow magic, one can come to a greater 
  understanding of the nature of Tharizdun’s captivity, and 
  possibly how to destroy him forever. However, using the 
  dark secrets of shadow magic brings more of the essence 
  of that plane to Oerth, thus weakening the dread god’s 
  prison on the Plane of Shadow. This terrible truth is now 
  a burden for you to bear, and for those with good in their 
  hearts, it is a constant gnawing at the edges of a sane 
  mind – to bring Tharizdun closer to freedom in order to 
  understand how to ultimately defeat him. 
  You have access to the shadowcaster class from 
  Tome of Magic. Every time you gain a level in 
  shadowcaster, you may choose to convert one existing 
  arcane spellcasting class level into a level of shadowcaster, 
  as detailed on page 115 (“A Creeping Darkness: Multiclass 
  Shadowcasters”). You also have access to all feats and 
  mysteries in the shadow magic section of Tome of Magic. 
  In addition, you also have access to the following prestige 
  classes: child of night, master of shadow, and 
  noctumancer. Lastly, you can use the rule presented in 
  the LIVING GREYHAWK Campaign Sourcebook for pearls 
  of power to craft orbs of shadow, provided you meet all 
  the other prerequisites. This certificate does not grant you 
  access to orbs of shadow; you must still find them in 
  adventures as normal. 
   
  Most shadowcasters, especially those with this 
  knowledge, are not good aligned. However, a precious 
  few strong-willed souls attempt to practice the craft in the 
  hopes that their knowledge will prove indispensable in 
  the fight against Tharizdun. If you have a good 
  alignment, the maddening paradigm of your situation 
  brings you to the brink of insanity. At the beginning of 
  every adventure, good-aligned characters must make a 
  Will saving throw, DC 10 + their shadowcaster (or other 
  mystery user) levels or begin play with 1d4 points of 
  Wisdom damage. Show your DM this certificate at the 
  beginning of each adventure; the DM rolls the damage. 
   
  Touched by Shadow: Your contact with the Pool of 
  Shadow, while brief, lingered on in your body and in 
  your mind. Soon after your foray into the Forgotten 
  Temple of Tharizdun, you fell ill, and had strange 
  nightmares that found you pitted against the denizens of 
  the Plane of Shadow. For days, you hovered between life 
  and death, without a remedy for your condition. In the 
  end, you managed to survive through the horrible ordeal, 
  but have been ever changed, either in body or in mind. 
  Choose one of the following two benefits. 
   
  [ ] You gain the dark template. Your skin becomes a 
  darker, duller reflection of its former self, and your hair 
  becomes deep gray or black. Your disposition also 
  becomes noticeably more somber and less cheerful. This 
  has the following game benefits: 
  - You gain the extraplanar subtype while away from 
  the Plane of Shadow.  
  - You gain a +10 feet bonus on all of your natural 
  modes of movement.  
  - If you do not already possess it, you gain darkvision 
  60 ft. and superior low-light vision. 
  
  CORS6-03 Shadows of the Dread Spiral (Low) 
   
  Page 27 
  - You gain the exceptional ability to hide in plain 
  sight, which allows you to use the Hide skill even while 
  being observed (except in natural daylight, the area of a 
  daylight spell, or a similar effect). 
  - You gain resistance to cold 10. 
  - You gain a +8 bonus to Hide checks, and a +6 bonus 
  to Move Silently checks. 
   
  The next time you gain a character level, you do not 
  choose a character class; instead, this template occupies 
  that spot, as you are a character with a +1 level 
  adjustment. 
   
  [  ] Your nightmares have taught you well many secrets of 
  the Plane of Shadow. You cast spells with the shadow 
  descriptor at +1 caster level, and get a +2 bonus to save 
  against spells with that descriptor and shadow magic. 
  Whenever you are on the Plane of Shadow, you receive a 
  +2 circumstance bonus on all attack rolls, skill checks, 
  ability checks, and saving throws. Lastly, you may use one 
  fundamental from the shadow magic section of Tome of 
  Magic 1/day. You gain no other access to rules items 
  found in that book from this certificate. 
   
  Special 
  Greatstar: This is a two-handed morningstar, sometimes 
  found in the employ of evil humanoids. It is a martial 
  weapon, and has the following statistics: 
   
  Cost: 35 gp; Dmg (S): 1d10; Dmg (M): 1d12; Critical: 
  x2; Weight: 12 lb.; Type: Bludgeoning and Piercing. 
   
  Shadow Silk: This is a material woven from shadow 
  itself, and used to make some armors. It is a very faint 
  material, translucent and flimsy. It has the look and feel 
  of deep black silk. Shadow silk feels heavier in bright 
  light, and very light and fluid in shadowy illumination or 
  darkness. 
   
  The wearer of shadow silk armor gains a +2 bonus on 
  Hide and Move Silently checks. Shadow silk is 
  considered masterwork armor. Shadow silk leather armor 
  (found in this adventure) has the following statistics: 
   
  Cost: 1,750 gp; Armor Bonus: +2; Maximum Dex 
  Bonus: +8; Armor Check Penalty: 0; Arcane Spell Failure 
  Chance: 10% (light)/0% (shadow or darkness); Speed (30 
  ft.): 30 ft.; Speed (20 ft.): 20 ft.; Weight: 4 lb. Tome of 
  Magic. 
   
  Orb of Shadow: An orb of shadow appears to be a black 
  pearl of average size and unusual luster. Once per day, 
  you can speak a command word as a standard action to 
  activate the orb. You must have the orb in your hand; 
  drawing it out is a move action. 
   
  This item allows a single extra use of a mystery, in 
  the same way that a pearl of power allows a single extra 
  use of a spell. The mystery must be of a particular level, 
  depending on the orb (the orb of shadow in this 
  adventure is for 1st-level mysteries).  
   
  Strong transmutation; CL 17th; Craft Wondrous 
  Item, creator must be able to cast mysteries of the 
  mystery level to be recalled; Price 1,000 gp (1st); Weight -. 
  Tome of Magic. 
   
  Gem of Night: The mystical energies of the Forgotten 
  Temple of Tharizdun have corrupted the gemstone the 
  gnomes gave you; it has turned completely black, and 
  now functions as a gem of night. This gem functions just 
  like an elemental gem, except that when crushed, it 
  conjures a Large shadow elemental (Tome of Magic, page 
  165), which remains for 13 rounds. Each round it is 
  present, the corruptive energies of it overwhelm you, and 
  you take 1 point of Constitution damage. This item 
  cannot be sold or created, and has no value. Once used, 
  cross off this entry. 
   
  Moderate conjuration; CL 13th; cannot be created; 
  Weight-. Tome of Magic. 
   
  Troglodyte Cohort: If you have the Leadership feat 
  (or when you acquire it), you may have a troglodyte 
  cohort. The creature has an alignment of Chaotic Neutral. 
  Build the troglodyte using the standard rules presented in 
  the Living Greyhawk Campaign Sourcebook and the 
  Monster Manual (level adjustment is +1). 
   
  ITEMS FOR THE 
  ADVENTURE RECORD 
  Item Access 
  APL 2 
  ∞ 
  Masterwork greatstar (Adventure; see above; 335 gp) 
  ∞ 
  Large masterwork spiked chain (Adventure; PH; 350 
  gp) 
  ∞ 
  Shadow silk leather armor (Adventure; see above; 
  1,750 gp) 
  ∞ 
  Potion of animalistic power (Adventure; Player’s 
  Handbook II; 300 gp) 
  ∞ 
  Necklace of fireballs type I (Adventure; DMG) 
  ∞ 
  Scroll of veil of shadow (Adventure; Spell 
  Compendium) 
  ∞ 
  Bag of holding type I (Adventure; DMG) 
  ∞ 
  Scroll of blade of blood (Adventure; Player’s 
  Handbook II; 25 gp) 
  ∞ 
  Scroll of vertigo (Adventure; Player’s Handbook II; 
  150 gp) 
   
  APL 4 (all of APL 2 plus the following) 
  ∞ 
  Phylactery of faithfulness (Adventure; DMG) 
  ∞ 
  +1 Large spiked chain (Adventure; DMG; 2,350 gp) 
  ∞ 
  +1 shadow silk leather armor (Adventure; see above; 
  2,750 gp) 
  ∞ 
  Vest of resistance +1 (Adventure; Complete Arcane) 
  ∞ 
  Orb of shadow (1st level) (Adventure; see above) 
   
  APL 6 (all of APLs 2-4 plus the following) 
  ∞ 
  +1 greatstar (Adventure; see above; 2,335 gp) 
  ∞ 
  Amulet of health +4 (Adventure; DMG) 
  ∞ 
  Wand of black karma curse (Adventure; Player’s 
  Handbook II; 4,250 gp) 
  ∞ 
  Ring of the ram (Adventure; DMG) 
   
  
  CORS6-03 Shadows of the Dread Spiral (Low) 
   
  Page 28 
  APL 8 (all of APLs 2-6 plus the following) 
  ∞ 
  Wand of vertigo (Adventure; Player’s Handbook II; 
  4,250 gp) 
  ∞ 
  Bead of force (Adventure; DMG) 
  ∞ 
  +2 studded leather armor (Adventure; DMG) 
  ∞ 
  Staff of healing (Adventure; DMG) 
   
   
  
  CORS6-03 Shadows of the Dread Spiral (Low) 
   
  Page 29 
  APPENDIX 1: APL 2
  * Indicates a new rules item found in Appendix 2. 
   
  AREA 2 
  d �Young Troglodyte Sentry: male troglodyte; CR 
  1/2; Medium humanoid (reptilian); HD 1d8+1; hp 5; Init -
  1; Spd 30 ft.; AC 18, touch 9, flat-footed 18; Base Atk +0; 
  Grp +0; Atk +0 melee (1d6/19-20, short sword) or +0 
  melee (1d4, claw) or –1 ranged (1d6, javelin); Full Atk +0 
  melee (1d6/19-20, short sword) and -5 melee (1d4, claw) 
  and -5 melee (1d4, bite) or +0 melee (1d4, 2 claws) and -5 
  melee (1d4, bite)or –1 ranged (1d6, javelin); SQ 
  darkvision 90 ft.; AL CE; SV Fort +3, Ref -1, Will +0; Str 
  10, Dex 9, Con 12, Int 8, Wis 10, Cha 10.  
   
  Skills and Feats: Hide +8, Listen +2; Martial Weapon 
  Proficiency (short sword). 
   
  Languages: Draconic. 
   
  Stench (Ex): This troglodyte’s stench glands are 
  not fully developed as of yet, and thus it cannot produce 
  the same effect as other mature troglodytes. 
   
  Possessions: Studded leather armor, short sword, 6 
  javelins, warning horn. 
   
  Physical Description: This creature is a reptilian 
  humanoid, with mottled brown and green skin. It has 
  some piecemeal armor about its shoulders and torso, and 
  has a short sword at its side. A number of javelins jut out 
  from its back, held in place by a crude series of straps. 
   
  Miniature: Troglodyte (Dragoneye 60/60). 
   
  d �Troglodyte Sentry: male troglodyte; CR 1; 
  Medium humanoid (reptilian); HD 2d8+4; hp 13; Init -1; 
  Spd 30 ft.; AC 18, touch 9, flat-footed 18; Base Atk +1; Grp 
  +1; Atk +1 melee (1d6/19-20, short sword) or +1 melee 
  (1d4, claw) or +0 ranged (1d6, javelin); Full Atk +1 melee 
  (1d6/19-20, short sword) and -1 melee (1d4, claw) and -1 
  melee (1d4, bite) or +1 melee (1d4, 2 claws) and -1 melee 
  (1d4, bite)or +0 ranged (1d6, javelin); SA stench; SQ 
  darkvision 90 ft.; AL CE; SV Fort +5, Ref -1, Will +0; Str 
  10, Dex 9, Con 14, Int 8, Wis 10, Cha 10.  
   
  Skills and Feats: Hide +8, Listen +3; Martial Weapon 
  Proficiency (short sword), Multiattack. 
   
  Languages: Draconic. 
   
  Stench (Ex): When a troglodyte is angry or 
  frightened, it secretes an oily, musklike chemical that 
  nearly every form of animal life finds offensive. All living 
  creatures (except troglodytes) within 30 feet of a 
  troglodyte must succeed on a DC 13 Fortitude save or be 
  sickened for 10 rounds. The save DC is Constitution-
  based. Creatures that successfully save cannot be affected 
  by the same troglodyte’s stench for 24 hours. A delay 
  poison or neutralize poison spell removes the effect from 
  the sickened creature. Creatures with immunity to 
  poison are unaffected, and creatures resistant to poison 
  receive their normal bonus on their saving throws. 
   
  Possessions: Studded leather armor, short sword, 6 
  javelins, warning horn. 
   
  Physical Description: This creature is a reptilian 
  humanoid, with mottled brown and green skin. It has 
  some piecemeal armor about its shoulders and torso, and 
  has a short sword at its side. A number of javelins jut out 
  from its back, held in place by a crude series of straps. 
   
  Miniature: Troglodyte (Dragoneye 60/60). 
   
  AREA 5 
  d �Elus Maarikson, Bringer of Entropy: male 
  human shadowcaster 4; CR 4; Medium humanoid 
  (human); HD 4d6; hp 18; Init +1; Spd 30 ft.; AC 13, touch 
  11, flat-footed 12; Base Atk +2; Grp +1; Atk +1 melee (1d6-
  1, quarterstaff); Full Atk +1 melee (1d6-1, quarterstaff); SA 
  apprentice mysteries, fundamentals of shadow; SQ 
  darkvision 30 ft.; AL NE; SV Fort +5, Ref +3, Will +6; Str 
  8, Dex 13, Con 10, Int 14, Wis 12, Cha 16.  
   
  Skills and Feats: Concentration +7, Hide +8, 
  Intimidate +10, Move Silently +8; Spot +8; Empower 
  Mystery*, 
  Extend 
  Mystery*, 
  Maximize 
  Mystery*, 
  Quicken Mystery*. 
   
  Languages: Abyssal, Common, Draconic.  
   
  Fundamentals 
  Known 
  (supernatural 
  abilities 
  3/mystery/day): Arrow of dusk, caul of shadow, mystic 
  reflections, sight obscured. 
    
  Apprentice Mysteries Known (cast as spells 
  1/mystery/day; base DC = 13 + mystery level): 1st—
  carpet of shadow (Dark Terrain), steel shadows (Cloak of 
  Shadows); 2nd—black fire (Dark Terrain), sight eclipsed 
  (Cloak of Shadows). 
   
  Possessions: Shadow silk leather armor*, quarterstaff, 
  vest of resistance +1*, potion of cure moderate wounds, 
  potion of levitate, iron key. 
   
  Power-Up Suite (Prepared – caul of shadow, 
  steel shadows, sight eclipsed, sight obscured): 
  AC 18, touch 12, flat-footed 17; Hide +13; Can attempt 
  Hide checks even while being observed. 
   
  Physical Description: This humanoid dresses in a 
  gray-black robe, and holds a crooked staff in one hand. 
  The creature’s true race and gender are difficult to 
  discern, since it is surrounded by the swirling darkness of 
  shadow. 
   
  Miniature: Cultist of the Dragon (Archfiends 48/60). 
   
  AREA 6 
  d �Gilwog the Thrice-Scarred: male ogre; CR 3; 
  Large giant; HD 4d8+11; hp 29; Init -1; Spd 40 ft.; AC 13, 
  touch 8, flat-footed 13; Base Atk +3; Grp +12; Atk +8 melee 
  (2d6+7, masterwork spiked chain); Full Atk +8 melee 
  (2d6+7, masterwork spiked chain); Space/Reach 10 ft./10 
  ft. (20 ft. with spiked chain); SQ darkvision 60 ft., low-
  light vision; AL NE; SV Fort +6, Ref +0, Will +1; Str 21, 
  Dex 8, Con 15, Int 6, Wis 10, Cha 7.  
   
  Skills and Feats: Climb +8, Listen +2, Spot +2; Exotic 
  Weapon Proficiency (spiked chain), Toughness 
   
  Languages: Giant. 
   
  Possessions: Masterwork spiked chain.  
   
  Physical Description: This hulking male humanoid 
  has little more than a loincloth wrapped around his waist, 
  and hard leather bracers on his forearms. The creature’s 
  flesh has a raw look, and you can clearly see three terrible 
  
  CORS6-03 Shadows of the Dread Spiral (Low) 
   
  Page 30 
  red straight scars drawn across his chest. He dangles a 
  wicked-looking barbed spiked chain, absently twirling it 
  back and forth. 
   
  Miniature: Ogre War Hulk (War Drums 54/60). 
   
  AREA 15 
  d �The Painted One, Troglodyte Ritemaster: 
  male troglodyte cleric 2; CR 3; Medium humanoid 
  (reptilian); HD 2d8+8 plus 2d8+8; hp 38; Init -2; Spd 20 ft.; 
  AC 18, touch 8, flat-footed 18; Base Atk +2; Grp +3; Atk +4 
  melee (1d6+1, claw); Full Atk +4 melee (1d6+1, 2 claws) 
  and +1 melee (1d4, bite); SA spells, spontaneous casting, 
  rebuke undead, stench; SQ darkvision 90 ft.; AL CE; SV 
  Fort +10, Ref -2, Will +5; Str 13, Dex 6, Con 18, Int 8, Wis 
  16, Cha 12.  
   
  Skills and Feats: Concentration +5, Hide +5, 
  Knowledge (religion) +0; Listen +5; Improved Natural 
  Attack (claws), Multiattack, Weapon Focus (claws). 
   
  Languages: Draconic. 
   
  Stench (Ex): When a troglodyte is angry or 
  frightened, it secretes an oily, musklike chemical that 
  nearly every form of animal life finds offensive. All living 
  creatures (except troglodytes) within 30 feet of a 
  troglodyte must succeed on a DC 15 Fortitude save or be 
  sickened for 10 rounds. The save DC is Constitution-
  based. Creatures that successfully save cannot be affected 
  by the same troglodyte’s stench for 24 hours. A delay 
  poison or neutralize poison spell removes the effect from 
  the sickened creature. Creatures with immunity to 
  poison are unaffected, and creatures resistant to poison 
  receive their normal bonus on their saving throws. 
   
  Rebuke Undead (Su): 4/day; 1d20+1; turning 
  damage 2d6+3.  
    
  Spells Prepared (4/3+1; base DC = 13 + spell level): 
  0—cure minor wounds, detect magic, read magic, 
  resistance; 1st—cause fear (DC 14), divine favor, lesser 
  confusion** (DC 14), shield of faith. 
   
  **Domain spell. Tharizdun; Domains: Destruction 
  (smite 1/day, +4 attack, +2 damage); Madness (-1 Wisdom-
  based skill checks and Will saves, 1/day add 1 to a single 
  Wisdom-based check or Will save). 
   
  Possessions: +1 hide, 2 scrolls of cure light wounds, 
  holy symbol of Tharizdun (bone rattle with spiral). 
   
  Power-Up Suite (Prepared – divine favor, 
  shield of faith): AC 20, touch 10, flat-footed 20; Atk +5 
  melee (1d6+2, claw); Full Atk +5 melee (1d6+2, 2 claws) 
  and +2 melee (1d4+1, bite). 
   
  Physical 
  Description: 
  A 
  reptilian 
  humanoid 
  approaches, with black ichor painted all over its body in 
  dark spiral patterns. Its claws are terribly long and look 
  like they’ve been meticulously sharpened. A shaggy and 
  revolting coat of bones, hair, and skin covers the 
  creature’s torso. A number of humanoid skulls hang from 
  its waist. The stench of the creature is awful, and it shakes 
  a spiral-painted bone rattle from a rope around its neck at 
  you, hissing all the while. 
   
  Miniature: Troglodyte Barbarian (Underdark 59/60). 
   
