WW8316 Scarred Lands - The Penumbral Pentagon
WW8316 Scarred Lands - The Penumbral Pentagon
WW8316 Scarred Lands - The Penumbral Pentagon
Table of Contents
Introductjon 3
Chapter One: The History of the Penumbral Pentagon 4
19
Chapter Two: The Members of the PenumbralPentagon
Chapter Three: The Penumbral Fortress 33
Chapter Four: The Magic of the Shadows 62
Chapter Five: Adventures in Shadow 73
Appendix: Creatures of the Shadow 89
1N T RO D V CT 10N
The Penumbral Pentagon had its earliest origins to building the Penumbral Fortress, the ultimate
in the great war against the Slarecians, when the citadel of shadow in the Scarred Lands.
I
titans and the gods actually stood together for a time. This volume is the first to deal with the most
The mysterious Slarecians had powers that rivaled mysterious of the many secret organizations in the
even the gods, and may even have been Scam’s Scarred Lands. Here, you will find full information on
earliest inhabitants. Along with their minions, the Dar’Tan and his new followers,the motley collection
Slarecians perpetrated the ultimate outrage upon the of villains who make up the rebom Penumbral Pen-
gods -kidnapping the goddess Drendari and tearing tagon. Here, too, you will leam the secrets of the
from her the secrets of shadow magic. labyrinthine depths of the Penumbral Fortress and its
Though the kidnapping of Drendari was one of fell inhabitants. Also, this volume reveals new secrets
many Slarecian triumphs, the ancient ones over- of shadow magic and details on the creatures who
played their hand when they passed the secrets of serve Dar’Tan. Finally, this book also provides game
shadow to their servants, the Penumbral Lords. Be- masters with introductory adventures that will allow
trayed, the Slarecians were defeated and driven from player characters to begin their investigation of the
Scam, while their treacherous penumbral students Penumbral Pentagon.
lived on to trouble gods and titans alike. The Penumbral Pentagon represents a potent
The most infamous incident in the history of the group -one that reveres neither gods nor titans, but
Penumbral Lords came when the most powerful of instead follows the path of shadow. Dar’Tan himself
their number, the five lords called the Penumbral remains a figure of terror in Mithril and elsewhere,
Pentagon, tried to take over the city of Mithril. Most and to this day few know whether or not he still lives.
of the Pentagon perished in the effort, but their With this book, you can add the Penumbral Penta-
leader, the dark elf Dar’Tan, escaped into the Kelder gon to any ongoing campaign and allow your players
Mountains. There, he and his surviving followers set to confront the evil that lurks in the deepest shadows.
Anthony Pryor, Developer
Sword and SorceryStudio
The world began in darkness. There was a first light , a first star, a first dawn. The world
will end in darkness, too. The last light will go out, and the sun will set for the final tlme.
Most followersofdarknesspay attention to the first darkness, yeammgnostalgicallyfor the
conditions they imagine must have prevailed.They regard the well-lit present with resentment,
and they envy the light its ability to actively banish the darkness. Darkness, after all, must
depend passively on other forces to extinguish light. Further, most of those who worship
darkness live in complex self-deception,for there are no authentic voices from the times before
light to tell what it was really like then. They’ve poured their own hopes and fears into the
historical void.
The Slarecians who created the Penumbral Pentagon had something different in
mind. They too yearned for the end of the light, but they set their hopes on the unknown
future rather than the unknown past. And they understood that passive waiting, no matter
how broodingly intense, would not suffice. They decided to turn their opponents’ own
weapons against them, laying out a master plan by which every force associated with light
would unwittingly reveal the secrets necessary for destroying itself. The world is vast and 0 --
light has many allies, but each triumph gives the devotees of the final darkness reason to
CHAPTER ONE: H I S T O R V O F T H E PENUMBRAL PENTAGON
-~
and capturing her testifiesto their highly unusual
nature. Particularly astute followers among the
mystery races sometimes wondered about the
nature of their strange Slarecian patrons, but
such curious seekers learned quickly enough
that pressing any such inquiry impacts nega-
tively on one’s prospects for long-term health
and well-being.
The Slarecians did, somehow, capture
Drendari. All they ever told their disciples is
that they lured her with the chance to learn
something important and then made sure she
couldn’t leave. Some claim that the Slarecians
lured Drendari into their clutches by promising
to tell her secrets of power, perhaps about her
true ancestry or some important prophecy. 0th-
ers theorize that Drendari actually approached
the Slarecians voluntarily, possibly as an em-
issary of the gods, hoping to head off conflict
or gather information. Drendari herself
1
does not answer questions about the e
perience.
For whatever reason (or reasons)
Drendari fell into Slarecian hands, and
she stayed there for untold years of
torment. As the Mistress of Shadow,
she is intimately connected to all the
forms of darkness that light creates,
and the Slarecians scoured her very
soul for the secret sourcesof Shadow’s
power. They ripped apart her iden-
tity and isolated her power from the
sense of self that defined them as a
part of herself. A hint of her nature
has always lurked in every shadow,
but what the Slarecians extracted
then was quite unlike any shadow
seen in the world since Drendari’s
birth. They then worked with these
bizarre new shadows without intend-
ing to develop an altogether new form
of magic.
The First Students: The Eyes jn
the Night I
Though t h e dispassionate
Slareciansshowedno interest inevoca-
tive or impressive nomenclature, theig
students among the other sentient race
dubbed themselves “the Eyes in th,
Night” in hope of intimidating those
around them. Even as these students
gathered in response to the Slarecians’
original summons, they spread tales
in the homes they left behind of this
new mysteriousenemy in the night D
c
CHAPTER ONE: H I S T O R V O F T H E P E N U M B R A L P E N T A C O N
raises more questions than any have yet been willing before the Eyes in the Night actually began to have
or able to answer. She had little to do with the any effect on the lasting history of Scam. After the
conflict and held no great affectionfor the Mistressof Eyes had finally made their decision, however, the
Shadows. Did the Slarecian prison desecrate some tides of battles slowly began to turn. From time to
natural spot precious to her or draw strength from the time a scout for the gods would find something
sufferingof animals?Did the endless cycle of torture interesting, like a mysteriously unraisable corpse car-
and experiment somehow poison the surrounding rying vital and secret information about some
plant life? Such violence to the natural world would Slarecian plan of attack. Elsewhere, another scout
rouse her anger. Or did she act to avenge wrongs done might encounter a Slarecian slave or two, tortured to
to her worshippers?One account even says that the the brink of death, their minds half shattered and
Slarecians tempted her with power if she would their memories nearly gone, save for a few clear
betray the other gods, and that her later anger was mental pictures about their captors’ secret location.
partly from self-loathing for a moment of weakness The gods mistakenly assumed that these oversights
and temptation. With a nature as warm and carefree were due to panic and a clouding of the Slarecian
as Tanil’s was before the War, this seems an unlikely leaders’ judgment.
