Settings - Nightfall in Eliador (4-6 Players, Lvls 1-2)
Settings - Nightfall in Eliador (4-6 Players, Lvls 1-2)
Settings - Nightfall in Eliador (4-6 Players, Lvls 1-2)
Editor Play-testers
Glenn Elliott, Kevin Bryan, Richard Duncan, Bruce
Richard Duncan, Kevin Bryan “Kick-it” Parsons, Mark “Don’t-Kick it” Layco
Layout
Jennifer Myers
A special thank you to the following: To my
Cartography
fellow Black Magic Games Wizards: working
Chuck Cumbow, Kevin Bryan
with all of you has been a true pleasure and
inspiration. And to my family for putting up
Creative Consultants with the long, laborious hours spent upon this
Richard Duncan, Kevin Bryan
project!
Cover Art
Vebjorn Strommen
2001 Kevin Lofton, Black Magic Games(ΤΜ). All rights reserved. You are given permission to download and copy this
(C)
module for game use only. All characters names, places, items, art, and text herein are copyrighted by Black Magic
Games. All rights reserved. “D20 System” and the D20 System logo are trademarks owned by Wizards of the Coast and
are used under the terms of the D20 Trademark License contained in Part Six: Appendix. The mention of or reference to
any company or production in these pages is not a challenge to the trademark or copyright concerned. Dungeons and
Dragons(Ρ) and Wizards of the Coast(Ρ) are trademarks of Wizards of the Coast and are used in accordance with the Open
Game and D20 Trademark Licenses contained in the section marked Appendix.
6
The Tale Of A Child
by the undead army will be a great offering to Balor, who will Act I: The Tale of a Child
then bestow his dark favors upon the cause of Durma Khan and
his minions. The adventure opens in the city of Penarduin with the
PC’s assembled in the Inn of the Broken Mug. The DM
Nishan has found an almost inexhaustible supply of corpses in
can choose to have the characters role-play their meeting
the barrows as well as the skeletal remains of the long-dead
or can begin with the assumption that the characters are
barbarians lying under the surface of Kethmere Field. The evil
already traveling together, seeking adventure. It is just
priest delights in his nefarious work, and is particularly fond of
before noon, and the tavern is sparsely populated with a
sacrificing the living captives brought to him by his creations,
few locals. As the PC’s are finishing their mid-day meal,
only to resurrect them as mindless zombies that join the swelling
please read to the players the following text:
ranks of his army. Nishan usually accompanies his army on its
raids in order to lend assistance to their fight through his evil
magic. Dressed in black, cowled robes and carrying a scythe,
A young boy, dirty and disheveled, bursts through the
the priest appears to his fearful enemies as a vision of Death
doors of the inn. His clothes are torn and caked with
come to claim the souls of the living.
mud and filth. His dirty face bears the tracks of tears,
A young boy, Trevor Weylin, the ten-year-old son of Neese and his eyes are wild with fright. The boy is out of breath
Weylin, the constable and town leader of Eliador, escaped from and obviously exhausted, but he summons his strength
his confinement in the Fin and Fleece in order to get help for and begins to rush from table to table, begging the patrons
the remaining inhabitants of the ravaged thorp. After witnessing to hear him. He stammers out incomprehensible phrases
his father being pulled from the pub and killed horribly by the about the walking dead. The patrons of the inn push
undead, Trevor realized that without help, the remaining him roughly away, scoffing or laughing at the obviously
residents, including his mother and sister, would die. Trevor exaggerated story. In a final act of desperation, the child
sneaked out of the pub in the early morning hours after the last approaches your table as the innkeeper storms toward
attack and ran all the way to Penarduin, where he hopes to find the boy with the obvious intent to toss him out of the
the help the small settlement needs to survive. establishment. One of you gestures to the innkeeper to
leave the boy in peace, and you offer the child a seat.
Without invitation, he grabs the closest flagon and
greedily gulps down the remaining contents.
He steadies himself and begins to speak:
“My noble lords (and ladies), I beg of you to help me
and my family. My name is Trevor Weylin, and I live in
Eliador to the north. The town is being attacked by the
walking dead. They come in the night to raid and kill,
and they are surely led by Death himself riding a great
black horse. There’s not many of us left. My father is
dead and my mother and sister are trapped in the pub
with the rest of the town. If you don’t help us, they’ll all
surely die. Please help me! I beg you, please.”
With that the child breaks down and begins to sob
uncontrollably.
7
Nightfall In Eliador (EL3)
The monsters come at roughly the same time, vision. Unconsciously, you draw closer to one another,
around midnight. seeking comfort in the presence of your companions.
On the first night, the monsters abducted a Finally, you see a light up ahead, which Trevor indicates
couple of living residents who returned the comes from Eliador. You quicken your pace, sure that the
following evening as undead. icy fingers of unseen phantoms will, at any moment, caress
Most of the men in the town have been slain by the backs of your necks. You bite your tongue to stifle the
the creatures. scream that tickles the back of your parched throats. You
are practically running when you enter what is left of
Trevor becomes anxious if the PC’s waste too much time Eliador.
questioning him. He again pleads for the characters to help,
telling the party that there isn’t any time to waste. He
implores the group to let him know if it will accompany Only one structure in Eliador remains intact, the Fin and
him to Eliador or let him go, so that he can find someone Fleece Pub, and the swinging lamp that hangs from the
else to help. building’s signpost is the source of the light. Normally the
light would be extinguished at night in a feeble attempt by
If the PC’s agree to help, they will need to get started soon the townspeople to go unnoticed by the undead attackers;
in order to get to Eliador in time to help the residents fend however, Quinn, a half-elven fighter who is trapped with
off the attacks of the coming night. If the PC’s have not the others inside the pub, has insisted that the lamp remain
done so already, allow them to equip themselves for the lit in hopes that the beacon will guide the supposedly lost
journey. Once the party is ready, proceed to Act II: Nightfall Trevor home.
in Eliador.
The party notices that the other buildings are abandoned,
Act II: Nightfall in Eliador (EL 3) with doorways and windows shattered. Two buildings are
burned to the
The trip to Eliador should take the party approximately eight g ro u n d ,
hours on foot with the characters taking time for only a leaving only
couple of brief stops for rest. The party heads north on a skeletal
narrow road that is little more than a muddy path marred frames and
by deep wagon ruts. The trip should be uneventful, as the piles of
journey occurs during the daytime and no traffic currently smoldering
travels to or from Eliador. The road winds north through ash. At the
the rolling countryside, known as the Nodding Heath. The
rocky terrain is covered in dull, green grass, turning brown MAP 2: THE FIN & FLEECE
with the coming of the harvest season. The occasional small
cluster of evergreen and birch trees sways rhythmically to
the crisp breeze. The cool weather and beautiful
surroundings put the characters at ease, making the boy’s
story seem all the more far-fetched.