  AREA 17 
  d �Montesanto, 
  Tiefling 
  Opportunist: male 
  tiefling beguiler 1; CR 1; Medium outsider (native); HD 
  1d6+1; hp 7; Init +2; Spd 30 ft.; AC 15, touch 12, flat-
  footed 13; Base Atk +0; Grp -1; Atk +3 melee (1d6-1/18-20, 
  masterwork rapier) or +2 melee (1d4-1/19-20, dagger) or 
  +2 ranged (1d8/19-20, light crossbow); Full Atk +3 melee 
  (1d6-1/18-20, masterwork rapier) or +2 melee (1d4-1/19-
  20, dagger) or +2 ranged (1d8/19-20, light crossbow); SA 
  darkness, spells; SQ armored mage, darkvision 60 ft., 
  resistance to cold 5, resistance to electricity 5, resistance 
  to fire 5, trapfinding; AL CN; SV Fort +1, Ref +2, Will +2; 
  Str 8, Dex 15, Con 12, Int 17, Wis 10, Cha 12.  
   
  Skills and Feats: Bluff +7, Concentration +5, 
  Diplomacy +5, Disguise +5, Hide +8, Move Silently +6, 
  Sense Motive +4, Sleight of Hand +6, Tumble +6; Weapon 
  Finesse. 
   
  Languages: Draconic, Dwarven, Elven, Common, 
  Infernal. 
   
  Darkness (Sp): 1/day; caster level 1. 
   
  Armored Mage (Ex): No arcane spell failure 
  when in light armor. 
   
  Spells: Beguilers cast spells like a sorcerer, without 
  preparing ahead of time. 
    
  Spells Known (5/4; base DC = 13 + spell level): 0—
  dancing lights, daze (DC 13), detect magic, ghost sound, 
  message, open/close, read magic; 1st—charm person (DC 
  14), color spray (DC 14), comprehend languages, detect 
  secret doors, disguise self, expeditious retreat, hypnotism 
  (DC 14), mage armor, obscuring mist, rouse*, silent 
  image, sleep, undetectable alignment, whelm* (DC 14). 
   
  Possessions: Masterwork studded leather armor, 
  masterwork rapier, dagger, light crossbow, 20 bolts, 
  potion of invisibility, potion of cure light wounds, 
  coinpurse with 40 gold. 
   
  Physical Description: (When in disguise) This man 
  approaches you with grace and elegance. He is a half-elf, 
  and wears a beautiful green cape; his armor is studded 
  leather, but it is well maintained and highly polished. His 
  hair is blonde, and runs down to his neck; upon his 
  handsome face there lies a knowing grin. At his side you 
  notice his bejeweled rapier; clearly this is a man who has 
  spent his money on appearances first, and utility second. 
   
  (When the disguise is revealed) The man’s 
  equipment remains similar to that of the half-elven man’s, 
  but he has on a full cloak of a dark green color and his 
  armor, while still well maintained, is darker and 
  obviously made for sneaking. What is most striking is his 
  complexion – his face is now a deep red color, his eyes are 
  yellow, and two small white horns protrude from the top 
  of his forehead. 
   
  Miniature: (In disguise) Elf Swashbuckler (Angelfire 
  18/60), (true form) Tiefling Blademaster (War Drums 
  59/60). 
   
  AREA 18 
  d �Srinthek, Child of the Favored: male shadow 
  half-dragon human duskblade 3; CR 5; Medium dragon 
  (augmented humanoid); HD 3d8+9; hp 27; Init +2; Spd 30 
  
  CORS6-03 Shadows of the Dread Spiral (Low) 
   
  Page 31 
  ft.; AC 20, touch 12, flat-footed 18; Base Atk +3; Grp +8; 
  Atk +9 melee (2d4+8/18-20, +1 falchion) or +8 melee 
  (1d4+5, claw) or +5 ranged (1d8+5/x3, composite longbow 
  [+5 Str]); Full Atk +9 melee (2d4+8/18-20, +1 falchion) 
  and +6 melee (1d6+2, bite) or +8 melee (1d4+5, 2 claws) 
  and +6 melee (1d6+2, bite)or +5 ranged (1d8+5/x3, 
  composite longbow [+5 Str]); SA arcane channeling, 
  breath weapon, spells; SQ arcane attunement, armored 
  mage (light), darkvision 60 ft., immunity to sleep, 
  paralysis, and energy drain, low-light vision; AL CE; SV 
  Fort +5, Ref +3, Will +3; Str 21, Dex 14, Con 15, Int 16, 
  Wis 10, Cha 10.  
   
  Skills and Feats: Concentration +8, Decipher Script 
  +9, Jump +11, Knowledge (arcana) +9, Knowledge 
  (religion) +9, Spellcraft +11; Combat Casting, Improved 
  Toughness*, Multiattack, Power Attack. 
   
  Languages: Common, Draconic, Giant, Infernal. 
   
  Arcane Attunement (Sp): Use the spells 
  dancing lights, detect magic, flare, ghost sound, and read 
  magic as spell-like abilities a total of 6 times per day. 
   
  Armored Mage (Ex): No arcane spell failure 
  when in light armor or wielding a light shield. 
   
  Arcane Channeling (Su): Use a standard action 
  to cast any touch spell known and deliver the spell 
  through a weapon as a melee attack. Casting a spell in this 
  manner does not provoke attacks of opportunity. The 
  spell must have a casting time of one standard action or 
  less. If the melee attack is successful, the attack deals 
  damage normally; then the effect of the spell is resolved. 
   
  Breath Weapon (Su): 30-foot cone of shadows, 
  once per day, bestows one negative level, DC 12 to 
  remove the next day. The save DC is Constitution-based. 
   
  Spells: Duskblades cast spells like a sorcerer, 
  without preparing ahead of time.  
    
  Spells Known (5/5; base DC = 13 + spell level): 0—
  acid splash, disrupt undead, ray of frost, touch of fatigue; 
  1st—blade of blood*, lesser deflect*, ray of enfeeblement, 
  shocking grasp. 
   
  Possessions: Masterwork chain shirt, +1 falchion, 
  composite longbow (+5 Str), 40 arrows, potion of cure 
  moderate wounds. 
   
  Physical Description: This humanoid creature bears 
  very prominent draconic features. Its head has a crest of 
  spiny protrusions, and it bears a fanged mouth. The skin 
  of the creature is a deep purplish-black, and its hands are 
  clawed. It wears a chain shirt, and brandishes a serrated 
  falchion. Upon its back is a quiver with numerous arrows, 
  and a recurve bow. 
   
  Miniature: Blackspawn Exterminator (War of the 
  Dragon Queen). 
   
  AREA 20 
  d �Murrssk, Dark Troglodyte Captain: male dark* 
  troglodyte fighter 2; CR 4; Medium humanoid 
  (extraplanar, reptilian); HD 2d10+10 plus 2d8+10; hp 45; 
  Init -1; Spd 30 ft.; AC 22, touch 9, flat-footed 22; Base Atk 
  +3; Grp +5; Atk +7 melee (1d12+3, masterwork greatstar*) 
  or +5 melee (1d4+2, claw); Full Atk +7 melee (1d12+3, 
  masterwork greatstar*)and +3 melee (1d4+1, bite); or +5 
  melee (1d4+2, 2 claws) and +3 melee (1d4+1, bite); SA 
  stench; SQ darkvision 90 ft., hide in plain sight, resistance 
  to cold 10, superior low-light vision; AL NE; SV Fort +12, 
  Ref +2, Will +2; Str 14, Dex 8, Con 20, Int 10, Wis 8, Cha 
  13.  
   
  Skills and Feats: Hide +14, Listen +5, Move Silently -
  2; Iron Will, Lightning Reflexes, Multiattack, Power 
  Attack, Weapon Focus (greatstar). 
   
  Languages: Draconic. 
   
  Hide in Plain Sight (Ex): Use the Hide skill 
  even while being observed (except in natural light, the 
  area of a daylight spell, or a similar effect). 
   
  Stench (Ex): When a troglodyte is angry or 
  frightened, it secretes an oily, musklike chemical that 
  nearly every form of animal life finds offensive. All living 
  creatures (except troglodytes) within 30 feet of a 
  troglodyte must succeed on a DC 16 Fortitude save or be 
  sickened for 10 rounds. The save DC is Constitution-
  based. Creatures that successfully save cannot be affected 
  by the same troglodyte’s stench for 24 hours. A delay 
  poison or neutralize poison spell removes the effect from 
  the sickened creature. Creatures with immunity to 
  poison are unaffected, and creatures resistant to poison 
  receive their normal bonus on their saving throws. 
   
  Possessions: Half-plate, masterwork greatstar*, cloak 
  of resistance +1, symbol of Tharizdun. 
   
  Physical 
  Description: 
  A 
  dark 
  gray, 
  reptilian 
  humanoid with black eyes approaches. The creature has 
  on a suit of plate armor, covering most of its body. On the 
  breastplate, a crude spiral is drawn in black ichor. In its 
  hands it wields a two-handed morningstar. The stench 
  coming off the thing is unbearable. 
   
  Miniature: Troglodyte Captain (Underdark 40/60). 
   
  AREA 22 
  d �Vasuthant*: CR 2; Small undead; HD 2d12+4; hp 17; 
  Init +3; Spd fly 30 ft. (perfect); AC 17, touch 14, flat-footed 
  14; Base Atk +1; Grp +1; Atk +2 melee (1d4, slam); Full 
  Atk +2 melee (1d4, slam) plus up to four enervating 
  crushes (1d4 plus 1d4 Str); SA enervating crush, 
  improved grab, reality distortion; SQ +2 turn resistance, 
  blindsight, darkvision 60 ft., immunity to acid and cold, 
  immunity to light, resistance to fire 5 and electricity 5, 
  trap light, undead traits, unholy toughness; AL CE; SV 
  Fort +0, Ref +3, Will +4; Str 10, Dex 16, Con -, Int 4, Wis 
  12, Cha 14.  
   
  Skills and Feats: Hide +9, Listen +4, Spot +5; Flyby 
  Attack, Improved Grapple.  
   
  Languages: None. 
   
  Enervating Crush (Su): A successful grapple 
  attempt by a vasuthant against a living creature of the 
  same size or smaller pulls the victim into the center of the 
  vasuthant. In that round and every round thereafter, a 
  grappled victim takes 1d4 points of damage plus 1d4 
  points of Strength damage. A creature reduced to 0 
  Strength by a vasuthant dies. This is a negative energy 
  effect. 
   
  Every point of Strength damage dealt by a vasuthant 
  heals the creature of 1 point of damage, or gives it 1 
  temporary hit point if the creature is at full normal hit 
  points. These temporary hit points last for 10 minutes. 
  
  CORS6-03 Shadows of the Dread Spiral (Low) 
   
  Page 32 
   
  A vasuthant can grapple with one creature of its size, 
  or can simultaneously grapple one or two creatures one 
  size smaller or up to four creatures two or more sizes 
  smaller. Creatures that become pinned are suspended 
  inside the vasuthant while their life energy is crushed out 
  of their bodies. 
   
  The use of its enervating crush ability does not 
  prevent a vasuthant from making slam attacks or using its 
  spell-like abilities.  
   
  Improved Grab (Ex): To use this ability, a 
  vasuthant must first hit with its slam attack. It can then 
  attempt to start a grapple as a free action without 
  provoking attacks of opportunity. If it wins the grapple 
  check, a vasuthant immediately employs its enervating 
  crush attack. 
   
  Reality Distortion (Ex): A vasuthant has limited 
  influence over the forces of time and reality. Three times 
  per day (but only once per round), a vasuthant can take a 
  free action to reroll any unfavorable die roll or force its 
  opponent to reroll a favorable die roll. The vasuthant 
  must accept the result of the reroll. 
   
  Immunity to Light (Ex): Unlike many other 
  undead creatures, a vasuthant is immune to any harmful 
  effects of light, either natural or magical. All cleric spells 
  of the Sun domain as well as other spells with the light 
  descriptor (such as daylight) produce no adverse effects 
  on a vasuthant. 
   
  Trap Light (Ex): A vasuthant effectively absorbs 
  nearby magical and nonmagical light, creating a 60-foot 
  emanation of shadow. All creatures within this area, 
  including the vasuthant, gain concealment. Creatures 
  with low-light vision or darkvision can see normally 
  within the area of the emanation. Light sources within 
  the area are supressed, not dispelled. If a vasuthant moves 
  out of range before the light source’s duration expires, the 
  light source illuminates again (though its illumination 
  still cannot extend within the area of the vasuthant’s trap 
  light effect). 
   
  Unholy Toughness (Ex): A vasuthant gains a 
  bonus to its hit points equal to its Charisma modifier x its 
  Hit Dice. 
   
  Skills: Vasuthants have a +2 racial bonus on Listen 
  checks and Spot checks. *A vasuthant gains a +4 racial 
  bonus on Hide checks in areas of shadowy illumination. 
  In areas of bright illumination, it takes a –4 penalty on 
  Hide checks. 
   
  Possessions: None. 
   
  Physical 
  Description: 
  A 
  spherical 
  cloud 
  of 
  impenetrable darkness floats toward you. As it draws 
  near, black tendrils reach out from the cloud’s opaque 
  core. 
   
  Miniature: Gibbering Mouther (Aberrations 50/60). 
  
  CORS6-03 Shadows of the Dread Spiral (Low) 
   
  Page 33 
  APL 4 
  * Indicates a new rules item found in Appendix 2. 
   
  AREA 2 
  d �Troglodyte Sentries (2): male troglodyte ranger 1; 
  CR 2; Medium humanoid (reptilian); HD 2d8+6 plus 
  1d8+3; hp 26 each; Init +5; Spd 30 ft.; AC 20, touch 11, 
  flat-footed 19; Base Atk +2; Grp +4; Atk +5 melee 
  (1d6+2/19-20, short sword) or +4 melee (1d4+2, claw) or 
  +3 ranged (1d6/x3, shortbow); Full Atk +5 melee 
  (1d6+2/19-20, short sword) and +2 melee (1d4+2, claw) 
  and +2 melee (1d4+1, bite) or +4 melee (1d4+2, 2 claws) 
  and +2 melee (1d4+1, bite)or +3 ranged (1d6/x3, 
  shortbow); SA favored enemy (humans +2), stench; SQ 
  darkvision 90 ft., wild empathy; AL CE; SV Fort +8, Ref 
  +3, Will +1; Str 15, Dex 12, Con 17, Int 8, Wis 12, Cha 8.  
   
  Skills and Feats: Hide +14, Listen +6; Improved 
  Initiative, Multiattack, Track, Weapon Focus (short 
  sword). 
   
  Languages: Draconic. 
   
  Stench (Ex): When a troglodyte is angry or 
  frightened, it secretes an oily, musklike chemical that 
  nearly every form of animal life finds offensive. All living 
  creatures (except troglodytes) within 30 feet of a 
  troglodyte must succeed on a DC 14 Fortitude save or be 
  sickened for 10 rounds. The save DC is Constitution-
  based. Creatures that successfully save cannot be affected 
  by the same troglodyte’s stench for 24 hours. A delay 
  poison or neutralize poison spell removes the effect from 
  the sickened creature. Creatures with immunity to 
  poison are unaffected, and creatures resistant to poison 
  receive their normal bonus on their saving throws. 
   
  Possessions: Masterwork studded leather armor, 2 
  short swords, shortbow, 20 arrows, warning horn. 
   
  Physical Description: This creature is a reptilian 
  humanoid, with mottled brown and green skin. It has 
  some well-crafted piecemeal armor about its shoulders 
  and torso, and has a pair of short swords at its side. A 
  number of arrows and a shortbow jut out from its back, 
  held in place by a crude series of straps. 
   
  Miniature: Troglodyte (Dragoneye 60/60). 
   
  AREA 5 
  d �Elus Maarikson, Bringer of Entropy: male 
  human shadowcaster 6; CR 6; Medium humanoid 
  (human); HD 6d6; hp 26; Init +1; Spd 30 ft.; AC 14, touch 
  11, flat-footed 13; Base Atk +3; Grp +2; Atk +2 melee (1d6-
  1, quarterstaff); Full Atk +2 melee (1d6-1, quarterstaff); SA 
  apprentice mysteries, fundamentals of shadow; SQ 
  darkvision 30 ft., sustaining shadow (eat 1 meal/week); 
  AL NE; SV Fort +6, Ref +4, Will +7; Str 8, Dex 13, Con 10, 
  Int 14, Wis 12, Cha 16.  
   
  Skills and Feats: Concentration +9, Hide +10, 
  Intimidate +12, Move Silently +10; Spot +10; Empower 
  Mystery*, 
  Extend 
  Mystery*, 
  Maximize 
  Mystery*, 
  Quicken Mystery*, Shadow Cast*. 
   
  Languages: Abyssal, Common, Draconic. 
   
  Sustaining Shadow (Ex): Absorb dark energies 
  from the Plane of Shadow; only need to eat one meal a 
  week.  
   
  Fundamentals 
  Known 
  (supernatural 
  abilities 
  3/mystery/day): Arrow of dusk, caul of shadow, mystic 
  reflections, sight obscured. 
    
  Apprentice Mysteries Known (cast as spells 
  1/mystery/day; base DC = 13 + mystery level): 1st—
  carpet of shadow (Dark Terrain), steel shadows (Cloak of 
  Shadows); 2nd—black fire (Dark Terrain), sight eclipsed 
  (Cloak of Shadows); 3rd—clinging darkness (Dark 
  Terrain), sharp shadows (Cloak of Shadows). 
   
  Possessions: 
  +1 
  shadow 
  silk 
  leather 
  armor*, 
  quarterstaff, vest of resistance +1*, orb of shadow (1st 
  level)*, potion of cure moderate wounds, potion of fly, 
  iron key. 
   
  Power-Up Suite (Prepared – caul of shadow, 
  sharp shadows, steel shadows, sight eclipsed, 
  sight obscured): AC 19, touch 13, flat-footed 18; Hide 
  +15; Can attempt Hide checks even while being observed; 
  Creatures striking Elus with handheld weapons or body 
  take 1d6+6 points of damage. 
   
  Physical Description: This humanoid dresses in a 
  gray-black robe, and holds a crooked staff in one hand. 
  The creature’s true race and gender are difficult to 
  discern, since it is surrounded by the swirling darkness of 
  shadow. 
   
  Miniature: Cultist of the Dragon (Archfiends 48/60). 
   
  AREA 6 
  d �Gilwog the Thrice-Scarred: male ogre barbarian 
  1/fighter 1; CR 5; Large giant; HD 4d8+15 plus 1d12+3 
  plus 1d10+3; hp 54; Init +1; Spd 40 ft.; AC 15, touch 10, 
  flat-footed 14; Base Atk +5; Grp +16; Atk +12 melee 
  (2d6+11, +1 spiked chain); Full Atk +12 melee (2d6+11, +1 
  spiked chain); Space/Reach 10 ft./10 ft. (20 ft. with spiked 
  chain); SA rage 1/day; SQ darkvision 60 ft., fast 
  movement, low-light vision; AL NE; SV Fort +11, Ref +2, 
  Will +1; Str 25, Dex 12, Con 16, Int 6, Wis 10, Cha 4.  
   
  Skills and Feats: Climb +12, Listen +3, Spot +2; Exotic 
  Weapon Proficiency (spiked chain), Improved Bull Rush, 
  Power Attack, Toughness. 
   
  Languages: Giant. 
   
  Possessions: +1 spiked chain. 
   
  Power-Up Suite (Raging): hp 66; AC 13, touch 
  8, flat-footed 12; Atk +14 melee (2d6+14, +1 spiked chain); 
  Full Atk +14 melee (2d6+14, +1 spiked chain); Fort +13, 
  Will +3; Str 29, Con 20; Climb +14. 
   
  Physical Description: This hulking male humanoid 
  has little more than a loincloth wrapped around his waist, 
  and hard leather bracers on his forearms. The creature’s 
  flesh has a raw look, and you can clearly see three terrible 
  red straight scars drawn across his chest. He dangles a 
  wicked-looking barbed spiked chain, absently twirling it 
  back and forth. 
   