explanation. Perhaps a more believable (if less titil- Indeed, the Slarecians were panicking, but not
lating) account coincides with the rumor that Tanil for the reasons the gods supposed. They found it easy
and Enkili enjoy high stakes gambling games with enough to guess that their former servants, the rebel-
one another. Perhaps Tanil helped to rescue Drendari lious Eyes in &Night, had orchestrated this campaign
simply as a way of paying off a gambling debt to the of tactical erosion. Finding the Eyes proved much
god/dess of Chaos. harder, and the Slarecians never did pin down the
Together, Enkili and Tanil cut through, smashed, most cunning planners among their former students.
or evaded all the Slarecians’ defenses. At least half of Further, each time the Slarecians ventured forth
the Slarecian schemers and more than half of their against the Eyes, more information found its way into
followers died in the struggle. The survivorsscattered the gods’ hands, so that the Slarecians would find
while the gods obliterated all evidence that Drendari’s themselves ambushed or routed before they made any
prison had ever existed. Drendari herself healed with headway against their betrayers. When similar mis-
the miraculousquickness one might expect of a young fortunes began to fall o n Slarecianswho’d never been
goddess, but she has never ceased to seek vengeance on involved in shadow worship, the surviving shadow
those who harmed her. Today, Dredari and her follow- worshippers were ostracized from Slarecian society
ers, the Shadow-walkers, are among the Penumbral and sometimes even forced to fight their own kind
Pentagon’smost implacable foes (See The Divine and along with their other myriad enemies.
the Defeated for more about Drendari). The last desperate survivorsamong the Slarecian
The Great Betrayal shadow worshippers called urgently for their follow-
ers to return and help in this moment of ultimate
Up until Drendari’s release, the Eyes in the
crisis. All would be forgiven, they promised, if the
Night had seen their masters as infallible, or close to
Eyes in the Night would only retum now to aid them
it. The collapse of the great project altered the Eyes’
in their time of greatest need. The Eyes took great
perceptions. Not only from rebellion but also from
pleasure in standing by and doing absolutelynothing.
the cowardly fear of further vengeance at Enkili’s or
Drendari’s hands, the surviving members of the Eyes In the end the Eyes’ manipulationsdid not single-
in the Night decided henceforth to be their own handedly break Slarecianwill to continue the war, but
masters, and to reject all further Slarecian guidance. they did contribute significantly. When the Slarecians
abandoned the known world in defeat, the Eyes felt
The Eyes knew that a direct fight against the
justifiably proud of their own role in the victory.
Slarecians would almost certainly end in failure.
They also knew that they had no real chance of The Birth of the Pentagon
-
recruiting enough allies to change this obvious out- The most successful architects of the campaign
come. After months of fruitless debate and of anti-Slarecian sabotage were a mixed lot of magi-
brainstorming, the Eyes finally realized the one thing cians, representingmost of the major races of the day.
they could and must do. They would trick the gods They were among the most active innovators inpost-
into serving the Eyes’ agenda. Slarecian shadow magic, as well-known among the
It is important to keep in mind that the shadow Eyes in the Night for their particularly successful uses
worshippers were only one faction among many in of mathematical imagery to reinforce the effective-
Slarecian society. The struggle of gods and titans ness of certain spells. This was not true science in the
against the Slarecians began, raged and continued in way that later scholars have come to think of it, but
full force, entirely independent and ignorant of the it was an approach to magic that emphasized the
Eyes’ scattering and scheming, and it was a long time abstract structures underlying all physical forms. It
CHAPTER ONE: HISTORV O F THE PENUMBRAL PENTAGON
was from this fascination with mathematical imagery nization to be known, it was easier for them to choose
and geometric shapes that the first Penumbral Penta- and install new Penumbral leaders and rid themselves
gon took its name.The five members of the Penumbral of the aging and ineffectual without ever arousing the
Pentagon in its earliest incarnation were the leaders suspicions of the people they secretly governed.
of the shadow worshipper movement as the war Working through their cover identities as ordi-
between gods and titans heated from scattered skir- nary members of the Eyes in the Night, the Pentagon
mishes to sustainedconflict. Even before the Slarecian went on to frame more or less randomly chosen
retreat was complete, the armies of the gods and individuals in or near strongholdsof their enemies as
titans were beginning to squabble over the fate of being the real members of the Penumbral Pentagon.
liberated slaves and goods. As tensions between the The discovery of traitors among one’s neighbors
titans and their divine children escalated (over en- always fuels fresh paranoia and suspicion, most par-
tirely unrelated matters), the shadow worshippers ticularly when revelations of treachery attach to
and their secretive cabak of leaders rejoiced in their those who seemed solidly reliable or even notably
great good fortune. Exploiting the complex currents upright and influential. The more distrust and confu-
ofdistrust and ignorance swirling between the divine sion their enemies suffered, the easier it was to keep
and titan factions of Scam, the Penumbral Pentagon shadow worshipper activity secret and safe. Within
were able to gather up huge troves of Slarecian the Eyes in the Night, this seemed nothing more than
wealth, and these early spoils continue to fund their a clever ruse to create paranoia and chaos throughout
operations even now. the land - they knew perfectly well that the real
The first members of the Pentagon also estab- Pentagon operated from somewhere within their
lished a tradition of three-fold deception about their own ranks, even if they had no idea where to look for
identities. At the first layer of deception, they made it. To the few outsiders who knew of the Pentagon,
absolutely certain that leadership of the Eyes in the however, this third layer of deception made the
Night was never linked to the group called Penum- Pentagon only that much harder to catch.
bral Pentagon. As far as anyone in the Eyes’ Outside the Eyes in the Night, the Pentagon also
organization knew, if the Penumbral Pentagon ex- had numerous genuine devotees in the cities of Scam,
isted at all, it was a totally separate, secretive and wherever shadows were deepest. These included
probably traitorous faction of the shadow worship- ambitious nobles, crime guilds, and even refugees,
pers and was in no way related to their trusted leaders. beggars and transients who swarmed through crowded
Indeed, on occasion, the Pentagon would frame a city streets. The members of the Pentagon were
troublesome subordinate with evidence suggesting charismatic, patient and generous as well as being
that he belonged to the Pentagon, and such an swift and terrible with the punishment of all betrayal,
accusation invariably led to the ruin or even the a combination that served to engender near fanatic
assassination of the victim. In fact, whenever the loyalty in their spies and infiltrators.These individu-
Pentagon decided that one of its five members needed als, as unaware of the true identities of the Penumbral
to be replaced, the method of eliminating an un- Pentagon as any other shadow worshipper (since the
wanted Penumbral leader was similar - provide leaders habitually pretended to be their own ambas-
evidence to the rest of the shadow worshippers that sadors instead of themselves), helped the Pentagon
she was involved with the Pentagon, and then stand to establish networks of confusion and paranoia in
back and wait. This method was efficient and dis- every major settlement, similar to the networks they
creet, and no one ever suspected that the Penumbral used to retain tight control of the Eyes in the Night.
