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. 
   
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  For questions specific to this document, please e-mail your Triad at contact.shl@iuzlg.com; for LIVING GREYHAWK campaign questions email 
  rpgahq@wizards.com. 
  SHL07-01 
   
   
   
   
   
   
   
   
   
   
   
   
  Falling into Shadows 
   
  A One-Round Dungeons & Dragons® Living Greyhawk™ 
  Shield Lands Regional Adventure 
  Version 0.9 
   
  by Jeffery A. Dobberpuhl, Esq 
  Circle Reviewer: Britt F. Frey 
   
  Continuing the Epic Adventure begun in SHL06-08 “Shadows of Memory”, the party must trace clues to the corruption 
  in the Shield Lands as well as trying to find an escape from the strange world they now find themselves trapped within. 
  An adventure for characters of APL 2 to 12. 
   
  This adventure directly follows SHL6-08 and continues a story that will run consecutively through SHL7-05.  
  
  SHL7-01 Falling into Shadows 
   
  Page 1 
  RPGA® SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA event 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 session Dungeon Master (or usually 
  just DM). Sometimes (and almost all the time in the cases 
  of home events) the senior gamemaster is also the session 
  DM. You must be at least a HERALD-LEVEL GM to run this 
  adventure. 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, players 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 December 31, 2008.  
   
  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 rule books: Player’s Handbook, DMG, 
  and the MM.  
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Refer to Appendix 1 for full 
  information 
  on 
  NPCs 
  and 
  monsters. 
  For 
  your 
  convenience, Appendix 1 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). You 
  need one copy of this for each participating player. 
   
  AVERAGE PARTY LEVEL (APL) 
  See Chapter One of the Living Greyhawk Campaign 
  Sourcebook for details on APLs. If the APL of your group is 
  an odd number, ask them before the adventure begins 
  whether they would like to play the higher or the lower 
  adjacent APL. 
   
  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 standard Regional adventure, set in the Shield 
  Lands. Characters native to that region pay 1 Time Unit 
  per round; all other characters pay 2 Time Units per 
  round. 
   
  More information about Lifestyle and Upkeep can be 
  found in the Living Greyhawk Campaign Sourcebook. 
   
  ADVENTURE BACKGROUND 
   
  The Shield Lands is in turmoil. Simen Sharn, heir to 
  the Council of Lords, was apparently murdered by his 
  uncle, Lord Natan Enerick. Enerick was captured and 
  thrown into Deep Rock, the Shield Lands prison beneath 
  the capital, Critwall. 
   
  The evidence showed that Simen Sharn’s personal 
  nurse was actually Zhayne (“Black Hearted Zhayne”), a 
  succubus that has caused misery in the Shield Lands as 
  long as anyone can remember. She even claims to have 
  fed the fires between the Shield Lands and Furyondy 
  leading to Iuz’s success in the war! He was also apparently 
  assisted by Captain Kruptan. Kruptan was a former 
  guard/administrator at Enerick’s foundry in Bright 
  Sentry. Later, Kruptan was assigned the prestigious post 
  of Captain of Gensal. He used that post to help direct 
  weapons shipments from the foundry to both Shield 
  Landers as well as Iuzians!  
   
  In SHL06-08, Shadows of Memory, the players 
  chased a strange manifestation of shadow. It led them 
  into a strange realm where they had to fight shadow 
  constructs of their friends. After successfully doing so, 
  they began to materialize back on Oerth. As they did so, 
  they saw Kruptan apparently confess to a multitude of 
  sins as well as state that everyone had been duped! Then, 
  as they were trapped between planes, soldiers of the 
  Shield Lands executed Kruptan. Kruptan’s body fell into 
  shadow and was lost. 
   
  A moment later, and the adventurers found 
  themselves lost in shadows as well… 
  
  SHL7-01 Falling into Shadows 
   
  Page 2 
   
  Thus, at the start of this adventure, the party is 
  trapped ‘beneath’ the Oerth in the Shadowdark.  
   
  A BRIEF HISTORY OF THE SHADOWDARK: 
  The Shadowdark is a tainting of the real world with the 
  infused power of the planes of shadow. It exists between 
  daylight and total darkness and is a land of whispers and 
  screams, nightmares and shattered hopes.  
   
  How did the Shadowdark come into being? This is 
  unknown. However, the Shadowdark is ancient, 
  incredibly ancient. It intersects with Oerth in places 
  where the darkness runs deepest and where hope has the 
  least chance to shine. Thus, the underground is ripe for 
  an intersection with the Shadowdark, as are certain 
  forests, deep waters and mountain valleys. It sometimes 
  intersects Oerth in the pit of a well, the half-open closet, 
  or down a darkened alleyway. In such times, monsters 
  may come forth and grab the unsuspecting or the poor 
  unfortunate may find themselves lost to a realm of night 
  mares. 
   
  What is the Shadowdark? The section of the 
  Shadowdark we are concerned with is the realm of the 
  Mindflayer King. It is a series of naturally occurring cave 
  tunnels and rips in the earth conjoined with hand worked 
  corridors and magically constructed passageways. Most 
  recently, the forces of Iuz have been using the spell 
  earthstride to move from place to place without 
  interruption of magical barriers. This has torn new 
  corridors through the underdark (usually 10’ round tubes 
  or larger).  
   
  Remember, this is a twilight world of fear and 
  hopelessness. Footsteps echo, shadows twitch, and the 
  feeling of being watched is constant and oppressing. 
  Environmental rules are in the Appendix. 
   
  Also note, in SHL06-08, we introduced the 
  Shadowdeep along with its environmental effects. That 
  realm is actually a transitional realm more closely tied to 
  the plane of shadow. Thus, its effects are harsher than 
  those presented for the Shadowdark. Still, these rules 
  should be a challenge for most parties. 
   
  ADVENTURE SUMMARY 
  Introductory boxed text places the PCs in the 
  Shadowdark. They find the headless body of Kruptan as 
  well as booted footprints on the ground. Following the 
  footprints out, the prints suddenly vanish (a clue they are 
  about to be attacked). 
   
  In Encounter One, the party faces some pretty scary 
  carrion crawlers. These monsters have swept the area, 
  clearing it of footprints in their travels. After defeating 
  the crawlers, the party must choose one of three paths. As 
  they choose a path, a cave in behind them secures their 
  course of action. 
   
  In Encounter Two, the party comes to a bridge over a 
  dark river. Symbols on the bridge indicate that crossing is 
  not permitted per the instructions of the King. Stepping 
  on the bridge quickly indicates it will tip and cannot 
  easily be secured. There is, however, a pedestal that is 
  nearby. Two of three odd shaped stones are sitting on it, 
  and there are recesses for three stones. The party needs to 
  determine the third stone has fallen off the pedestal into 
  the water. Searching the water will reveal the other stone. 
  Once all three stones are in place, braces extend from the 
  rock making the bridge secure. The other side reveals a 
  way station (empty right now) and three trails leading 
  off…  
   
  In Encounter Three, Four and Five, the party has 
  three areas to explore. In each area they party can pick up 
  a clue to their surroundings. Once they have all three 
  clues, they will be able to more easily navigate the 
  Shadowdark.  
   
  Encounter Three has the party finding a dead end 
  cave structure. It looks like this used to be a viable tunnel 
  until rock got pushed into it from one of the sides. 
  Examining the sides reveals a perfectly round tube 
  depression on each side of the tunnel. It has collapsed on 
  itself and is not traversable, but it is a clue as to the 
  Iuzians using the area via earthstride. This is explained in 
  more detail in later adventures. However, there is a dead 
  body in the rubble the party can loot for 1 shadow chain 
  and medallion.  
   
  Encounter Four is a mold farm. A family farm has 
  been attacked and destroyed. Searching the rubble reveals 
  the family grew and sold mold as a way of making a living. 
  Stabled nearby is a stable of riding lizards. The lizards 
  have attracted a wild lizard that the party must defeat. The 
  family has another shadow chain.  
   
  Encounter Five is a trading post. Multiple paths lead 
  out of this area. Strange creatures have set up an 
  impromptu market area. There are guard posts at the 
  various exits. These are guarded by bugbears that cruelly 
  keep all strangers at bay unless they have a pass to travel 
  “the King’s Roads” (I.E. the tunnels out of this region). 
  The various merchants have passes of various sorts that 
  the party cannot easily access. There is, however, a 
  merchant willing to deal in black-market shadow chains 
  (which allow access past the troglodytes). The party can 
  steal the chains, buy the chains (for a high price), do a 
  favor for the merchant, try to sneak past the troglodytes, 
  kill the merchant, etc. This merchant has enough chains 
  for the rest of the party (I.E. it is short two chains). Asking 
  around will learn a scout for the King was passing 
  through here with a package of some sort.  
   
  Encounter Six brings the party past the trading area 
  down any path they choose. They are attacked by an 
  underground abomination near a crevasse as they go.  
   
  Conclusion. The party stands at the end of a cliff 
  looking down into the vast Shadowdark. Sparkling lights 
  twinkle far away and a carved stairway leads into the 
  darkness below. 
  PREPARATION FOR PLAY 
  Be sure to read the Appendix on the environmental 
  effects. Many otherwise simple tasks become very 
  difficult when you simply cannot see. Crossing the 
  bridge, for example, is a gamble when the party cannot 
  see across. Even a high level party may question using 
  
  SHL7-01 Falling into Shadows 
   
  Page 3 
  dimension door when they do not know what is on the 
  other side. If characters are traveling with animals that 
  have unique difficulties in climbing, or have no way to 
  effectively transport such creatures, then they will have to 
  move at half speed. There may be some encounters, such 
  as Encounter Two, that prevents all further travel with 
  the animal companions! 
   
  Also, in the appendix is a spreadsheet to track party 
  light sources. This should be followed rigorously and any 
  expended fuel noted on the AR before the next 
  adventure. 
   
  Please note that Magic Item Creation and normal 
  post adventure activities are not practical in these 
  scenarios. 
   
  TROUBLESHOOTING 
  This adventure will be much more difficult to explain to 
  parties if at least ONE character did not participate in the 
  prior adventure. If none of the party participated, then 
  read the adventure background and give the players a 
  brief summary of such events as a ‘tavern tale’ or ‘local 
  gossip’. 
  INTRODUCTION 
  Players who did NOT participate in SHL6-08 will have 
  come to the Shadowdark via another method. Perhaps 
  they were walking down a shadowy alley at twilight, or 
  perhaps they stepped into a half-lit cave. They may even 
  have gone to sleep in their cozy room by a warm fire and 
  and slipped into the Shadowdark in their sleep! Establish 
  such actions, then read aloud or paraphrase the following: 
   
  Darkness fell and you fell with it. Encompassed by a 
  lack of light, wrapped in a blanket of shadow, you 
  have trod the only path in front of you: a set of 
  carved stairs going deep beneath the Oerth.  
   