  Miniature: Ogre War Hulk (War Drums 54/60). 
   
  
  CORS6-03 Shadows of the Dread Spiral (Low) 
   
  Page 34 
  AREA 15 
  d �The Painted One, Troglodyte Ritemaster: 
  male troglodyte cleric 4; CR 5; Medium humanoid 
  (reptilian); HD 4d8+16 plus 2d8+8; hp 56; Init -2; Spd 20 
  ft.; AC 18, touch 8, flat-footed 18; Base Atk +4; Grp +5; Atk 
  +6 melee (1d6+1, claw); Full Atk +6 melee (1d6+1, 2 
  claws) and +3 melee (1d6, bite); SA spells, spontaneous 
  casting, rebuke undead, stench; SQ darkvision 90 ft.; AL 
  CE; SV Fort +11, Ref -1, Will +6; Str 13, Dex 6, Con 18, Int 
  8, Wis 16, Cha 12.  
   
  Skills and Feats: Concentration +7, Hide +5, 
  Knowledge (religion) +0; Listen +5; Improved Natural 
  Attack 
  (bite), 
  Improved 
  Natural 
  Attack 
  (claws), 
  Multiattack, Weapon Focus (claws). 
   
  Languages: Draconic. 
   
  Stench (Ex): When a troglodyte is angry or 
  frightened, it secretes an oily, musklike chemical that 
  nearly every form of animal life finds offensive. All living 
  creatures (except troglodytes) within 30 feet of a 
  troglodyte must succeed on a DC 15 Fortitude save or be 
  sickened for 10 rounds. The save DC is Constitution-
  based. Creatures that successfully save cannot be affected 
  by the same troglodyte’s stench for 24 hours. A delay 
  poison or neutralize poison spell removes the effect from 
  the sickened creature. Creatures with immunity to 
  poison are unaffected, and creatures resistant to poison 
  receive their normal bonus on their saving throws. 
   
  Rebuke Undead (Su): 4/day; 1d20+1; turning 
  damage 2d6+5.  
    
  Spells Prepared (5/4+1/3+1; base DC = 13 + spell 
  level): 0—cure minor wounds (x2), detect magic, read 
  magic, resistance; 1st—cause fear (DC 14), divine favor, 
  lesser confusion** (DC 14), obscuring mist, shield of 
  faith; 2nd—bear’s endurance, bull’s strength, touch of 
  madness** (DC 15), veil of shadow*. 
   
  **Domain spell. Tharizdun; Domains: Destruction 
  (smite 1/day, +4 attack, +4 damage); Madness (-1 Wisdom-
  based skill checks and Will saves, 1/day add 1 to a single 
  Wisdom-based check or Will save). 
   
  Possessions: +1 hide, 2 scrolls of cure moderate 
  wounds, phylactery of faithfulness, holy symbol of 
  Tharizdun (bone rattle with spiral). 
   
  Power-Up Suite (Prepared – divine favor, 
  shield 
  of 
  faith, 
  bear’s 
  endurance, 
  bull’s 
  strength, veil of shadow): hp 78; AC 20, touch 10, 
  flat-footed 20; Atk +9 melee (1d6+4, claw); Full Atk +9 
  melee (1d6+4, 2 claws) and +6 melee (1d4+3, bite); Fort 
  +13; Str 17, Con 22; Stench save DC 17; Concealment 
  (20% miss chance). 
   
  Physical 
  Description: 
  A 
  reptilian 
  humanoid 
  approaches, with black ichor painted all over its body in 
  dark spiral patterns. Its claws are terribly long and look 
  like they’ve been meticulously sharpened. A shaggy and 
  revolting coat of bones, hair, and skin covers the 
  creature’s torso. A number of humanoid skulls hang from 
  its waist. The stench of the creature is awful, and it shakes 
  a spiral-painted bone rattle from a rope around its neck at 
  you, hissing all the while through jagged long fangs. 
   
  Miniature: Troglodyte Barbarian (Underdark 59/60). 
   
  AREA 5 
  d �Montesanto, 
  Tiefling 
  Opportunist: male 
  tiefling beguiler 3; CR 3; Medium outsider (native); HD 
  3d6+3; hp 17; Init +2; Spd 30 ft.; AC 16, touch 12, flat-
  footed 14; Base Atk +1; Grp +0; Atk +4 melee (1d6-1/18-
  20, masterwork rapier) or +4 melee (1d4-1/19-20, 
  masterwork dagger) or +3 ranged (1d8/19-20, light 
  crossbow); Full Atk +4 melee (1d6-1/18-20, masterwork 
  rapier) or +4 melee (1d4-1/19-20, masterwork dagger) or 
  +3 ranged (1d8/19-20, light crossbow); SA cloaked 
  casting, darkness, spells, surprise casting; SQ advanced 
  learning, armored mage, darkvision 60 ft., resistance to 
  cold 5, resistance to electricity 5, resistance to fire 5, 
  trapfinding; AL CN; SV Fort +2, Ref +3, Will +3; Str 8, 
  Dex 15, Con 12, Int 17, Wis 10, Cha 12.  
   
  Skills and Feats: Bluff +9, Concentration +7, 
  Diplomacy +11, Disguise +9, Hide +10, Move Silently +8, 
  Sense Motive +6, Sleight of Hand +10, Tumble +8; 
  Combat Expertise, Weapon Finesse. 
   
  Languages: Draconic, Dwarven, Elven, Common, 
  Infernal. 
   
  Darkness (Sp): 1/day; caster level 3. 
   
  Advanced Learning (Ex): The beguiler knows 
  one additional enchantment or illusion spell from the 
  sorcerer/wizard list. 
   
  Armored Mage (Ex): No arcane spell failure 
  when in light armor. 
   
  Cloaked Casting (Ex): A +1 bonus to the spell’s 
  save DC when casting a spell that targets a foe that would 
  be denied a Dexterity bonus to AC. 
   
  Surprise Casting (Ex): When successfully using 
  the Bluff skill to feint in combat, the target is denied its 
  Dexterity bonus to AC for the next melee attack the 
  beguiler makes against it or the next spell the beguiler 
  casts against it. The beguiler must remain in melee 
  combat, and the spell or attack must be made on or before 
  the beguiler’s next turn. The target is not considered flat-
  footed and can make attacks of opportunity against the 
  beguiler if the beguiler does not cast defensively. 
   
  Spells: Beguilers cast spells like a sorcerer, without 
  preparing ahead of time. 
    
  Spells Known (6/6; base DC = 13 + spell level): 0—
  dancing lights, daze (DC 13), detect magic, ghost sound, 
  message, open/close, read magic; 1st—charm person (DC 
  14), color spray (DC 14), comprehend languages, detect 
  secret doors, disguise self, expeditious retreat, hypnotism 
  (DC 14), mage armor, obscuring mist, rouse*, silent 
  image, sleep, undetectable alignment, whelm* (DC 14). 
   
  Possessions: +1 studded leather armor, masterwork 
  rapier, masterwork dagger, light crossbow, 20 bolts, 
  potion of invisibility, potion of bear’s endurance, potion 
  of cure light wounds, coinpurse with 40 gold. 
   
  Power-Up Suite (Magic item – potion of 
  bear’s endurance): hp 23; Fort +4; Con 16; 
  Concentration +9. 
   
  Physical Description: (When in disguise) This man 
  approaches you with grace and elegance. He is a half-elf, 
  and wears a beautiful green cape; his armor is studded 
  leather, but it is well maintained and highly polished. His 
  hair is blonde, and runs down to his neck; upon his 
  
  CORS6-03 Shadows of the Dread Spiral (Low) 
   
  Page 35 
  handsome face there lies a knowing grin. At his side you 
  notice his bejeweled rapier; clearly this is a man who has 
  spent his money on appearances first, and utility second. 
   
  (When the disguise is revealed) The man’s 
  equipment remains similar to that of the half-elven man’s, 
  but he has on a full cloak of a dark green color and his 
  armor, while still well maintained, is darker and 
  obviously made for sneaking. What is most striking is his 
  complexion – his face is now a deep red color, his eyes are 
  yellow, and two small white horns protrude from the top 
  of his forehead. 
   
  Miniature: (In disguise) Elf Swashbuckler (Angelfire 
  18/60), (true form) Tiefling Blademaster (War Drums 
  59/60). 
   
  AREA 18 
  d �Srinthek, Child of the Favored: male shadow 
  half-dragon human duskblade 5; CR 7; Medium dragon 
  (augmented humanoid); HD 5d8+15; hp 43; Init +2; Spd 
  30 ft.; AC 21, touch 12, flat-footed 19; Base Atk +5; Grp 
  +11; Atk +12 melee (2d4+10/18-20, +1 falchion) or +11 
  melee (1d4+6, claw) or +7 ranged (1d8+6/x3, composite 
  longbow [+6 Str]); Full Atk +12 melee (2d4+10/18-20, +1 
  falchion) and +9 melee (1d6+3, bite) or +11 melee (1d4+6, 
  2 claws) and +9 melee (1d6+3, bite)or +7 ranged 
  (1d8+6/x3, composite longbow [+6 Str]); SA arcane 
  channeling, breath weapon, quick cast 1/day, spells; SQ 
  arcane attunement, armored mage (medium), darkvision 
  60 ft., immunity to sleep, paralysis, and energy drain, low-
  light vision; AL CE; SV Fort +6, Ref +3, Will +4; Str 22, 
  Dex 14, Con 15, Int 16, Wis 10, Cha 10.  
   
  Skills and Feats: Concentration +10, Decipher Script 
  +11, Jump +14, Knowledge (arcana) +11, Knowledge 
  (religion) +11, Spellcraft +13; Combat Casting, Improved 
  Toughness*, Multiattack, Power Attack, Silent Spell. 
   
  Languages: Common, Draconic, Giant, Infernal. 
   
  Arcane Attunement (Sp): Use the spells 
  dancing lights, detect magic, flare, ghost sound, and read 
  magic as spell-like abilities a total of 6 times per day. 
   
  Armored Mage (Ex): No arcane spell failure 
  when in light armor or medium armor or wielding a light 
  shield. 
   
  Arcane Channeling (Su): Use a standard action 
  to cast any touch spell known and deliver the spell 
  through a weapon as a melee attack. Casting a spell in this 
  manner does not provoke attacks of opportunity. The 
  spell must have a casting time of one standard action or 
  less. If the melee attack is successful, the attack deals 
  damage normally; then the effect of the spell is resolved. 
   
  Breath Weapon (Su): 30-foot cone of shadows, 
  once per day, bestows one negative level, DC 12 to 
  remove the next day. The save DC is Constitution-based. 
   
  Quick Cast (Ex): Cast one spell per day as a swift 
  action, as long as the casting time of the spell is 1 standard 
  action or less. 
   
  Spells: Duskblades cast spells like a sorcerer, 
  without preparing ahead of time.  
    
  Spells Known (6/6/3; base DC = 13 + spell level): 0—
  acid splash, disrupt undead, ray of frost, touch of fatigue; 
  1st—blade of blood*, lesser deflect*, ray of enfeeblement, 
  resist energy, shocking grasp; 2nd—touch of idiocy. 
   
  Possessions: +1 chain shirt, +1 falchion, composite 
  longbow (+6 Str), 40 arrows, potion of cure moderate 
  wounds. 
   
  Physical Description: This humanoid creature bears 
  very prominent draconic features. Its head has a crest of 
  spiny protrusions, and it bears a fanged mouth. The skin 
  of the creature is a deep purplish-black, and its hands are 
  clawed. It wears a chain shirt, and brandishes a serrated 
  falchion. Upon its back is a quiver with numerous arrows, 
  and a recurve bow. 
   
  Miniature: Blackspawn Exterminator (War of the 
  Dragon Queen). 
   
  AREA 20 
  d �Murrssk, Dark Troglodyte Captain: male dark* 
  troglodyte fighter 4; CR 6; Medium humanoid 
  (extraplanar, reptilian); HD 4d10+20 plus 2d8+10; hp 67; 
  Init -1; Spd 30 ft.; AC 22, touch 9, flat-footed 22; Base Atk 
  +5; Grp +7; Atk +9 melee (1d12+5, masterwork greatstar*) 
  or +7 melee (1d4+2, claw); Full Atk +9 melee (1d12+5, 
  masterwork greatstar*)and +5 melee (1d4+1, bite); or +7 
  melee (1d4+2, 2 claws) and +5 melee (1d4+1, bite); SA 
  stench; SQ darkvision 90 ft., hide in plain sight, resistance 
  to cold 10, superior low-light vision; AL NE; SV Fort +13, 
  Ref +3, Will +3; Str 14, Dex 8, Con 20, Int 10, Wis 8, Cha 
  13.  
   
  Skills and Feats: Hide +17, Listen +6, Move Silently 
  +0; 
  Blind-Fight, 
  Iron 
  Will, 
  Lightning 
  Reflexes, 
  Multiattack, Power Attack, Weapon Focus (greatstar), 
  Weapon Specialization (greatstar). 
   
  Languages: Draconic. 
   
  Hide in Plain Sight (Ex): Use the Hide skill 
  even while being observed (except in natural light, the 
  area of a daylight spell, or a similar effect). 
   
  Stench (Ex): When a troglodyte is angry or 
  frightened, it secretes an oily, musklike chemical that 
  nearly every form of animal life finds offensive. All living 
  creatures (except troglodytes) within 30 feet of a 
  troglodyte must succeed on a DC 16 Fortitude save or be 
  sickened for 10 rounds. The save DC is Constitution-
  based. Creatures that successfully save cannot be affected 
  by the same troglodyte’s stench for 24 hours. A delay 
  poison or neutralize poison spell removes the effect from 
  the sickened creature. Creatures with immunity to 
  poison are unaffected, and creatures resistant to poison 
  receive their normal bonus on their saving throws. 
   
  Possessions: Masterwork full plate, masterwork 
  greatstar*, cloak of resistance +1, symbol of Tharizdun, 
  potion of cure moderate wounds. 
   
  Physical 
  Description: 
  A 
  dark 
  gray, 
  reptilian 
  humanoid with black eyes approaches. The creature has 
  on a suit of plate armor, covering most of its body. On the 
  breastplate, a crude spiral is drawn in black ichor. In its 
  hands it wields a two-handed morningstar. The stench 
  coming off the thing is unbearable. 
   
  Miniature: Troglodyte Captain (Underdark 40/60). 
   
  
  CORS6-03 Shadows of the Dread Spiral (Low) 
   
  Page 36 
  AREA 22 
  d �Vasuthant, Advanced*: CR 4; Medium undead; 
  HD 6d12+18; hp 57; Init +2; Spd fly 30 ft. (perfect); AC 15, 
  touch 12, flat-footed 13; Base Atk +3; Grp +9; Atk +5 melee 
  (1d8+2, slam); Full Atk +2 melee (1d8+2, slam) plus up to 
  four enervating crushes (1d8+3 plus 1d4 Str); SA 
  enervating crush, improved grab, reality distortion; SQ +2 
  turn resistance, blindsight, darkvision 60 ft., immunity to 
  acid and cold, immunity to light, resistance to fire 5 and 
  electricity 5, trap light, undead traits, unholy toughness; 
  AL CE; SV Fort +2, Ref +4, Will +6; Str 14, Dex 14, Con -, 
  Int 4, Wis 12, Cha 15.  
   
  Skills and Feats: Hide +10, Listen +5, Spot +5; Flyby 
  Attack, Improved Grapple, Improved Natural Attack 
  (slam), Improved Toughness*. 
   
  Languages: None. 
   
  Enervating Crush (Su): A successful grapple 
  attempt by a vasuthant against a living creature of the 
  same size or smaller pulls the victim into the center of the 
  vasuthant. In that round and every round thereafter, a 
  grappled victim takes 1d8+3 points of damage plus 1d4 
  points of Strength damage. A creature reduced to 0 
  Strength by a vasuthant dies. This is a negative energy 
  effect. 
   
  Every point of Strength damage dealt by a vasuthant 
  heals the creature of 1 point of damage, or gives it 1 
  temporary hit point if the creature is at full normal hit 
  points. These temporary hit points last for 10 minutes. 
   
  A vasuthant can grapple with one creature of its size, 
  or can simultaneously grapple one or two creatures one 
  size smaller or up to four creatures two or more sizes 
  smaller. Creatures that become pinned are suspended 
  inside the vasuthant while their life energy is crushed out 
  of their bodies. 
   
  The use of its enervating crush ability does not 
  prevent a vasuthant from making slam attacks or using its 
  spell-like abilities.  
   
  Improved Grab (Ex): To use this ability, a 
  vasuthant must first hit with its slam attack. It can then 
  attempt to start a grapple as a free action without 
  provoking attacks of opportunity. If it wins the grapple 
  check, a vasuthant immediately employs its enervating 
  crush attack. 
   
  Reality Distortion (Ex): A vasuthant has limited 
  influence over the forces of time and reality. Three times 
  per day (but only once per round), a vasuthant can take a 
  free action to reroll any unfavorable die roll or force its 
  opponent to reroll a favorable die roll. The vasuthant 
  must accept the result of the reroll. 
   
  Immunity to Light (Ex): Unlike many other 
  undead creatures, a vasuthant is immune to any harmful 
  effects of light, either natural or magical. All cleric spells 
  of the Sun domain as well as other spells with the light 
  descriptor (such as daylight) produce no adverse effects 
  on a vasuthant. 
   
  Trap Light (Ex): A vasuthant effectively absorbs 
  nearby magical and nonmagical light, creating a 60-foot 
  emanation of shadow. All creatures within this area, 
  including the vasuthant, gain concealment. Creatures 
  with low-light vision or darkvision can see normally 
  within the area of the emanation. Light sources within 
  the area are supressed, not dispelled. If a vasuthant moves 
  out of range before the light source’s duration expires, the 
  light source illuminates again (though its illumination 
  still cannot extend within the area of the vasuthant’s trap 
  light effect). 
   
  Unholy Toughness (Ex): A vasuthant gains a 
  bonus to its hit points equal to its Charisma modifier x its 
  Hit Dice. 
   
  Skills: Vasuthants have a +2 racial bonus on Listen 
  checks and Spot checks. *A vasuthant gains a +4 racial 
  bonus on Hide checks in areas of shadowy illumination. 
  In areas of bright illumination, it takes a –4 penalty on 
  Hide checks. 
   
  Possessions: None. 
   
  Physical 
  Description: 
  A 
  spherical 
  cloud 
  of 
  impenetrable darkness floats toward you. As it draws 
  near, black tendrils reach out from the cloud’s opaque 
  core. 
   
  Miniature: Gibbering Mouther (Aberrations 50/60). 
   
   
  
  CORS6-03 Shadows of the Dread Spiral (Low) 
   
  Page 37 
  APL 6
  * Indicates a new rules item found in Appendix 2. 
   
  AREA 2 
  d �Troglodyte Sentries (2): male troglodyte ranger 3; 
  CR 4; Medium humanoid (reptilian); HD 2d8+8 plus 
  3d8+12; hp 47 each; Init +5; Spd 30 ft.; AC 20, touch 11, 
  flat-footed 19; Base Atk +4; Grp +6; Atk +8 melee 
  (1d6+2/19-20, short sword) or +6 melee (1d4+2, claw) or 
  +5 ranged (1d6/x3, shortbow); Full Atk +6 melee 
  (1d6+2/19-20, short sword) and +6 melee (1d6+1/19-20, 
  short sword) and +4 melee (1d4+1, bite) or +6 melee 
  (1d4+2, 2 claws) and +4 melee (1d4+1, bite)or +5 ranged 
  (1d6/x3, shortbow); SA favored enemy (humans +2), 
  stench; SQ darkvision 90 ft., wild empathy; AL CE; SV 
  Fort +10, Ref +4, Will +2; Str 15, Dex 12, Con 18, Int 8, 
  Wis 12, Cha 8.  
   