Pentagon were actually the real leaders of the Eyes in Often hidden in the camps of the Pentagon’s
the Night all along. enemies, these outside minions helped to create as
At the second layer of deception, though they much confusion and imbalance as they could in a
were unquestionably the leaders of the shadow wor- world reeling constantly from the upheavals of a war
shippers, the Penumbral Pentagon felt exposed by previously beyond mortal imagination for sheer hor-
their leadership roles. To protect themselves, they ror and destruction. The Shadow-Lords and their
chose followers who were weak-willed and easy to minions studied the history of the areas they infil-
control by magic and acted and led through them. trated, looking for accounts of great champions lost
These easily replaceable puppet leaders (sometimes in the massive carnage of the Divine War. When
almost literally puppets) not only protected the Penta- such an admired and lost champion was discovered,
gon from the intrigues, ambitions and occasional the Pentagon arranged clues suggesting that the cho-
assassination attempts of their followers, they also sen champion had betrayed his or her original cause
allowed the Pentagon the freedom to mingle among and gone over to the enemy. When people must
their followers as equals, keeping abreast of the latest distrust even the memories of their greatest heroes,
rumors and rooting out traitors early on. And, of paranoia and chaos become widespread indeed.
course, by not allowing their true control of the orga-
THE PENWMBRAL PENTAGON
With labyrinthine webs of deception such as remain as mobile as possible, so that the capture or
these, it is completely understandable that no matter destruction of a physical site wouldn’t mean the ruin
where they went and how much havoc they wreaked, of all their activities. One by one, however, the
the Penumbral Pentagon and the Eyes in the Night advocates of this nomadic approach were converted
continued to slip past the notice of divine and titan or conquered by the Pentagon. Because they lacked
armies alike throughout the course of the Divine any means of sustained defense in the face of persis.
War. Indeed, this was the main aim of the confusion tent attack, when the enemy (in this case servants of
the Pentagon so painstakingly engendered. It is not the Penumbral Pentagon) came at them from several
surprising that the Eyes in the Night had to lie low directions at once, the would-be nomadic factions of
during the war- their inescapable connection to the the Eyes in the Night found themselves suddenly
Slarecians they had betrayed made them universally convinced ofthe Pentagon’swisdom-either that or
hated by every single faction they might encounter. irretrievably deceased.
What is surprising is how actively destructive the Other survivorswatched as the war between the
Eyes were able to be throughout this period of hiding. gods and titans threatened to destroy the world alto-
The secret leadership of the Pentagon protected gether and decided that the Slarecians’first sin had
them far more effectively than they ever knew. Of been haste. They withdrew together into distant
course, protecting the Eyes in the Night was not the planes of darkness or shadow, there to wait patiently
only reason the Penumbral Pentagon had for creating for conflicts of their home plane to play themselves
chaos wherever it went. out. If they returned to find the world destroyed, so
Many culturespast and present have commemo- much the better, and at worst, they would return to
rated the deaths of their kings with ritual mass find their enemies weakened by the war. The Penta-
murder -prodigious slaughteringof servants,priests, gon dealt with this second sort of rival mostly by
and other attendants - to accompany the soul of sealing off their connections between the planes,
the king into the afterlife. The first Penumbral leaving the planar travelers to drift indefinitely, un-
Pentagon did not wish to wait for their own deaths able to ever return.
to enjoy such revels, but instead inaugurated their Within a few years, the Penumbral Pentagon
shared reign with the deaths of as many people as had silenced or converted most of its rival factions
they could, including even many of the faithful and eventually emerged supreme among the shadow
servants who had made the Pentagon’s rise to power worshippers. This coup officially put an end to the old
possible. Nearly every follower who possessed true Slarecian-founded(if not named) organizationof the
information about the first Penumbral Pentagon Eyes in the Night, and for the first time practitioners
went to an early grave; only those who remained of shadow magic began to call themselves Penumbral
most irreplaceably useful escaped the purge (though Lords, in honor of their Pentagon of leaders. Finally
the information they carried was usually erased from the shadow worshippers were aware of who led them
their memories by magic). The Pentagon’s members in truth - or so they thought. The Pentagon, of
sometimes speak with near-fanatic reverence of course, continued to hide their true identities behind
those departed souls who have “paved the way into puppet leaders until the first fall changed everything.
darkness” and wait beyond death for the shadow The first fall was still yet to come, however, and
movement’s final triumph. As with many evil or the Pentagon’s overwhelming string of victories over
violent cultures, the worshippers of shadow see its rivals gradually convinced most shadow worship-
death as an honorable reward. In fact, the most pers that the Penumbral Pentagon deserved its
honorable way to die within this organization is to supremacy. Even those who disliked bowing to the
be openly murdered by a superior. new Penumbral leaders were forced to agree that, in
The Lessons of Defeat practical terms, the Pentagon was o n top and would
All survivors of the Slarecian defeat agreed that likely remain so. Whether they liked it or not, they
the experiences and defeat of their former masters acknowledged the necessity of submission.
held a very important lesson for them. They did not, As far as the outside world was concerned, the
unfortunately, agree on what that lesson actually was, civil conflict between shadow worshippers was just
and the Penumbral Pentagon was only too eager to part of the continuing misery of the post#DivineWar
exploit their differences. world. When whole kingdoms crumbled and new
For most of the survivors, the lesson was a simple lands rose to change the flow of water and air, few
one: too much obvious power attracts the wrong sort observers cared about what obscure cadres of magi-
of attention, and no stronghold can resist a sufficient cians and fanatics might be fighting over, so long as
number of determined enemies. While only the ex- they didn’t interfere with others. And for that one
tremely foolhardy would deny the need for secure brief period during the Pentagon’s bizarre history of
bases of operation, most shadow worshippers tried to deceptionsandschemes,only their immediateshadow
.-
CHAPTER O N E : HISTORV O F T H E P E N W M B R A L P E N T A G O N
worshipper rivals required their attention. This state ticularly brutal raids. The Pentagon also began work
of affairs did not last long. on a fortress buried deep within one of the more
remote comers of the valley now known as the Scar,
The First Campajgn: Elz wrapping it in unnaturally deep shadow, anticipating
Now that they ruled securely over the whole the time when the Fortress of Shadows would be the
community of shadow worshippers and guided its true center of all power in Elz.
future development in accordance with their own
Then, as the first battles of the Divine War
preferences, the Pentagon went looking for a new
raged, disaster struck.
locus of power. The Divine War still raged, though it
The hot climate of Elz had never been comfort-
was beginning to seem obvious that the gods would
able for the shadow worshippers, with its bright
prevail in time. The Pentagon would have preferred,
sunlight and broad, flat, nearly shadowless plains.
of course, for the war to continue, but experiments in
aiding the titans and titanspawn demonstrated that With the proud confidence of destined rulers, the
shadow worshippers used their magic to create a more
no available quantity of shadow-related magic was
going tip the balance and allow the conflict to go on congenial environment for themselves, at least within
a n y longer. It could sometimes prolong a particular the confines of their own palaces. Dar’Tan, the most
battle or siege, but this usually only served to make powerful of the dark elves serving the Pentagon, was
the divine victors angry, causing them to simply slightly more careless than his peers and rivals in
liberally spreading pleasant shadows through the
slaughter more of the titans’ armies outright, espe-
cially at any battle where Belsameth or Vangal was home he and his closest associates had built for
present. Though this could be useful to remove spe- themselves. The wrong people noticed.