8
With the exception of the swaying lantern, the Fin and Fleece The man in the apron is Torrance Powell,
appears abandoned as well. The windows are boarded, with Com 1 (the proprietor of the Fin and Fleece)
feeble light spilling out of the cracks between the wooden planks. The pretty girl is Briana Weylin, Com 1
The door is bolted tightly and will only be opened when the (Trevor’s teenage sister)
persons inside are convinced that it is really Trevor who has The insane woman is Sara Weylin, Com 1
returned. The DM should take this opportunity to build (the mother of Trevor and Briana)
suspense, as the already frightened characters have to wait until The man in the green robes is Killian
the townspeople relent and open the door. Quinn questions McAnders, Clr 1 (priest of Belenos)
Trevor from behind the safety of the barred door. Cautiously he The red-haired man with the sword is Quinn,
opens the door to the pleadings of the child. A frightened female Ftr 2 (half-elven)
voice from inside desperately begs Quinn to allow her brother to The injured woman is Dorothy Keller, Com
enter. The female voice belongs to Briana Weylin, Trevor’s sister. 1 (wife of a shepherd killed in the last attack)
Quinn introduces the party to the rag-tag group and
Once the party gains access to the Fin and Fleece, the DM should immediately begins questioning the party about the safety
read the following description: of the route from Eliador to Penarduin. Meanwhile, Briana
serves the party dried mutton and smoked fish while
A small fire, sputtering feebly from the hearth, gives little Torrance pours the group either ale or whiskey. If the
illumination inside the tiny pub. Huddled around the fire are a party asks any questions about the possible sources for
few frightened faces peering at you with wide eyes. A bar runs the attacks, Killian approaches the group and relates in a
along the back wall, and standing in front of it is a large man with hoarse whisper the historical significance of the Battle of
little hair and an ample belly. He wears an apron that is splashed Kethmere Field and the distinct possibility that it is indeed
with rust colored stains that must be dried blood. A club made the ghosts of the dead barbarians that have returned to
from the thick leg of a broken chair dangles from his right fist. seek vengeance upon the residents of Eliador.
With his left hand, he tilts a bottle of whiskey to his lips, taking The DM should role-play the story, taking on the persona
a long pull, his eyes never leaving your party. A woman paces of the old priest (complete with raspy voice if possible!).
the floor in unsteady circles pulling at her matted blond hair, Read or paraphrase the passages from the History section
alternating between shrill, incoherent sobs and hysterical above. When the story reaches its end, a loud booming
laughter. Trevor rushes to her side, calling her “momma,” but noise shatters the tense silence as the front door of the
the mentally broken woman doesn’t seem to notice or recognize Fin and Fleece begins to crack under the stress of an
him. A dirty-faced, yet quite pretty young girl wraps Trevor in a unseen force. Killian looks at the party with a very grim
hug, assuring the stricken child that their mother will be all right. expression and says fearfully, ”They have returned!”. At
You recognize the girl’s voice as belonging to Trevor’s sister. that moment the door splinters from its hinges, revealing
An old man wearing dirty green robes rises from the side of a a force of undead horrors.
badly injured woman lying in front of the hearth, takes the
babbling woman by the hand, and
leads her to the fireside away from the
group. A tall, red-haired man wearing
leather armor and a longsword
strapped to his waist quickly slams the
door behind you, shooting the bolts
and piling up various pieces of
furnishings to blockade the entrance.
He eyes you with sincere appreciation
and says, “Thanks and praise be to the
gods, our saviors are delivered to us.”
9
Catacombs Of Kethmere Field
Some of the monsters resemble the living, but their obvious for its help, and accompanies the remaining citizens of Eliador
mortal wounds betray their undead status. on their journey south. If the party wishes to pursue Karayan,
proceed to Act III: The Catacombs of Kethmere Field.
8 skeletons AC 13, hp 6 each
4 Zombies AC 11, hp 16 each Act III: The Catacombs of Kethmere
Tactics: Four of the skeletons and the zombies crash through Field
the front door, while the remaining skeletons enter through
the back door. Their assignment is to bring back at least one To reach the catacombs, the party must travel north along
living being from the night’s attack and slay the rest. Karayan the nameless road for approximately three hours on foot.
Nishan wants to add another zombie to his growing ranks of The journey will be very difficult due to the fog, which hangs
undead; therefore, two of the skeletons entering through the thick about the Nodding Heath. Visibility is effectively cut
backdoor try to make off with the unconscious Dorothy, while in half, and the party makes spot checks at a –4 penalty.
the other two fend off anyone trying to thwart their mission.
One of the zombies is the animated corpse of Neese Weylin, During the journey, the party may encounter more of
Sara’s husband and Trevor and Briana’s father. Sara seems Karayan’s minions. The DM should roll 1d6 for each hour
elated to see her husband as she rushes to him. The zombie that the party travels. If the result is a 6, the DM should
simply grabs the poor woman by the face and roughly snaps roll another d6 and consult the table below to determine
her neck before anyone can stop it. the nature of the encounter.
The undead will retreat to the street once they have secured Table 1: Random Wilderness Encounters
the unconscious Dorothy. If any of the party members are 1 1d 4+1 wolves
killed in the battle, the undead attempt to take their corpses 2 2d4+1 skeletons
as well. Karayan Nishan lurks in the street, sitting astride a 3 1d4+1 zombies
black horse while using his unholy powers to bolster the 4 1d3 zombies and 1d4+1 skeletons
undead. He wears his skeletal mask and wields his scythe, 5 2 worgs (Karayan Nishan’s pets)
appearing like a nightmarish specter of death. If the fight 6 DM’s choice
spills into the street, he retreats north to the catacombs under
Kethmere Field (see Act III). Nishan waits until his undead As the party approaches the barrows read the following text:
force delivers him a fresh corpse. He pulls the body across
the saddle in front of him, and makes a dramatic exit out of For the past few hours, you have made your way north
Eliador, riding north to Kethmere Field. He commands his through the thick fog and chill. The road begins to ascend
forces to keep the party at bay for as long as possible until along a hillside, and you rise above the line of the fog. As
one of the groups is overwhelmed. Nishan doesn’t care you crest the top of the hill, you see that the road begins to
about losing members of his ghastly army, as he can readily descend again back into the fog. From your vantage point
refortify it with the plentiful supply of corpses in the barrows. you see that, up ahead, a flat expanse of heath marked by a
large mounds of earth lies west of the road. On top of one
The citizens of Eliador fight with the fierceness and resolve of the larger mounds is a small, stone structure that appears
of those who refuse to die, no matter the cost. Torrance, to be a mausoleum. Near the front of the structure is a
Quinn and Killian try to assist the party in fending off the slender, stone marker that rises out of the fog like a lonely
undead while the women and Trevor hide behind the bar. sentry. As you gaze upon the scene, you realize that you
Quinn and Torrance join the party in hand-to-hand combat, are looking upon the barrows of Kethmere Field.
while Killian attempts to turn the undead.