  What lights you possess seem to be literally 
  eaten by the darkness. Every foot step appears to be 
  suspiciously loud.  
   
  At the foot of the stairs, a cavern stretched away 
  from you. As the last of you left the stairs, there is a 
  whispering, like a wind on a summer day. It grows 
  into a distant rumble and then crescendos with the 
  power of a mighty storm. Turning around, you no 
  longer see the stairs that brought you here. Rubble 
  chokes it and dust spills forth. It looks like you 
  escaped its confines just in time… 
  T 
  he party is trapped in the Shadowdark (see the Appendix 
  for more information). The cavern the party is in 
  stretches roughly 70 feet across in all directions. It is 
  rough hewn with a bare floor. The ceiling is a domed 
  affair, 60 feet above the floor. 
   
  There are three exits from the room, all at the far end 
  across from the collapsed stairwell. Not more than thirty 
  feet from the collapsed stairs, is a body – headless! 
   
  The body is dressed in Shield Lands Standing Army 
  clothing of extremely good make, although now ruined 
  due to being soaked in blood. The clothing is of a ranking 
  officer, although the identifying insignia has been cut off. 
  A number of arrows jut from the body. The head has been 
  skillfully severed from the body itself. There are no 
  weapons on the body, however there is a dagger sheath 
  that is empty. The sheath has stiching inside of it (that 
  can be revealed  by a Search check (DC 22)) that reads “To 
  Kruptan for your service. Congratulations, Enerik.” 
   
  Players of SHL06-08 should instantly recognize this 
  as the decapitated body of Kruptan. 
   
  Also in the blood, is a single booted print near the 
  body. At first glance, it appears to be human. However, a 
  character with Tracking can make a Survival check (DC 
  25) ascertain it is not a human boot mark, but some sort of 
  abomination. To determine it is a mindflayer requires a 
  Survival check DC 35. The tracks are about one day old. 
  Apparently, traveling in shadow took more time than the 
  party figured! 
   
  Following the trail of blood out of the room does not 
  require a survival check. It leads towards the three 
  corridors at the other end of the room. It then veers hard 
  to the right to take the exit farthest from the stairs.  
   
  A player with Knowledge (Architecture and 
  Engineering) or Stonecunning can make a check (DC 20) 
  to determine this entire area is not stable.  
   
  The corridor closest to the stairs can be followed 
  about twenty yards as it twists and narrows until it 
  becomes rubble filled. The central corridor runs about 
  one-hundred fifty yards in a slight curve to the left before 
  it ends at a massive drop (about 400 feet) in a dead end 
  crevasse. 
   
  The rightmost path quickly widens to hallway about 
  thirty feet wide and thirty feet across. The tracks abruptly 
  end about a quarter of a mile (1300 feet) after leaving the 
  chambers. See the Appendix for a map to be used with 
  Encounter One, below. 
   
  1: CRAWLERS IN THE DARK 
  The following encounter requires some explanation as to 
  the motives of the monsters. The parties are about to fight 
  one or more carrion crawlers, some of which are horrible, 
  twisted abominations (well, more so than normal…). The 
  crawlers have lucked onto the ever so slight blood trail 
  left by whatever is fleeing with the head of Kruptan. They 
  have been instinctively following it the direction it gets 
  stronger.  
   
  If the party is traveling with ANY light source 
  whatsoever, then the crawlers have backed up around the 
  corner (as shown on the map). At APL 4 and higher, the 
  crawler(s) have also retreated to the roof of the hallway (as 
  their reach extends to the five foot square below). When 
  there are multiple crawlers, One is on the roof, and the 
  others are a few squares behind on the walls or floor. 
   
  If the party is traveling using NO light sources, then 
  the crawlers and the party can make the usual checks to 
  see who sees who first. Remember, darkvision is doubled 
  for most purposes. 
   
  
  SHL7-01 Falling into Shadows 
   
  Page 4 
  CREATURES 
  APL 2 (EL 4) 
  Carrion Crawler (1): hp 19; MM 31. 
   
  APL 4 (EL 6) 
  Advanced Carrion Crawler (1): hp 77; Appendix 1. 
   
  APL 6 (EL 8) 
  Half Dragon Carrion Crawler (1): hp 95; Appendix 1. 
   
  APL 8 (EL 10) 
  Half Dragon Carrion Crawler Fighter 2 (1): hp 112; 
  Appendix 1. 
   
  APL 10 (EL 12) 
  Half Dragon Carrion Crawler Fighter 2 (2): hp 112; 
  Appendix 1. 
   
  APL 12 (EL 14) 
  Half Dragon Carrion Crawler Fighter 4 (2): hp 134; 
  Appendix 1. 
   
  Tactics 
  At APLs 2, 4 and 6, these creatures are basically mindless 
  or near mindless. They attack with little regard to tactics 
  and are more than willing (at higher levels when they 
  gain reach) to lash out at multiple opponents in the area. 
  They are not stupid and will not attack (with their 
  tentacles) creatures that are paralyzed. At APL 8, 10 and 
  especially 12, they develop a low cunning that allows 
  them a bit more leeway in planning their attacks (they 
  might choose multiple opponents for tentacles, etc.). 
   
  Once they develop a breath attack, it is possible they 
  will use it if they can catch a number of enemies at the 
  same time, especially if they can get surprise (although 
  from the ceiling that could be difficult). Once they 
  develop reach, they are willing to stay on the ceiling and 
  attack from their until they have paralyzed at least one or 
  two enemies, then move down to chew on the paralyzed 
  while they work on paralyzing more foes.  
   
  At the highest levels, the crawlers have mutated and 
  grown claws. These become their primary weapons which 
  they use in close combat against those directly fighting 
  them. 
   
  DEVELOPMENT 
  With the death of the crawlers, the party can proceed 
  down the corridor. No further footsteps are shown ahead 
  of the party (as the carrion crawler(s) have wiped the 
  corridor clean. 
   
  2: THE ENDLESS BRIDGE 
  From here on out, travels in the caverns should have a 
  feeling of danger lurking in the dark. Travel is slow, about 
  one to two miles per hour, due the rocky, torn floor. 
  About two miles after defeating the Crawlers in 
  Encounter One, read or paraphrase the following to the 
  party: 
   
  The surface of the floor of this tunnel has steadily 
  become rougher. Now there is a sensation of 
  entering a larger chamber. Rubble lays about the 
  floor and your echoes seem fainter, as if they have to 
  travel a great distance above you. 
   
  The tunnel stretches ahead about 50 feet. At that point 
  there is a shift in the surface of the tunnel floor, 
  apparently from some old earthquake. The party will face 
  a wall 55 feet tall. The ceiling of the tunnel has broken 
  away as well, leaving a 15 foot gap at the top to crawl 
  through. After that the tunnel continues normally. 
   
  If time permits, insert any of the following as 
  additional “mini-enconters” anywhere in Encounters 
  Two, Three, Four and Five. It is also acceptable to come 
  up with similar mini-encounters as long as 1) time 
  permits, and 2) the encounters do not put the party in any 
  actual danger or automatically drain resources (other than 
  time). Most of these are not real impediments, but since 
  most light sources are only 20 feet, some of these can 
  cause problems. 
  • The cavern floor is broken. The party must drop fifty 
  feet to the floor below. 
  • There is a sound coming from down a side corridor. If 
  the party goes to investigate, the ceiling collapses 
  between the party members (miraculously they jump 
  out of the way!). Both corridors eventually join back up 
  about a mile ahead. 
  • A grotto filled with Stalactites and Stalagmites comes 
  into view. It eerily appears as if the party is walking into 
  the jaws of some enormous slumbering beast. 
  • There is a rumble (earthquake), followed by a bit of 
  dust trickling down from the roof. A character making 
  a Knowledge (Architecture and Engineering) or 
  Stonecunning check (DC 20) is ‘fairly’ certain this area 
  is going to collapse and running for it is a great idea! (It 
  does not, in fact collapse, but a blind run into the 
  darkness may make parties wonder what is ahead of 
  them… A monster?  A cliff? A rock wall?) 
  • A strong gust of air (but from where?) suddenly blows 
  through the party. All attended flames must make a 
  Reflex save (DC 15) or be extinguished. If the flame is 
  covered, such as in a bullseye lantern, it receives a +4 
  circumstance bonus to the save. 
  • Thick dust hangs in the air reducing visibility to half its 
  normal range. 
   
  Tunnels here are typically ten feet across and twenty five 
  feet high. They are almost all naturally occurring in this 
  area, unless otherwise noted. 
   
  After traveling about 14 miles, the party will 
  encounter a chasm with a bridge. Read or paraphrase the 
  following, adjusting for any light conditions: 
   
  For the last few hours, your journey has been uphill, 
  if even ever so slightly. The air, typically stale, is now 
  
  SHL7-01 Falling into Shadows 
   
  Page 5 
  feeling just a bit cleaner and you can detect the hint 
  of a breeze.  
   
  Then, you hear it: the sound of running water. It 
  comes from somewhere ahead of you. As you move 
  forward, you can hear a distinctive splash, like some 
  great fish had snapped at prey near the surface. 
   
  At this point, the tunnel abruptly ends. The party is 
  standing in a chamber 40 feet wide and about 25 feet 
  across. The ceiling stretches high over head to nearly 140 
  feet over the party.  
   
  The far side of this chamber ends in a cliff wall. 
  About dead center of this wall is a 10 foot wide bridge 
  made of individual slates attached to some sort of bronze 
  pole on the party’s left hand side. It stretches away into 
  the darkness. Scrawled in Undercommon are the symbols 
  that translate to: No crossing without permission of the 
  King. 
   
  Right next to the bridge is a stone pedestal standing 
  about four feet high. It appears to be part of the floor. On 
  the pedestal are three depressions: A mushroom shape, a 
  diamond shape, and a crown shape. Each depression is 
  about three inches across. Resting on the edge of the 
  pedestal are two pieces of carved quartz: a diamond and a 
  crown. 
   
  If the party attempts to cross without putting the 
  third stone in place, the bridge will tilt to the right and 
  the party will be dumped in the river.  
   