  Skills and Feats: Hide +17, Listen +9, Spot +5 
  Endurance, Improved Initiative, Multiattack, Track, Two-
  Weapon Fighting, Weapon Focus (short sword). 
   
  Languages: Draconic. 
   
  Stench (Ex): When a troglodyte is angry or 
  frightened, it secretes an oily, musklike chemical that 
  nearly every form of animal life finds offensive. All living 
  creatures (except troglodytes) within 30 feet of a 
  troglodyte must succeed on a DC 15 Fortitude save or be 
  sickened for 10 rounds. The save DC is Constitution-
  based. Creatures that successfully save cannot be affected 
  by the same troglodyte’s stench for 24 hours. A delay 
  poison or neutralize poison spell removes the effect from 
  the sickened creature. Creatures with immunity to 
  poison are unaffected, and creatures resistant to poison 
  receive their normal bonus on their saving throws. 
   
  Possessions: Masterwork studded leather armor, 2 
  masterwork short swords, shortbow, 20 arrows, warning 
  horn. 
   
  Physical Description: This creature is a reptilian 
  humanoid, with mottled brown and green skin. It has 
  some well-crafted piecemeal armor about its shoulders 
  and torso, and has a pair of short swords at its side. A 
  number of arrows and a shortbow jut out from its back, 
  held in place by a crude series of straps. 
   
  Miniature: Troglodyte (Dragoneye 60/60). 
   
  AREA 5 
  d �Elus Maarikson, Bringer of Entropy: male 
  human shadowcaster 8; CR 8; Medium humanoid 
  (human); HD 8d6; hp 34; Init +2; Spd 30 ft.; AC 15, touch 
  12, flat-footed 13; Base Atk +4; Grp +3; Atk +3 melee (1d6-
  1, quarterstaff); Full Atk +3 melee (1d6-1, quarterstaff); SA 
  apprentice 
  mysteries 
  (spell-like), 
  fundamentals 
  of 
  shadow, initiate mysteries; SQ darkvision 30 ft., 
  sustaining shadow (eat 1 meal/week); AL NE; SV Fort +7, 
  Ref +5, Will +8; Str 8, Dex 14, Con 10, Int 14, Wis 12, Cha 
  18.  
   
  Skills and Feats: Concentration +11, Hide +12, 
  Intimidate +14, Move Silently +12; Spot +12; Empower 
  Mystery*, 
  Extend 
  Mystery*, 
  Maximize 
  Mystery*, 
  Quicken Mystery*, Shadow Cast*, Still Mystery*. 
   
  Languages: Abyssal, Common, Draconic. 
   
  Sustaining Shadow (Ex): Absorb dark energies 
  from the Plane of Shadow; only need to eat one meal a 
  week.  
   
  Fundamentals 
  Known 
  (supernatural 
  abilities 
  3/mystery/day): Arrow of dusk, black candle, caul of 
  shadow, mystic reflections, sight obscured. 
    
  Apprentice Mysteries Known (cast as spell-like 
  abilities 2/mystery/day; base DC = 14 + mystery level): 
  1st—carpet of shadow (Dark Terrain), steel shadows 
  (Cloak of Shadows); 2nd—black fire (Dark Terrain), sight 
  eclipsed (Cloak of Shadows); 3rd—clinging darkness 
  (Dark Terrain), sharp shadows (Cloak of Shadows). 
   
  Initiate 
  Mysteries 
  Known 
  (cast 
  as 
  spells 
  1/mystery/day; base DC = 14 + mystery level): 4th—
  shadow vision (Veil of Shadows), step into shadow (Ebon 
  Roads). 
   
  Possessions: 
  +1 
  shadow 
  silk 
  leather 
  armor*, 
  quarterstaff, vest of resistance +1*, cloak of Charisma +2, 
  orb of shadow (1st level)*, potion of cure moderate 
  wounds, potion of fly, iron key. 
   
  Power-Up Suite (Prepared – caul of shadow, 
  sharp shadows, steel shadows, sight eclipsed, 
  sight obscured; magic item – potion of fly): Spd 
  fly 60 ft. (good); AC 20, touch 14, flat-footed 18; Hide +17; 
  Can attempt Hide checks even while being observed; 
  Creatures striking Elus with handheld weapons or body 
  take 1d6+8 points of damage. 
   
  Physical Description: This humanoid dresses in a 
  gray-black robe, and holds a crooked staff in one hand. 
  The creature’s true race and gender are difficult to 
  discern, since it is surrounded by the swirling darkness of 
  shadow. 
   
  Miniature: Cultist of the Dragon (Archfiends 48/60). 
   
  AREA 6 
  d �Gilwog the Thrice-Scarred: male ogre barbarian 
  2/fighter 2; CR 7; Large giant; HD 4d8+15 plus 2d12+6 
  plus 2d10+6; hp 73; Init +1; Spd 40 ft.; AC 15, touch 10, 
  flat-footed 14; Base Atk +7; Grp +19; Atk +15 melee 
  (2d6+13, +1 spiked chain); Full Atk +15/+10 melee 
  (2d6+13, +1 spiked chain); Space/Reach 10 ft./10 ft. (20 ft. 
  with spiked chain); SA rage 1/day; SQ darkvision 60 ft., 
  fast movement, low-light vision, uncanny dodge; AL NE; 
  SV Fort +13, Ref +2, Will +1; Str 26, Dex 12, Con 16, Int 6, 
  Wis 10, Cha 4.  
   
  Skills and Feats: Climb +15, Listen +4, Spot +2; 
  Awesome Blow, Exotic Weapon Proficiency (spiked 
  chain), Improved Bull Rush, Power Attack, Toughness. 
   
  Languages: Giant. 
   
  Possessions: +1 spiked chain. 
   
  Power-Up Suite (Raging): hp 82; AC 13, touch 
  8, flat-footed 12; Atk +17 melee (2d6+16, +1 spiked chain); 
  Full Atk +17/+12 melee (2d6+16, +1 spiked chain); Fort 
  +15, Will +3; Str 30, Con 20; Climb +17. 
  
  CORS6-03 Shadows of the Dread Spiral (Low) 
   
  Page 38 
   
  Physical Description: This hulking male humanoid 
  has little more than a loincloth wrapped around his waist, 
  and hard leather bracers on his forearms. The creature’s 
  flesh has a raw look, and you can clearly see three terrible 
  red straight scars drawn across his chest. He dangles a 
  wicked-looking barbed spiked chain, absently twirling it 
  back and forth. 
   
  Miniature: Ogre War Hulk (War Drums 54/60). 
   
  AREA 15 
  d �The Painted One, Troglodyte Ritemaster: 
  male troglodyte cleric 6; CR 7; Medium humanoid 
  (reptilian); HD 6d8+24 plus 2d8+8; hp 74; Init -2; Spd 20 
  ft.; AC 18, touch 8, flat-footed 18; Base Atk +5; Grp +7; Atk 
  +8 melee (1d6+2, claw); Full Atk +8 melee (1d6+2, 2 
  claws) and +5 melee (1d6+1, bite); SA spells, spontaneous 
  casting, rebuke undead, stench; SQ darkvision 90 ft.; AL 
  CE; SV Fort +12, Ref +0, Will +7; Str 14, Dex 6, Con 18, 
  Int 8, Wis 16, Cha 12.  
   
  Skills and Feats: Concentration +9, Hide +5, 
  Knowledge (religion) +0; Listen +5; Improved Natural 
  Attack 
  (bite), 
  Improved 
  Natural 
  Attack 
  (claws), 
  Multiattack, Weapon Focus (claws). 
   
  Languages: Draconic. 
   
  Stench (Ex): When a troglodyte is angry or 
  frightened, it secretes an oily, musklike chemical that 
  nearly every form of animal life finds offensive. All living 
  creatures (except troglodytes) within 30 feet of a 
  troglodyte must succeed on a DC 15 Fortitude save or be 
  sickened for 10 rounds. The save DC is Constitution-
  based. Creatures that successfully save cannot be affected 
  by the same troglodyte’s stench for 24 hours. A delay 
  poison or neutralize poison spell removes the effect from 
  the sickened creature. Creatures with immunity to 
  poison are unaffected, and creatures resistant to poison 
  receive their normal bonus on their saving throws. 
   
  Rebuke Undead (Su): 4/day; 1d20+1; turning 
  damage 2d6+7.  
    
  Spells Prepared (5/4+1/4+1/3+1; base DC = 13 + spell 
  level): 0—cure minor wounds (x2), detect magic, read 
  magic, resistance; 1st—bless, divine favor, lesser 
  confusion** (DC 14), obscuring mist, shield of faith; 
  2nd—bear’s endurance, bull’s strength, touch of 
  madness** (DC 15), veil of shadow*; 3rd—meld into 
  stone, rage**, stone shape, summon monster III. 
   
  **Domain spell. Tharizdun; Domains: Destruction 
  (smite 1/day, +4 attack, +6 damage); Madness (-1 Wisdom-
  based skill checks and Will saves, 1/day add 1 to a single 
  Wisdom-based check or Will save). 
   
  Possessions: +1 hide, 2 scrolls of cure moderate 
  wounds, scroll of flame strike, phylactery of faithfulness, 
  holy symbol of Tharizdun (bone rattle with spiral). 
   
  Power-Up Suite (Prepared – bless, divine 
  favor, shield of faith, bear’s endurance, bull’s 
  strength, veil of shadow): hp 90; AC 21, touch 11, 
  flat-footed 21; Atk +13 melee (1d6+6, claw); Full Atk +13 
  melee (1d6+6, 2 claws) and +11 melee (1d6+5, bite); Fort 
  +14; Str 18, Con 22; Stench save DC 17; Concealment 
  (20% miss chance). 
   
  Physical 
  Description: 
  A 
  reptilian 
  humanoid 
  approaches, with black ichor painted all over its body in 
  dark spiral patterns. Its claws are terribly long and look 
  like they’ve been meticulously sharpened. A shaggy and 
  revolting coat of bones, hair, and skin covers the 
  creature’s torso. A number of humanoid skulls hang from 
  its waist. The stench of the creature is awful, and it shakes 
  a spiral-painted bone rattle from a rope around its neck at 
  you, hissing all the while through jagged long fangs. 
   
  Miniature: Troglodyte Barbarian (Underdark 59/60). 
   
  AREA 17 
  d �Montesanto, 
  Tiefling 
  Opportunist: male 
  tiefling beguiler 5; CR 5; Medium outsider (native); HD 
  5d6+5; hp 27; Init +3; Spd 30 ft.; AC 17, touch 13, flat-
  footed 14; Base Atk +2; Grp +1; Atk +5 melee (1d6/18-20, 
  +1 rapier) or +5 melee (1d4-1/19-20, masterwork dagger) 
  or +4 ranged (1d8/19-20, light crossbow); Full Atk +5 
  melee (1d6/18-20, +1 rapier) or +5 melee (1d4-1/19-20, 
  masterwork dagger) or +4 ranged (1d8/19-20, light 
  crossbow); SA cloaked casting, darkness, spells, surprise 
  casting; SQ advanced learning, armored mage, darkvision 
  60 ft., resistance to cold 5, resistance to electricity 5, 
  resistance to fire 5, trapfinding; AL CN; SV Fort +2, Ref 
  +4, Will +4; Str 8, Dex 16, Con 12, Int 17, Wis 10, Cha 12.  
   
  Skills and Feats: Bluff +11, Concentration +9, 
  Diplomacy +13, Disguise +11, Hide +13, Move Silently 
  +11, Sense Motive +8, Sleight of Hand +13, Tumble +11; 
  Combat Expertise, Silent Spell, Weapon Finesse. 
   
  Languages: Draconic, Dwarven, Elven, Common, 
  Infernal. 
   
  Darkness (Sp): 1/day; caster level 5. 
   
  Advanced Learning (Ex): The beguiler knows 
  one additional enchantment or illusion spell from the 
  sorcerer/wizard list. 
   
  Armored Mage (Ex): No arcane spell failure 
  when in light armor. 
   
  Cloaked Casting (Ex): A +1 bonus to the spell’s 
  save DC when casting a spell that targets a foe that would 
  be denied a Dexterity bonus to AC. 
   
  Surprise Casting (Ex): When successfully using 
  the Bluff skill to feint in combat, the target is denied its 
  Dexterity bonus to AC for the next melee attack the 
  beguiler makes against it or the next spell the beguiler 
  casts against it. The beguiler must remain in melee 
  combat, and the spell or attack must be made on or before 
  the beguiler’s next turn. The target is not considered flat-
  footed and can make attacks of opportunity against the 
  beguiler if the beguiler does not cast defensively. 
   
  Spells: Beguilers cast spells like a sorcerer, without 
  preparing ahead of time. 
    
  Spells Known (6/7/5; base DC = 13 + spell level): 0—
  dancing lights, daze (DC 13), detect magic, ghost sound, 
  message, open/close, read magic; 1st—charm person (DC 
  14), color spray (DC 14), comprehend languages, detect 
  secret doors, disguise self, expeditious retreat, hypnotism 
  (DC 14), mage armor, obscuring mist, rouse*, silent image 
  (DC 14), sleep, undetectable alignment, whelm* (DC 14); 
  2nd—blinding color surge* (DC 15), blur, daze monster 
  (DC 15), detect thoughts (DC 15), fog cloud, glitterdust 
  
  CORS6-03 Shadows of the Dread Spiral (Low) 
   
  Page 39 
  (DC 15), hypnotic pattern (DC 15), invisibility, knock, 
  minor image (DC 15), mirror image, misdirection, see 
  invisibility, silence, spider climb, stay the hand* (DC 15), 
  touch of idiocy, vertigo* (DC 15), whelming burst* (DC 
  15). 
   
  Possessions: +1 studded leather armor, +1 rapier, 
  masterwork dagger, light crossbow, 20 bolts, potion of 
  gaseous form, potion of bear’s endurance, potion of cure 
  moderate wounds, coinpurse with 40 gold. 
   
  Power-Up Suite (Prepared – blur, mirror 
  image; 
  magic 
  item 
  – 
  potion 
  of 
  bear’s 
  endurance): hp 37; Fort +4; Con 16; Concentration +11; 
  Concealment (20% miss chance), 1d4+1 images. 
   
  Physical Description: (When in disguise) This man 
  approaches you with grace and elegance. He is a half-elf, 
  and wears a beautiful green cape; his armor is studded 
  leather, but it is well maintained and highly polished. His 
  hair is blonde, and runs down to his neck; upon his 
  handsome face there lies a knowing grin. At his side you 
  notice his bejeweled rapier; clearly this is a man who has 
  spent his money on appearances first, and utility second. 
   
  (When the disguise is revealed) The man’s 
  equipment remains similar to that of the half-elven man’s, 
  but he has on a full cloak of a dark green color and his 
  armor, while still well maintained, is darker and 
  obviously made for sneaking. What is most striking is his 
  complexion – his face is now a deep red color, his eyes are 
  yellow, and two small white horns protrude from the top 
  of his forehead. 
   
  Miniature: (In disguise) Elf Swashbuckler (Angelfire 
  18/60), (true form) Tiefling Blademaster (War Drums 
  59/60). 
   
  AREA 18 
  d �Srinthek, Child of the Favored: male shadow 
  half-dragon human duskblade 7; CR 9; Medium dragon 
  (augmented humanoid); HD 7d8+35; hp 73; Init +2; Spd 
  30 ft.; AC 21, touch 12, flat-footed 19; Base Atk +7; Grp 
  +13; Atk +14 melee (2d4+10/18-20, +1 falchion) or +13 
  melee (1d4+6, claw) or +9 ranged (1d8+6/x3, composite 
  longbow [+6 Str]); Full Atk +14/+9 melee (2d4+10/18-20, 
  +1 falchion) and +11 melee (1d6+3, bite) or +13 melee 
  (1d4+6, 2 claws) and +11 melee (1d6+3, bite)or +9 ranged 
  (1d8+6/x3, composite longbow [+6 Str]); SA arcane 
  channeling, breath weapon, quick cast 1/day, spell power 
  +2, spells; SQ arcane attunement, armored mage (heavy 
  shield), darkvision 60 ft., immunity to sleep, paralysis, 
  and energy drain, low-light vision; AL CE; SV Fort +9, Ref 
  +4, Will +5; Str 22, Dex 14, Con 19, Int 16, Wis 10, Cha 10.  
   
  Skills and Feats: Concentration +14, Decipher Script 
  +13, Jump +16, Knowledge (arcana) +13, Knowledge 
  (religion) +13, Spellcraft +15; Combat Casting, Improved 
  Toughness*, Multiattack, Power Attack, Quicken Breath*, 
  Silent Spell. 
   
  Languages: Common, Draconic, Giant, Infernal. 
   
  Arcane Attunement (Sp): Use the spells 
  dancing lights, detect magic, flare, ghost sound, and read 
  magic as spell-like abilities a total of 6 times per day. 
   
  Armored Mage (Ex): No arcane spell failure 
  when in light armor, medium armor or wielding a light 
  or heavy shield. 
   
  Arcane Channeling (Su): Use a standard action 
  to cast any touch spell known and deliver the spell 
  through a weapon as a melee attack. Casting a spell in this 
  manner does not provoke attacks of opportunity. The 
  spell must have a casting time of one standard action or 
  less. If the melee attack is successful, the attack deals 
  damage normally; then the effect of the spell is resolved. 
   
  Breath Weapon (Su): 30-foot cone of shadows, 
  once per day, bestows one negative level, DC 14 to 
  remove the next day. The save DC is Constitution-based. 
   
  Quick Cast (Ex): Cast one spell per day as a swift 
  action, as long as the casting time of the spell is 1 standard 
  action or less. 
   
  Spell Power (Ex): Injure an opponent with a 
  melee attack, and receive a +2 bonus on caster level 
  checks made to overcome the opponent’s spell resistance 
  for the remainder of the encounter. 
   
  Spells: Duskblades cast spells like a sorcerer, 
  without preparing ahead of time.  
    
  Spells Known (6/7/6; base DC = 13 + spell level): 0—
  acid splash, disrupt undead, ray of frost, touch of fatigue; 
  1st—blade of blood*, lesser deflect*, ray of enfeeblement, 
  resist energy, shocking grasp; 2nd—animalistic power*, 
  scorching ray, touch of idiocy. 
   
  Possessions: +1 chain shirt, +1 falchion, amulet of 
  health +4, composite longbow (+6 Str), 40 arrows, potion 
  of cure serious wounds. 
   
  Power-Up Suite (Prepared – animalistic 
  power): hp 80; Init +3; AC 22, touch 13, flat-footed 19; 
  Atk +15 melee (2d4+11/18-20, +1 falchion) or +14 melee 
  (1d4+7, claw) or +10 ranged (1d8+6/x3, composite 
  longbow [+6 Str]); Full Atk +15/+10 melee (2d4+11/18-20, 
  +1 falchion) and +12 melee (1d6+3, bite) or +14 melee 
  (1d4+7, 2 claws) and +12 melee (1d6+3, bite)or +10 ranged 
  (1d8+6/x3, composite longbow [+6 Str]); Fort +10, Ref +5; 
  Str 24, Dex 16, Con 21; Concentration +15, Jump +17; 
  Breath weapon DC 15 save. 
   
  Physical Description: This humanoid creature bears 
  very prominent draconic features. Its head has a crest of 
  spiny protrusions, and it bears a fanged mouth. The skin 
  of the creature is a deep purplish-black, and its hands are 
  clawed. It wears a chain shirt, and brandishes a serrated 
  falchion. Upon its back is a quiver with numerous arrows, 
  and a recurve bow. 
   
  Miniature: Blackspawn Exterminator (War of the 
  Dragon Queen). 
   