If the fight has gone badly for the party and it has lost one or DM Notes: In order to find Karayan Nishan, the party must
more members, Quinn volunteers to accompany the group in locate the entrance to the catacomb tunnels beneath the
pursuit of the evil specter on the horse. He suggests that if barrows, which is found inside the small mausoleum.
the group is able to destroy the assumed leader, it can end Nishan’s undead minions as well as his unholy faith bolster
the threat of undead once and for all. Quinn tells the remaining the evil priest’s confidence, making him a bold and very
citizens of Eliador to wait until first light and then head south dangerous enemy. Preparation, planning and strategy are
for Penarduin. A player who may have lost a character can essential elements for the party’s success in dealing with the
assume the role of Quinn (if the DM allows) if the player cleric. Defeating Nishan stops the immediate threat to Eliador,
does not have another character readily available. If the Penarduin, and the rest of the Reynard Barony. Failure
party has not experienced any losses, Quinn thanks the group could result in a sequence of events that could alter the
10
MAP 3: THE CATACOMBS OF KETHMERE FIELD
course of the future with dire consequences for the civilized Few doors remain intact in the warren of the catacombs.
world. Those that remain are wooden doors with iron bands.
These doors are about 1 and ½ inches thick with a
The Catacombs: The catacombs are dark, musty, and quite hardness of 5 and possess 15 hit points. A Strength check
dangerous. Characters should be in a heightened state of (DC 18) is required to break through one of these doors.
awareness propagated by the claustrophobic environment, as Wooden beams located at 10’ intervals support the walls
well as the potential threat of the creatures that lurk in the warren and natural ceiling of the catacombs. The floor of the
of tunnels. Unless a character possesses darkvision, he or she tunnels in the catacombs is natural dirt; however, most of
cannot see in the utter blackness of the catacombs; therefore, the floors inside the private burial chambers are stone tile.
some light source must be used to allow vision in the tunnels.
Random Encounters within the Catacombs: Karayan
Nishan allows several of his undead minions to wander
11
the dark hallways of the catacombs, so the party may 1. The Marker
experience random encounters while exploring. The undead
wander the halls, immediately attacking any living creature.
Karayan relies on his ability to rebuke the undead, which As you approach the mausoleum, you notice a tall stone
keeps his creations in check. These troops of vermin and marker rising out of the fog to the right of the structure.
monsters usually congregate in the empty chambers within Closer investigation reveals that the surface of the marker
the catacomb network (labeled as Room 5). Each time the is inscribed with writings. Some of the writing is eroded
party enter one of these chambers, the DM should roll a d6. with the passage of time; however, some of the marker’s
A result of a 5 or 6 indicates an encounter. A second d6 is surface has been intentionally desecrated with terrible
rolled and the DM should consult Table 2: Random symbols that seem to have been drawn in blood.
Encounters in the Catacombs below to determine the nature
of the encounter.
The writings upon the marker detail the names of the
Note: A total number of 15 skeletons and 6 zombies may be soldiers of the Reynard barony that fell in the Battle of
encountered randomly. Once this number of creatures is Kethmere Field. The monument serves to commemorate
dispatched, treat any roll on the wandering monster table and honor the fallen soldiers of Duke Archibald’s militia,
below as no encounter. but is now defaced with the unholy symbols of Balor, God
of Death. Karayan Nishan has drawn the symbols upon the
Table 2: Random Encounters in the Catacombs surface of the monument with the blood of the abducted
1-3 1d6+1 Dire Rats victims from Eliador. A Knowledge: Religion check (DC
4-5 1d4+1 Skeletons 16) is required to recognize the symbols as being associated
6 1d3 Zombies with Balor.
Encounters within the mausoleum and the catacombs As the stone door pushes inward, it grates upon the tiled
beneath the barrows are detailed below. For the catacomb floor of the mausoleum, causing you to wince at the noise.
layout, please refer to Map 3: The Catacombs of Kethmere Inside, you see a small chamber dominated at its center by
Field. a statue of a bearded man dressed in flowing robes. The
man’s face is kind, yet his eyes seem full of sadness. Carved
in the base of the statue is an inscription written in the
common language of man. On the opposite wall is a small
stone altar on top of a raised dais. An elaborate depiction
of the sun that mirrors the carving on the outer door is
inscribed on the wall behind the altar. The inscription is
marred with blasphemous symbols and splashes of blood
12
and waste. Two large candelabras flank the dais on either side. smell of stale air and decay wafts out of the opening,
Melting candles flicker as the breeze blows into the mausoleum drifting on stagnant currents from the darkness below.
and fans the small flames. The other walls and floor of the
mausoleum bear no markings. 3. The Hole
Characters that noticed the muddy footprints outside The tunnel winds through the darkness for several feet
automatically notice them inside the mausoleum. The footprints before it opens into a wide chamber. Cobwebs hang from
lead to the base of the statue where they end abruptly. the natural ceiling in thick, cottony clumps. A candelabra
stands in the far right corner of the small chamber, giving
The statue covers a secret entrance to the catacomb network off dim illumination from three black candles. Several
beneath the mausoleum. Pressing a button hidden underneath empty coffins litter the perimeter of the room, broken
the outer lip of the top of the altar (Search DC 15) causes the and bashed open. A humanoid form hangs upside down
statue to roll backwards enough to reveal a circular opening in in the center of the room, suspended by a thick chain,
the floor. A ladder of iron rungs set into the wall of the secret which runs through a hook set into the ceiling and then
portal descends to the catacombs beneath the mausoleum. The disappears through a small opening in the opposite wall.
The victim’s hands are bound tightly behind its back
with a thin cord of rope. Blood flows from garish wounds
that cover the quivering figure’s body, dripping softly in
a widening pool upon the tiled floor.
13
the pit, where the mindless zombies beat him and tear at his
flesh with their teeth and claws. Nishan pulls the man out of Remember: Each time the party enters one of these chambers,
the pit before he is killed, so that the evil priest can continue the DM should roll on Table 2: Random Encounters in the
to enjoy his prisoner ’s suffering again and again. Catacombs to determine if the party runs into trouble. The
Unfortunately, the last descent into the pit was a bit too long DM should also consult Table 3: Random Treasure, if the
for the poor man, who was savaged so brutally that he has party decides to search the seemingly empty chambers.
slipped into a coma.
6. The Captain’s Chamber (EL 4)
The man’s features are almost obliterated, as most of his
face is torn away. Large chunks of flesh have been ripped The door leading to this chamber is difficult to open due to
from his exposed chest and arms. No amount of healing the swelling of the damp wood. A successful strength check
can restore this man to consciousness or repair his mortal (DC 18) is required to break through the stuck door.
wounds. He will die within the hour.
If a character approaches the dangling prisoner, the trapdoor
gives way beneath the weight of the character, dropping The small chamber behind the door is dominated by a stone
him into the pit with its horrible residents. The door sarcophagus resting on a raised dais in the center of the
immediately swings back into place, effectively sealing the room. The coffin’s outer stone lid lies shattered upon the
victim in the dark pit below. If the party does not take floor. A decaying skeleton wearing rusted plate armor hangs
proper precautions, another character could fall into the partially out of the sarcophagus, its bony arms spread wide
pit, as the trapdoor will, again, give way beneath another’s upon the floor.
weight.