  The third stone has actually fallen off the ledge and 
  into the river. A character can make a Search check (DC 
  30) go notice a slight chip in the floor just between the 
  pedestal and the cliff edge. 
   
  When all three stone are in place, a metal brace 
  shoots out of the stone and locks the bridge into place. 
   
  The cliff edge is 15 feet above the water’s edge. At 
  this point, the water is 15 feet deep. With a light source, a 
  character can make a Search check (DC 20) to find the 
  missing stone. Without a light source a character can 
  make a Search check (DC 35) to find the missing stone. 
  The river is actually 160 feet across and not exceptionally 
  difficult to swim. At either end of the cavern, the river 
  runs under the rock and is inaccessible.  
   
  Let the party be creative in figuring out a way across. 
  Maybe the party just lets the bridge tip and then tries to 
  go hand over hand across. Maybe the party just decides to 
  swim. Maybe they are able to use magic to create the 
  missing stone.  
   
  However, spells such as water walking and dimension 
  door may take on a special risk because the party most 
  likely will NOT know how far across the river runs, 
  whether there is a giant fish in the water, etc.  
   
  This encounter should be about problem solving and 
  not (too much) frustration.  
   
  Once on the other side, the area the party enters is 
  fairly small – 30 feet wide and about 20 feet across. There 
  is another pedestal, just like on the other side. All of the 
  stones are present. 
   
  There is also a solidly manufactured building, 20 feet 
  on a side. It is made from slate and has six sleeping bunks 
  inside. There are symbols in Undercommon that reveal 
  this is the King’s Rest Station (perhaps for guards?). 
  Inside are some grey-green crackers wrapped in thin 
  paper. These are one of the standard food staples and are 
  made from harvested mold and fungus (Mmmm 
  Yummy!). 
   
  By anyone’s guess, this place has not seen use in 
  quite some time. A 10 foot wide corridor leads out of here. 
  After about one mile it splits in three directions. To the 
  left is Encounter Three. To the Middle is Encounter Five, 
  and to the right is Encounter Four. To complete their 
  journey, the party will likely need to explore all three 
  areas. 
   
  Characters with Tracking can make a Survival check 
  (DC 15) to determine that all three paths have seen travel 
  on them. However, if a Survival check (DC 20) is made, 
  then it will appear as if these have not been used in 
  weeks, at best. If a Survival check (DC 30) is made, then 
  the tracker can pick out a specific slight set of fresher 
  scratches leading down the central path. 
   
  3: DEATH IN RUBBLE 
  The corridor leading away from Encounter Two is the 
  second widest of the three. It is 15 feet wide, 20 feet tall, 
  and is actually rough-hewn, not natural. It slowly sinks 
  lower and lower. After about 2 miles (about an hour of 
  travel) Read or paraphrase the following: 
   
  As you journey forward, the temperature has gotten 
  slightly cooler. Now and again, you can hear a slight 
  gurgling, to the left. Also, the left hand wall is 
  definitely damp. In a few places, you determine 
  water has actually pooled on the floor. 
   
  The party is actually traveling right next to the mighty 
  river they crossed in Encounter Two. There should be no 
  danger to the party unless they foolishly decide to breach 
  the wall. If that is the case, they will need to make four 
  Swim checks (DC 30) to fight the onrushing water. 
  Failure means being swept into the rapidly flooding 
  tunnels and most likely death. Note: There is NO reason 
  this author can think of for party members to do such a 
  thing, but it is included for the sake of completion. 
   
  After yet another hour of travel, read or paraphrase 
  the following: 
   
  For the past half hour, the tunnel has slowly angled 
  upwards. The air got drier and warmer. Now the 
  floor of the tunnel is getting rougher. Lots of loose 
  rocks and rubble are scattered about, and just at the 
  edge of your vision you can see what appears to be a 
  cave in. 
  Indeed, the end of the corridor is caved in. Bits of what 
  appears to be wood (it is compressed and hardened 
  fungus used for construction) are jutting out of the rocks. 
   
  If the party spends a few minutes looking at the 
  rubble, no search check is required to see bits of a body 
  sticking out of the rubble as well. The body can be cleared 
  from the rubble with little difficulty. It looks like large 
  humanoid with a very elephantine head. It is dressed in 
  
  SHL7-01 Falling into Shadows 
   
  Page 6 
  what where nice clothes (now ruined). A character can 
  make a Knowledge (Nature) check DC 20 to determine 
  this creature was a Loxo (MM II page 144). If a DC 25 
  check was made, the character will know these creatures 
  are typically nomads and have a tendency towards 
  sorcery. If a DC 30 check was made, the character also 
  knows they usually live in plains and grass lands regions.  
   
  Once the body is recovered, a Search check (DC 22) 
  will reveal that under the rubble is a small necklace made 
  from white gold. At the end of the chain is an onyx stone 
  carved with a crown. This is a “Shadow Chain”, a very rare 
  item given out to those trusted to freely travel the realm 
  of the Mindflayer King. The shape of the stone 
  determines which of the eight great houses gave out the 
  stone. See Appendix 3b. On this chain the stone is an 
  oval.  
   
  The wreckage itself can be searched if the party 
  wants to spend an hour excavating. If they do, they will 
  learn it was a wagon drawn by lizards. It was apparently 
  carrying foodstuffs. It is wrecked beyond repair or 
  salvage. 
   
  Characters can make a Knowledge (Architecture and 
  Engineering) or Stonecunning check (DC 20) to ascertain 
  the cause of the cave in. The edges of the cave (on either 
  side of the tunnel) in are very uniform and smooth, and if 
  one could excavate the entirety, the guess is it would form 
  a perfect circle. Whatever caused this was not natural in 
  nature, but it apparently caused the roof to collapse. 
   
  There is nothing more at the end of this corridor. 
   
  4: FUNGUS AND MOLD 
  The corridor leading to this encounter from Encounter 
  Two is ten feet wide and twenty five feet tall. Like the 
  corridor in Encounter Three, it is a ‘worked’ area, 
  although only rough-hewn. The corridor runs about 3 
  miles (an hour and a half’s walk) before it widens into an 
  underground chamber. Read or paraphrase the following: 
   
  Blue and purple glow radiates from the area ahead of 
  you. The twisting rock walls of your corridor have 
  widened and opened into a sprawling cavern, 
  hundreds of yards across and hundreds of feet high. 
  Twinkling lights from above give the impression of a 
  starry night. 
   
  Numerous rocks embedded in the ground glow 
  blue or purple. They light up a number of squared 
  off patches of earth. Each patch is about 50 feet by 50 
  feet and is filled with various strange plants, all 
  glowing in bright neon colors: orange, red, blue, 
  yellow, purple and green.  
   
  In the distance you can make out some animals 
  in a stable, and behind that, a stone structure that 
  must be a house. 
   
  The “plants” are all molds and funguses of various sorts. A 
  character can make a Knowledge (nature) check or 
  Knowledge (dungeoneering) check (DC 20) to realize all 
  of these fungus and molds are edible! This is, in fact, a 
  farmstead. The family farms fungus and molds and brings 
  them to market. 
   
  The lizards are all large sized and look completely 
  viscous. They have sharp claws on their forearms, and 
  their powerful legs are clearly capable of carrying them at 
  great speed. In their massive jaws are a number of wicked 
  looking teeth. Their bodies are bright red with dark blue-
  green triangular stripes down either side. These creatures 
  are Deinonychus, a form of dinosaur, that have been 
  raised as domesticated animals in the shadow realm. The 
  locals call them “riding lizards”. Because of their high 
  Jump skill, they are perfectly suited for leaping from 
  rubble bit to rubble bit or across caverns. They will not 
  attack as long as the party does not attack them. In fact, if 
  approached cautiously, they will readily accept any food 
  the party has to offer as they have not eaten in about two 
  days. With a successful Handle Animal check (DC 15) 
  (made over three hours, and only after being fed) they 
  will actually serve the character making the check. This 
  check can be made untrained. If failed, the check can be 
  retried up to three more times after three more hours of 
  training each time. 
   
  Deinonychus (Number is to equal to number of 
  party members): Hp 34 each. MM 61. 
   
  Against the stables, there is a large cart made of a wood 
  like substance (pressed fungus wood). There is also a set 
  of harnesses that would be used to hook up the 
  deinonychus to the cart.  
   
  The farmhouse itself is made from slate and is a 
  simple four room affair: two bedrooms, a common room 
  and a cooking room. The rooms have standard life 
  essentials (thread-bare clothes, cooking pans, etc., 
  nothing of real value). 
   
  The area is suspiciously empty of other forms of life, 
  such as the farmers who lived here. However, about 
  seventy-five feet away from the stables is a low buzzing 
  sound. Inspection of the patch of weeds will reveal four 
  dead bodies. They are humans with exceedingly pale skin. 
  Their hair is pure white.  
   
  All of them are dead, their bodies having been 
  apparently hacked apart by some bladed weapons. Fungus 
  and mold has already started to eat away at the bodies, 
  making one believe the family has been dead about two 
  days, and making further inspection difficult. Still, a 
  successful Heal check (DC 20) will reveal the bladed 
  weapons are actually more like claws and the bodies have 
  actually been fed on. A successful Knowledge (Nature) 
  check (DC 25) will determine the bodies look like they 
  were actually buried here in a crude manner, like an 
  animal would do.  
   
  A Search check (DC 18) will allow the party to find a 
  shadow chain. This is a small necklace made from white 
  gold. At the end of the chain is an onyx stone carved with 
  a crown. The stone is an oval. 
   
  As the party inspects the bodies, they will disturb the 
  local fungus. This will draw the attention of the feral 
  lizard that killed these farmers (It is lurking down the 
  tunnel as shown on the map). Note, at APL 2, it is 
  
  SHL7-01 Falling into Shadows 
   
  Page 7 
  presumed the lizard that killed these farmers died to the 
  violet fungus. See Development, below. Further, at all 
  APLs, the Shrieker provides no additional challenge and 
  is included only for the ‘atmosphere’ of the encounter. 
   
  CREATURES 
  APL 2 (EL 4) 
  Shrieker (1): hp 11; MM 113. 
  Monitor Lizard (2): hp 22; MM 276. 
   
  APL 4 (EL 6) 
   Shrieker (1): hp 11; MM 113. 
  Violet Fungus (2): hp 15; MM 113. 
  Deinonychus (1): hp 34; MM 61. 
   