  AREA 20 
  d �Murrssk, Dark Troglodyte Captain: male dark* 
  troglodyte fighter 6; CR 8; Medium humanoid 
  (extraplanar, reptilian); HD 6d10+30 plus 2d8+10; hp 89; 
  Init -1; Spd 30 ft.; AC 23, touch 9, flat-footed 23; Base Atk 
  +7; Grp +9; Atk +11 melee (1d12+6, +1 greatstar*) or +9 
  melee (1d4+2, claw); Full Atk +11/+6 melee (1d12+6, +1 
  greatstar*)and +7 melee (1d4+1, bite); or +9 melee (1d4+2, 
  2 claws) and +7 melee (1d4+1, bite); SA stench; SQ 
  darkvision 90 ft., hide in plain sight, resistance to cold 10, 
  
  CORS6-03 Shadows of the Dread Spiral (Low) 
   
  Page 40 
  superior low-light vision; AL NE; SV Fort +14, Ref +4, 
  Will +4; Str 14, Dex 8, Con 20, Int 10, Wis 8, Cha 14.  
   
  Skills and Feats: Hide +18, Listen +7, Move Silently 
  +0; Ability Focus (stench), Blind-Fight, Iron Will, 
  Lightning Reflexes, Multiattack, Power Attack, Weapon 
  Focus (greatstar), Weapon Specialization (greatstar). 
   
  Languages: Draconic. 
   
  Hide in Plain Sight (Ex): Use the Hide skill 
  even while being observed (except in natural light, the 
  area of a daylight spell, or a similar effect). 
   
  Stench (Ex): When a troglodyte is angry or 
  frightened, it secretes an oily, musklike chemical that 
  nearly every form of animal life finds offensive. All living 
  creatures (except troglodytes) within 30 feet of a 
  troglodyte must succeed on a DC 18 Fortitude save or be 
  sickened for 10 rounds. The save DC is Constitution-
  based. Creatures that successfully save cannot be affected 
  by the same troglodyte’s stench for 24 hours. A delay 
  poison or neutralize poison spell removes the effect from 
  the sickened creature. Creatures with immunity to 
  poison are unaffected, and creatures resistant to poison 
  receive their normal bonus on their saving throws. 
   
  Possessions: +1 full plate, +1 greatstar*, cloak of 
  resistance +1, symbol of Tharizdun, potion of cure 
  moderate wounds. 
   
  Physical 
  Description: 
  A 
  dark 
  gray, 
  reptilian 
  humanoid with black eyes approaches. The creature has 
  on a suit of plate armor, covering most of its body. On the 
  breastplate, a crude spiral is drawn in black ichor. In its 
  hands it wields a two-handed morningstar. The stench 
  coming off the thing is unbearable. 
   
  Miniature: Troglodyte Captain (Underdark 40/60). 
   
  AREA 22 
  d �Vasuthant, Advanced*: CR 6; Large undead; HD 
  10d12+40; hp 105; Init +1; Spd fly 30 ft. (perfect); AC 16, 
  touch 11, flat-footed 14; Base Atk +5; Grp +19; Atk +10 
  melee (2d6+6, slam); Full Atk +10 melee (2d6+6, slam) 
  plus up to four enervating crushes (2d6+9 plus 1d4 Str); 
  Space/Reach 10 ft./10 ft.; SA enervating crush, improved 
  grab, reality distortion; SQ +2 turn resistance, blindsight, 
  darkvision 60 ft., immunity to acid and cold, immunity to 
  light, resistance to fire 5 and electricity 5, trap light, 
  undead traits, unholy toughness; AL CE; SV Fort +3, Ref 
  +4, Will +8; Str 22, Dex 12, Con -, Int 4, Wis 12, Cha 16.  
   
  Skills and Feats: Hide +12, Listen +6, Spot +6; 
  Combat Reflexes, Flyby Attack, Improved Grapple, 
  Improved Natural Attack (slam), Improved Toughness*. 
   
  Languages: None. 
   
  Enervating Crush (Su): A successful grapple 
  attempt by a vasuthant against a living creature of the 
  same size or smaller pulls the victim into the center of the 
  vasuthant. In that round and every round thereafter, a 
  grappled victim takes 2d6+9 points of damage plus 1d4 
  points of Strength damage. A creature reduced to 0 
  Strength by a vasuthant dies. This is a negative energy 
  effect. 
   
  Every point of Strength damage dealt by a vasuthant 
  heals the creature of 1 point of damage, or gives it 1 
  temporary hit point if the creature is at full normal hit 
  points. These temporary hit points last for 10 minutes. 
   
  A vasuthant can grapple with one creature of its size, 
  or can simultaneously grapple one or two creatures one 
  size smaller or up to four creatures two or more sizes 
  smaller. Creatures that become pinned are suspended 
  inside the vasuthant while their life energy is crushed out 
  of their bodies. 
   
  The use of its enervating crush ability does not 
  prevent a vasuthant from making slam attacks or using its 
  spell-like abilities.  
   
  Improved Grab (Ex): To use this ability, a 
  vasuthant must first hit with its slam attack. It can then 
  attempt to start a grapple as a free action without 
  provoking attacks of opportunity. If it wins the grapple 
  check, a vasuthant immediately employs its enervating 
  crush attack. 
   
  Reality Distortion (Ex): A vasuthant has limited 
  influence over the forces of time and reality. Three times 
  per day (but only once per round), a vasuthant can take a 
  free action to reroll any unfavorable die roll or force its 
  opponent to reroll a favorable die roll. The vasuthant 
  must accept the result of the reroll. 
   
  Immunity to Light (Ex): Unlike many other 
  undead creatures, a vasuthant is immune to any harmful 
  effects of light, either natural or magical. All cleric spells 
  of the Sun domain as well as other spells with the light 
  descriptor (such as daylight) produce no adverse effects 
  on a vasuthant. 
   
  Trap Light (Ex): A vasuthant effectively absorbs 
  nearby magical and nonmagical light, creating a 60-foot 
  emanation of shadow. All creatures within this area, 
  including the vasuthant, gain concealment. Creatures 
  with low-light vision or darkvision can see normally 
  within the area of the emanation. Light sources within 
  the area are suppressed, not dispelled. If a vasuthant 
  moves out of range before the light source’s duration 
  expires, the light source illuminates again (though its 
  illumination still cannot extend within the area of the 
  vasuthant’s trap light effect). 
   
  Unholy Toughness (Ex): A vasuthant gains a 
  bonus to its hit points equal to its Charisma modifier x its 
  Hit Dice. 
   
  Skills: Vasuthants have a +2 racial bonus on Listen 
  checks and Spot checks. *A vasuthant gains a +4 racial 
  bonus on Hide checks in areas of shadowy illumination. 
  In areas of bright illumination, it takes a –4 penalty on 
  Hide checks. 
   
  Possessions: None. 
   
  Physical 
  Description: 
  A 
  spherical 
  cloud 
  of 
  impenetrable darkness floats toward you. As it draws 
  near, black tendrils reach out from the cloud’s opaque 
  core. 
   
  Miniature: Ochre Jelly (Archfiends 46/60). 
   
   
  
  CORS6-03 Shadows of the Dread Spiral (Low) 
   
  Page 41 
  APL 8 
  * Indicates a new rules item found in Appendix 2. 
   
  AREA 2 
  d �Troglodyte Sentries (2): male troglodyte ranger 5; 
  CR 6; Medium humanoid (reptilian); HD 2d8+10 plus 
  5d8+25; hp 72 each; Init +5; Spd 30 ft.; AC 20, touch 11, 
  flat-footed 19; Base Atk +6; Grp +8; Atk +10 melee 
  (1d6+2/19-20, short sword) or +8 melee (1d4+2, claw) or 
  +7 ranged (1d6/x3, shortbow); Full Atk +8/+3 melee 
  (1d6+2/19-20, short sword) and +8 melee (1d6+1/19-20, 
  short sword) and +6 melee (1d4+1, bite) or +8 melee 
  (1d4+2, 2 claws) and +6 melee (1d4+1, bite)or +7 ranged 
  (1d6/x3, shortbow); SA favored enemy (humans +4, elves 
  +2), spells, stench; SQ darkvision 90 ft., wild empathy; AL 
  CE; SV Fort +11, Ref +5, Will +2; Str 15, Dex 12, Con 18, 
  Int 8, Wis 12, Cha 8.  
   
  Skills and Feats: Hide +19, Listen +11, Spot +11 
  Endurance, Improved Initiative, Improved Toughness, 
  Multiattack, Track, Two-Weapon Fighting, Weapon 
  Focus (short sword). 
   
  Languages: Draconic. 
   
  Stench (Ex): When a troglodyte is angry or 
  frightened, it secretes an oily, musklike chemical that 
  nearly every form of animal life finds offensive. All living 
  creatures (except troglodytes) within 30 feet of a 
  troglodyte must succeed on a DC 15 Fortitude save or be 
  sickened for 10 rounds. The save DC is Constitution-
  based. Creatures that successfully save cannot be affected 
  by the same troglodyte’s stench for 24 hours. A delay 
  poison or neutralize poison spell removes the effect from 
  the sickened creature. Creatures with immunity to 
  poison are unaffected, and creatures resistant to poison 
  receive their normal bonus on their saving throws. 
   
  Possessions: Masterwork studded leather armor, 2 
  masterwork short swords, shortbow, 20 arrows, warning 
  horn. 
   
  Physical Description: This creature is a reptilian 
  humanoid, with mottled brown and green skin. It has 
  some well-crafted piecemeal armor about its shoulders 
  and torso, and has a pair of short swords at its side. A 
  number of arrows and a shortbow jut out from its back, 
  held in place by a crude series of straps. 
   
  Miniature: Troglodyte (Dragoneye 60/60). 
   
  AREA 5 
  d �Elus Maarikson, Bringer of Entropy: male 
  human shadowcaster 10; CR 10; Medium humanoid 
  (human); HD 10d6; hp 42; Init +2; Spd 30 ft.; AC 15, 
  touch 12, flat-footed 13; Base Atk +5; Grp +4; Atk +4 melee 
  (1d6-1, quarterstaff); 
  Full Atk +4 melee (1d6-1, 
  quarterstaff); 
  SA 
  apprentice 
  mysteries 
  (spell-like), 
  fundamentals 
  of 
  shadow, 
  initiate 
  mysteries; 
  SQ 
  darkvision 30 ft., sustaining shadow (eat 1 meal/week, 
  sleep 1 hour/day); AL NE; SV Fort +8, Ref +6, Will +9; Str 
  8, Dex 14, Con 10, Int 16, Wis 12, Cha 18.  
   
  Skills and Feats: Concentration +13, Hide +14, 
  Intimidate +15, Move Silently +14; Spot +14; Empower 
  Mystery*, Extend Mystery*, Maximize Mystery*, Path 
  Focus (Dark Terrain)*, Quicken Mystery*, Shadow Cast*, 
  Still Mystery*. 
   
  Languages: Abyssal, Common, Draconic. 
   
  Sustaining Shadow (Ex): Absorb dark energies 
  from the Plane of Shadow; only need to eat one meal a 
  week, and sleep one hour a day.  
   
  Fundamentals 
  Known 
  (supernatural 
  abilities 
  3/mystery/day): Arrow of dusk, black candle, caul of 
  shadow, mystic reflections, sight obscured. 
    
  Apprentice Mysteries Known (cast as spell-like 
  abilities 2/mystery/day; base DC = 14 [Dark Terrain 15] + 
  mystery level): 1st—carpet of shadow (Dark Terrain), 
  steel shadows (Cloak of Shadows); 2nd—black fire (Dark 
  Terrain), sight eclipsed (Cloak of Shadows); 3rd—
  clinging darkness (Dark Terrain), sharp shadows (Cloak 
  of Shadows). 
   
  Initiate 
  Mysteries 
  Known 
  (cast 
  as 
  spells 
  1/mystery/day; base DC = 14 + mystery level): 4th—
  shadow vision (Veil of Shadows), step into shadow (Ebon 
  Roads); 5th—curtain of shadows (Veil of Shadows), pass 
  into shadow (Ebon Roads). 
   
  Possessions: 
  +1 
  shadow 
  silk 
  leather 
  armor*, 
  quarterstaff, vest of resistance +1*, cloak of Charisma +2, 
  headband of intellect +2, orb of shadow (1st level)*, 
  potion of cure serious wounds, potion of fly, iron key. 
   
  Power-Up Suite (Prepared – caul of shadow, 
  sharp shadows, steel shadows, sight eclipsed, 
  sight obscured; magic item – potion of fly): Spd 
  fly 60 ft. (good); AC 20, touch 14, flat-footed 18; Hide +19; 
  Can attempt Hide checks even while being observed; 
  Creatures striking Elus with handheld weapons or body 
  take 1d6+10 points of damage. 
   
  Physical Description: This humanoid dresses in a 
  gray-black robe, and holds a crooked staff in one hand. 
  The creature’s true race and gender are difficult to 
  discern, since it is surrounded by the swirling darkness of 
  shadow. 
   
  Miniature: Cultist of the Dragon (Archfiends 48/60). 
   
  AREA 4 
  d �Gilwog the Thrice-Scarred: male ogre barbarian 
  2/fighter 4; CR 9; Large giant; HD 4d8+15 plus 2d12+6 
  plus 4d10+12; hp 91; Init +1; Spd 40 ft.; AC 15, touch 10, 
  flat-footed 14; Base Atk +9; Grp +21; Atk +18 melee 
  (2d6+15, +1 spiked chain); Full Atk +18/+13 melee 
  (2d6+15, masterwork spiked chain); Space/Reach 10 
  ft./10 ft. (20 ft. with spiked chain); SA rage 1/day; SQ 
  darkvision 60 ft., fast movement, low-light vision, 
  uncanny dodge; AL NE; SV Fort +14, Ref +3, Will +2; Str 
  26, Dex 12, Con 16, Int 6, Wis 10, Cha 4.  
   
  Skills and Feats: Climb +17, Listen +4, Spot +2; 
  Awesome Blow, Exotic Weapon Proficiency (spiked 
  chain), Improved Bull Rush, Power Attack, Toughness, 
  Weapon Focus (spiked chain), Weapon Specialization 
  (spiked chain). 
   
  Languages: Giant. 
   
  Possessions: +1 spiked chain. 
  
  CORS6-03 Shadows of the Dread Spiral (Low) 
   
  Page 42 
   
  Power-Up Suite (Raging): hp 111; AC 13, touch 
  8, flat-footed 12; Atk +20 melee (2d6+18, +1 spiked chain); 
  Full Atk +20/+15 melee (2d6+18, +1 spiked chain); Fort 
  +16, Will +4; Str 30, Con 20; Climb +19. 
   
  Physical Description: This hulking male humanoid 
  has little more than a loincloth wrapped around his waist, 
  and hard leather bracers on his forearms. The creature’s 
  flesh has a raw look, and you can clearly see three terrible 
  red straight scars drawn across his chest. He dangles a 
  wicked-looking barbed spiked chain, absently twirling it 
  back and forth. 
   
  Miniature: Ogre War Hulk (War Drums 54/60). 
   
  AREA 15 
  d �The Painted One, Troglodyte Ritemaster: 
  male troglodyte cleric 8; CR 9; Medium humanoid 
  (reptilian); HD 8d8+32 plus 2d8+8; hp 92; Init -2; Spd 20 
  ft.; AC 19, touch 8, flat-footed 19; Base Atk +6; Grp +8; Atk 
  +9 melee (1d6+2, claw); Full Atk +9 melee (1d6+2, 2 
  claws) and +6 melee (1d6+1, bite); SA spells, spontaneous 
  casting, rebuke undead, stench; SQ darkvision 90 ft.; AL 
  CE; SV Fort +13, Ref +0, Will +8; Str 14, Dex 6, Con 18, 
  Int 8, Wis 16, Cha 12.  
   
  Skills and Feats: Concentration +11, Hide +5, 
  Knowledge (religion) +0; Listen +5; Extra Smiting, 
  Improved Natural Attack (bite), Improved Natural Attack 
  (claws), Multiattack, Weapon Focus (claws). 
   
  Languages: Draconic. 
   
  Stench (Ex): When a troglodyte is angry or 
  frightened, it secretes an oily, musklike chemical that 
  nearly every form of animal life finds offensive. All living 
  creatures (except troglodytes) within 30 feet of a 
  troglodyte must succeed on a DC 15 Fortitude save or be 
  sickened for 10 rounds. The save DC is Constitution-
  based. Creatures that successfully save cannot be affected 
  by the same troglodyte’s stench for 24 hours. A delay 
  poison or neutralize poison spell removes the effect from 
  the sickened creature. Creatures with immunity to 
  poison are unaffected, and creatures resistant to poison 
  receive their normal bonus on their saving throws. 
   
  Rebuke Undead (Su): 4/day; 1d20+1; turning 
  damage 2d6+9.  
    
  Spells Prepared (6/5+1/4+1/4+1/2+1; base DC = 13 + 
  spell level): 0—cure minor wounds (x3), detect magic, 
  read magic, resistance; 1st—bless, divine favor, lesser 
  confusion** (DC 14), obscuring mist, protection from 
  good, shield of faith; 2nd—bear’s endurance, bull’s 
  strength, touch of madness** (DC 15), veil of shadow*; 
  3rd—invisibility purge, meld into stone, rage**, stone 
  shape, summon monster III; 4th—confusion**, freedom 
  of movement, summon monster IV. 
   
  **Domain spell. Tharizdun; Domains: Destruction 
  (smite 3/day, +4 attack, +8 damage); Madness (-1 Wisdom-
  based skill checks and Will saves, 1/day add 1 to a single 
  Wisdom-based check or Will save). 
   
  Possessions: +1 hide, amulet of natural armor +1, 2 
  scrolls of cure moderate wounds, scroll of flame strike, 
  phylactery of faithfulness, holy symbol of Tharizdun 
  (bone rattle with spiral). 
   
  Power-Up Suite (Prepared – bless, divine 
  favor, shield of faith, bear’s endurance, bull’s 
  strength, 
  veil 
  of 
  shadow, 
  freedom 
  of 
  movement): hp 112; AC 22, touch 11, flat-footed 22; 
  Atk +14 melee (1d6+6, claw); Full Atk +14 melee (1d6+6, 2 
  claws) and +12 melee (1d6+5, bite); Fort +15; Str 18, Con 
  22; Stench save DC 17; Concealment (20% miss chance), 
  move and attack normally even when impeded. 
   
  Physical 
  Description: 
  A 
  reptilian 
  humanoid 
  approaches, with black ichor painted all over its body in 
  dark spiral patterns. Its claws are terribly long and look 
  like they’ve been meticulously sharpened. A shaggy and 
  revolting coat of bones, hair, and skin covers the 
  creature’s torso. A number of humanoid skulls hang from 
  its waist. The stench of the creature is awful, and it shakes 
  a spiral-painted bone rattle from a rope around its neck at 
  you, hissing all the while through jagged long fangs. 
   
  Miniature: Troglodyte Barbarian (Underdark 59/60). 
   
  AREA 17 
  d �Montesanto, 
  Tiefling 
  Opportunist: male 
  tiefling beguiler 7; CR 7; Medium outsider (native); HD 
  7d6+7; hp 37; Init +3; Spd 30 ft.; AC 18, touch 13, flat-
  footed 15; Base Atk +3; Grp +2; Atk +6 melee (1d6/18-20, 
  +1 rapier) or +6 melee (1d4-1/19-20, masterwork dagger) 
  or +5 ranged (1d8/19-20, light crossbow); Full Atk +6 
  melee (1d6/18-20, +1 rapier) or +6 melee (1d4-1/19-20, 
  masterwork dagger) or +5 ranged (1d8/19-20, light 
  crossbow); SA cloaked casting, darkness, spells, surprise 
  casting; SQ advanced learning, armored mage, darkvision 
  60 ft., resistance to cold 5, resistance to electricity 5, 
  resistance to fire 5, trapfinding; AL CN; SV Fort +3, Ref 
  +5, Will +5; Str 8, Dex 16, Con 12, Int 17, Wis 10, Cha 12.  
   