cific foes and prepare cover stories for Fentagon The plains of Elz were at that time home to many
members’ fake identities (a practice in which they very old and well-established orc communities, some
still gleefully engaged), for lasting success and secu- of whom became ancestors of the half-orc culture
rity the shadow worshippers quickly realized that that still survives in the Sweltering Plains. These orcs
they would need to look elsewhere. had always disliked the human presence in their lands
The Pentagon debated the question for years, and were understandably displeased by the increasing
and finally agreed that the Empire of Elz was ripe for violence and uncertainty created by the fall of the
their conquest. The banishment of the djinn laborers empire and the unrest among the Seven Cities of Elz.
whose efforts had sustained the empire for so long, Even orcs desire a safe home in which to raise their
along with the brutal punishments of the gods for children, after all. Many of these orcish settlements
Elz’s refusal to aid the divine armies (see Scarred and nomadic bands were worshippers of Gaurak, but
the Gluttonous One was an uncaring master, and for
Lands Campaign Setting: Ghelspad) had plunged
the realm into chaos. The resulting tangle, withevery the most part their prayers went unanswered. The
significanthousehold strugglingfor stabilityand domi- disintegration of Elz, as well as the orcish inability to
nance against every other, seemed perfect for the carve out any lasting power for themselves in the
Pentagon’s needs. They gave secret aid to the en- post-imperial chaos was the last straw for many tribes;
they abandoned worship of Gaurak in favor of other
emies of anyone who seemed likely to claim power
and bring some semblance of order to what little titans, or even the heretical worship of gods.
remained of the empire. Switching sides whenever One of these tribes lived near Dar’Tan’s palace,
necessary to ensure that chaos and confusion contin- and worshippedThulkas the Iron God, while keeping
ued to reign, and the Penumbral Pentagon were able careful watch on the new construction (the better to
to enjoy the benefits of covert sponsorship no matter raid it later). They were astute enough to make out
who was gaining power at any particular moment. even very subtle magic, and with some effort were able
to trace it to its source. DarTan didn’trealize he’d been
For six years it all went fairly well. The shadow
movement gained the secret worship of many desper- spied on until it was too late for him, and even then,
with his characteristic bravado, he decided that the
ate nobles who felt that their old religious beliefs had
observers couldn’t have learned anything significant.
failed them. In states of despair only natural after
He was wrong. The very fact of his presence and power
witnessing such devastation of one’s homeland, they
in their lands sufficed for the orcish spies. They re-
found the dismal goals and outlook of the shadow
worshippers to be bitterly comforting. The support of turned to inform their elders that - far worse than
ordinary humans -dark elf shadow wizards now held
these nobles, combined with Penumbralmagic,helped
to keep the wreckage of the empire that much more power on the plains. The elders gathered together and
prayed to Thulkas for deliverance.
turbulent. The Pentagon’s minions had no difficulty
in capturing experimental subjects and sacrifices for And so it was that the Iron God answered
the research of terrible new spells, passing off the their prayers.
disappearances as the consequence of disease or par- For one week, the night lost its power to cool the
plains. The day’s heat stayed as if it were radiating up
THE PENWMBRAL PENTAGON
from the earth itself, and then the temperature rose simple grasses. But the evidence accumulated: the
with the sun each following day. By the end of the titans’ power now manifested only in the form of
week, the whole area was almost intolerably hot for lingering curses, and their followers were scattered or
all sentient races aside from the hearty orcs. As the hiding. The races devoted to the gods were still weak
heat intensified, the non-orc inhabitants fled as best and recuperating from massive loss and destruction,
they could, though the heat was so severe that many but their numbers were great and their songs victori-
simply collapsed where they stood, there to become ous, and their divine masters seemed to be occupying
prey for the orcs’ finest butchers. The orcs of the themselves with rebuilding rather than with battle.
region pledged their allegiance to Thulkas, and as the In the face of the mountingchanges, DarTanfirst
Titanswar raged across the continent, they were sought to return to his home among the darkelves. The
among the Iron God’s most loyal followers. .!%adow Divine War had taken its brutal toll on his homeland,
worshippers Perished along with all the others, and however, and no trace of his people remained for him
indeed their long association with COO^ darkness to rejoin. It was to be many decades before he found
made the withering intensity of Thulkas’ heat only even the slightest hint that any of his people and
that much harder to bear. In the end, six of the seven culture yet survived (see Bur& Torn: City Under
Elzan cities perished in the catastrophe, leaving only Siege for more information about the dark elves), and
Shelzar intact. by then he no longer had any wish to return.
(This is how both the Penumbral Pentagon and The shadow worshippers retreated instead to the
the few full-blooded orc tribes who still inhabit the steep canyons ofthe Kelder Mountains, where there
Sweltering Plains explain the transformation of Elz was space enough for them to resume their work
into the blistering wasteland it remains today. They without interruption. Situated as deeply in the moun.
share a contemptuous dismissal for other accounts. tains as they were, even ongoing changes, like Vesh’s
Others have told many tales, and Ghelspad’s histori- Great Blessing campaign or the re-settling of
ans argue endlessly Over which is the most accurate, Amalthea, barely touched the shadow movement.
but only the and the shadow worshippers were Still, mindful that what seemed secure might at any
actually there.) moment cease to be, Dar’Tan sent out scouts in
Orc war bands swarmedinto the plains’nooks and search of promising havens elsewhere throughout
crannies to dig out survivors, and in time they found Ghelspad while reinforcing his hold on the main
the nearly completed Penumbral Fortress and laid body of his followers.
siege to it. Although some individuals inside managed
to escape, the fortress itself fell to orc siege engines and
The Return of the Pentagon
persistent soldiers. All five members of the original Most of the Penumbral Lords had perished along
Pentagon perished in defense of their stronghold, as with the Pentagon. Now, the most powerfbl remaining
did most of their subjects - the network of shadow -Penumbral Lord, Dar’Tan declared that the Penta-
worshippers went from hundreds of active members gon would reform under his leadership.He drew to him
and thousands of minions to a mere few dozen total the other four most experienced surviving Penumbral
members within just a few weeks. Lords Sutane Terk, a forsaken dwarfwho had fled from
the mountain fortress of Krakadom, Olthus, an
Dar’Tan turned the disaster he’d created to his
Albadian sorcerer who had been driven from his home
advantage. As far as the other shadow worshippers
when he dared to challenge the Helliann witches, and
knew, he was no more and n o less than one of very few
two others, including one of DarTan’s few fellow dark
strong enough (and lucky enough) to have survived
elves. Together, they set their sights on the most
the initial orcish assaults and emerge ready for re-
important settlement in the region - the thriving
venge. He certainly did nothing to dispel the illusion
metropolis of Mithril, City of the Golem.
that he was a hero of the cause. Under his leadership,
the remnants of the shadow movement banded to- Dar’Tan’s tactics were different this time. Be-
gether to begin their trek toward safety and whatever neath Mithril lay a complex of caverns, unknown to
might come next. the city’s founders. These caves, which Dar’Tan be-
lieved were originallycreated by the Slarecians,formed
eSIudowin tbe Remalung the new Pentagon’s.lair, and once settled there, they
began to spread their tentacles throughout the city.