When someone falls into the pit, the zombies advance This is the tomb of Captain Jonathan Burns, Commander
immediately to attack of the Duke Archibald’s Elite Cavalry, which was
instrumental in the defeat of the barbarian horde during
Pit Trap (10 Ft. Deep): CR 1; no attack roll necessary the Battle of Kethmere Field. Though the charge of the
(1d6); Reflex Save (DC 20) avoids; Search (DC 20); Disable cavalry was a success, Captain Burns met his fate at the
Device (DC 20). end of a barbarian’s spear. He was buried in a private room
A lever found in the opposite passage controls the trap door. in the catacombs to honor his status as an officer in the
Raising the lever causes the trap door to open and lock into Duke’s military.
place, allowing PC’s to safely rescue any who may have
fallen into the pit. Lowering the lever causes the door to If party members approach the sarcophagus, they see (Spot
close again. Next to the lever is the winch mechanism that Check DC 15) a beautiful longsword lying upon the rotting,
raises and lowers the chain that suspends the body of the velvet lining inside the coffin. The sword is partially hidden
shepherd. beneath the decaying skeleton.
3 Zombies AC 11, hp 16 Disturbing the sword or the corpse of Captain Burns causes
the monster below to appear and attack.
The party will have to act quickly to get their captive team
member(s) out of the pit, or the zombies make short work Carrion Crawler AC 17, hp 19
of him.
Tactics: This horrid creature lives inside the base of the
5. Empty Burial Chambers (EL varies) sarcophagus. It uses a hole that it burrowed through the
rotten wood and lining to enter and exit the coffin. When a
PC disturbs the contents of the sarcophagus, the carrion
The passage opens into a small chamber filled with splinters crawler erupts from the hole and attacks, using its paralyzing
of rotted wood and torn burial vestments. Humanoid skulls tentacles to immobilize its prey. The creature attacks as
and bones litter the floor. Rats and other vermin crawl over many PCs as it can to paralyze them, so that it can feed
the refuse that is strewn throughout the small room. upon them at its leisure. The monster pursues fleeing
characters throughout the catacomb warren, even into area
Several of these chambers exist within the warrens of the 2. The worm will not wander outside the confines of the
catacombs, each one appearing very similar to another. If mausoleum.
the DM wishes, he can alter the descriptive text in the box
above to give each room an individual look and feel.
14
Treasure: Buried beneath the lining in the hollow base of the The beasts fight savagely to prevent the characters from
sarcophagus is miscellaneous coin worth a collective 120 gold gaining entry to area 8, where Nishan has made his unholy
pieces. The sword is a magical longsword +1 (gp value 2,315). dwelling. Since the beasts are intelligent, they fight in
The pommel is inscribed with a single word in the common tongue: unison with one another, one complementing the other
Ardor. Uttering this word aloud while gripping the hilt of the with precise, strategic attacks. One of the beasts engages
sword causes the weapon to shed light (equivalent to the spell) the party’s strongest-appearing fighter type, effectively
in a 20’ radius. holding his or her attention. The other worg uses the
distraction to charge a spell caster in an attempt to end
7. The Antechamber (EL 4) the threat of the party’s magical offensive power.
The crimson stain is a bloody drag mark where one of Nishan’s Glyph of Warding: Electricity Blast: CR 2; no
undead minions pulled the body of a dying man into the priest’s attack roll necessary (2d8 to intruder as well as all within
sanctuary beyond the door. The bloodstain is several days old, 5 ft. of intruder); Reflex save (DC 20) partial; Search
and is beginning to dry and cake with the dust that continuously (DC 28); Disable Device (DC 28). Note: Successful save
permeates the catacombs. means victim has dived out of the way.
If a character examines the footprints on the floor, he notices
that most are from booted feet. Others seem to exhibit evidence Setting off the glyph alerts the worgs as well as Karayan
of an injury, as one of the legs making the prints seemed to Nishan in area 8 to the presence of intruders. A spell
have dragged behind the person (or thing) making them. A caster can attempt to dispel the glyph (DC 18).
successful Search Check (DC 16) reveals large, animal tracks
that cross the floor randomly, disappearing into and out of some Note: Worgs are powerful beasts, especially for lower
of the archways on the periphery of the octagonal chamber. A level adventurers therefore DM may wish to use only
character with the Track skill can discern (DC 15) that at least one of these monsters in the encounter. The decision is
two wolf-like animals made the large prints, some of which are entirely up to the DM.
very fresh.
8. The Soul Harvester (EL 5)
The two small chambers marked on the map with an “A” are
the homes of Nishan’s pet worgs. These intelligent and wholly WARNING: This encounter is VERY deadly, especially
evil wolves lie in wait for party members searching the small for a group of low-level adventurers. The DM may choose
crypts. The dead that were once buried in these small crypts to alter the number of undead creatures to balance the
have been raised by Karayan Nishan to join his evil army. If encounter to match the appropriate level of the party.
the party searches these rooms, use the Table 3: Random Or he can let the chips fall where they may…
Treasure to determine any contents.
2 worgs AC 14, hp 30 each A short hall leads through another arch into a wide
chamber decorated with various carvings and statues that
Tactics: The worgs attack when one of two conditions is met: depict the now-familiar symbol of the sun. In the center
of the room is an ornately carved sarcophagus with the
1. The worgs storm out of the lairs to attack the party same symbol prominently displayed in bas-relief all about
when the trap (see below) is triggered, or its surface. Unfortunately, twisted scrawling, bloodstains
2. when one or more PC’s enters one of the worg’s lairs. and filth mar the beautiful craftsmanship. The walls are
The beast attacks, snarling and howling, attempting similarly desecrated with blasphemous epithets and
to draw the attentions of the other PC’s. Once the obscene writings that mock the foundation of faith. Black
fight distracts the party, the other worg charges the candles set in odd geometric patterns on the floor give an
party from the rear, trying to gain the advantage of eerie illumination to the terrible scene that unfolds before
surprise. your eyes.
15
Bloody corpses, horribly beaten and tortured hang by chains difficult to defeat.
and hooks from the ceiling. The stench of death and offal
assaults your senses as you fight back the bile rising in your K a r a y a n N i s h a n , A C 1 6 ,
throat. Lurking in the far corners of the room, several undead hp 23
horrors shuffle about, sensing your presence, but, strangely, 5 Skeletons AC 13, hp 7 each
holding their position. 3 zombies AC 11, hp 18 each
Standing in the Tactics:
center of the room in front of the sarcophagus is a vision of Before the characters arrive, Nishan casts desecrate to fortify
Death. A tall, humanoid figure cloaked in a hooded robe as the power of his undead. He also casts animate dead to
black as midnight peers at you with glowing, red eyes. The summon the small force of monsters found in this area. To
figure’s features are hidden behind a frightening, skeletal add to his own defense and protection, he casts resistance
mask. It leans casually upon a wicked scythe, the razor- and divine favor upon himself just prior to the party’s
sharp blade flashing in the candlelight. Evil rolls from the entrance to this area.
figure in waves, causing you to fall back a step. You note Karayan commands the undead to attack the PC’s while he
that the mask twitches a bit, as if the figure is actually smiling fades toward the back of the chamber, attempting to dispel
at you. In a soft, melodic voice it whispers, “Your day of any attempts to turn his undead guardians. He also uses the
reckoning is upon you. I am the Death, the Resurrection of Horrid Countenance of Balor (see New Magic Items in the
Unlife. May Balor gorge himself upon your pitiful souls.” It Appendices) to cause fear in any opponent that meets his
nonchalantly gestures in your direction, and hisses, “Take gaze. Karayan also uses the mask’s deathwatch ability to
them, my pets!” and the undead monsters stalk forward at see which opponent is badly injured. He will then advance
the command.