  Skills and Feats: Bluff +13, Concentration +11, 
  Diplomacy +15, Disguise +13, Hide +15, Move Silently 
  +13, Sense Motive +10, Sleight of Hand +15, Tumble +13; 
  Combat Expertise, Improved Feint, Silent Spell, Weapon 
  Finesse. 
   
  Languages: Draconic, Dwarven, Elven, Common, 
  Infernal. 
   
  Darkness (Sp): 1/day; caster level 7. 
   
  Advanced Learning (Ex): The beguiler knows 
  two additional enchantment or illusion spells from the 
  sorcerer/wizard list. 
   
  Armored Mage (Ex): No arcane spell failure 
  when in light armor. 
   
  Cloaked Casting (Ex): A +1 bonus to the spell’s 
  save DC when casting a spell that targets a foe that would 
  be denied a Dexterity bonus to AC. 
   
  Surprise Casting (Ex): When successfully using 
  the Bluff skill to feint in combat, the target is denied its 
  Dexterity bonus to AC for the next melee attack the 
  beguiler makes against it or the next spell the beguiler 
  casts against it. The beguiler must remain in melee 
  combat, and the spell or attack must be made on or before 
  the beguiler’s next turn. The target is not considered flat-
  footed and can make attacks of opportunity against the 
  beguiler if the beguiler does not cast defensively. 
   
  At 6th level, the beguiler can feint in combat as a 
  move action instead of a standard action. If the beguiler 
  
  CORS6-03 Shadows of the Dread Spiral (Low) 
   
  Page 43 
  has the Improved Feint feat, the beguiler may feint in 
  combat as a swift action. 
   
  Spells: Beguilers cast spells like a sorcerer, without 
  preparing ahead of time. 
    
  Spells Known (6/7/7/5; base DC = 13 + spell level): 
  0—dancing lights, daze (DC 13), detect magic, ghost 
  sound, message, open/close, read magic; 1st—charm 
  person (DC 14), color spray (DC 14), comprehend 
  languages, detect secret doors, disguise self, expeditious 
  retreat, hypnotism (DC 14), mage armor, Nystul’s magic 
  aura, obscuring mist, rouse*, silent image (DC 14), sleep, 
  undetectable alignment, whelm* (DC 14); 2nd—blinding 
  color surge* (DC 15), blur, daze monster (DC 15), detect 
  thoughts (DC 15), fog cloud, glitterdust (DC 15), 
  hypnotic pattern (DC 15), invisibility, knock, minor 
  image (DC 15), mirror image, misdirection, see 
  invisibility, silence, spider climb, stay the hand* (DC 15), 
  touch of idiocy, vertigo* (DC 15), whelming burst* (DC 
  15); 3rd—arcane sight, clairaudience/clairvoyance, crown 
  of veils*, deep slumber, dispel magic, displacement, 
  glibness, halt* (DC 16), haste, heroism, hesitate* (DC 16), 
  hold person (DC 16), inevitable defeat* (DC 16), 
  invisibility sphere, legion of sentinels*, major image (DC 
  16), nondetection, slow (DC 16), suggestion (DC 16), 
  vertigo field* (DC 16), zone of silence. 
   
  Possessions: +2 studded leather armor, +1 rapier, 
  masterwork dagger, light crossbow, 20 bolts, wand of 
  vertigo* (10 charges), potion of gaseous form, potion of 
  bear’s endurance, potion of cure moderate wounds, 
  coinpurse with 40 gold. 
   
  Power-Up Suite (Prepared – mirror image, 
  displacement, haste; magic item – potion of 
  bear’s endurance): hp 51; Spd 60 ft.; AC 19, touch 14, 
  flat-footed 15; Atk +7 melee (1d6/18-20, +1 rapier) or +7 
  melee (1d4-1/19-20, masterwork dagger) or +6 ranged 
  (1d8/19-20, light crossbow); Full Atk +7/+2 melee 
  (1d6/18-20, +1 rapier) or +7/+2 melee (1d4-1/19-20, 
  masterwork dagger) or +6 ranged (1d8/19-20, light 
  crossbow); Fort +5, Ref +6; Con 16; Concentration +13; 
  Total concealment (50% miss chance), 1d4+2 images. 
   
  Physical Description: (When in disguise) This man 
  approaches you with grace and elegance. He is a half-elf, 
  and wears a beautiful green cape; his armor is studded 
  leather, but it is well maintained and highly polished. His 
  hair is blonde, and runs down to his neck; upon his 
  handsome face there lies a knowing grin. At his side you 
  notice his bejeweled rapier; clearly this is a man who has 
  spent his money on appearances first, and utility second. 
   
  (When the disguise is revealed) The man’s 
  equipment remains similar to that of the half-elven man’s, 
  but he has on a full cloak of a dark green color and his 
  armor, while still well maintained, is darker and 
  obviously made for sneaking. What is most striking is his 
  complexion – his face is now a deep red color, his eyes are 
  yellow, and two small white horns protrude from the top 
  of his forehead. 
   
  Miniature: (In disguise) Elf Swashbuckler (Angelfire 
  18/60), (true form) Tiefling Blademaster (War Drums 
  59/60). 
   
  AREA 18 
  d �Srinthek, Child of the Favored: male shadow 
  half-dragon human duskblade 9; CR 11; Medium dragon 
  (augmented humanoid); HD 9d8+54; hp 102; Init +2; Spd 
  30 ft.; AC 21, touch 12, flat-footed 19; Base Atk +9; Grp 
  +14; Atk +16 melee (2d4+10/15-20, +1 falchion) or +15 
  melee (1d4+6, claw) or +11 ranged (1d8+6/x3, composite 
  longbow [+6 Str]); Full Atk +16/+11 melee (2d4+10/15-20, 
  +1 falchion) and +13 melee (1d6+3, bite) or +15 melee 
  (1d4+6, 2 claws) and +13 melee (1d6+3, bite)or +11 ranged 
  (1d8+6/x3, composite longbow [+6 Str]); SA arcane 
  channeling, breath weapon, quick cast 1/day, spell power 
  +2, spells; SQ arcane attunement, armored mage (heavy 
  shield), darkvision 60 ft., immunity to sleep, paralysis, 
  and energy drain, low-light vision; AL CE; SV Fort +11, 
  Ref +5, Will +6; Str 22, Dex 14, Con 20, Int 16, Wis 10, 
  Cha 10.  
   
  Skills and Feats: Concentration +17, Decipher Script 
  +15, Jump +18, Knowledge (arcana) +15, Knowledge 
  (religion) +15, Spellcraft +17; Combat Casting, Improved 
  Critical (falchion), Improved Toughness*, Multiattack, 
  Power Attack, Quicken Breath*, Silent Spell. 
   
  Languages: Common, Draconic, Giant, Infernal. 
   
  Arcane Attunement (Sp): Use the spells 
  dancing lights, detect magic, flare, ghost sound, and read 
  magic as spell-like abilities a total of 6 times per day. 
   
  Armored Mage (Ex): No arcane spell failure 
  when in light armor, medium armor or wielding a light 
  or heavy shield. 
   
  Arcane Channeling (Su): Use a standard action 
  to cast any touch spell known and deliver the spell 
  through a weapon as a melee attack. Casting a spell in this 
  manner does not provoke attacks of opportunity. The 
  spell must have a casting time of one standard action or 
  less. If the melee attack is successful, the attack deals 
  damage normally; then the effect of the spell is resolved. 
   
  Breath Weapon (Su): 30-foot cone of shadows, 
  once per day, bestows one negative level, DC 15 to 
  remove the next day. The save DC is Constitution-based. 
   
  Quick Cast (Ex): Cast one spell per day as a swift 
  action, as long as the casting time of the spell is 1 standard 
  action or less. 
   
  Spell Power (Ex): Injure an opponent with a 
  melee attack, and receive a +2 bonus on caster level 
  checks made to overcome the opponent’s spell resistance 
  for the remainder of the encounter. 
   
  Spells: Duskblades cast spells like a sorcerer, 
  without preparing ahead of time.  
    
  Spells Known (6/8/7/3; base DC = 13 + spell level): 
  0—acid splash, disrupt undead, ray of frost, touch of 
  fatigue; 1st—blade of blood*, lesser deflect*, ray of 
  enfeeblement, resist energy, shocking grasp; 2nd—
  animalistic power*, deflect*, scorching ray, touch of 
  idiocy; 3rd—vampiric touch. 
   
  Possessions: +1 chain shirt, +1 falchion, amulet of 
  health +4, composite longbow (+6 Str), 40 arrows, potion 
  of cure serious wounds. 
   
  Power-Up Suite (Prepared – animalistic 
  power): hp 111; Init +3; AC 22, touch 13, flat-footed 19; 
  Atk +17 melee (2d4+11/15-20, +1 falchion) or +16 melee 
  
  CORS6-03 Shadows of the Dread Spiral (Low) 
   
  Page 44 
  (1d4+7, claw) or +12 ranged (1d8+7/x3, composite 
  longbow [+6 Str]); Full Atk +17/+12 melee (2d4+11/15-20, 
  +1 falchion) and +14 melee (1d6+3, bite) or +16 melee 
  (1d4+7, 2 claws) and +14 melee (1d6+3, bite)or +12 ranged 
  (1d8+6/x3, composite longbow [+6 Str]); Fort +12, Ref +6; 
  Str 24, Dex 16, Con 22; Concentration +18, Jump +19; 
  Breath weapon DC 16 save. 
   
  Physical Description: This humanoid creature bears 
  very prominent draconic features. Its head has a crest of 
  spiny protrusions, and it bears a fanged mouth. The skin 
  of the creature is a deep purplish-black, and its hands are 
  clawed. It wears a chain shirt, and brandishes a serrated 
  falchion. Upon its back is a quiver with numerous arrows, 
  and a recurve bow. 
   
  Miniature: Blackspawn Exterminator (War of the 
  Dragon Queen). 
   
  AREA 20 
  d �Murrssk, Dark Troglodyte Captain: male dark* 
  troglodyte fighter 8; CR 10; Medium humanoid 
  (extraplanar, reptilian); HD 8d10+40 plus 2d8+10; hp 111; 
  Init -1; Spd 30 ft.; AC 25, touch 9, flat-footed 25; Base Atk 
  +9; Grp +9; Atk +14 melee (1d12+6/19-20, +1 greatstar*) or 
  +11 melee (1d4+2, claw); Full Atk +14/+9 melee 
  (1d12+6/19-20, +1 greatstar*)and +9 melee (1d4+1, bite); 
  or +11 melee (1d4+2, 2 claws) and +9 melee (1d4+1, bite); 
  SA stench; SQ darkvision 90 ft., hide in plain sight, 
  resistance to cold 10, superior low-light vision; AL NE; SV 
  Fort +15, Ref +4, Will +4; Str 14, Dex 8, Con 20, Int 10, 
  Wis 8, Cha 14.  
   
  Skills and Feats: Hide +19, Listen +8, Move Silently 
  +0; Ability Focus (stench), Blind-Fight, Greater Weapon 
  Focus (greatstar), Improved Critical (greatstar), Iron Will, 
  Lightning Reflexes, Multiattack, Power Attack, Weapon 
  Focus (greatstar), Weapon Specialization (greatstar). 
   
  Languages: Draconic. 
   
  Hide in Plain Sight (Ex): Use the Hide skill 
  even while being observed (except in natural light, the 
  area of a daylight spell, or a similar effect). 
   
  Stench (Ex): When a troglodyte is angry or 
  frightened, it secretes an oily, musklike chemical that 
  nearly every form of animal life finds offensive. All living 
  creatures (except troglodytes) within 30 feet of a 
  troglodyte must succeed on a DC 18 Fortitude save or be 
  sickened for 10 rounds. The save DC is Constitution-
  based. Creatures that successfully save cannot be affected 
  by the same troglodyte’s stench for 24 hours. A delay 
  poison or neutralize poison spell removes the effect from 
  the sickened creature. Creatures with immunity to 
  poison are unaffected, and creatures resistant to poison 
  receive their normal bonus on their saving throws. 
   
  Possessions: +2 full plate, +1 greatstar*, amulet of 
  natural armor +1, cloak of resistance +1, symbol of 
  Tharizdun, potion of cure serious wounds. 
   
  Physical 
  Description: 
  A 
  dark 
  gray, 
  reptilian 
  humanoid with black eyes approaches. The creature has 
  on a suit of plate armor, covering most of its body. On the 
  breastplate, a crude spiral is drawn in black ichor. In its 
  hands it wields a two-handed morningstar. The stench 
  coming off the thing is unbearable. 
   
  Miniature: Troglodyte Captain (Underdark 40/60). 
   
  AREA 22 
  d �Vasuthant, Advanced*: CR 8; Large undead; HD 
  16d12+80; hp 184; Init +1; Spd fly 30 ft. (perfect); AC 16, 
  touch 11, flat-footed 14; Base Atk +8; Grp +22; Atk +14 
  melee (2d6+6/19-20, slam); Full Atk +14 melee (2d6+6/19-
  20, slam) plus up to four enervating crushes (2d6+9 plus 
  1d4 Str); Space/Reach 10 ft./10 ft.; SA enervating crush, 
  improved grab, reality distortion; SQ +2 turn resistance, 
  blindsight, darkvision 60 ft., immunity to acid and cold, 
  immunity to light, resistance to fire 5 and electricity 5, 
  trap light, undead traits, unholy toughness; AL CE; SV 
  Fort +5, Ref +6, Will +11; Str 22, Dex 12, Con -, Int 4, Wis 
  12, Cha 18.  
   
  Skills and Feats: Hide +14, Listen +8, Spot +9; 
  Combat Reflexes, Flyby Attack, Improved Critical (slam), 
  Improved Grapple, Improved Natural Attack (slam), 
  Improved Toughness*, Weapon Focus (slam). 
   
  Languages: None. 
   
  Enervating Crush (Su): A successful grapple 
  attempt by a vasuthant against a living creature of the 
  same size or smaller pulls the victim into the center of the 
  vasuthant. In that round and every round thereafter, a 
  grappled victim takes 2d6+9 points of damage plus 1d4 
  points of Strength damage. A creature reduced to 0 
  Strength by a vasuthant dies. This is a negative energy 
  effect. 
   
  Every point of Strength damage dealt by a vasuthant 
  heals the creature of 1 point of damage, or gives it 1 
  temporary hit point if the creature is at full normal hit 
  points. These temporary hit points last for 10 minutes. 
   
  A vasuthant can grapple with one creature of its size, 
  or can simultaneously grapple one or two creatures one 
  size smaller or up to four creatures two or more sizes 
  smaller. Creatures that become pinned are suspended 
  inside the vasuthant while their life energy is crushed out 
  of their bodies. 
   
  The use of its enervating crush ability does not 
  prevent a vasuthant from making slam attacks or using its 
  spell-like abilities.  
   
  Improved Grab (Ex): To use this ability, a 
  vasuthant must first hit with its slam attack. It can then 
  attempt to start a grapple as a free action without 
  provoking attacks of opportunity. If it wins the grapple 
  check, a vasuthant immediately employs its enervating 
  crush attack. 
   
  Reality Distortion (Ex): A vasuthant has limited 
  influence over the forces of time and reality. Three times 
  per day (but only once per round), a vasuthant can take a 
  free action to reroll any unfavorable die roll or force its 
  opponent to reroll a favorable die roll. The vasuthant 
  must accept the result of the reroll. 
   
  Immunity to Light (Ex): Unlike many other 
  undead creatures, a vasuthant is immune to any harmful 
  effects of light, either natural or magical. All cleric spells 
  of the Sun domain as well as other spells with the light 
  descriptor (such as daylight) produce no adverse effects 
  on a vasuthant. 
  
  CORS6-03 Shadows of the Dread Spiral (Low) 
   
  Page 45 
   
  Trap Light (Ex): A vasuthant effectively absorbs 
  nearby magical and nonmagical light, creating a 60-foot 
  emanation of shadow. All creatures within this area, 
  including the vasuthant, gain concealment. Creatures 
  with low-light vision or darkvision can see normally 
  within the area of the emanation. Light sources within 
  the area are supressed, not dispelled. If a vasuthant moves 
  out of range before the light source’s duration expires, the 
  light source illuminates again (though its illumination 
  still cannot extend within the area of the vasuthant’s trap 
  light effect). 
   
  Unholy Toughness (Ex): A vasuthant gains a 
  bonus to its hit points equal to its Charisma modifier x its 
  Hit Dice. 
   
  Skills: Vasuthants have a +2 racial bonus on Listen 
  checks and Spot checks. *A vasuthant gains a +4 racial 
  bonus on Hide checks in areas of shadowy illumination. 
  In areas of bright illumination, it takes a –4 penalty on 
  Hide checks. 
   
  Possessions: None. 
   
  Physical 
  Description: 
  A 
  spherical 
  cloud 
  of 
  impenetrable darkness floats toward you. As it draws 
  near, black tendrils reach out from the cloud’s opaque 
  core. 
   
  Miniature: Ochre Jelly (Archfiends 46/60). 
   
   
  
  CORS6-03 Shadows of the Dread Spiral (Low) 
   
  Page 46 
  APPENDIX 2: NEW RULES 
  FEATS 
  Empower Mystery [Metashadow]  
  Tome of Magic 
  You can cast mysteries to greater effect.  
   
  Prerequisite: Any metashadow feat. 
   
  Benefit: Once per day, you can apply the effect of 
  the Empower Mystery feat to any mystery you cast. All 
  variable numeric effects of an empowered mystery 
  increase by one-half. 
   
  Casting an empowered mystery is a full-round 
  action. 
   
  Special: You can take this feat multiple times. 
   
  Extend Mystery [Metashadow]  
  Tome of Magic 
  You can cast mysteries longer than normal.  
   
  Benefit: Once per day, you can apply the effect of 
  the Extend Mystery feat to any mystery you cast. An 
  extended mystery lasts twice as long as normal. 
   
  Casting an extended mystery is a full-round action.  
   
  Special: You can take this feat multiple times. 
   
  Extra Smiting [General]  
  Complete Warrior 
  You can make more smite attacks. 
   
  Prerequisites: Smite ability, base attack bonus +4. 
   
  Benefit: When you take this feat, you gain two 
  extra attempts to smite per day. Use whatever smite 
  ability you have (the paladin’s smite evil ability or the 
  hunter of the dead’s ability to smite undead, for example).  
   
  Special: You can take this feat multiple times. Its 
  effects stack. 
   
  Improved Toughness [General]  
  Monster Manual III 
  You are significantly tougher than normal. 
   
  Prerequisite: Base Fortitude save bonus +2. 
   
  Benefit: You gain a number of hit points equal to 
  your current Hit Dice. Each time you gain a HD (such as 
  by gaining a level), you gain 1 additional hit point. If you 
  lose a HD (such as by losing a level), you lose 1 hit point 
  permanently. 
   
  Special: A fighter may select Improved Toughness 
  as one of his fighter bonus feats. 
   
  Maximize Mystery [Metashadow]  
  Tome of Magic 
  You can cast mysteries to maximum effect.   
   
  Prerequisite: Any two metashadow feats. 
   
  Benefit: Once per day, all variable, numeric effects 
  of a mystery modified by this feat are maximized. This 
  functions in most respects as the Maximize Spell feat.  
   
  Special: You can take this feat up to four times. To 
  take it a second time, you must have five metashadow 
  feats. To take it a third time, you must have eight 
  metashadow feats. To take it a fourth time, you must have 
  eleven metashadow feats. 
   
  Path Focus  
  Tome of Magic 
  Choose a path of shadow magic, such as Touch of 
  Twilight. Your mysteries of that path are more potent 
  than normal.  
   
  Benefit: You function at +1 caster level when 
  casting mysteries of this path. Additionally, add +1 to the 
  DC of all saving throws against mysteries from this path.  
   