  APL 6 (EL 8) 
  Shrieker (1): hp 11; MM 113. 
  Violet Fungus (3): hp 15; MM 113. 
  Deinonychus (3): hp 34; MM 61. 
   
  APL 8 (EL 10) 
  Shrieker (1): hp 11; MM 113. 
  Violet Fungus (3): hp 15; MM 113. 
  Megaraptor (3): hp 79; MM 61. 
   
  APL 10 (EL 12) 
  Shrieker (1): hp 11; MM 113. 
  Violet Fungus (2): hp 15; MM 113. 
  Yellow Mold: DMG 76. 
  Tyrannosaurus (3): hp 180; MM 62. 
   
  APL 12 (EL 14) 
  Shrieker (1): hp 11; MM 113. 
  Violet Fungus (2): hp 15; MM 113. 
  Yellow Mold: DMG 76. 
  Tyrannosaurus (3): hp 170; MM 62. 
  Advanced Tyrannosaurus (1): hp 356; Appendix One. 
   
  Tactics 
  At all levels, the shrieker will begin making noise when it 
  is disturbed. The lizards are hiding in the corridor as 
  shown on the map. If violet fungi are present, they will 
  get their flailing attacks in as best they can (Don’t forget 
  they have a 10’ move rate!). At the highest level, the 
  farmer’s bodies have partially been eroded and as such are 
  now yellow mold. 
   
  DEVELOPMENT 
  Once killed, the party can easily finish searching the 
  bodies, or even go up the corridor the monster was hiding 
  in. Note that it’s ok if the party explores the tunnel first! 
  In fact, this may make them drop their guard when then 
  investigate the farmers. 
   
  If the party successfully handles the riding lizards, 
  they gain “Lizard Companion” on the AR. 
   
  5: TRADING POST AT THE EDGE OF NOTHING 
  The corridor leading to Encounter Five should be 25 feet 
  wide. However, many floor, wall and ceiling failures have 
  made this corridor sometimes only 5 feet wide, or 
  sometimes with huge cracks or gaps in the floor. It does 
  not require a Knowledge check to determine that at one 
  time this must have been the start of an impressive 
  roadway. However, it is not very usable now! 
   
  Read or paraphrase the following 
   
  Sounds and smells have traveled down the twisting 
  corridor to you. Apparently, quite a few people have 
  gathered ahead of you. 
   
  This corridor opens into a trading post, as shown on the 
  map. The party will see there is about 120 creatures living 
  in here, all of them in temporary quarters. There are three 
  major exits out of here, and one minor exit (that runs to 
  Encounter Four). 
   
  If the party speaks or understands Undercommon, 
  they can purchase goods, pick up rumors, etc. Otherwise 
  they will have to rely on their skills of observation! Note 
  that as long as the party is generally well behaved, no one 
  will bother them in this region. They are free to rest, talk 
  to others, etc. If they start a fight, however, they will 
  quickly be attacked by the Bugbear Guards (See A, below), 
  and to the extent it seems appropriate, by the other 
  merchants here as well. Each of the major areas is 
  described below: 
  A. Bugbear Guards. At each of the three major exits 
  leading out, there are five bugbear guards. They are 
  dressed in black studded leather armor, and are 
  armed with a nasty looking long spear, an axe, and a 
  small steel shield. None of them have any particular 
  rank symbols (because they are just soldiers). The 
  guards will not let anyone out of this area unless 1) 
  they have a shadow chain, or 2) they know the 
  individual is traveling with someone with authority 
  to bring others along (such as an established 
  merchant). They know just about everyone here, if 
  not by name, by sight, and so will know the party 
  does not fall into category 2. A Diplomacy check (DC 
  20) is required to get any information out them (5 
  ranks of Profession Soldier gives a +2 circumstance 
  bonus to the check). Killing these guards is a bad idea 
  as it will give the party the “Light in the Darkness” 
  reward on the AR. 
  B. Main Trading Area. The party can mingle with 
  about 100 creatures of various shapes and forms. 
  None of the creatures are mind flayers, however. 
  Here is a BRIEF list – no attempt at fleshing out 
  these creatures is intended. They all have great 
  interest in purchasing any surface animals the party 
  has with them (at 20% above Player’s Handbook 
  Prices!). As long as the party is friendly, a simple 
  Gather Information check (DC 15) will get all of the 
  information detailed below! In all cases, the creatures 
  below are denizens of this realm and so their terrain 
  type is “subterranean”. Also, they all speak 
  
  SHL7-01 Falling into Shadows 
   
  Page 8 
  undercommon instead of common. The party can 
  buy up to 2 items each of anything in the Player’s 
  Handbook table 7-8, except for lodging, mounts (the 
  gear can be sold), transport, and services. 
  A. Shither: Female Areana silk merchant. This 
  creature is in its spider/humanoid form. It has 
  12 human guards (actually ALSO areanas).  
  B. Grozzel Naz: Male Bugbear Half-fiend hide 
  merchant. This creature continually radiates a 
  slight reddish smoke coming from its fur, and, 
  in fact, radiates a small amount of heat (from its 
  fiendish heritage). It has 14 bugbear guards. 
  C. Aquila Vorket: Female Medusa statuary 
  merchant. She has 14 kobold guards (you have 
  to wonder if she had more because she tends to 
  specialize in statues of kobolds…). She keeps 
  her face veiled at all times and will NOT use her 
  gaze attack unless attacked. 
  D. Hible:  Male Human Werewolf salted meat 
  merchant. He has two athach guards, as well as 6 
  other human guards (actually werewolves). He 
  has an extremely strong garlic odor to him. 
  E. Der Mor: Female Kobold rock merchant. That’s 
  right. They sell rocks. Lots of them. Perfect for 
  using in slings or just tossing at someone. Heck! 
  Drill a hole in one edge and make a necklace! 
  Have a slight breeze? Use one as a paperweight! 
  She has a small horde of kobolds with her (20). 
  They hate Aquila Vorket. 
  F. Kz’nak of the 7 Questions: Male Raksasha 
  bone merchant. He will try to seduce ANY 
  females in the party. He travels with 10 
  troglodyte skeleton guards and two trained 
  attack rust monsters. 
  G. 2 Dozen Random Individuals: These all seem 
  to be working alone and are mostly human 
  farmer types. 
  C. Agnena: Female Loxo spell merchant. She sells 
  scrolls (from the DMG) of 150 gp value or less, and 
  potions of 150 gp value or less. She has a maximum 
  of 1 of any particular scroll, except for comprehend 
  languages of which she has six copies. She just got 
  here yesterday and is looking for her missing mate: 
  Anenga (See Encounter 3, above). If the party did not 
  investigate Encounter 3, yet, she will ask the party if 
  they could search for him. She believes he took a 
  wrong turn into the undeveloped area, or was 
  looking for a short cut. Either way, if the party 
  reports the fate of Anenga, she will let them keep the 
  shadow chain and give them a dark lantern (See the 
  Appendix on new magic items).  
   
  Treasure: 
   
   
  All APLs: Magic Dark Lantern (2000 gp) 
   
  D. Ka Ri Masu: Male Human Rog4. (Appraise +12, 
  Sense Motive +12). Ka Ri Masu sells jewelry of all 
  sorts. All of his wares seem to be junk, except that he 
  does have a number of shadow chains! He has two 
  less chains as there are party members. He will not 
  initially show them for sale, until he sees the party 
  try to get past the bugbear guards. Then he will ask 
  what they’d pay. He will appear to be checking out 
  the party. Actually he is making an Appraise check 
  (DC 22). If he is successful, he will offer to sell them 
  for APL x 150gp each. If he fails, he will offer to sell 
  them for APL x 75gp each. He can be bartered down 
  to 100gp or 50gp each (if he made his check or did 
  not, respectively). The party is free to come up with 
  any methods they want to get these off him, 
  including stealing them (via slight of hand). He is 
  chaotic neutral.  
  E. Ghorkam: Female Bugbear oddities merchant. She 
  has a real bad attitude about something (not the 
  party) and always seems distracted. She has a few 
  neat items to sell: Wand of Daylight (4,500 gp), Hand 
  of the Mage (900 gp), Hand of Glory (8,000 gp), +1 
  Throwing Battleaxe (radiates light) ( 8,310 gp) 
  F. Figord: Male human produce merchant. He seems 
  to have the most permanent stand here of anyone. 
  He sells all manner of food. He is concerned that he 
  has not seen the Dolz family in a while (The family 
  dead in Encounter Four). If the party has not 
  investigated Encounter Four, he will ask them to 
  check on the family if they get the chance (and will 
  tell them about the lesser known exit to their farm). 
  Note – This means the party will almost 
  CERTAINLY face the lizard part of the encounter 
  BEFORE the fungus part of the encounter.  
  G. Irainbo Vooh:  Female half-fiend high elf ring 
  merchant. She is strikingly beautiful with dark blue 
  skin and moonlight white hair. She is painted head 
  to toe with intricate tattoos. She will try to seduce a 
  male member of the party with a Charisma of 12 or 
  better. She can sell the party any of the following 
  rings: Feather Falling (2,200 gp), Sustenance (2,500 
  gp), Climbing (2,500 gp), Protection +2 (8,000 gp), 
  Climbing, Improved (10,000 gp), Jumping, Improved 
  (10,000 gp). If the party 1) Helped the Loxo 
  merchant, 2) Checked on the farm family, 3) and a 
  male (of 12 Charisma or better) in the party agrees to 
  have a dinner with her after she shuts down her 
  shop, she will sell the rings to them for 20% less on 
  this AR (The party receives Vooh’s Kindness on the 
  AR). She is Neutral Evil, but not malicious. 
  H. The Cube: Gelatinous Cube merchant. Ok, this is a 
  bit silly, but it’s meant for fun. There is a merchant 
  “booth” that has exotic weapons shown on PHB table 
  7-5. It is essentially just assorted weapons scattered 
  around in a big pile. Next to the pile is a gelatinous 
  cube. It says nothing. It just, kind of, well, sits there, 
  shaking ever so slightly. Also next to it is a small pile 
  of gold. The other merchants just say this thing 
  shows up from time to time, dropping off whatever it 
  picked up in the corridors. Apparently, it must have 
  come across a battle somewhere. No one has ever 
  tried to cheat it, because, well, it’s just a bit creepy… 
  Players can leave any money they want and take what 
  ever weapons they want. They can even take gold if 
  they want! However, the next morning, they will lose 
  
  SHL7-01 Falling into Shadows 
   
  Page 9 
  any items they did not fairly pay for, and any gold 
  they stole.  
   