The surviving shadow worshippers found the Dar’Tan’s minions located the most dishonest and
lands they fled through all changed by the Titanswar. vulnerable inhabitants of Mithril and systematically
It actually took Dar’Tan and his advisors a while to corrupted them, converting them to shadow worship,
realize that the war was now over, since some of the by magic if necessary. These new followersthen aided
first regions they passed through were the Hornsaw the Pentagon in their dire schemes.
Forest, still rotting under a venomous blight, and the Eventually,Dar’Tan intended to take allofMithri1
Haggard Hills, wiped clean of all life less hardy than as his o m , transforming the city of Corean into a city
CHAPTER O N E : HISTORY O F THE P E N U M B R A L P E N T A G O N
THE PENWMBRAL P E N T A G O N
of one of the smaller uncharted canyons that branch (and envy) of other devotees for his ruthless pursuit
off the Canyon of Souls, giving Dar’Tan and his of advanced insights into shadow power. The fact
followers secret access to Ontenazu’s dangerous can- that he survived the battle beneath Mithril and
yon from below. Originally, Dar’Tan wanted more remained loyal to Dar’Tan was proof enough of his
openings between the ends of the fortress, but each worth to justify his inclusion in the Pentagon.
gateway drains enough power out of the fortress’ One of the few surviving penumbral lords who
stores of ritual energy that it was decided to be still wished to serve Dar’Tan was a human named
impractical. Mehmet Sharir, a former student of magic in Shelzar.
A brave or foolish traveler wandering the depths Once he heard, through magical means, of the con-
of the Kelders would see nothing out of the ordinary struction of the new shadow fortress, Mehmet made
from a distance. Many slopes of the Kelder Moun- his way to the Kelders and agreed to serve Dar’Tan
tains drop off precipitously, their natural steepness under the new name of Lord Mortus.
exaggerated by blows struck during the Titanswar. In Dar’Tan took several years to decide on the final
their depths, no direct light ever comes unless some- members of the third Pentagon, exhaustively testing
one chooses to carry it there. In the midst of such candidates for their understanding, power, and the
eternal shadow, a particularly stable and geometri- right combination of ruthless ambition and cohesive-
cally regular patch ofslightly deeper darkness scarcely ness with the other leaders. Dozens of would-be
attracts any attention. members fell by the wayside as Dar’Tan found them
See Chapter 3 for details of the Penumbral to be too spineless to accomplish much, too misan-
Fortress in the present day. thropic to lead others (much less work effectively
with the rest of the Pentagon as equals) or often both.
The Third Pentagon
A high gorgon, known as Night Arm, joined the
By the time work began on the new Penumbral
refugees in the Homsaw Forest. He showed them how
Fortress, Dar’Tan ruled the shadowworshippers with-
to navigate the treacherous paths through regions of
out any significant challenge. As his followers settled
particularly intensely concentrated venom in ex-
in, he realized that he would have to rebuild the
change for instruction about the shadow cause. He
movement’s broad leadership hierarchy or risk mak-
fell in love with the vision of the final night, and
ing himself the target of more jealousy and traitorous
rather to everyone else’s surprise showed a genuine
ambition than even he could handle and perhaps
aptitude for the basic religiousrites. Once work began
even falling to some better-organized cabal. Unfortu-
on the new Penumbral Fortress, he discovered an
nately, the previous two defeats had depleted the
equally unsuspected talent for engineering, and he
ranks of qualified Penumbral Lords, and many of
now spends most of his time overseeing the mainte-
those who survived were in hiding -actively avoid-
nance and expansion of the Fortress. A few times a
ing Dar’Tan’s rash influence.
year he travels to gatherings of his own kind and
With this in mind, Dar’Tan made a momentous
preaches the shadow cause, with occasional but unre-
decision. The new Pentagon would be open to non- markable success.
penumbral lords, though the new members would be
Some shadow worshippers questioned Dar’Tan’s
expected to step aside should qualified penumbral
final choice, but time has proven it wise. In spite of
wizards appear to take their place. Naturally, Dar’Tan
their cruelly barbaric reputations, Dar’Tan eventu-
has hundreds of students in training for the positions
ally settled on the leader of a tiny faction of shadow
even now. As soon as a few of them are strong enough
worshippers from the lion-centaurs of Lede known as
to challenge the current leaders (and Dar’Tan trusts
proud. Not many of the leonine race care to join the
them enough to allow them to try) the non-penum-
cause, but Blackfang went from mercenary to ally to
bra1 Pentagon members will step back to take more
convinced acolyte in the late years of the Divine
advisory roles as Dar’Tan’s personal aids and body-
War. The rest of his tribe drove him out for his
guards. For now, however, centuries-old tradition
strangeness, preferring to keep their distance cultur-
and shadow worship’s continuing fascination with
geometry both dictate that there be five leaders, so
ally from their shadow worshipper employers. Shadow
magic keeps him alive well past the normal span of his
five leaders there are, Penumbral Lords or no.
kind and helps him to take his revenge against the
First, of course, was fellow survivor Sutane Terk. people who ostracized him - he and his fellow
Sutane has tremendous aptitude for sorcery, and this disciples of shadow have played a crucial role in the
combined with his nihilistic impulses made him the
Proud‘s ongoing descent into corruption and barbar-
object of suspicions by his peers as the Divine War
ism. Blackfangdreams of the time when he can defeat
ground to its conclusion. He’d joined the shadow
all challengers and assume supreme leadership of the
worshippers in Elz shortly before their empire-build-
Bleak Savannah‘s tribes, then guide them back to
ing there collapsed so drastically. Despite being so
civilization under his own shadow-tainted rule.
new to the movement, he quickly earned the respect
CHAPTER ONE: HISTORV O F THE PENWMBRAL PENTAGON
Recently,Dar’Tan’schoice of Lord Mortus proved and all have declared that they will willingly step
unfortunate. In 150AV, after nearly three decades of aside should a better-qualifiedmember appear, though
faithful service, Lord Mortus quarreled with Dar’Tan whether their great pride will allow for such dignified
(reputedly over a romantic rejection, but this is withdrawal when they are actually faced with unmer-
unsubstantiated). Ina foolisheffortto impressDar’Tan ited demotion is yet to be seen. Nevertheless, as its
with his power and loyalty, he acted on his own, numbers stabilize the Penumbral Pentagon has set
kidnapping two Mithril paladins in an attempt to about making new plans.
draw out Barconius and destroy him. Instead, Mortus All of the Pentagon’s current schemes share a
himself perished, and Barconius,DarTan’s most hated fundamental philosophy. Sooner or later, everyone
enemy, learned that the Pentagon and its leader had who does not join the shadow movement must be
survived the original battle. considered an enemy. The conspiracy has no allies and
Disgusted with Mortus’ stupidity, Dar’Tan re- no prospects of gaining any; one is either a full-fledged
placed him with another non-penumbral lord. The member or a potential liability. There will be no gray
unhallowed priest Chiruli was once a worshipper of areas in the end. The elder priests of the shadow
Madriel. He actually took part in the war of gods and movement often recount to younger, rasher acolytes
titans against the Slarecians, and became fascinated stories of the time when all -gods and titans side by
with his enemies’shadow doctrinesalong the way. By side -joined to fight the devotees of darkness. These
the time the last Slarecians had abandoned the vis- events must be kept fresh in the minds of all members
ible world, he’d become a secret follower of the of the shadow movement. Knowing that they can have
shadow worshipper cause.Eventuallyhis fellowpriests no friends, the Pentagon works to keep all their poten-
discovered his duplicity and drove him out. He tial rivals both weakened and distracted.