  Special: You can gain this feat multiple times. Its 
  effects do not stack. Each time you take the feat, it applies 
  to a new path. 
   
  Quicken Breath [Metabreath]  
  Draconomicon 
  You can loose your breath weapon with but a thought.   
   
  Prerequisites: Con 19, breath weapon. 
   
  Benefit: Using your breath weapon is a free action. 
  When you use this feat, add +4 to the number of rounds 
  you must wait before using your breath weapon again.  
   
  Special: You cannot use this feat and the Maximize 
  Breath feat on the same weapon at the same time. 
   
  Quicken Mystery [Metashadow]  
  Tome of Magic 
  You can cast a mystery with a moment’s thought.   
   
  Prerequisite: Any three metashadow feats. 
   
  Benefit: Once per day, you can cast a mystery as a 
  swift action. This feat functions in most respects as the 
  Quicken Spell feat.  
   
  Special: You can take this feat up to three times. To 
  take it a second time, you must have seven metashadow 
  feats. To take it a third time, you must have eleven 
  metashadow feats. 
   
  Shadow Cast  
  Tome of Magic 
  Your shadow shimmers as you cast a spell and you seem 
  to cast your mysteries from elsewhere.   
   
  Prerequisites: Concentration 5 ranks, 
  shadowcaster level 1st. 
   
  Benefit: Designate a square adjacent to you. If no 
  one threatens that square, you do not provoke an attack of 
  opportunity when you cast a spell or use a spell-like 
  ability. 
   
  Still Mystery [Metashadow] 
  Tome of Magic 
  You can cast a mystery without gestures.   
   
  Benefit: A stilled mystery can be cast with no 
  somatic components. This also prevents your shadow 
  from making gestures that differs from your own during 
  casting. Because mysteries activated as spell-like and 
  supernatural abilities have no somatic components, this 
  feat is useful only with mysteries cast as arcane spells. 
   
  
  CORS6-03 Shadows of the Dread Spiral (Low) 
   
  Page 47 
  SPELLS 
  Animalistic Power 
  Player’s Handbook II 
  Transmutation 
  Level: Cleric 2, druid 2, duskblade 2, ranger 2, 
  sorcerer/wizard 2 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Creature touched 
  Duration: 1 minute/level 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
   
  You imbue the subject with an aspect of the natural 
  world. The subject gains a +2 enhancement bonus to 
  Strength, Dexterity, and Constitution. 
   
  Material Component: A bit of animal fur, feathers, or 
  skin. 
   
  Black Karma Curse 
  Player’s Handbook II 
  Enchantment (Compulsion) [Mind-Affecting] 
  Level: Cleric 2, sorcerer/wizard 2 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One creature 
  Duration: Instantaneous 
  Saving Throw: Will negates 
  Spell Resistance: Yes 
   
  If the target creature’s saving throw fails, it immediately 
  takes damage as if it had hit itself with its currently 
  wielded weapon (or natural weapon). If the creature has 
  more than one attack form, it uses the one that deals the 
  most damage. 
   
  Blade of Blood 
  Player’s Handbook II 
  Necromancy 
  Level: Assassin 1, blackguard 1, cleric 1, duskblade 1, 
  sorcerer/wizard 1 
  Components: V, S 
  Casting Time: 1 swift action 
  Range: Touch 
  Target: Weapon touched 
  Duration: 1 round/level or until discharged 
  Saving Throw: None 
  Spell Resistance: No 
   
  This spell infuses the weapon touched with baleful 
  energy. The next time this weapon strikes a living 
  creature, blade of blood discharges. The spell deals an 
  extra 1d6 points of damage against the target of the attack. 
  You can voluntarily take 5 hit points of damage to 
  empower the weapon to deal an extra 2d6 points of 
  damage (for a total of 3d6 points of extra damage). 
   
  The weapon loses this property if its wielder drops it 
  or otherwise loses contact with it. 
   
  Blinding Color Surge 
  Player’s Handbook II 
  Illusion (Glamer) 
  Level: Beguiler 2, sorcerer/wizard 2 
  Components: V, S, F 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Targets: You and one creature 
  Duration: 1 round/level 
  Saving Throw: Will negates  
  Spell Resistance: Yes 
   
  You strip the color from your body and gear, turn it into a 
  lance of energy, and hurl it at the target. When you cast 
  this spell, you target a creature with the colors stripped 
  from your form. The target must make a Will save or be 
  blinded for 1 round. 
   
  You also gain the benefit of invisibility, for the 
  duration of this spell, even if the target creature succeeds 
  on its save or if its spell resistance protects it.  
   
  Focus: A small prism. 
   
  Crown of Veils 
  Player’s Handbook II 
  Illusion (Figment) 
  Level: Bard 2, beguiler 3, sorcerer/wizard 3 
  Components: V, S, F 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Creature touched 
  Duration: 1 hour/level (D) or until discharged 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
   
  This spell creates a magic crown infused with illusion 
  magic. The spell’s recipient gains a +2 competence bonus 
  on Disguise and Hide checks.  
   
  As an immediate action, the creature wearing the 
  crown of veils can discharge its magic to gain a +8 
  competence bonus on a single Disguise or Hide check. 
  The spell ends after the wearer uses the crown in this 
  manner.  
   
  The crown occupies space on the body as a 
  headband, hat, or helm. If the crown is removed, the spell 
  immediately ends. 
   
  Focus: A brass hoop 6 inches in diameter. 
   
  Deflect 
  Player’s Handbook II 
  Abjuration [Force] 
  Level: Duskblade 2, sorcerer/wizard 2 
   
  This spell functions like lesser deflect, except that you 
  gain a shield bonus to AC equal to ½ your caster level 
  (round down) against the next attack made against you 
  before the end of your next turn. 
   
  
  CORS6-03 Shadows of the Dread Spiral (Low) 
   
  Page 48 
  Deflect, Lesser 
  Player’s Handbook II 
  Abjuration [Force] 
  Level: Duskblade 1, sorcerer/wizard 1 
  Components: V 
  Casting Time: 1 immediate action 
  Range: Personal 
  Target: You 
  Duration: 1 round or until discharged 
   
  You project a field of invisible force, creating a short-lived 
  protective barrier. You gain a deflection bonus to your AC 
  against a single attack; this bonus is equal to +1 per three 
  caster levels (maximum +5). 
   
  You can cast this spell even when it’s not your turn; 
  however, you must cast it before your opponent makes 
  his attack roll to gain the benefit. 
   
  Halt 
  Player’s Handbook II 
  Transmutation 
  Level: Bard 3, beguiler 3, duskblade 3, sorcerer/wizard 3 
  Components: V 
  Casting Time: 1 immediate action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One creature 
  Duration: 1 round 
  Saving Throw: Will negates 
  Spell Resistance: Yes  
   
  The subject creature’s feet (or whatever pass for its feet) 
  become momentarily stuck to the floor. The creature 
  must stop moving, and cannot move farther in its current 
  turn. This spell has no effect on creatures that are not 
  touching the ground (such as flying creatures), and the 
  subject can still use a standard action (if it has one 
  available in this round) to move by means of teleportation 
  magic. 
   
  You can cast this spell even when it’s not your turn; 
  however, you must cast it before your opponent finishes 
  its movement on its current turn to gain the benefit. 
   
  Hesitate 
  Player’s Handbook II 
  Enchantment (Compulsion) [Mind-Affecting] 
  Level: Bard 3, beguiler 3, cleric 3, sorcerer/wizard 3 
  Components: V, S 
  Casting Time: 1 immediate action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One living creature 
  Duration: 1 round/level; see text 
  Saving Throw: Will negates; see text 
  Spell Resistance: Yes  
   
  You fill a subject with doubts and misgivings, making it 
  believe it is inferior to you. On a failed save, the subject 
  can take no action other than a move action on its current 
  turn. Hesitate confers no special bonuses for attackers 
  attempting to hit the subject; the subject still defends 
  itself. If you attack the affected creature, the spell ends 
  immediately. 
   
  Each round, as a swift action at the start of its turn, 
  the subject can attempt a new saving throw to end the 
  effect. If the save succeeds, the subject can then act 
  normally. 
   
  You can cast this spell even when it’s not your turn; 
  however, you must cast it at the start of your opponent’s 
  turn to gain the benefit. 
   
  Inevitable Defeat 
  Player’s Handbook II 
  Level: Beguiler 3, sorcerer/wizard 3 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: One creature 
  Duration: 1 round/level 
  Saving Throw: None and Will negates; see text 
  Spell Resistance: Yes 
   
  You draw a cloud over the subject’s mind, dealing 3d6 
  points of nonlethal damage. No saving throw is allowed 
  against this effect. Each round on its turn, the subject 
  must succeed on a Will save or take another 3d6 points of 
  nonlethal damage. If the saving throw is successful, the 
  damage for that round is negated and the spell ends. 
   
  Legion of Sentinels 
  Player’s Handbook II 
  Illusion (Shadow) 
  Level: Beguiler 3, sorcerer/wizard 3 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Area: 10-ft.-radius emanation centered on a point in 
  space 
  Duration: 1 round/level 
  Saving Throw: None 
  Spell Resistance: No 
   
  A ghostly, incorporeal swordfighter appears in each 
  square covered by the spell’s area. A swordfighter can 
  share a space with another creature or object. Each 
  swordfighter threatens the squares adjacent to it and can 
  make one attack of opportunity per round. The 
  swordfighters do not hinder movement, block terrain, or 
  block line of effect. They can flank an opponent with 
  each other and with your allies. 
   
  Each swordfighter has hit points equal to twice your 
  caster level and an Armor Class of 25. It makes saving 
  throws or checks with a bonus equal to your caster level. 
   
  Material 
  Component: 
  A 
  pewter 
  swordfighter 
  miniature figure. 
   
  Rouse 
  Player’s Handbook II 
  Enchantment (Compulsion) [Mind-Affecting] 
  Level: Beguiler 1, duskblade 1, sorcerer/wizard 1 
  Components: V, S 
  
  CORS6-03 Shadows of the Dread Spiral (Low) 
   
  Page 49 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Area: 10-ft.-radius burst 
  Duration: Instantaneous 
  Saving Throw: None 
  Spell Resistance: No 
   
  Creatures within the spell’s area instantly awaken. This 
  spell has no effect on creatures that are unconscious due 
  to being reduced to negative hit points, or that have taken 
  nonlethal damage in excess of their current hit points. 
   
  Stay the Hand 
  Player’s Handbook II 
  Enchantment (Charm) [Mind-Affecting] 
  Level: Bard 1, beguiler 2, cleric 2, sorcerer/wizard 2 
  Components: V 
  Casting Time: 1 immediate action 
  Range: Medium (100 ft. + 10 ft./level) 
  Target: One humanoid 
  Duration: Instantaneous 
  Saving Throw: Will negates 
  Spell Resistance: Yes 
   
  If the target creature fails its save against stay the hand, it 
  refrains from attacking you or targeting you with spells 
  for the remainder of the current round. 
   
  You can cast this spell during an opponent’s turn 
  after the opponent announces its intention to attack you 
  or target you with a spell. If the opponent becomes 
  subject to this spell, it can choose a new target to attack, 
  but it takes a –4 circumstance penalty on its attack roll 
  due to the sudden change of intentions at the last second. 
  Likewise the subject of this spell can redirect a spell that 
  had been targeted on you, but it must succeed on a 
  Concentration check (DC 15 + the spell’s level) or the 
  spell is wasted. 
   
  Touch of Madness 
  Spell Compendium 
  Enchantment [Mind-Affecting] 
  Level: Madness 2 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Creature touched 
  Duration: 1 round/level 
  Saving Throw: Will negates 
  Spell Resistance: Yes 
   
  You cause one living creature to become dazed by making 
  a successful touch attack. If the target creature does not 
  make a successful Will save, its mind is clouded and it 
  takes no actions for 1 round per caster level. 
   
  Veil of Shadow 
  Spell Compendium 
  Evocation [Darkness] 
  Level: Assassin 2, blackguard 2, cleric 2, sorcerer/wizard 
  2 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Personal 
  Target: You 
  Duration: 1 minute/level 
   
  Swirling wisps of darkness obscure your form, granting 
  you concealment. The 20% miss chance is in effect even if 
  the attacker has darkvision. 
   
  This spell is dispelled in daylight or in the area of a 
  light spell of 3rd level or higher. 
   
  See invisibility does not counter a veil of shadow’s 
  concealment effect, but a true seeing spell does. 
   
  Vertigo 
  Player’s Handbook II 
  Illusion (Phantasm) [Fear, Mind-Affecting] 
  Level: Bard 2, beguiler 2, sorcerer/wizard 2 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One living creature 
  Duration: 1 round/level (D) 
  Saving Throw: Will disbelief 
  Spell Resistance: No 
   
  The subject of this spell becomes dizzy as the ground 
  seems to drop away beneath its feet. The subject must 
  succeed on a DC 10 Balance check at the start of each 
  turn to take a move action. If it fails, it cannot move. If it 
  fails the check by 5 or more, it falls prone. While affected, 
  the subject also takes a –2 penalty on attack rolls and 
  saving throws. Airborne creatures receive a +4 bonus on 
  saves against this spell and do not need to make Balance 
  checks. 
   
  Vertigo Field 
  Player’s Handbook II 
  Illusion (Pattern) 
  Level: Beguiler 3, sorcerer/wizard 3 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Area: 20-ft.-radius spread 
  Duration: 1 round/level  
  Saving Throw: Fortitude partial; see text 
  Spell Resistance: Yes 
   
  This spell creates a field of illusory magic that hampers 
  the movement and senses of any creature that enters it. 
  The area within the field counts as difficult terrain. 
  Attacks made through or from inside the field have a 20% 
  miss chance. A creature that begins its turn inside the 
  field must make a Fortitude save or become nauseated for 
  1 round. Once a creature fails this save, it does not need 
  to make another save against this effect. 
   
  When you cast this spell, you can choose for the 
  nauseating effect not to apply to a number of allies you 
  designate less than or equal to your caster level. Those 
  
  CORS6-03 Shadows of the Dread Spiral (Low) 
   
  Page 50 
  allies still treat the vertigo field as difficult terrain and 
  have the 20% miss chance on attacks. 
   
  Whelm 
  Player’s Handbook II 
  Enchantment (Compulsion) [Mind-Affecting] 
  Level: Beguiler 1, sorcerer/wizard 1 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One living creature 
  Duration: Instantaneous 
  Saving Throw: Will negates 
  Spell Resistance: Yes 
   
  You launch a magical assault that wears at the target’s 
  mind, dealing 1d6 points of nonlethal damage if it fails its 
  saving throw.  
   
  For every two caster levels beyond 1st, you deal an 
  extra 1d6 points of nonlethal damage to the subject, to a 
  maximum of 5d6 at 9th level. 
   
  Whelming Burst 
  Player’s Handbook II 
  Enchantment (Compulsion) [Mind-Affecting] 
  Level: Beguiler 2, sorcerer/wizard 2 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: 30 ft. 
  Area: Cone-shaped burst 
  Duration: Instantaneous 
  Saving Throw: Will negates 
  Spell Resistance: Yes 
   
  You assail the mental faculties of creatures in the area, 
  dealing 1d6 points of nonlethal damage per two caster 
  levels (maximum 5d6 at 10th level) to each creature that 
  fails its save. 
   
  NEW CONDITION 
  Immobilized 
  An immobilized creature can attack and cast spells 
  normally, but it cannot move from the square or squares 
  that it is in. This condition does not prevent a creature 
  from defending itself, nor does it cause a creature to lose 
  its Dexterity bonus to Armor Class. Flying creatures that 
  become immobilized in mid-flight can control their 
  descent so that they do not take falling damage, but they 
  are incapable of moving from their current square as long 
  as the effect lasts and automatically descend at a rate of 20 
  feet per round. Flying creatures with the ability to hover 
  can maintain their initial altitude if they choose. 
   
  MYSTERIES AND PATHS AS 
  PRESENTED IN TOME OF MAGIC 
  All mysteries have the following characteristics, unless 
  otherwise noted in a specific description. 
  ∞ 
  Can be case once per day if functioning as an arcane 
  spell, two times per day if functioning as a spell-like 
  ability, and three times per day if functioning as a 
  supernatural ability. 
  ∞ 
  Can be dismissed at will by the mystery user if it has 
  a duration longer than instantaneous 
  ∞ 
  Functions in darkness or any sort of ambient light, 
  even if the mystery describes the mystery user 
  manipulating his or the subject’s shadow. The 
  mystery user’s connection to the Plane of Shadow is 
  so strong that he can manipulate a subject’s “spiritual 
  shadow” even where shadows cannot normally exist. 
  ∞ 
  Requires a standard action to cast 
  ∞ 
  Requires somatic components if cast as an arcane 
  spell. 
  ∞ 
  Is subject to the same stacking rules as spells. 
  ∞ 
  Does not easily interact with spells. Any attempt to 
  use a mystery (such as shadows fade) to dispel a spell, 
  or to use a spell (such as dispel magic) to dispel a 
  mystery, takes a -4 penalty. 
  ∞ 
  Can be identified with a Spellcraft check, but 
  requires a different understanding of that skill. A 
  mystery user with no levels in a spellcasting class 
  takes a -4 penalty on Spellcraft checks made to 
  identify spells. A spellcaster with no levels in a 
  mystery-using class takes a -4 penalty on Spellcraft 
  checks made to identify mysteries. 
  ∞ 
  Cannot benefit from feats that enhance spells, such 
  as metamagic feats, Ability Focus, or Empower Spell-
  Like Ability. Instead, mysteries benefit from 
  metashadow feats. 
  Apprentice mysteries cast as supernatural abilities are not 
  subject to spell resistance, regardless of what might 
  appear on the spell resistance line of a mystery 
  description. Spell-like abilities cannot be counterspells 
  nor can supernatural. 
   
  Arrow of Dusk  
  Fundamental 
  Level/School: 1st/Evocation 
  Range: Medium (100 ft. + 10ft./level) 
  Effect: Ray  
  Duration: Instantaneous 
  Saving Throw: None 
  Spell Resistance: No 
   
  You must succeed on a ranged touch attack to deal 2d4 
  points of nonlethal damage to the target. If you score a 
  critical hit, triple the damage. 
   
  Black Candle  
  Fundamental 
  Level/School: 1st/Evocation [Light or Darkness] 
  Range: Touch 
  Target: Object touched 
  Duration: 1 round/level (D) 
  Saving Throw: None 
  Spell Resistance: No 
   
  This mystery functions like the spell light or the spell 
  darkness. Only one of these two effects is possible per 
  
  CORS6-03 Shadows of the Dread Spiral (Low) 
   
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  use, and you must decide which effect is desired when 
  casting. 
   
  Black Fire 
  Apprentice, Dark Terrain 
  Level/School: 2nd/Evocation 
  Range: Close (25 ft. + 5 ft. /2 levels) 
  Area: One 5-ft. square/level (S)  
  Duration: 1 round/level (D) 
  Saving Throw: Reflex negates; see text 
  Spell Resistance: Yes 
   
  You create a shapeable shadowy curtain of black flame 
  that covers the affected squares. The fire deals 1d6 points 
  of cold damage per two caster levels to any creature 
  standing in an affected square at the beginning of each of 
  your turns until the effect ends. In addition, the flame 
  deals damage to any creature entering or passing through 
  an affected square. Black fire burns only a few feet tall, so 
  a creature can avoid the effect of the mystery by jumping 
  or flying over the area. 
   
  Carpet of Shadows  
  Apprentice, Dark Terrain 
  Level/School: 1st/Conjuration (Creation) 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Area: One 5-ft. square/level (S)  
  Duration: 1 minute/level (D) 
  Saving Throw: None 
  Spell Resistance: No 
   
  You cloak the ground with an uneven and hard to 
  traverse surface. The terrain becomes difficult, meaning 
  that each 5-foot square within the area costs double to 
  move into. For instance, each light undergrowth square 
  (normally costing 2 squares of movement to move into) 
  now costs 4 squares of movement to move into. If you 
  cast this mystery a second time on the same area (or 
  apportion of the same area) while the first casting is still 
  active the second casting does not worsen the terrain 
  further (although it would extend the duration of the 
  effect on that area). 
   