The chamber is the burial crypt for Elias Brody, cleric of
Belenos, elder and original founder of Eliador, and hero
in the war of Kethmere Field. His tomb was to serve as
a permanent monument of respect to his character, his
life, and his faith. Followers of Belenos identify the
religious carvings immediately; otherwise a successful
Knowledge: Religion check (DC 13) is required to
recognize the religious symbols. The figure in black is
Karayan Nishan, cleric of Balor who has turned this holy
place into an evil mockery, a charnel playground.
16
upon that enemy and use his terrible death touch ability to from the purest silver and gold (450 gp value)
immediately snuff out his or her life. +1 ring of protection (2000 gp value),
The undead creatures attack the party relentlessly until destroyed. Scroll of three clerical spells all of which are cast at
Fortified by the presence of its master and his unholy desecrate 8th level (550 gp value):
spell, the small group of monsters is quite a force with which to Bless
reckon. All turn attempts are at –3 while in this chamber, and the Summon Monster II
undead receive a +1 bonus to hit, damage, and saving throws. Negative Energy Protection
Furthermore, all undead in this encounter have an extra +1 hit Note: Since the undead are bolstered by the presence of
point per HD. Nishan and the desecrate spell, characters should be
awarded 50% more experience for this particular encounter
If his undead are having problems with a cleric or paladin who as a circumstance bonus because of its difficulty. Also
attempts to turn them, Nishan bolsters his creations with his award a party that successfully recovers the journal of
unholy symbol. If the odds tilt in Karayan’s favor, he will enter Elias Brody 200 experience points each.
the melee, using his wicked scythe. If the combat goes against
Nishan, he commands his undead to guard his retreat as he casts
obscuring mist and disappears through the secret door at the
back of the chamber. Nishan flees out of the barrow through the
tunnel behind the secret door. The tunnel travels for several
hundred feet before it emerges from the surface amidst a thick
growth of evergreen trees. Here, Karayan gathers his horse and
rides for the “safety“ of the Nightmare Lands beyond the Painted
Plains.
Treasure: The chamber is devoid of any obvious treasure;
however, an item of great importance resides within the
sarcophagus of Elias Brody. No means of gaining access inside
the stone coffin are evident, as no obvious handles, locks or
other mechanisms to allow entry are visible. In fact, the only way
to open the sarcophagus is for a good aligned paladin or cleric to
use his or her turning ability, channeling the energies of that
person’s deity to open the lid. The turn attempt must be sufficient
to affect a 5 HD undead creature. Clerics or paladins of Belenos
gain a +1 circumstance bonus to their rolls.
Within the sarcophagus lies the remains of Elias Brody, and buried
with him is his journal containing various scholarly letters,
dissertations, and analysis of the teachings of Belenos. Tucked
in the small space between the inner and outer spine of the book
are hidden (Search DC 16) several small pieces of parchment
covered in odd symbols. A Knowledge: Religion check (DC 18)
reveals the writing to be in the Celestial language. The documents
(once deciphered) detail an analysis of the prophecies of Ezerus,
particularly the identity of the coming evil and the one who would
oppose it.
18
Appendices
Appendices actions. Thus they can move or attack, but an
only do both if they charge (a partial charge).
This section contains stat blocks for monsters and important
NPC’s encountered during the course of the adventure. A new Wolf: CR 1; SZ M Animal; HD 2d8+4; hp 13; Init +2 (Dex);
magic item and prestige class are also detailed here, as well. The Spd 50 ft.; AC 14 (+2 Dex, +2 natural); Atk +3 melee (1d6+1,
Appendix also includes a short, biographical account of the evil bite): SA Trip; SQ Scent; AL Always neutral; SV Fort +5,
priest, Karayan Nishan. Ref +5, Will +1; Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Monsters
Carrion Crawler: CR 4; SZ L Aberration; HD 3d8+6; hp 19; Init Skills: Hide +3, Listen +6, Move Silently +4,
+2 (Dex); Spd 30 ft., climb 15 ft.; AC 17 (-1 size, +2 Dex, +6 natural); Spot +4, Wilderness Lore +1*. Feats: Weapon
Atk +3 melee (tentacle paralysis X8), -2 (1d4+1 bite); SA Paralysis; Finesse - Bite
SQ Scent; Al Neutral; SV Fort +3, Ref +3, Will +5; Str 14, Dex 15, SA - Trip (Ex): A wolf that hits with a bite attack
Con 14, Int 1, Wis 15, Cha 6 can attempt to trip the opponent as a free action
Skills: Climb +10, Listen +6, Spot +6. without making a touch attack or provoking an
Feats: Alertness attack of opportunity. If the attempt fails, the
SA -Paralysis (Ex): Those hit by a carrion crawler’s opponent cannot react to trip the wolf.
tentacle attack must succeed at a Fortitude save Skills: *Wolves receive a +4 racial bonus to
(DC 13) or be paralyzed for 2d6 minutes. Wilderness Lore checks when tracking by scent.
Dire Rat: CR 1/3; SZ S Animal; HD 1d8+1; hp 5; Init +3 (Dex); Worg: CR 2; SZ M Magical Beast; HD 4d10+8; hp 30; Init
Spd 40 ft., climb 20 ft.; AC 15 (+1 size, +3 Dex, +1 natural; Atk +4 +2 (Dex); Spd 50ft; AC 14 (+2 Dex, +2 natural); Atk +7,
(1d4 bite); SA Disease; SQ Scent; AL Neutral; SV Fort +3, Ref +5, melee (1d6+4 bite); SA Trip; SQ Scent; AL NE; SV For +6,
Will +3; Str 10, Dex 17, Con 12,Int 1, Wis 12, Cha 4 Ref +6, Will +3; Str 17, Dex 15, Con 15, Int 6, Wis 14, Cha 10
Skills: Climb +11, Hide +11, Move Silently +6
SA: Disease (Ex): Filth fever-bite, Fortitude save
(DC 12), incubation period 1d3 days; damage 1d3 Skills: Hide +7, Listen +9, Move Silently +7,
temporary Dexterity and 1d3 temporary Spot +9, Wilderness Lore +2. Feats: Alertness
Constitution.
SA - Trip (Ex): A worg that hits with a bite attack
Skeleton: CR 1/3; SZ M Undead; HD 1d12; hp 6; Init +5 (+1 Dex, can attempt to trip the opponent as a free action
+4 Improved Initiative); Spd 30 ft.; AC 13 (+1 Dex, +2 natural); without making a touch attack or provoking an
Atk +0 melee (1d4 X2, claws); SQ Undead, Immunities; Al Neutral; attack of opportunity. If the attempt fails, the
SV Fort +0, Ref +1, Will +2; Str 10, Dex 12, Con -, Int -, Wis 10, Cha opponent cannot react to trip the worg.
11 Skills: A worg receives a +1 racial bonus to
Listen, Move Silently, and Spot checks, and a
SQ - Undead: Immune to mind-influencing effects, +2 racial bonus to Hide checks. A worg has a
poison, sleep, paralysis, stunning, and disease. Not +4 racial bonus to Wilderness Lore checks when
subject to critical hits, subdual damage, ability tracking by scent.
damage, energy drain, or death from massive
damage. Important NPC’s
SQ - Immunities (Ex): Skeletons have cold immunity.