promptly made his way along paths revealed indreams From the viewpoint of the end of the universe as
to offer his services to the first Penumbral Pentagon. we know it, it scarcely matters who ends up ruling
WhenMortus was killed, Dar‘TanrecognizedChiruli’s Vesh and whether the passes through the Kelders
value and asked him to join the inner circle of the belong to worshippers of gods or titans. The Pentagon
Penumbral Pentagon. Even though his native land of has no deep attachment to any faction in the struggles
Vesh had changed greatly in the decades since his going around them. It has a great interest only in
exile, he remained a valuable source of information those struggles reducing anyone’s ability to resist the
and advice as the shadow worshippers turned their darkness. So agents of the conspiracy infiltrate the
gaze on eastern prey. courts and confidences of as many would-be rulers as
See Chapter 2 for more about the individuals possible. The ideal situation, as far as the Pentagon is
who comprise the Penumbral Pentagon. concerned, is one in which every major world power
is unwittingly taking orders from the Pentagon and
can, when necessary, be strengthened or weakened as
the Pentagon’s concerns may warrant.
The third Penumbral Pentagon consolidated its
authority over most of the remaining shadow wor- Ontenazu
shippers in the century and a half since the Divine World dominationbegins at home. Above all else,
War. Small bands of the Pentagon’s minions have the Pentagon seeks to insure that nobody can repeat the
sought out scattered individuals and secret groups disaster of Elz, and therefore works constantly to bring
ever since the Slarecian retreat and have found more the population of Ontenazu under its control.
such straysover the decades than anyone expected - The Canyon of Souls offers a nearly perfect envi-
in the course of twenty years, the population of the ronment for the Pentagon -perpetual shadows, and
Penumbral Fortress has more than doubled, thanks to physical danger and rumors of worse perils both make
this steady return of wandering sheep to the fold. The excellent guards against intrusion - and Dar’Tan
influx has now slowed to a trickle, however. Other once considered building the whole of the second
penumbral lords yet exist, but they are keeping their Fortress there, before deciding to spread the risks of
distance given the Pentagon’s history of disaster, and accessible entrances across more territory. Unfortu-
in spite of repeated overtures of friendship, Dar’Tan nately for the Pentagon, there are limitsto how blatantly
has thus far been unable to tempt them back into his the shadow worshippers can act in the area, since the
service. Because of this, Dar’Tan and Sutane are the Canyon of Soulswas created by and remains important
only true penumbral lord members of the Pentagon. to Enkili, father of Drendari. Enkili remains as capri-
Should another penumbral lord approach Dar’Tan, cious as ever, but there are some fairly constant themes
he will test the candidate for ability and loyalty, and to this god’s often confusing picture of the world. He
if he feels it is appropriate, replace one of the non- hates, and promises that he will always hate, those who
penumbral Pentagon members with the new lord. captured and tortured his daughter.
The three non-penumbral leaders understand this,
THE PENUMBRAL PENTAGON
The Bridged City lights glinting on the golem’s head and shoulders
The Pentagon likewise seeks t o undermine as it was miles ahead of them, and they want that
the society of the community closest t o the For- power very badly.
tress’ northern end, and has achieved more success The golem’s creator would not approve, of
here thanks t o a more passionate population and course. Corean is not the sort ofgod to aid an effort
the absence of concerns like Enkili’s involve- t o rob the world of all light, and even if he were,
ment with the Canyon of Souls. T h e unhallowed a group so prominently led by titanspawn and
priest Chiruli understands the worship of Madriel degenerates would not be his chosen ministers for
at least as well as most of her true adherents, and the task. The Pentagon has therefore decided to
he knows how to exploit their hopes and fears. try each of the possible routes they see to taking
T h e same stratagems at work in Ontenazu, as well control of the golem away from Corean. One plan
as far more overt tactics, have placed agents of is to subvert enough of the priesthood to enable
the Pentagon inside the Bridged City’s court and the Pentagon to use divine magic in ways the god
guard as well as its temples, businesses, and places did not endorse. Another is to extend existing
of entertainment. alchemical magic to allow command of the golem
by the Pentagon directly. A third is to strengthen
Mjthrjl the worship of titans and dark powers so as to
Once, the Penumbral Pentagon was the great- weaken local respect for the golem, making it that
est threat that Mithril faced. Defeated by Barconius much easier to study its nature and discover weak-
and his paladins, Dar’Tan escaped t o plot his nesses. The solution that finally works may involve
vengeance. one or more of these approaches, or something
Dar’Tan still believes that Mithril would make else altogether, and the Pentagon knows that it
an excellent base for a renewed empire of shadows. could be many mortal lifetimes before its efforts
Its relative isolation makes it easy to keep secrets are crowned with success.
and hold inquiring foes at bay, while its large The first trio of shadow worshippers to live
population would be very useful if they were con- permanently in Mithril settled there in 82 AV. They
verted to the ways of darkness. Most importantly, were human, passing themselves off as specialist
the mighty Mithril Golem might yet be converted stonemasons working on the Cordrada Corridor. By
t o use by the Penumbral Pentagon. In fact, it is the the time the corridor was finished, they were well
very nature of the golem that fascinates Dar’Tan woven into the fabric of Mithril life, and they in turn
and the other shadow worshippers so much. provided cover and contacts for more infiltrators. By
Just as the individuals who feel the stron- 100 AV, there were half a dozen full households of
gest persistent and professional interest in escape the Pentagon’s subjects spread through the city, and
are jailers, so those with the most intense fasci- at least two-dozen more individual agents as well.
nation with light are those who dream of Only the Pentagon knows the full tally for sure; every
darkness. T h e Mithril Golem transforms the worshipper sent into the field knows that the masters
light around it in unprecedented ways. T h e hide some truths, so that no individual can give it all
morning sunlight glinting o n the Blood Sea away if captured.
takes on a whole rainbow of red, orange, and The household of Potail Teewyn, a human
violet hues o n the golem’s face. Moonlight and necromancer who remains the commander of
midday sun flow off the golem’s head t o fill t h e shadow worshipper activities in the area, set to
streets of the city w i t h rippling reflections, even work on a small-scale application of the Penumbral
in corners that never receive direct daylight on Fortress rituals in chambers beneath Mithril around
their own. T h e golem constantly transmutes 100 AV. It took most of a decade to produce even
any light falling onto it, and the Penumbral modest success, and efforts to directly connect it to
Pentagon wants this power for itself. the main body of the fortress in the Kelder Moun-
Think of the light magic they might perform tains failed. Dar’Tan made several trips himself to
with the golem, a single source of light, and a aid in the proceedings, but to no avail. The concen-
world plunged into darkness. Anything could be trateddivine power in and around Mithril interfered
called out of the darkness or thrust into shadow with shadow worshipper rituals in ways that took
by simple movements of the one light. Even years comprehend fully. Dar’Tan, Potail, and their
before that moment of triumph, the golem could ritual followers finally created a lasting, if small,
be useful in the creation and banishment of passage from Mithril to the Bridged City area -
shadows simply by virtue of its sheer size and just in time for Barconius and his allies to discover
strength. The members of the Pentagon who the conspirators’ warrens.