  Information: Players who successfully talk to the 
  merchants or guards learn the following: 
  • Roads out of here are called “the King’s Road” 
  • The “King” is the Mindflayer King. (“Don’t you know 
  ANYTHING?”) 
  • The corridor the party came from hasn’t been used in 
  recent memory. Too many cave ins. 
  • There WAS someone else who came from that way, a 
  Mindflayer scout or ranger.  It was probably surveying 
  the area for one of the major houses. He passed 
  through here a few days ago with a large (hmmm… 
  head sized….) package of some sort. 
  • Far away, there is a massive city of the Mindflayer King. 
  That is the center of power of this realm. 
  • The paths out of here lead to other underground 
  communities. This is a pretty out of the way outpost, 
  but it is one of the safest roads and it does connect the 
  Far Hand region with the Upper Lakes of Madness 
  region. A few days travel out of here and there are other 
  routes that cross back and forth.  
  • The merchants also like this area because its far enough 
  away that they can sell and trade otherwise contraband 
  goods (like arms and armor) although only The Cube 
  brought anything like that this time… 
  • The typical races down here are various abominations, 
  although there are a few dwarves, elves, gnomes, 
  humans, etc. However, the true masters down here are 
  the mindflayers. 
  • There are some weird tunnels that have appeared lately: 
  Round tubes that will appear over the space of just a 
  few minutes. They are all dangerous however as they 
  tend to collapse within a week or two. Rumor has it 
  that if you see one created, you can see the souls of the 
  dead traveling through the stone, leaving the tunnel 
  behind them! 
  • None of them know how to “escape” this realm to 
  Oerth. They all know legends of places where the 
  shadow begins to thin and sometimes a person will be 
  snatched away or killed by creatures of light. 
   
  6: IT DOESN’T MATTER… 
  The three major routes out of this region are all well 
  traveled. Asking around will reveal that it is not unusual 
  to see a merchant band moving up or down the corridor. 
  There just are none going right now. Still, if the party 
  really wants, they can wait for 1 TU and then travel out 
  with Agnena (She takes the central corridor). Nobody 
  really remembers which exit the mindflayer took. The 
  bugbears remember him leaving, but they change guard 
  posts all the time, so they just are not positive (They will 
  decide, if pushed, that he took the central corridor, which 
  is the truth).  
   
  Still, it ultimately does not matter for this adventure. 
  All the tunnels will lead the party on a twisting path 
  deeper and deeper into the realm of the Mindflayer King. 
  Tracking will reveal wagon wheel scraps, boot marks, etc. 
  on all of these routs. About once per 48 hours, the party 
  can meet or over come a merchant band similar to those 
  described above. The corridors here tend to be roughly 
  hewn, 20 feet wide and 25 feet high. 
   
  After about 15 miles of twisting tunnels, the party 
  will come across an area where part of the corridor has 
  fallen away. The over all area is about 30 feet wide and it 
  looks like the rock floor itself has been pulled apart! This 
  area is only 10 feet wide on one side, 15 feet wide on the 
  other side, with a 5 feet wide chasm (100 feet deep) in 
  between.  
   
  The floor itself has collapsed and so the cavern roof is 
  40 feet high. Chunks of roof have fallen in the area which 
  the party can scramble over. Some of the chunks are 
  huge, as big as an orc! Lurking in this area, looking for 
  victims, is an underground abomination! 
   
  CREATURES 
  APL 2 (EL 4) 
  Darkmantle (4): hp 6; MM 39. 
   
  APL 4 (EL 6) 
  Darkmantle (3): hp 6; MM 39. 
  Cloaker (1): hp 45; MM 37. 
   
  APL 6 (EL 8) 
  Advanced Cloaker (1): hp 189; Appendix One. 
   
  APL 8 (EL 10) 
  Advanced Cloaker (2): hp 189; Appendix One. 
   
  APL 10 (EL 12) 
  Roper (1): hp 85; MM 216. 
   
  APL 12 (EL 14) 
  Roper (2): hp 85; MM 216. 
   
  Tactics 
  At all APLs, these creatures are cunning. They have found 
  an area where few merchants are currently traveling so 
  they feel safe from discovery. They don’t want to use the 
  chasm to toss party members down because it’s too 
  difficult to recover the bodies to feed on. However, if it 
  makes sense, they will use the gap to separate the party. 
  The cloakers will tend NOT to use their engulf attack 
  unless they can be separated from immediate counter 
  attack by other party members. 
   
  Treasure:  
   
  APL 2: Loot – 134 gp. 
   
  APL 4: Loot – 534 gp. 
   
  APL 6: Loot – 934 gp. 
   
  APL 8: Loot – 1834 gp. 
   
  APL 10: Loot – 3534 gp. 
   
  APL 12: Loot – 5334 gp. 
   
  
  SHL7-01 Falling into Shadows 
   
  Page 10 
  DEVELOPMENT 
  The abominations have already managed to get one 
  victim! This was a paunchy, pale skinned human dressed 
  in incredibly multicolored silks. Apparently the merchant 
  had managed to sell quite a bit, because he has a pouch 
  with some valuable gems (APL 2-6 valued at about 30-50 
  gp each, APL 8-10 valued at about 100-200 gp each, and at 
  APL 12 valued at about 400 – 600 gp each) in them. 
  Unfortunately, the gems have scattered about. The party 
  may make Search checks. Total the Search check results. 
  This is the percentage (in value) of the gems recovered. 
  For example: If the party gets a 15, 24, 4, 20, 10, and 12, 
  they will have a total Search check result of 85. In that 
  case, they found 85% (in value) of the gems. 
   
  The merchant is partly digested. No sign of a shadow 
  chain or any of his guards (if he had any) can be seen. 
   
  CONCLUSION 
  All around you is darkness. It holds everything in its 
  seemingly unescapable grasp. Still, escape you must. 
  The world of light, your home, needs you to return. 
   
  And what of Kruptan’s head? For what strange 
  purpose was it taken? Was it on purpose? A random 
  event? If you had it, you could bring it to those 
  capable of extracting its secrets! 
   
  But for now, your focus is mastering the secrets 
  of this realm of the Mindflayer King. You must find 
  a way to escape, and soon, before the darkness 
  consumes you! 
   
  For most characters, they will probably be following this 
  adventure series to its conclusion. However, not all will 
  be doing so. For those persons, it is assumed that during 
  their journeys they come to a junction where the shadows 
  mysteriously lighten, where hazy images of the surface 
  world appear. Such characters are deemed to have 
  escaped this realm… for now! 
   
  The End 
  EXPERIENCE POINT SUMMARY 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award.  Award the total value (objectives plus 
  roleplaying) to each character. 
   
  ENCOUNTER ONE 
  Defeating the Crawlers 
   
  APL2 120 xp 
   
  APL4 180 xp 
   
  APL6 240 xp 
   
  APL8 300 xp 
   
  APL10 360 xp 
   
  APL12 420 xp 
   
  ENCOUNTER FOUR 
  Defeating the Crawlers 
   
  APL2 120 xp 
   
  APL4 180 xp 
   
  APL6 240 xp 
   
  APL8 300 xp 
   
  APL10 360 xp 
   
  APL12 420 xp 
   
  ENCOUNTER SIX 
  Defeating the Crawlers 
   
  APL2 120 xp 
   
  APL4 180 xp 
   
  APL6 240 xp 
   
  APL8 300 xp 
   
  APL10 360 xp 
   
  APL12 420 xp 
   
  STORY AWARD 
  Getting past the Bugbear guards without a combat. 
   
  APL2 90 xp each 
   
  APL4 135 xp each 
   
  APL6 180 xp each 
   
  APL8 225 xp each 
   
  APL10 270 xp each 
   
  APL12 315 xp each 
   
  TOTAL POSSIBLE EXPERIENCE: 
   
  APL2 450 xp 
   
  APL4 675 xp 
   
  APL6 900 xp 
   
  APL8 1,125 xp 
   
  APL10 1,350 xp 
   
  APL12 1,575 xp 
   
  TREASURE SUMMARY 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions.  Looting the bodies takes at least 10 
  minutes per every 5 enemies, and if the characters cannot 
  take the time to loot the bodies, they do not gain this 
  gold.  If you feel it is reasonable that characters can go 
  back to loot the bodies, and those bodies are there (i.e., 
  not carted off by dungeon scavengers, removed from the 
  scene by the local watch, and so on), characters may 
  return to retrieve loot.  If the characters do not loot the 
  body, the gold piece value for the loot is subtracted from 
  the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available.  A normal 
  adventuring party can usually gather this wealth in a 
  round or so.  If for some reason, they pass up this treasure, 
  
  SHL7-01 Falling into Shadows 
   
  Page 11 
  the coin total is subtracted from the encounter totals 
  given below. 
   
  Next, the magic items are listed.  Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure.  Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it.  Other times they may 
  attempt to use the item blindly.  If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the 
  item is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure.  Write the total in 
  the GP Gained field of the adventure certificate.  Because 
  this is a Regional scenario, characters may spend 
  additional Time Units to practice professions or create 
  items immediately after the adventure so this total may be 
  modified by other circumstances. 
   
  L = Looted gear from enemy; C = Coin, Gems, 
  Jewelry, and other valuables; M = Magic Items. 
   
  ENCOUNTER FIVE:  
   
  APL All: L: 0 gp; C: 0 gp; M: 333 gp –Dark Lantern 
  (2000 gp). 
   
  ENCOUNTER SIX:  
   
  APL 2: L: 67 gp; C: 0 gp; M: 0 gp  
   
  APL 4: L: 267 gp. C: 0 gp; M: 0 gp  
   
  APL 6: L: 467 gp. C: 0 gp; M: 0 gp  
   
  APL 8: L: 917 gp. C: 0 gp; M: 0 gp  
   
  APL 10: L: 1767 gp. C: 0 gp; M: 0 gp  
   
  APL 12: L: 2667 gp. C: 0 gp; M: 0 gp  
   
  TOTAL POSSIBLE TREASURE 
   
  APL 2: L: 67 gp; C: 0 gp; M: 333 gp  
   
  APL 4: L: 267 gp; C: 0 gp; M: 650 gp 
   
  APL 6: L: 467 gp; C: 0 gp; M: 900 gp 
   
  APL 8: L: 917 gp; C: 0 gp; M: 1,300 gp 
   
  APL 10: L: 1767 gp; C: 0 gp; M: 2,300 gp 
   
  APL 12: L: 2667 gp; C: 0 gp; M: 3,300 gp 
   
  SPECIAL 
  Note: Shadowdark adventures include SHL6-08, 7-01, 7-
  02, 7-03, 7-04, and 7-05. ‘Shadowdark’ access is the same as 
  ‘Adventure’ access, except the items can be purchased 
  after any Shadowdark adventure, as well. 
   