Because they lack flesh or internal organs, they take Briana Weylin: Female, human Com 1st; SZ M Humanoid
only half damage from piercing or slashing weapons. (human); CR 1/4; HD 1d4; hp 3; Init +1 (Dex); Spd 30 ft.;
AC 11; Atk +0 melee; AL Neutral Good; SV Fort 0, Ref 0,
Zombie: CR ½; SZ M Undead; HD 2d12+3; hp 16; Init –1 (Dex); Will 0; Str 10, Dex 14, Con 9, Int 12, Wis 9, Cha 15
Spd 30 ft.; AC 11 (-1 Dex, +2 natural); Atk +2 melee (1d6+1, slam);
SQ undead, partial actions only; Al Neutral; SV Fort +0, Ref –1, Skills: Handle animal +7, listen +3, ride +6,
Will +3; Str 13, Dex 8, Con -, Int -, Wis 10, Cha 1
spot +3.
Feats: Toughness
SQ: Undead: Immune to mind-influencing effects,
poison, sleep, paralysis, stunning, and disease. Not Karayan Nishan: Male, human Clr 5th of Balor/ Soul
subject to critical hits, subdual damage, ability damage, Harvester of Balor 1st; SZ M Humanoid (human); CR 5;
energy drain, or death from massive damage. HD 5d8-5; hp 23; Init +2 (Dex); Spd 30 ft.; AC 16 (+2 Dex,
SQ: Partial Actions Only (Ex): Zombies have +4 scale mail); Atk +4 melee (2d8+1, scythe), +6 ranged
poor reflexes and can perform only partial
19
(1d8, crossbow); SA Turn Undead, spells; SQ Spells, Skills: Handle animal +5, listen +5
spontaneous casting (channel any spell into inflict spells);
AL Chaotic Evil; SV Fort +3, Ref +3, Will +9; Str 12, Dex 14, Trevor Weylin: Male, human Com 1st; SZ S Humanoid
Con 8, Int 16, Wis 17, Cha 12 (human); CR 1/4; HD 1d4+1; hp 3; Init +0; Spd 30 ft.; AC 10;
Atk +0; AL Neutral Good; SV Fort 0, Ref 0, Will 0; Str 8, Dex
Skills: Concentration +6, craft (calligraphy) +8, 11, Con 13, Int 11, Wis 11, Cha 13
intimidate +5, knowledge (religion) +10,
knowledge (undead) +10, scry +10, spellcraft Skills: Handle animal +5, listen +4, ride + 5,
+10 spot +4.
Feats: Combat casting, extra turning, martial
weapon proficiency (scythe) Torrance Powell: Male, human Com 1st; SZ M Humanoid
Domains: Death and Evil (human); CR 1/4; HD 1d4+1; hp 4; Init +0; Spd 30 ft.; AC 10;
Spells Prepared (5/5/4/3): 0 – Detect magic X2, Atk +2 melee (1d3+2, table-leg club); AL Neutral Good; SV
read magic X2, resistance, 1 st – bane, divine Fort 0, Ref 0, Will 0; Str 15, Dex 10, Con 11, Int 11, Wis 12, Cha
favor, obscuring mist, sanctuary, protection 9
from good, 2 nd – darkness, desecrate, hold
person, sound burst 3rd – animate dead, glyph Skills: Handle animal +3, listen +5, profession:
of warding, inflict serious wounds barkeep +4, spot +5.
Killian McAnders: Male, human Clr 1st of Belenos; CR 1; SZ
M Humanoid (human); HD 1d8; hp 6; Init +0; Spd 30 ft.; AC The Divine and the Diabolical
10 (clothing only); Atk +0 melee (1d6, light mace); SA Turn
undead, spells; SQ Spells, spontaneous casting (channel This section contains information on the two primary deities
any spell into a healing spell); AL Neutral good; SV Fort +2, referenced in the context of this module. The DM should
Ref +0, Will +7; Str 10, Dex 10, Con 11, Int 12, Wis 16, Cha 14 feel free to use these deities or substitute ones that are more
fitting to his or her individual campaign.
Sara Weylin: Female, human Com 1st; SZ M Humanoid New Magic Item
(human); CR 1/4; HD 1d4; hp 3; Init +0; Spd 30 ft.; AC 10; Atk The Horrid Countenance of Balor
-1 melee; AL Lawful Neutral; SV Fort 0, Ref 0, Will 0; Str 9,
The high priests of Balor craft this evil mask in an elaborate
Dex 10, Con 11, Int 10, Wis 12 (3 due to current insanity), Cha
and terrible ritual. The mask is made from the skull of any
12
lawful good cleric or paladin of Belenos. First the skull is
20
boiled in a cauldron of the victim’s blood until all flesh is removed. The soul harvesters are a division within the priesthood
Then, the symbol of Balor is carved into the skull’s forehead, the of Balor that specialize in the creation and control of
lower jawbone and back half of the cranium are removed, and undead. These terrible men and women covet the lives
then the mask is anointed with an unholy chrism, while the priest of the living in order to create charnel armies of living
chants a desecrate spell. death. These undead creations become shock troops in
the constant war waged between the followers of Balor
The mask bestows upon the wearer the following abilities: and those of good aligned deities.
1) Darkvision 60’ – if the individual The teachings of the Foe of All Good and the Hater of
wearing the mask already Life instruct his followers to pervert life into a mockery
possesses Darkvision, his of itself, glorify death and un-death, and to snuff out the
range of sight is effectively lives of those who revere goodness and the joys of life.
doubled The soul harvesters take these commandments to heart,
2) Cause Fear three times as they seek glorification of their terrible God through the
per day as the first level murder of the innocent.
cleric spell (Save DC
17) Usually soul harvesters like to
3) Deathwatch once per work alone, seeking an
day as the first level almost interdependent
cleric spell companionship with their
The mask is crafted for members of awful creations.
the Soul Harvesters of Balor (see Occasionally, soul
the new prestige class detailed harvesters operate in
below), specialty priests skilled secret cults who
in creating and controlling worship Balor, where
undead. Those who possess they hatch nefarious
a Horrid Countenance are plots to overrun
usually in great favor with the civilization with
monstrous deity’s high their undead
priests, or even with the troops. Since these
Reaper, himself. The mask is death cults are often
granted to one who has performed persecuted (especially
an act of great evil: killing and beheading by followers of Belenos), they
a cleric or paladin of Belenos. It is rumored rarely have permanent bases of
that as the owner of the mask gains prestige operation. Due to the evil, plotting
within the hierarchy of the priesthood, the nature of this particular priesthood,
mask is imbued with more powerful magic as a reward for loyal a strong, charismatic leader is
service to the Bringer of Darkness. required to hold a group’s focus for an extended period of
time.
Only those who are wholly evil may don the Horrid Countenance.