  Caul of Shadow 
  Fundamental 
  Level/School: 1st/Abjuration 
  Range: Personal 
  Target: You  
  Duration: 1 Minute/level (D) 
   
  Caul of shadow faintly darkens your form, but does not 
  provide any bonuses on Hide checks or similar efforts. 
  You gain a + 1 deflection bonus to AC, with an additional 
  +1 for every six caster levels (maximum bonus +4). 
   
  Clinging Darkness 
  Apprentice, Dark Terrain 
  Level/School: 3rd/Conjuration (Creation) 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Area: 20-ft.-radius emanation (D)  
  Duration: 1 minute/level 
  Saving Throw: Reflex negates; see text 
  Spell Resistance: Yes 
   
  Any creature within the area affected by this mystery, or 
  that enters the area on its turn, must make a Reflex save 
  or become immobilized. 
   
  Each round on its turn, an immobilized subject can 
  attempt a new saving throw to end the condition. Because 
  of the subject’s condition, this save is a full-round action 
  (but does not provoke attacks of opportunity). If an 
  immobilized subject succeeds on its save, it still needs to 
  save again at the start of its next turn in order to avoid 
  succumbing to the darkness again. 
   
  Curtain of Shadows 
  Initiate, Veil of Shadows 
  Level/School: 5th/Transmutation 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Effect: Shadowy wall whose area is up to one 10-ft. 
  square/level (S)  
  Duration: 1 minute/level (D) 
  Saving Throw: None 
  Spell Resistance: No 
   
  You create a wall of shadow that completely blocks line of 
  sight. Any creature passing through the wall takes 1d6 
  points of cold damage per caster level (maximum 15d6). 
   
  Mystic Reflections  
  Fundamental 
  Level/School: 0/Divination 
  Range: Personal 
  Target: You  
  Duration: 1 round/level (D) 
   
  This mystery functions like the spell detect magic, except 
  as noted above. You can detect magic up to 30 feet away. 
   
  Pass into Shadow 
  Initiate, Ebon Roads 
  Level/School: 5th/Conjuration (Teleportation) 
  Range: Touch 
  Effect: Creature touched, or up to eight willing 
  creatures joining hands 
  Duration: Instantaneous 
  Saving Throw: Will negates 
  Spell Resistance: Yes 
   
  This mystery functions like the spell plane shift, except 
  that your destination or origination must be the Plane of 
  Shadow. 
   
  Shadow Vision 
  Initiate, Veil of Shadows 
  Level/School: 4th/Transmutation 
  Range: Medium (100 ft. + 10 ft./level) 
  Target: One creature with an Intelligence of 3 or higher  
  Duration: 1 round/level (D) 
  Saving Throw: Will negates  
  
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  Spell Resistance: Yes  
   
  You impede the subject’s vision and its ability to 
  determine what’s happening around it. The subject takes 
  a –4 penalty on attack rolls, saves, ability checks, and skill 
  checks. In addition, you have total concealment with 
  respect to the subject (miss chance applies during each 
  round of the duration). 
   
  Sharp Shadows 
  Apprentice, Cloak of Shadows 
  Level/School: 3rd/Abjuration 
  Range: Personal 
  Target: You  
  Duration: 1 minute/level (D) 
   
  A creature striking you with its body or a handheld 
  weapon takes 1d6 points of damage +1 point per caster 
  level (maximum +15). A creature wielding a reach 
  weapon, such as a longspear, is not subject to this damage 
  if it attacks you. If the attacker has spell resistance, it 
  applies to this effect (unless you used the mystery as a 
  supernatural ability). Damage from sharp shadows is not 
  considered magical for the purpose of overcoming 
  damage reduction, and the effect is not considered a 
  weapon for the purpose of spells such as align weapon or 
  magic weapon.  
   
  Sight Eclipsed 
  Apprentice, Cloak of Shadows 
  Level/School: 2nd/Illusion (Glamer) 
  Range: Personal 
  Target: You 
  Duration: 1 round/level (D) 
   
  While this mystery is in effect, you can attempt Hide 
  checks even while being observed, just as if you had cover 
  or concealment for the purpose of this determination. 
   
  Sight Obscured 
  Fundamental 
  Level/School: 0/Illusion 
  Range: Touch 
  Target: Creature touched  
  Duration: 1 round/level (D) 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
   
  This mystery grants a +5 circumstance bonus on Hide 
  checks, Sleight of Hand checks and any other checks that 
  involve concealing the subject’s actions or gestures. 
   
  Steel Shadows 
  Apprentice, Cloak of Shadows 
  Level/School: 1st/Abjuration  
  Range: Personal 
  Target: You 
  Duration: 10 minutes/level 
   
  Steel shadows grants you a +3 armor bonus and a +3 
  shield bonus to AC, but without weight, armor check 
  penalty, arcane spell failure chance, or speed reduction. 
  The effect is not a force effect, and attacks from 
  incorporeal creatures ignore it. 
   
  Step into Shadow  
  Initiate, Ebon Roads 
  Level/School: 4th/Conjuration (Teleportation)  
  Range: Long (400 ft. + 40 ft./level) 
  Target: You and touched objects or other touched 
  willing creatures 
  Duration: Instantaneous 
  Saving Throw: None and Will negates (object) 
  Spell Resistance: No and Yes (harmless) 
   
  This mystery functions like the spell dimension door 
   
  MAGIC ITEMS AND EQUIPMENT 
  Greatstar 
  This is a two-handed morningstar, sometimes found in 
  the employ of evil humanoids. It is a martial weapon, and 
  has the following statistics: 
   
  Cost: 35 gp; Dmg (S): 1d10; Dmg (M): 1d12; Critical: 
  x2; Weight: 12 lb.; Type: Bludgeoning and Piercing. 
   
  Orb of Shadow 
  Tome of Magic 
  An orb of shadow appears to be a black pearl of average 
  size and unusual luster. Once per day, you can speak a 
  command word as a standard action to activate the orb. 
  You must have the orb in your hand; drawing it out is a 
  move action. 
   
  This item allows a single extra use of a mystery, in 
  the same way that a pearl of power allows a single extra 
  use of a spell. The mystery must be of a particular level, 
  depending on the orb (the orb of shadow in this 
  adventure is for 1st level mysteries).  
   
  Strong transmutation; CL 17th; Craft Wondrous 
  Item, creator must be able to cast mysteries of the 
  mystery level to be recalled; Price 1,000 gp (1st); Weight -. 
   
  Shadow Silk 
  Tome of Magic 
  This is a material woven from shadow itself, and used to 
  make some armors. It is a very faint material, translucent 
  and flimsy. It has the look and feel of deep black silk. 
  Shadow silk feels heavier in bright light, and very light 
  and fluid in shadowy illumination or darkness. 
   
  The wearer of shadow silk armor gains a +2 bonus on 
  Hide and Move Silently checks. Shadow silk is 
  considered masterwork armor. Shadow silk leather armor 
  (found in this adventure) has the following statistics: 
   
  Cost: 1,750 gp; Armor Bonus: +2; Maximum Dex 
  Bonus: +8; Armor Check Penalty: 0; Arcane Spell Failure 
  Chance: 10% (light)/0% (shadow or darkness); Speed (30 
  ft.): 30 ft.; Speed (20 ft.): 20 ft.; Weight: 4 lb. 
   
  
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  Vest of Resistance 
  Complete Arcane 
  These garments offer magic protection in the form of a +1 
  to +5 resistance bonus on all saving throws.  
   
  Faint abjuration; CL 5th; Craft Wondrous Item, 
  resistance, creator’s caster level must be at least three 
  times the vest’s bonus; Price 1,000 gp (+1); Weight 1 lb. 
   
  VASUTHANT 
  Monster Manual III 
  Small Undead 
  Hit Dice: 2d12 plus 4 (17 hp) 
  Initiative: +3 
  Speed: Fly 30 ft. (perfect) (6 squares) 
  Armor Class: 17 (+1 size, +3 Dex, +3 natural), touch 14, 
  flat-footed 14 
  Base Attack/Grapple: +1/+1 
  Attack: Slam +2 melee (1d4) 
  Full Attack: Slam +2 melee (1d4) and up to 4 
  enervating crushes (1d4 plus 1d4 Str) 
  Space/Reach: 5 ft./5 ft. 
  Special Attacks: Enervating crush, improved grab, 
  reality distortion 
  Special Qualities: +2 turn resistance, blindsight, 
  darkvision 60 ft., immunity to acid and cold, immunity to 
  light, resistance to fire 5 and electricity 5, trap light, 
  undead traits, unholy toughness 
  Saves: Fort +0, Ref +3, Will +4 
  Abilities: Str 10, Dex 16, Con -, Int 4, Wis 12, Cha 14 
  Skills: Hide +9*, Listen +4, Spot +5 
  Feats: Flyby Attack, Improved GrappleB 
  Environment: Any 
  Organization: Solitary 
  Challenge Rating: 2 
  Treasure: None 
  Alignment: Always chaotic evil 
  Advancement: 3-5 HD (Small); 6-9 HD (Medium); 10-
  16 
  HD (Large); 
  17-25 
  HD 
  (Huge); 26-34 HD 
  (Gargantuan); 35-48 HD (Colossal) 
  Level Adjustment: - 
   
  A spherical cloud of impenetrable darkness floats toward 
  you. As it draws near, black tendrils reach out from the 
  cloud’s opaque core. 
   
  Vasuthants are shadowy, undead abominations. These 
  life-hungry creatures vary greatly in size and power, each 
  one growing larger as it sucks in more life energy. 
  Smaller vasuthants appear as shadowy clouds, while 
  larger varieties are colossal spheres of pitch-black 
  nothingness that can suck up nearby light, sap strength, 
  and manipulate gravity and time. Vasuthants possess 
  immunity or resistance to most forms of energy.  
   
  A Small vasuthant is about 2 feet in diameter. As it 
  advances in Hit Dice and becomes larger, its diameter 
  increases to 5 feet at Medium size, 10 feet at Large size, 15 
  feet at Huge size, 20 feet at Gargantuan size, and 30 feet at 
  Colossal size. Vasuthants are weightless and know no 
  languages. 
   
  COMBAT 
  A vasuthant desires to feed off the positive energy of 
  every living thing it encounters. In every round, the 
  creature attempts to use its improved grab ability to 
  initiate an enervating crush attack. 
   
  Enervating Crush (Su): A successful grapple 
  attempt by a vasuthant against a living creature of the 
  same size or smaller pulls the victim into the center of the 
  vasuthant. In that round and every round thereafter, a 
  grappled victim takes 2d6+9 points of damage plus 1d4 
  points of Strength damage. A creature reduced to 0 
  Strength by a vasuthant dies. This is a negative energy 
  effect. 
   
  Every point of Strength damage dealt by a vasuthant 
  heals the creature of 1 point of damage, or gives it 1 
  temporary hit point if the creature is at full normal hit 
  points. These temporary hit points last for 10 minutes. 
   
  A vasuthant can grapple with one creature of its size, 
  or can simultaneously grapple one or two creatures one 
  size smaller or up to four creatures two or more sizes 
  smaller. Creatures that become pinned are suspended 
  inside the vasuthant while their life energy is crushed out 
  of their bodies. 
   
  The use of its enervating crush ability does not 
  prevent a vasuthant from making slam attacks or using its 
  spell-like abilities.  
   
  Improved Grab (Ex): To use this ability, a 
  vasuthant must first hit with its slam attack. It can then 
  attempt to start a grapple as a free action without 
  provoking attacks of opportunity. If it wins the grapple 
  check, a vasuthant immediately employs its enervating 
  crush attack. 
   
  Reality Distortion (Ex): A vasuthant has limited 
  influence over the forces of time and reality. Three times 
  per day (but only once per round), a vasuthant can take a 
  free action to reroll any unfavorable die roll or force its 
  opponent to reroll a favorable die roll. The vasuthant 
  must accept the result of the reroll. 
   
  Immunity to Light (Ex): Unlike many other 
  undead creatures, a vasuthant is immune to any harmful 
  effects of light, either natural or magical. All cleric spells 
  of the Sun domain as well as other spells with the light 
  descriptor (such as daylight) produce no adverse effects 
  on a vasuthant. 
   
  Trap Light (Ex): A vasuthant effectively absorbs 
  nearby magical and nonmagical light, creating a 60-foot 
  emanation of shadow. All creatures within this area, 
  including the vasuthant, gain concealment. Creatures 
  with low-light vision or darkvision can see normally 
  within the area of the emanation. Light sources within 
  the area are supressed, not dispelled. If a vasuthant moves 
  out of range before the light source’s duration expires, the 
  light source illuminates again (though its illumination 
  still cannot extend within the area of the vasuthant’s trap 
  light effect). 
   
  Unholy Toughness (Ex): A vasuthant gains a 
  bonus to its hit points equal to its Charisma modifier x its 
  Hit Dice. 
   
  Skills: Vasuthants have a +2 racial bonus on Listen 
  checks and Spot checks. *A vasuthant gains a +4 racial 
  
  CORS6-03 Shadows of the Dread Spiral (Low) 
   
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  bonus on Hide checks in areas of shadowy illumination. 
  In areas of bright illumination, it takes a –4 penalty on 
  Hide checks. 
   
  DARK CREATURE 
  Tome of Magic 
  Dark creatures dwell on the Plane of Shadow, sometimes 
  crossing into other planes where the barriers between 
  dimensions are weak. Just as parts of the Plane of Shadow 
  resemble a strange, distorted version of the Material 
  Plane, dark creatures superficially resemble creatures 
  from the Material Plane. Dark creatures are shadowy, 
  more elusive, and spookier than their material 
  counterparts. Gray and black are their most common 
  colors, and they almost never boast bright hues such as 
  white or yellow. Other creatures native to the Plane of 
  Shadow exist that have stronger or weaker connections to 
  the energies of the place (such as the shadow mastiff) and 
  do not follow this template. 
   
  “Dark” is an acquired or inherited template that can 
  be added to any creature (referred to hereafter as the base 
  creature). 
   
  Dark creatures tend to be much duller in color, with 
  more gray and black skin tones and hair highlights, than 
  their Material Plane versions. In general, they also weigh 
  less, as if part of their very substance was mere shadow 
  stuff. 
   
  A dark creature has all the base creature’s statistics 
  and special abilities except as noted here. 
   
  Size and Type: Type and size are unchanged. Dark 
  creatures encountered away from the Plane of Shadow 
  have the extraplanar subtype. 
   
  Speed: As base creature, +10 feet to all modes of 
  movement. 
   
  Special Qualities: A dark creature retains all the 
  special qualities of the base creature and also gains the 
  following. 
  - 
  Darkvision 60 ft. 
  - 
  Hide in Plain Sight (Ex): Use the Hide skill even 
  while being observed (except in natural 
  daylight, the area of a daylight spell, or a similar 
  effect). 
  - 
  Resistance to cold 10. 
  - 
  Superior low-light vision. 
  Skills: Same as the base creature, plus Hide +8 and 
  Move Silently +6. 
  Environment: Changes to Plane of Shadow. 
  Challenge Rating: Same as the base creature or 
  same as the base creature +1; see sidebar. 
  Alignment: Usually one step different from the 
  base creature, rarely good. 
  Level Adjustment: +1. 
  
  CORS6-03 Shadows of the Dread Spiral (Low) 
   
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  MAP 1: OUTSIDE THE FORGOTTEN TEMPLE OF 
  THARIZDUN 
   
   
  
  CORS6-03 Shadows of the Dread Spiral (Low) 
   
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  MAP 2: THE UPPER TEMPLE 
   
   
   
  
  CORS6-03 Shadows of the Dread Spiral (Low) 
   
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  MAP 3: THE LOWER TEMPLE 
   
   
  
  CORS6-03 Shadows of the Dread Spiral (Low) 
   
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  PLAYER HANDOUT 1: VALACHAN’S SPEECH 
   
  “I thank you for your willingness to accept my requests without rebuke. Now, I shall first tell you 
  who I am, and then we’ll talk of what needs to be done. 
   
  “As you already know, I am Varachan, although in times past that name meant a servant of 
  dread Tharizdun, rather than Fharlanghn as I am now. I was once a vile and despicable being, 
  preying upon the suffering of others, hoping to find ways to bring down his prison and unleash his 
  dark power upon all of Oerth. Then, one day, I felt something stir within me. It was a conscience, a 
  feeling of regret and shame for what deeds I had done, and what I was. It was from that moment 
  that I forsook my bondage to Tharizdun, and devoted myself to ensuring that he would forever 
  remain imprisoned. I was in the Temple of All-Consumption at the time, near the Lortmil 
  Mountains. After my work was done there, I moved around with other groups of cultists, always 
  working to foil their plans from within, or getting the word out to adventurers to take down the 
  cults when I could not disrupt their plans. For many years now I have played the role of a faithful 
  servant of Tharizdun, in order to stay close to those who seek ill upon the world. 
   
  “Thus, a dire threat to Oerth was recently brought to my attention. I cannot get involved, lest 
  my true allegiance be discovered, but I did gather as much information as I could to provide to you 
  to help squelch this new plot. 
   
  “A long time ago, in the Yatil Mountains, there was a temple devoted to Tharizdun, where 
  cultists flocked like moths to the flame. Apparently, from what I was able to uncover, it was some 
  sort of focal point for Tharizdun’s power, and the cultists there engaged in a ritual to draw him 
  forth from his prison. As time went by, the ritual lost its original context, and the priests wavered 
  in their commitments until only a single priest remained to conduct the ritual.  
   
  “Here is where what some know differs from what is known by the few in Tharizdun’s service. 
  The story goes that the priest, tired and old, eventually went off to his final rest somewhere in the 
  undertemple. However, the truth is that the priest abandoned the ritual to seek out the secrets of 
  lichdom, so that he could remain in Tharizdun’s service for as long as necessary to free him from 
  his prison. 
   
  “Eventually, he achieved his goal, and became a lich, renaming himself Darken Iyes. His 
  research took him to the Plane of Shadow, where he encountered a powerful shadow dragon, who 
  claimed to know the secrets of Tharizdun’s imprisonment. The dragon said that Tharizdun was 
  imprisoned on an inaccessible part of the Plane of Shadow, and the only way to truly free him 
  would be to draw forth the plane onto Oerth, to weaken his bonds. The dragon knew an insidious 
  way of accomplishing this – a new form of magic known simply as shadow magic, which, with every 
  casting, draws forth small bits of the Plane of Shadow into the caster’s world. Thus, every time 
  shadow magic is employed, it weakens the bonds of the dread god a little more. 
   
  “The two of them came back to Oerth, and began a plot to speed along the process of 
  Tharizdun’s return. They returned to the old temple, which had been called the Forgotten Temple 
  of Tharizdun since it had fallen out of use for such a long time, and subjugated the denizens there 
  – troglodytes, I believe. In addition, the shadow dragon began to train a select few in the art of 
  shadow magic, and he and the lich began a plot to draw forth a large portion of the Plane of Shadow 
  to Oerth through the focus deep in the undertemple. 
   
  “Thus, the current state of things; a situation most dire is upon us. My contact inside the 
  temple has not reported to me in some time; I fear he is lost. I need you to travel to the temple, 
  clear out as many cultists and their allies as possible, close any portals to the Plane of Shadow you 
  locate, and keep the denizens of the temple occupied while I send another group of more powerful 
  adventurers in to deal directly with the lich and the dragon. Can you attempt this?” 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Core Specials/596/CORS6-03 Shadows of a Dread Spiral/CORS6-03 Shadows of the Dread Spiral (Low).pdf