  Trapped in Shadow! 
   
  Benefits: If your prior AR is from a Shadowdark 
  adventure, you gain 1 Shadow Point. This AR does not 
  count for determining “Adventure” access length from 
  non-Shadowdark ARs. All items on this AR are changed 
  to ‘Shadowdark’ access. 
   
  Restrictions: If you use Magic Item Creation, 
  Benefits from Non-Adventuring Activity, purchase items 
  from a non-Shadowdark AR, or play a non-Shadowdark 
  adventure before completing all adventures in the 
  Shadowdark series, you lose all accumulated shadow 
  points, all Shadowdark access reverts to Adventure access, 
  and all Shadowdark ARs retroactively count for 
  determining Adventure access length from non-
  Shadowdark ARs. 
   
  Vooh’s Kindness: Choose ONE of the items marked 
  with a * below. You may purchase ONE copy of that item 
  on installments, paying 10% per AR for the next 10 ARs, 
  including this one. You gain the ring immediately. If you 
  miss a single payment, the ring disappears and Vooh 
  reimburses you the total amount paid. You may not sell 
  the ring until it is fully paid for. 
   
  Lizard Companion: You may take a Deinonychus as an 
  Animal Companion if you have that class feature. 
   
  Shadow Chain: You have a shadow chain. This white 
  gold chain has an opal onyx with a tiny crown carved into 
  the stone. It allows passage in some areas. It cannot be 
  sold. 
   
  Light in the Darkness: Word of your deed spreads and, 
  if you are recognized, you will be known as an enemy of 
  the Mindflayer King!  
   
  ITEMS FOR THE ADVENTURE RECORD 
  ITEM ACCESS 
  All APLs: 
  • +1 throwing battleaxe (radiates light) (Adventure; DMG; 
  8,310 gp) 
  • Dark lantern (Adventure; Tome of Magic) 
  • Hand of the mage (Adventure; DMG) 
  • Hand of glory (Adventure; DMG) 
  • Ring of feather falling (Adventure; DMG) * 
  • Ring of sustenance (Adventure; DMG) * 
  • Ring of climbing (Adventure; DMG) * 
  • Ring of climbing, improved (Adventure; DMG) * 
  • Ring of jumping, improved (Adventure; DMG) * 
  • Wand of daylight (Adventure; DMG; 4,500 gp) 
   
   
  
  SHL7-01 Falling into Shadows 
   
  Page 12 
  APPENDIX 1: APL 4 
  1: CRAWLERS IN THE DARK 
  ADVANCED CARRION CRAW LER 
  CR 6 
  Neutral Huge aberration 
  Init +2; Senses darkvision 60’; scent; Listen +6, Spot +6 
  Languages None 
  AC 19, touch 8, flat-footed 17 (-2 size, +2 Dex, +9 natural) 
  hp 77 (9 HD) 
  Fort +7, Ref +5, Will +9 
  Speed 30 ft.; climb 15 ft. 
  Melee 8 tentacles +10 (paralysis) and bite +5 (1d6+3) 
  Space 15 ft.; Reach 10 ft. (15 ft. with tentacles) 
  Base Atk +6; Grp +20 
  Abilities Str 22, Dex 14, Con 18, Int 1, Wis 16, Cha 6 
  Feats Alertness, Combat Reflexes, Track, Ability Focus 
  (Paralysis), Extended Reach 
  Skills Climb +15, Hide +0, Listen +6, Move Silently +5, Spot 
  +6 
  Paralysis (Ex) Those hit by a crawler’s tentacle attack must 
  succeed on a DC 20 Fortitude save or be paralyzed for 2d4 
  rounds. The DC is Constitution based. 
  Skills Crawlers have a +8 racial bonus on Climb Checks and 
  can always choose to take 10 on Climb Checks, even if 
  rushed or threatened. 
  
  SHL7-01 Falling into Shadows 
   
  Page 13 
  APPENDIX 1: APL 6 
  1: CRAWLERS IN THE DARK 
  HALF-DRAGON CARRION CRAW LER 
  CR 8 
  Chaotic Evil Huge dragon (black) 
  Init +2; Senses darkvision 60’; low light vision; scent; Listen 
  +6, Spot +6 
  Languages Draconic 
  AC 23, touch 8, flat-footed 21 (-2 size, +2 Dex, +13 natural) 
  hp 95 (9 HD) 
  Immune paralysis, sleep, acid 
  Fort +8, Ref +5, Will +9 
  Speed 30 ft.; fly 60 ft. (average); climb 15 ft. 
  Melee 2 claws +14 (1d8+10), 8 tentacles +9 (paralysis), and 
  bite +9 (2d6+5) 
  Space 15 ft.; Reach 10 ft. (15 ft. with tentacles) 
  Base Atk +6; Grp +24 
  Special Actions breath weapon (acid) 
  Abilities Str 30, Dex 14, Con 20, Int 3, Wis 16, Cha 8 
  Feats Alertness, Combat Reflexes, Track, Ability Focus 
  (Paralysis), Extended Reach 
  Skills Climb +16, Hide +8, Listen +6, Move Silently +8, Spot 
  +6 
  Paralysis (Ex) Those hit by a crawler’s tentacle attack must 
  succeed on a DC 22 Fortitude save or be paralyzed for 2d4 
  rounds. The DC is Constitution based. 
  Breath Weapon (Acid) (Ex) This is usable once per day and 
  deals 6d6 acid damage in a 60 foot line. A reflex save is 
  allowed for one-half damage (DC 19). 
  Skills Crawlers have a +8 racial bonus on Climb Checks and 
  can always choose to take 10 on Climb Checks, even if 
  rushed or threatened. 
  6: IT DOESN’T MATTER… 
  ADVANCED CLOAKER 
  CR 8 
  Chaotic Neutral Huge aberration 
  Init +6; Senses darkvision 60’; Listen +20, Spot +20 
  Languages Undercommon 
  AC 19, touch 11, flat-footed 16 (-2 size, +3 Dex, +9 natural) 
  Miss Chance see Shadow Shift (Su) 
  hp 189 (18 HD) 
  Fort +12, Ref +8, Will +14 
  Speed 10 ft.; fly 40 ft. (average) 
  Melee tail slap +22 (2d6+10) and bite +17 (1d6+5) 
  Space 15 ft.; Reach 10 ft. (15 ft. with tail slap) 
  Base Atk +13; Grp +23 
  Special Actions moan, engulf, shadow shift 
  Abilities Str 30, Dex 14, Con 22, Int 14, Wis 16, Cha 15 
  SQ shadow shift 
  Feats Ability Focus (Moan), Alertness, Combat Reflexes, 
  Hover, Improved Initiative, Improved Natural Attack (Tail 
  slap), Stealthy 
  Skills Hide +21, Listen +20, Move Silently +21, Spot +20, 
  Tumble +12 
  Moan (Ex) A cloaker can emit a dangerous subsonic moan as 
  a standard action. By changing the frequency, the cloaker 
  can cause one of four effects. Cloakers are immune to 
  these sonic, mindaffecting attacks. Unless otherwise 
  specified, a creature that successfully saves against one of 
  these effects cannot be affected by the same moan effect 
  from the same cloaker for 24 hours. All save DCs for moan 
  effects are Charisma-based. 
   
  Unnerve: Anyone within a 60-foot spread automatically 
  takes a –2 penalty on attack and damage rolls. Those 
  forced to hear the moan for more than 6 consecutive 
  rounds must succeed on a DC 17 Will save or enter a 
  trance, unable to attack or defend themselves until the 
  moaning stops. 
   
  Fear: Anyone within a 30-foot spread must succeed on a 
  DC 17 Will save or become panicked for 2 rounds. 
   
  Nausea: Anyone in a 30-foot cone must succeed on a DC 
  17 Fortitude save or be overcome by nausea and 
  weakness. Affected characters fall prone and become 
  nauseated for 1d4+1 rounds. 
   
  Stupor: A single creature within 30 feet of the cloaker 
  must succeed on a DC 17 Fortitude save or be affected as 
  though by a hold monster spell for 5 rounds. Even after a 
  successful save, the creature must repeat the save if the 
  cloaker uses this effect again. 
  Engulf (Ex) A cloaker can try to wrap a Large or smaller 
  creature in its body as a standard action. The cloaker 
  attempts a grapple that does not provoke an attack of 
  opportunity. If it wins the grapple check, it establishes a 
  hold and bites the engulfed victim with a +4 bonus on its 
  attack roll. It can still use its whiplike tail to strike at other 
  targets. Attacks that hit an engulfing cloaker deal half their 
  damage to the monster and half to the trapped victim. 
  Shadow Shift (Su) A cloaker can manipulate shadows. This 
  ability is effective only in shadowy areas and has three 
  possible effects. 
   
  Obscure Vision: The cloaker gains concealment (20% 
  miss chance) for 1d4 rounds. 
   
  Dancing Images: This effect duplicates a mirror image 
  spell (caster level 6th). 
   
  Silent Image: This effect duplicates a silent image spell 
  (DC 15, caster level 6th). The save DC is Charisma-based. 
  