Good aligned characters feel an overwhelming sense of aversion Almost all soul harvesters were clerics of Balor prior to
to the mask, and most refuse to touch it. Neutral characters may their induction into the ranks of the soul harvesters.
handle the mask freely, but glean no benefits from it. The abilities Hit Die: d8
bestowed by the mask are granted only to worshippers of Balor.
Requirements
To qualify to become a soul harvester of Balor, a character
Caster level: 7th; Prerequisites: Craft Wondrous Item, desecrate, must fulfill all of the following criteria:
cause fear, deathwatch; Market Price: 42,500 gold pieces;
Weight: ½ pound. Alignment: Neutral or Chaotic evil
Patron Deity: Balor
Base Save Bonus Will: +6
New Prestige Class Knowledge (religion): 8 ranks
Soul Harvester of Balor Knowledge (Undead): 8 ranks
Spellcraft: 6 ranks
Spells: Ability to cast divine spells
21
Special: Must independently murder a priest or for that day. He can only cast one domain spell of each level
paladin of Belenos, and take the head, which will be once per day. Soul harvesters who were not clerics prior to
used later in a ritual creation of a special magic item selecting this prestige class gain no benefit from this ability.
called The Horrid Countenance of Balor.
Create Undead: When a soul harvester reaches 5th level,
Class Skills he can create undead as the 6th level cleric spell. Soul
The Soul Harvester’s class skills (and the key ability for harvesters of the specified levels can create the following
each skill) are Alchemy (Int), Concentration (Con), Gather types of undead:
Information (Cha), Intimidate (Cha), Knowledge (religion) Table 4: Soul Harvester - Create Undead
(Int), Knowledge (undead) (Int), Scry (Int), Spellcraft (Int)
Soul Harvester Level Undead Created
Class Features 5th Ghoul
The following are the class features associated with the soul 6th Shadow
harvester of Balor prestige class: 7th Ghast
Weapon and Armor Proficiency: Soul harvesters of Balor 8th Wight
are proficient with all simple weapons, with all types of 9th Wraith
armor, and with shields. Undead Immunities II: Upon achieving 6th level, soul
Detect Undead: A soul harvester of Balor can detect undead harvester become immune to mind influencing effects
(per the spell) at will, as a standard action. (charm, compulsions, phantasms, patterns, and morale
effects).
Call of the Reaper: When a soul harvester of Balor casts
any divine spell with the Necromancy descriptor, he or she Caress of Death: At 7th level a soul harvester is granted the
does so at +1 caster level. The spellcaster’s combined ability to use the death touch death domain power a number
character level is used to determine at what level the spell of times equal to 1 plus his Charisma modifier.
is cast. For example, a 5th level cleric/1st level soul harvester Unholy Aura: At 8th level, the soul harvester gains the power
of Balor would cast divine Necromancy spells at 6th level of unholy aura and all of the associated abilities of the 8th
for determining their duration, range, damage, etc. If this level cleric spell of the same name. The soul harvester can
particular soul harvester cast animate dead, he or she could use this ability a number of times per day equal to 1 plus
animate 7HD of undead and effectively control 14 HD at his Charisma modifier.
one time.
Undead Immunities III: At 9th level, a soul harvester of
Spells: When a new soul harvester level is gained, the Balor is no longer subject to critical hits, subdual damage,
character gains new spells per day as if he or she had also ability damage, ability drain, energy drain, death effects, or
gained a level in the divine spell casting class that the death by massive damage. However, like undead, a soul
character had been before becoming a soul harvester. The harvester is considered dead when he reaches 0 hit points.
character adds the soul harvester level to the level of some
other divine spellcaster class, and then determines the Create Greater Undead: At 10th level a soul harvester is
number and corresponding levels of spells per day. able to create greater undead as the 8th level clerical spell.
The following details the types of undead that can be created
Invisibility to Undead: At 2nd level, a soul harvester of by soul harvesters of the specified levels:
Balor gains the ability to become invisible to undead
creatures at will as a standard action a number of times per Table 5: Soul Harvester - Create Greater Undead
day equal to 3 plus his wisdom modifier. Intelligent undead Soul Harvester Level Undead Created
do not get the saving throw normally associated with the 10th Mummy
spell of the same name. Special* Spectre
Undead Immunities I: A soul harvester of Balor gradually Special** Vampire
takes on some of the natural (or unnatural) abilities of the Special*** Ghost
undead. Beginning at third level, a soul harvester is immune * To create a spectre a character must have a combined character
to all poison, disease, sleep and paralysis effects. level of 16, 10 levels of which must be in the soul harvester prestige
class.
Additional Domain: When a soul harvester of Balor reaches
** To create a vampire, a character must have a combined character
4th level, he is granted an additional clerical domain of Balor. level of 17, 10 levels of which must be in the soul harvester prestige
He can use the granted power of the domain, and can choose class.
from any of the three selected domains when choosing spells
22
*** To create a ghost, a character must have a combined character level
of 18, 10 levels of which must be in the soul harvester prestige class.
23
License
The distribution of Nightfall in Eliador is done under the Open Game Identity” means product and product line names, logos and identifying marks
License version 1.0 and the D20 Systems Trademark License version 1.0 by including trade dress; artifacts; creatures characters; stories, storylines, plots,
permission from Wizards of the Coast. Once finalized, subsequent thematic elements, dialogue, incidents, language, artwork, symbols, designs,
distribution of this module will incorporate final versions of both licenses. depictions, likenesses, formats, poses, concepts, themes and graphic,
photographic and other visual or audio representations; names and
This publication contains Open Game Content, as defined below. Open Game descriptions of characters, spells, enchantments, personalities, teams, personas,
Content may only be used under and in accordance of the terms and conditions likenesses and special abilities; places, locations, environments, creatures,
set forth in this appendix. equipment, magical or supernatural abilities or effects, logos, symbols, or
graphic designs; and any other trademark or registered trademark clearly
Designation of Product Identity: The following items are hereby identified as Product identity by the owner of the Product Identity, and which
designated as product identity in accordance with Section 1(e) of the Open specifically excludes the Open Game Content; (f) “Trademark” means the
Gaming License, version 1.0: All Black Magic Games logos and identifying logos, names, mark, sign, motto, designs that are used by a Contributor to
marks and trade dress, including all Black Magic Games Product and Product identify itself or its products or the associated products contributed to the
Line names including but not limited to The Tomb of Borgund the Grim , Open Game License by the Contributor (g) “Use”, “Used” or “Using” means
The Blood of Nobles, and Nightfall in Eliador; all artwork, illustrations, to use, Distribute, copy, edit, format, modify, translate and otherwise create
graphic design, maps and cartography; the story, story-line, plots, themes, Derivative Material of Open Game Content. (h) “You” or “Your” means the
thematic elements, dialogue, , incidents, language, artwork, symbols, designs, licensee in terms of this agreement.
depictions, likenesses, formats, poses, concepts, themes and graphic,
photographic and other visual or audio representations contained herein; 2. The License: This License applies to any Open Game Content that contains
the proper names of all characters and creatures and their descriptions and a notice indicating that the Open Game Content may only be Used under and
other accompanying text, though not their stat blocks; and all text and in terms of this License. You must affix such a notice to any Open Game
descriptions including, but not limited to Dark Resurrection, Eliador, Content that you Use. No terms may be added to or subtracted from this
Penarduin, Duke Archibald the Second, Reynard Barony, Highland License except as described by the License itself. No other terms or conditions
Mountains, Elias Brody, Loch Venetia, Tribe of the Wolverine, Kethmere may be applied to any Open Game Content distributed using this License.