were part of the trek out of Elz remember seeing As has been written elsewhere (see Mithril and
The Wise and the Wicked), the paladins of Corean
THE PENUMBRAL PENTAGON
shattered the shadow worshipper’s accumulated network of followers. When he heard from his spies
defenses and half#completed weaponry, albeit at within the temple that the paladins thought of the
great cost to the champions of light. Barconius vampire Dar’Gartal as a leader of the conspiracy, he
himself actually confronted Dar’Tan directly, cut- informed Dar’Tan and promptly set about strength-
ting off the dark elf s left arm and forcing him to ening Dar’Gartal’s personal influence. The vampire
flee. There were only two pieces of good news for now half-believes the propaganda himself, confus-
the shadow worshippers in this brutal defeat. First, ing his own local authority with the vast scope of
Dar’Tan did escape, along with two fellow penum- the real Pentagon’s influence.
bral lords (though only one survived his wounds). After these failures, however, Dar’Tan de-
Second, Potail fell before Barconius’ blade along cided that there would be no further efforts to
with many other servants of the Pentagon. The connect the Kelders and Mithril. Instead, magi-
death of a prominent local leader wouldn’t nor- cians in the field are trying to emulate the
mally be cause for celebration, but necromancy small-scale, less difficult tunnels of their Fortress,
changes such an outlook. The resurrected Potail aiming t o create an erratic, irregular hive of con-
spent most of two years healing his wounds and nections across Vesh. Existing outposts dedicated
rebuilding his resources before returning to a new to the cause now each sprout multiple shadow
life in Mithril. The fortunate part of this is that by gateways to other small enclaves, some of which
the time he returned to the city, the leaders’ panic have only ever been used during gateway con,
over underground shadow worship had faded into struction. These unused gateways may eventually
little more than an apathetic desire to do some- prove useful to the Pentagon as decoys, and they
thing about it, maybe, later. plan - in perfect alignment with their usual
Potail faced a greatly reduced force and de- modus operandi -to get the god-following forces
cided to make an asset of this. Every risky or in the region as busy as possible with dead ends,
unprofitable venture that was still underway, he while they themselves strike directly for control of
closed down and then set about recruiting a new the coveted golem.
THE PENUMBRAL PENTAGON
SutaneTerk, 0-
Sorcerer SpeUs Known (9/6/6/5/3/2):
Arcane mark, daze, detect magic, detect poison,
u&an ofShrrdows mage hand, mend, openlclose, read magic, resis-
tance
Mde forsaken dwarf, Sorll/PonB: CR 19; S2 Medium-sized
humanoid(4’5”, 130 Ibs.); HD 1Qd4+40;hp 77; lnit +3 (Dex+3); 1st- Detect secret doors, enlarge, grease, magic missile,
Spd 20 ft.; AC 21 (+3 Dex, +8bracerr ofarmor); Atk +9/+4 reduce, Tensor’s floating disk
(ld8+4/ld8+4, +4shortspear of wounding);AL LE; SQ dwarvish tnd-Arcane lock, kuitate, locate object, obscure object,
traits, improveddarkvision, shadow strength, shadowcat form,
scare, spectral hand
shadowcast 111, shadowravenform, shadowstep, shadow gate-
way; SV Fort +7,Ref +8, Will +15; Str 12, Dex 16,Con 14, Int 16, 3rd- Hold person, keen edge, nondetection, shrink item,
Wis 14, Cha 18 vampiric touch
Skills: Alchemy +lo, Concentration +6, Craft 4th- Dimension door, minor creation, phantasmal killer
(engineering) +lo, Decipher Script +5, Disable De- 5th- Cloudkill, transmute rock to mud
vice +4, Hide + 10,Intimidate +4, Knowledge (arcana) Penumbral Lord Spells Prepared (5/6/4/4/2/2/2/1):
+ 11,Knowledge (geography) +4, Knowledge (Plane
0- Arcane mark, detect magic (x2), prestidigitation,
of Shadow) +6, Move Silently +4,Profession (miner)
read magic
+7, Scry +9, Spellcraft +11, Wilderness Lore +4
1st- Obscure shadow (x2), penumbral trup (x2), re-
Feats: Combat Casting, Empower Spell, Maxi-
shape shadow (x2)
mize Spell, Silent Spell, Simple Weapon Proficiency,
2nd-Dar’Tan’s shadow bolt, minor shadow conjuration,
Skill Focus (Spellcraft), Spell Penetration, StillSpell
shadow images (x2)
Improved Darkvision (Ex): See Dar’Tan.
3rd- Controllight (x2),shadow evocation, shadow touch
Shadow Strength (Su): See Dar’Tan.
4th- Imbue shadow, shadow conjuration
Shadowcat Form (Sp) : See Dar’Tan.
5 th- Curtain of darkness, shadow weapon
Shadowcast III (Su) :As for Dar’Tan, except that
Sutane can only maintain prepared penumbral lord
6th- Shades, transmute fish to shadow
spells up to 6th level. 7th- Shadow walk
Shadowraven Form (Sp) : See Dar’Tan.
Background
Shadowstep (Sp) : See Dar’Tan.
Sutane Terk grew up as the consummate social
Shadow Gateway (Su):This is an alternative 8th
outsider. Among the sturdy and paranoid forsaken
level ability Sutane developed on his own and will be
dwarves, Sutane was first a pariah for his fascination
teaching to student penumbral lords who work with
with occult masters from other cultures; the dwarves
him on the Fortress, as soon as they begin to reach 8th
seldom trust any outsiders - much less wizards and
level. A penumbral lord with this ability may create
other scholars, whom they see as corrupting influ-
one permanent gateway between the material world
ences on their children. In addition to his scholarly
and a pocket realm within the plane of shadow per
“failings” Sutane was also pathologically manipula-
level. Each of the gateways created by a particular
tive, especially by the stoic standardsof his homeland.
penumbral lord opens onto the same pocket realm;
Under the circumstances, Sutane had to learn
penumbral lords wishing to share gateway access to a
from an early age to be very good at something, or he
particular space within the plane of shadow must
would most likely have died young, possibly even
each succeed in a Knowledge (Plane of Shadow) skill
publicly executed for his suspiciously foreign ideas
check (DC15) or a Knowledge (arcana) skill check
and studies. Options were extremely limited for
(DC25). The gateway must be created within a
Sutane, however. He couldn’t fight well as a child
physical doorway, arch or portal no more than three
and lacked the wisdom to temper his manipulative
yards on a side, and lasts until the penumbral lord
schemes. Somehow he avoided the typical emotional
chooses to close it. The penumbral lord cannot create
trap that ambitious, amoral outcasts tend to indulge
more gateways than he can have active at the same
in- that of regarding the people who reject them as
time, unless he first chooses to close some of his older
somehow not really being real. Instead Sutane be-
gateways, adjusting the total to one per level. These
came obsessed with the reality of other souls, and felt
gateways may be used by anyone whose material form
driven to find the ways to break each one down, force
has been altered by the magic in the antechambers of
it to his will, and destroy it if possible.