  SHL7-01 Falling into Shadows 
   
  Page 14 
  APPENDIX 1: APL 8 
  1: CRAWLERS IN THE DARK 
  H AL F-D R AG O N  C AR R I O N  C R AW L E R  F I G H TE R  2   CR  10 
  Chaotic Evil Huge dragon (black) 
  Init +2; Senses darkvision 60’; low light vision; scent; Listen 
  +6, Spot +6 
  Languages Draconic 
  AC 23, touch 8, flat-footed 21 (-2 size, +2 Dex, +13 natural) 
  hp 112 (11 HD) 
  Immune paralysis, sleep, acid 
  Fort +11, Ref +5, Will +9 
  Speed 30 ft.; fly 60 ft. (average); climb 15 ft. 
  Melee 2 claws +16 (2d6+10), 8 tentacles +14 (paralysis), and 
  bite +14 (3d6+5) 
  Space 15 ft.; Reach 10 ft. (15 ft. with tentacles) 
  Base Atk +8; Grp +26 
  Special Actions breath weapon (acid) 
  Abilities Str 30, Dex 14, Con 20, Int 3, Wis 16, Cha 8 
  Feats Alertness, Combat Reflexes, Track, Ability Focus 
  (Paralysis), Extended Reach, Multiattack, Improved Natural 
  Attack (Claw) 
  Skills Climb +18, Hide +8, Listen +6, Move Silent +8, Spot +6 
  Paralysis (Ex) Those hit by a crawler’s tentacle attack must 
  succeed on a DC 22 Fortitude save or be paralyzed for 2d4 
  rounds. The DC is Constitution based. 
  Breath Weapon (Acid) (Ex) This is usable once per day and 
  deals 6d6 acid damage in a 60 foot line. A reflex save is 
  allowed for one-half damage (DC 19). 
  Skills Crawlers have a +8 racial bonus on Climb Checks and 
  can always choose to take 10 on Climb Checks, even if 
  rushed or threatened. 
  6: IT DOESN’T MATTER… 
  ADVANCED CLOAKER 
  CR 8 
  Chaotic Neutral Huge aberration 
  Init +6; Senses darkvision 60’; Listen +20, Spot +20 
  Languages Undercommon 
  AC 19, touch 11, flat-footed 16 (-2 size, +3 Dex, +9 natural) 
  Miss Chance see Shadow Shift (Su) 
  hp 189 (18 HD) 
  Fort +12, Ref +8, Will +14 
  Speed 10 ft.; fly 40 ft. (average) 
  Melee tail slap +22 (2d6+10) and bite +17 (1d6+5) 
  Space 15 ft.; Reach 10 ft. (15 ft. with tail slap) 
  Base Atk +13; Grp +23 
  Special Actions moan, engulf, shadow shift 
  Abilities Str 30, Dex 14, Con 22, Int 14, Wis 16, Cha 15 
  SQ shadow shift 
  Feats Ability Focus (Moan), Alertness, Combat Reflexes, 
  Hover, Improved Initiative, Improved Natural Attack (Tail 
  slap), Stealthy 
  Skills Hide +21, Listen +20, Move Silently +21, Spot +20, 
  Tumble +12 
  Moan (Ex) A cloaker can emit a dangerous subsonic moan as 
  a standard action. By changing the frequency, the cloaker 
  can cause one of four effects. Cloakers are immune to 
  these sonic, mindaffecting attacks. Unless otherwise 
  specified, a creature that successfully saves against one of 
  these effects cannot be affected by the same moan effect 
  from the same cloaker for 24 hours. All save DCs for moan 
  effects are Charisma-based. 
   
  Unnerve: Anyone within a 60-foot spread automatically 
  takes a –2 penalty on attack and damage rolls. Those 
  forced to hear the moan for more than 6 consecutive 
  rounds must succeed on a DC 17 Will save or enter a 
  trance, unable to attack or defend themselves until the 
  moaning stops. 
   
  Fear: Anyone within a 30-foot spread must succeed on a 
  DC 17 Will save or become panicked for 2 rounds. 
   
  Nausea: Anyone in a 30-foot cone must succeed on a DC 
  17 Fortitude save or be overcome by nausea and 
  weakness. Affected characters fall prone and become 
  nauseated for 1d4+1 rounds. 
   
  Stupor: A single creature within 30 feet of the cloaker 
  must succeed on a DC 17 Fortitude save or be affected as 
  though by a hold monster spell for 5 rounds. Even after a 
  successful save, the creature must repeat the save if the 
  cloaker uses this effect again. 
  Engulf (Ex) A cloaker can try to wrap a Large or smaller 
  creature in its body as a standard action. The cloaker 
  attempts a grapple that does not provoke an attack of 
  opportunity. If it wins the grapple check, it establishes a 
  hold and bites the engulfed victim with a +4 bonus on its 
  attack roll. It can still use its whiplike tail to strike at other 
  targets. Attacks that hit an engulfing cloaker deal half their 
  damage to the monster and half to the trapped victim. 
  Shadow Shift (Su) A cloaker can manipulate shadows. This 
  ability is effective only in shadowy areas and has three 
  possible effects. 
   
  Obscure Vision: The cloaker gains concealment (20% 
  miss chance) for 1d4 rounds. 
   
  Dancing Images: This effect duplicates a mirror image 
  spell (caster level 6th). 
   
  Silent Image: This effect duplicates a silent image spell 
  (DC 15, caster level 6th). The save DC is Charisma-based. 
   
  
  SHL7-01 Falling into Shadows 
   
  Page 15 
  APPENDIX 1: APL 10 
  1: CRAWLERS IN THE DARK 
  H AL F-D R AG O N  C AR R I O N  C R AW L E R  F I G H TE R  2   CR  10 
  Chaotic Evil Huge dragon (black) 
  Init +2; Senses darkvision 60’; low light vision; scent; Listen 
  +6, Spot +6 
  Languages Draconic 
  AC 23, touch 8, flat-footed 21 (-2 size, +2 Dex, +13 natural) 
  hp 112 (11 HD) 
  Immune paralysis, sleep, acid 
  Fort +11, Ref +5, Will +9 
  Speed 30 ft.; fly 60 ft. (average); climb 15 ft. 
  Melee 2 claws +16 (2d6+10), 8 tentacles +14 (paralysis), and 
  bite +14 (3d6+5) 
  Space 15 ft.; Reach 10 ft. (15 ft. with tentacles) 
  Base Atk +8; Grp +26 
  Special Actions breath weapon (acid) 
  Abilities Str 30, Dex 14, Con 20, Int 3, Wis 16, Cha 8 
  Feats Alertness, Combat Reflexes, Track, Ability Focus 
  (Paralysis), Extended Reach, Multiattack, Improved Natural 
  Attack (Claw) 
  Skills Climb +18, Hide +8, Listen +6, Move Silent +8, Spot +6 
  Paralysis (Ex) Those hit by a crawler’s tentacle attack must 
  succeed on a DC 22 Fortitude save or be paralyzed for 2d4 
  rounds. The DC is Constitution based. 
  Breath Weapon (Acid) (Ex) This is usable once per day and 
  deals 6d6 acid damage in a 60 foot line. A reflex save is 
  allowed for one-half damage (DC 19). 
  Skills Crawlers have a +8 racial bonus on Climb Checks and 
  can always choose to take 10 on Climb Checks, even if 
  rushed or threatened. 
  
  SHL7-01 Falling into Shadows 
   
  Page 16 
  APPENDIX 1: APL 12 
  1: CRAWLERS IN THE DARK 
  H AL F-D R AG O N  C AR R I O N  C R AW L E R  F I G H TE R  4   CR  12 
  Chaotic Evil Huge dragon (black) 
  Init +6; Senses darkvision 60’; low light vision; scent; Listen 
  +6, Spot +6 
  Languages Draconic 
  AC 23, touch 8, flat-footed 21 (-2 size, +2 Dex, +13 natural) 
  hp 134 (13 HD) 
  Immune paralysis, sleep, acid 
  Fort +13, Ref +6, Will +10 
  Speed 30 ft.; fly 60 ft. (average); climb 15 ft. 
  Melee 2 claws +18 (2d6+10/19-20), 8 tentacles +16 
  (paralysis), and bite +16 (3d6+5) 
  Space 15 ft.; Reach 10 ft. (15 ft. with tentacles) 
  Base Atk +10; Grp +28 
  Special Actions breath weapon (acid) 
  Abilities Str 30, Dex 14, Con 20, Int 4, Wis 16, Cha 8 
  Feats Alertness, Combat Reflexes, Track, Ability Focus 
  (Paralysis), Extended Reach, Multiattack, Improved Natural 
  Attack (Claw), Improved Initiative, Improved Critical (Claw) 
  Skills Climb +18, Hide +9, Listen +6, Move Silent +8, Spot +6 
  Paralysis (Ex) Those hit by a crawler’s tentacle attack must 
  succeed on a DC 22 Fortitude save or be paralyzed for 2d4 
  rounds. The DC is Constitution based. 
  Breath Weapon (Acid) (Ex) This is usable once per day and 
  deals 6d6 acid damage in a 60 foot line. A reflex save is 
  allowed for one-half damage (DC 19). 
  Skills Crawlers have a +8 racial bonus on Climb Checks and 
  can always choose to take 10 on Climb Checks, even if 
  rushed or threatened. 
  4: FUNGUS AND MOLD 
  AD V AN C E D  TYR AN N O S AU R U S  R E X 
  CR  13 
  Neutral Huge animal 
  Init +5; Senses low light vision; scent; Listen +16, Spot +16 
  Languages None 
  AC 14, touch 8, flat-footed 13 (-2 size, +1 Dex, +5 natural) 
  hp 356 (33 HD) 
  Fort +25, Ref +20, Will +12 
  Speed 40 ft. 
  Melee bite +34 (6d6+15) 
  Space 15 ft.; Reach 10 ft. 
  Base Atk +24; Grp +34 
  Atk Options Power Attack, Snatch 
  Special Actions improved grab, swallow whole 
  Abilities Str 30, Dex 12, Con 22, Int 2, Wis 16, Cha 10 
  Feats Alertness, Improved Initiative, Improved Natural Attack 
  (Bite) (3), Power Attack, Run, Snatch, Toughness (3), Track 
  Skills Hide +5, Listen +16, Move Silently +5, Spot +16 
  Improved Grab (Ex) To use this ability, the Tyrannosaurus 
  must bite its opponent who is at least one size smaller with 
  a melee attack. This does not draw an attack of opportunity. 
  As a free action, it may then start a grapple without 
  provoking an attack of opportunity. If successful, it 
  establishes a hold and may attempt to swallow the 
  opponent whole the next round. 
  Swallow Whole (Ex) If it begins the round having grabbed 
  (see Improved Grab) an opponent at least two sizes 
  smaller, it can swallow the opponent whole by making a 
  successful grapple check. The opponent takes 2d8+8 
  bludgeoning damage and 8 points of acid damage per 
  round. It can cut its way free by inflicting 25 points of 
  damage to the gizzard (using light slashing or piercing 
  weapons only). Once a creature has exited, muscular action 
  forces the hole shut so only one creature can use such a 
  hole. The Tyrannosaurus can hold 2 medium, 8 small, or 32 
  tiny, or 128 diminutive opponents. 
  Skills A Tyrannosaurus has a +2 racial bonus to Listen and 
  Spot. 
   
  
  SHL7-01 Falling into Shadows 
   
  Page 17 
  APPENDIX 2: NEW RULES OPTIONS 
  FEATS 
  EXTENDED REACH [MONSTROUS] 
  Your flexible body allows you to reach farther than 
  normal. 
   