Field, Nodding Heath, The Battle of Kethmere Field, Fin and Fleece Pub,
Inn f the Broken Mug, Durma Khan, The Nightmare Lands, Ezerus, Karayan 3.Offer and Acceptance: By Using the Open Game Content You indicate
Nishan, Trevor Weylin, Briana Weylin, Sara Weylin, Neese Weylin, Torrance Your acceptance of the terms of this License.
Powell, Killian McAnders, Quinn, Dorothy Keller, Captain Jonathan Burns,
The Fjord of Alune, The Painted Plains, Redshank, Cordell, Spearthistle, 4. Grant and Consideration: In consideration for agreeing to use this License,
and the Canter The above Product Identity is not Open Game Content, and the Contributors grant You a perpetual, worldwide, royalty-free, non-
reproduction without permission of the copyright holder is expressly exclusive license with the exact terms of this License to Use, the Open Game
forbidden, except for the purposes of reviews. Content.
Designation of Open Game Content: The following material is hereby 5.Representation of Authority to Contribute: If You are contributing original
designated as Open Game Content and may be used pursuant to the terms of material as Open Game Content, You represent that Your Contributions are
the Open Game License: all creature, character, item, spell, town, deity and Your original creation and/or You have sufficient rights to grant the rights
trap “stat blocks”, though not the accompanying names of the creatures, conveyed by this License.
characters, items, spells, towns, deities and traps original to this adventure
module as these are specifically designated in Product Identity, with the 6.Notice of License Copyright: You must update the COPYRIGHT NOTICE
exception of the new magic item, the Horrid Countenance of Balor and portion of this License to include the exact text of the COPYRIGHT NOTICE
the new prestige class, the Soul Harvester of Balor, which may be of any Open Game Content You are copying, modifying or distributing, and
distributed as Open Game Content. You must add the title, the copyright date, and the copyright holder’s name
to the COPYRIGHT NOTICE of any original Open Game Content you
Distribute.
OPEN GAME LICENSE Version 1.0a 7. Use of Product Identity: You agree not to Use any Product Identity,
including as an indication as to compatibility, except as expressly licensed in
PERMISSION TO DISTRIBUTE THIS LICENSE IS MADE BY another, independent Agreement with the owner of each element of that
WIZARDS OF THE COAST. Product Identity. You agree not to indicate compatibility or co-adaptability
with any Trademark or Registered Trademark in conjunction with a work
The following text is the property of Wizards of the Coast, Inc. and is containing Open Game Content except as expressly licensed in another,
Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. independent Agreement with the owner of such Trademark or Registered
Trademark. The use of any Product Identity in Open Game Content does not
1. Definitions: (a)”Contributors” means the copyright and/or trademark constitute a challenge to the ownership of that Product Identity. The owner
owners who have contributed Open Game Content; (b)”Derivative Material” of any Product Identity used in Open Game Content shall retain all rights,
means copyrighted material including derivative works and translations title and interest in and to that Product Identity.
(including into other computer languages), potation, modification, correction,
addition, extension, upgrade, improvement, compilation, abridgment or other 8. Identification: If you distribute Open Game Content You must clearly
form in which an existing work may be recast, transformed or adapted; (c) indicate which portions of the work that you are distributing are Open Game
“Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly Content.
display, transmit or otherwise distribute; (d)”Open Game Content” means
the game mechanic and includes the methods, procedures, processes and 9. Updating the License: Wizards or its designated Agents may publish
routines to the extent such content does not embody the Product Identity and updated versions of this License. You may use any authorized version of this
is an enhancement over the prior art and any additional content clearly License to copy, modify and distribute any Open Game Content originally
identified as Open Game Content by the Contributor, and means any work distributed under any version of this License.
covered by this License, including translations and derivative works under
copyright law, but specifically excludes Product Identity. (e) “Product 10. Copy of this License: You MUST include a copy of this License with
every copy of the Open Game Content You Distribute.
24
License
11. Use of Contributor Credits: You may not market or advertise the 5. Termination
Open Game Content using the name of any Contributor unless You If, at the end of the cure period, the breach is not cured, Wizards
have written permission from the Contributor to do so. of the Coast may terminate this License without further written
notice to You.
12. Inability to Comply: If it is impossible for You to comply with
any of the terms of this License with respect to some or all of the 6. Effects of Termination
Open Game Content due to statute, judicial order, or governmental Upon termination, You shall immediately stop all use of the
regulation then You may not Use any Open Game Material so affected. Licensed Articles and will destroy any inventory or marketing
material in Your possession bearing the d20 System Trademark
13. Termination: This License will terminate automatically if You logos. You will remove any use of the d20 System Trademark
fail to comply with all terms herein and fail to cure such breach logos from your advertising, web site, letterhead, or any other use.
within 30 days of becoming aware of the breach. All sublicenses shall You must instruct any company or individual that You are or
survive the termination of this License. become aware of who is in possession of any materials distributed
by You bearing the d20 System Trademark logos to destroy those
14. Reformation: If any provision of this License is held to be materials. You will solely bear any costs related to carrying out
unenforceable, such provision shall be reformed only to the extent this term of the License.
necessary to make it enforceable.
7. Penalty for Failure to Comply with Termination Instructions
15. COPYRIGHT NOTICE If You fail to comply with the Effects of Termination, Wizards of the
Coast may, at its option, pursue litigation, for which You shall be
Open Game License v 1.0a Copyright 2000, Wizards of the Coast, responsible for all legal costs, against You to the full extent of the law for
Inc. Nightfall in Eliador, Copyright 2001, Kevin Lofton, Black breach of contract, copyright and trademark infringement, damages and
Magic Games. any other remedy available.
System Rules Document Copyright 2000, Wizards of the Coast, Inc.; 8. Updates
Authors Jonathan Tweet, Monte Cook, Skip Williams, based on Wizards of the Coast may issue updates and/or new releases of the d20
original material by E. Gary Gygax and Dave Arneson. System Trademark logos without prior notice. You will, at the earliest
possible opportunity, update all material distributed by You to use the
END OF LICENSE updated and/or new version of the d20 System Trademark logos. You
may continue to distribute any pre-existing material that bears an older
version of the d20 System Trademark logo.
This material is Open Game Content, and is licensed for public
use under the terms of the Open Game License v1.0a. 9. Changes to Terms of the License
Wizards of the Coast may issue updates and/or revisions to this License
without prior notice. You will, at the earliest possible opportunity, conform
THE D20 SYSTEM® LICENSE VERSION 1.0 in all respects to the updated or revised terms of this License. For a
period of 90 days You may continue to distribute any pre-existing material
By downloading the enclosed graphic files and/or by returning the that complies with a previous version of the License. Thereafter written
Confirmation Card as presented in the file “card.pdf,” the Licensee (“You”) consent should be obtained from Wizards of the Coast. Subsequent
accept to be bound by the following terms and conditions: versions of this License will bear a different version number.