  Prerequisite: Small or larger size, nonrigid body or a 
  nonrigid attack form such as a tentacle, feeler, or 
  pseudopod. 
   
  Benefit: Your body or a part of your body with 
  which you can deliver a melee attack is boneless and 
  flexible, allowing you to threaten a larger than normal 
  area with melee attacks. Add +5 feet to your normal reach. 
   
  Source: Savage Species 
  ITEMS 
  DARK LANTERN 
  This item is a hooded lantern constructed of black iron 
  with mithral filigree. It has crystalline panels. When lit it 
  radiates shadowy illumination in a 60 foot radius. You 
  light it like a normal lantern and it must have oil or other 
  fuel. You must also speak the command word “Umbra” for 
  it to activate. You can deactivate it by opening it and 
  blowing out the flame. It sheds mystic light that creates 
  shadowy illumination. CL9th, Weight 2lb, 2000 gp. 
   
  Source: Tome of Magic 156 
  
  SHL7-01 Falling into Shadows 
   
  Page 18 
  APPENDIX 3A: THE SHADOWDARK 
  What are the effects of the Shadowdark?  Darkness – all is 
  darkness… 
   
  LIGHT 
  There is no naturally occurring light such as a sun, moon, 
  stars, etc. (But see below on other light sources, below).  
  All spell effects that are normally permanent, such as a 
  continual light spell, have a duration of only one hour per 
  caster level in the Shadowdark. After that time, they are 
  consumed by the power of shadow. After 24 hours, such 
  items “recharge” and can be used again (as described 
  above). If removed from the Shadowdark, they regain 
  their full power within a week’s time (by the time of the 
  next adventure). However, magic light from weapons 
  does not fade… the enchantment of the magic weapon 
  seems to be based differently enough to avoid it 
  dissipating. Lesser spell effects, as well as non-permanent 
  light sources, have their duration halved. Non-magical 
  items, unless specifically noted, are not affected.  
   
  VISION 
  Those with darkvision will find their range of vision 
  doubled in the Shadowdark. Those with low-light vision 
  will find it extended by half the normal range (when 
  there is a light source available).  
   
  OTHER LIGHT SOURCES 
  There are also star stones scattered about. These stones 
  have had all the darkness absorbed out of them by the 
  Shadowdark, leaving in its place a purplish glow (20 foot 
  radius). These will be noted in the module. Unless 
  specifically listed, such stones cannot be mined out of the 
  surrounding rock as doing so will crack them and the 
  light will immediately fade. Also, other effects may be 
  noted in each adventure giving new sources of light. 
   
  OTHER MAGIC EFFECTS 
  The Shadowdark is another realm. All spells with the 
  light descriptor, when cast, have their caster level reduced 
  by one. All spells with the darkness descriptor, when cast, 
  have their caster level increased by one. It is impossible to 
  travel by magic or other means from this realm to Oerth. 
  This is because the Mindflayer King has used the power 
  of the Mind Pool to set up a more or less impenetrable 
  dimensional lock. 
   
  PURCHASING, SHADOWPOINTS, MISCELLANEOUS 
  If players are dedicated to the Shadowdark campaign, 
  then they will temporarily have no access to prior AR’s or 
  Metaorg effects. On certain Shadowdark ARs (SHL07-01 
  through SHL07-04) players may not purchase anything 
  off of a prior non-Shadowdark AR. Also, they may not 
  craft any items, access metaorg purchasing benefits, roll 
  perform checks, or participate in other non-adventuring 
  activities. They are trapped in another realm, after all! 
  However, Shadowdark ARs also do not count as an 
  ‘adventure’ for purposes of purchasing items that have a 
  frequency of “Adventure”. This means that after playing 
  the Shadowdark campaign, they may still be able to 
  purchase items off of a prior AR as if the Shadowdark ARs 
  do not exist. 
   
  Shadowpoints are acquired after each adventure AS 
  LONG AS THE PRIOR AR is in the Shadowdark 
  Campaign chain. This means that at the start of SHL07-
  01, if SHL06-08 is the prior AR in the character’s AR’s, 
  they gain immediately gain one shadowpoint. Each 
  shadowpoint may be traded in for access during SHL07-
  05. Also, Each shadowpoint gives that character +10 feet 
  darkvision during the Shadowdark Campaigns only (and 
  is thus not written on any AR). 
   
  The Shadowdark is not considered part of the Shield 
  Lands or Iuz Metaregion or Oerth for any metaorg effect 
  or purpose. Magic Item Creation and most non-
  adventuring activities are not possible in this realm. 
  Creatures here are not outsiders, but players are. This may 
  have effects on game play. 
   
  KNOWLEDGE CHECKS 
  Knowledge checks marked with an * cannot be 
  determined until the character has acquired at least on 
  Shadow Point on an AR. Bards quickly acclimate to 
  learning new things. As a result, they receive a cumulative 
  +1 Circumstance modifier to their Bardic Knowledge 
  checks for each Shadow Point they receive. But they 
  receive a -5 penalty to their Bardic Knowledge check until 
  they have received at least one Shadow Point. 
   
  All of the items listed below are in relation to the 
  Shadowdark itself and are not specific to any adventure. 
   
  Bardic Knowledge 
  • DC 10: Many stories exist of people walking down a 
  dark alley or home just a little too late and night and 
  never being heard from again. 
  • DC 20: There are legends of heroes who can walk from 
  the world of light to the world of twilight. 
  • DC 25: There is a land beneath the world of surface 
  dreams known as the Shadowdark. It is a world where 
  the power of darkness and shadow is strong and the 
  power of light is weak. 
  • DC 30: Once trapped in Shadow, legends say that no 
  one can escape it through normal means. The grip of 
  shadow is too strong and only a great feat can let you 
  free. 
   
  Knowledge (arcana) 
  • DC 15: There is a land beneath the world of surface 
  dreams known as the Shadowdark. It is a world where 
  the power of darkness and shadow is strong and the 
  power of light is weak. 
  • DC 30*: Certain rituals and key words of arcane power 
  might be enough to break the veil between light and 
  shadow. 
  
  SHL7-01 Falling into Shadows 
   
  Page 19 
  Knowledge (architecture and engineering) 
  • DC 15: The stone here appears a mixture of 
  carved/worked and natural caverns. However, some 
  areas look to be made magically. 
  • DC 30*: There are areas of magical construction that 
  actually appear to be the after effect of a magical 
  passage spell. 
   
  Knowledge (dungeoneering) 
  • DC 15: The stone here appears a mixture of 
  carved/worked and natural caverns. However, some 
  areas look to be made magically. 
  • DC 30*: The very stone itself seems infused with the 
  power of shadow.  
   
  Knowledge (history) or (local: Iuz) 
  • DC 15: Many stories exist of people walking down a 
  dark alley or home just a little too late and night and 
  never being heard from again. 
  • DC 30: During conflicts with Iuz, the enemy had the 
  power to appear from the darkness and strike from 
  advantageous positions. Could it be through the power 
  of shadow? 
  Knowledge (nature) 
  • DC 15: Nothing here appears completely “natural”. 
  • DC 30*: Much here has been infused with the power of 
  shadow. As a result, abominations and mutations 
  certainly exist. 
   
  Knowledge (nobility and royalty) 
  • DC 15*: This is the realm of the Mindflayer King. He 
  (it?) keeps his realm safe from the outsiders. All 
  beneath her (it?) are its cattle. 
  • DC 30*: The Mindflayer King serves even one greater 
  than him (it?), the Mind Pool. 
   
  Knowledge (the planes) 
  • DC 15: This appears to be part of the Oerth, yet there 
  are enough differences to show this is at least in part, 
  extraplanar. 
  • DC 30: This is not the plane of shadow, nor is it the 
  Oerth. It is something in between; almost a merger of 
  the two. The planar effects listed in this appendix can 
  be learned. 
  
  SHL7-01 Falling into Shadows 
   
  Page 20 
  APPENDIX 3B: THE GREAT HOUSES 
  There are eight great houses of the Mindflayer King. It is very rare for these houses to war with each other. This 
  is because the house that has the position of the Mindflayer King is able to tap directly into the Mind Pool and 
  draw on unbelievable powers to crush any opposition. Still, when the Mindflayer King dies, or is seen to be 
  extremely vulnerable, fighting does occur. The goal of each house is seize the King’s crown and wear it. The 
  crown acts as a direct link to the Mind Pool and allows for the communing and controlling of the Pool’s 
  knowledge and power. Ithlez is the current ruling house. 
   
  Over time, each of the eight houses has taken on a specific shape as a house identifier. The eight great 
  houses are: 
   
  House Name* 
  Symbol 
  Primary Income 
  Secondary Income 
  Fulgez 
  Mushroom Shape 
  Food Stuffs 
  Spell Crafts 
  Ghemez 
  Diamond Shape 
  Mined Products 
  Food Stuffs 
  Reghez 
  Crown Shape 
  Work Force (Slaves 
  Food Stuffs 
  Ithlez 
  Perfect Circle 
  Spell Crafts 
  Arms and Armor 
  Kohmbez 
  Triangle 
  Arms and Armor 
  Manufactured Goods 
  Maldhez 
  Oval 
  Food Stuffs 
  Manufactured Goods 
  Ungibez 
  Anvil Shape 
  Manufactured Goods 
  Mined Products 
  Othlez 
  Star Shape 
  Manufactured Goods 
  Work Force (Slaves) 
  *The suffix “ez” is an honorific meaning “powerful” and is used when addressing superiors. So, if Mialee was a 
  professor of magic, her students would call her Mialee-ez 
   
   
   
  APPENDIX 3C: SUPPLIES! 
  No one likes record-keeping . . . but the toughest foe the PCs will face in this adventure is darkness itself, and 
  their most valuable weapon, more than fireballs and holy swords, may be sunrods and 0-level light spells. The 
  table below should be used to mark down every last torch, flask of oil, sunrod, and the like that the party 
  carries. It may come down to that last candle, keeping the PCs alive in the darkness. 
  PC 1 
  PC 2 
  PC 3 
  PC 4 
  PC 5 
  PC 6 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  SHL7-01 Falling into Shadows 
   
  Page 21 
  APPENDIX 4: MAPS AND COUNTERS 
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Shield Lands/597/Normal Scenarios/SHL7-01 - Falling Into Shadow (APL 2-12)/SHL7-01 - Falling Into Shadow.pdf