the Fortress’s main gates. Sutane and Dar’Tan have
also made pacts with creatures from the plane of His one great chance to win influence in the halls
shadow to create other gateways for them. of Krakadom came during a relatively minor battle
against a small army of gorgons who coveted the
Possessions: +8 bracers of armor, ring ofair elemen-
stronghold’s riches. His magical abilities made him
tal command, ring of regeneration, +4 shortspear of
valuable, and he served alongside the elite Black Quar-
wounding
rels, part of a force guarding one of the southern
THE PENUMBRAL PENTAGON
approaches.While on patrol, Sutane and another guard ever he could and fighting for hire for titanspawn when
spotted an unexpectedly large force approaching under he needed to, for more than 20 years. Then he began to
magical concealment and armed with unfamiliar magi- dream of an army that moved through the night, led by
cal weaponry. Sutane immediately reported back -if a figure wrapped in shadow who could reward him
he could convince his commander of the threat, and if properly. After months of searching, he made contact
his commander notified his superiors in time, then the with the scouts of Dar‘Tan’s tattered refugee army and
enemy would be thwarted and Sutane would be a hero. won their respect with his brutal assistance in repelling
Sutane’sambitioushopes failed, however. He suc- an orcish raid.
ceeded only in annoyinghis commander,who refused to At first he servedthe shadow worshippercauseonly
pass the warning along. The scout force all perished in in relatively menial roles, but he flourished neverthe-
early skirmishesagainst the attackers, except for Sutane less, and his obsessions were lessof a hindrance here than
himself. When he returned with garbled warnings and they’d been in the mountain. Eventually,he rose to join
no companions, senior commanders seemed almost the Pentagon itself,and fought
relievedto finallyhave an excuseto accuse Sutane
of incompetenceand treason. Fortunatelyfor
, ’ by DarTan’sside in the Battle
of Mithril. Escaping, Sutane
Sutane,the enemy assaultedKrakadommon * found himself the senior sur-
after, allowinghim to escape from his now viving penumbral lord after
more hated than ever homeland.
There could be no return to the
mountain for Sutane. He wandered
- DarTan, and with the death
of Lord Mortus, k,now the
only other penumbral in the
through centralGhelspad,hidinghis 4 reconstituted Pentagon. He’d
originsfrom the localpeople when- found his home at last, and
will fight to defend it at all costs.
4 Rolepluyhg Notes
Sutane lives for mastery.
If he ever feels he can
mount a successful chal-
lenge to Dar’Tan and the
other members of the Penta-
gon, he will. In the meantime,
he’s content to work with them against
all other obstacles.
He does not regard his loyalty to the cause
as incompatible with wheeling and dealing for
personal advantage. As long as he can be con-
vinced that a deal doesn’t put the Fortress or his
cause at risk, Sutane is willing to do just about
anything, particularly if it leads to some rival
being humiliated. He would also go to very great
lengths for a chance to do more harm to the
forsaken dwarves.
:ombat
Sutane shares Dar’Tan’s dislike for close com-
bat, enhanced in the dwarf’s case by memory of
childhood humiliations among his own kind.
When fighting opponents who know him, he
favors the use of overwhelming force in order to
settle things as quickly as possible. Against
breath, Chiruli was transformed into an undead For- doctrine of the gods’ shadows. Slowly,patiently- he
saken Priest. As one of the unhallowed he slowly and has eternity if he’s careful, after all - he even now
secretly made his way out of Vesh, hiding from those continues to build a new network of devotees who
who hunted him for his crimes and totally cut off from will, when the time is right, overthrow the pathetic
his shadow worshipper masters. Eventually he was light-side worship of all gods. When asked to replace
able to turn toward the great concentration of dark- the slain Lord Mortus, he eagerly joined the Penum-
ness that he sensed somewhere far to the southwest. bral Pentagon, and has since served enthusiastically.
He arrived in Elz just as the shadow worshippers were
beginning their campaign of subversion, and used his Roleplayjng Notes
store of shadow-knowledgeto identify himself as one Chiruli is essentially a very pleasant, sincere,
who deserved consideration. Throughout the years of sociable man who simply happens to be utterly evil,
the Elz experiments, he advised the other shadow insane and dedicated to the end of the world. He
worshippers on the arts of blending in with ordinary thinks that the extinction of all light is both inevi-
folk, and in particular about the nuances of feigned table and desirable, but he bears no ill will toward all
service to the gods, whose victory seemed increas- the living things that depend on the light. Nothing
ingly obvious to him. He developed a grand doctrine would suit him better than to have everyone join him
of the gods’ shadows, the dark side that he believed in worshipping the darkness before the calamity falls,
even the good gods hid from the world and from so that everyone would be able to prosper together in
themselves. Slowly, he convinced himself the eternal night.
that in inverting Madriel’s rites and duties After two centuries of undead existence,most of
he was actually serving her deeper shadow his emotions have become quite blunted, and he
nature. His so-calledCult of Madriel‘s very seldom feels any great anger. Refusal to join
Shadow began to grow, though many him, or even active resistance to his cause,
considered it the product of 1 +trrict-J *
pire something more like resigned disap-
mind, or (as some have clair lointment t h a n rage. H e is the
means by which Madriel‘s si schoolmaster and all the world is his class;
Belsameth can gain influei he loves to teach and regards ignorance
over the or hostility in the hearts of others as just
shadow another opportunity to do what he does
worship- best.
pers.
I
For him Combat
I
the exile from Elz was When circumstances require
only a minor nuisance, Chiruli to fight, he prefers to do so as
and indeed he was eager f directly as possible. Combat is aghastly
to test out his new in- 1 waste ofeveryone’stime andresources,
I
sights. To this end, he and he tries to end it as quickly as
joinedother acolytes inar- possible. He prefers not to kill anyone
guing for a move toward when he can, so he focuses on identi-
Vesh, or at least to the fying the leaders of the opposition and
nearby Kelder Mountains, taking them out with a speed and bru-
and eagerly did his part as a tality likely to demoralize followers -
guide and negotiator for the hopefully to the point of surrender.
ragged mob of homeless He’s long since become accustomed to
shadow worshippers. his undead condition and has abso-
Once the new Penuml lutely no fear of death by any ordinary
Fortress was well under means. Indeed, he deliberately uses his
Chiruli began making occas ability to regenerate as an instrument of
trips into Vesh. Those who n demoralization as well, attacking stub-
have recognized him in hi: born enemies day after day until they
home were all dead, most oft lose the will to resist.
casualties of some violenc See Creature Collection Re-
other during the Divine Wai
he was able to move about quite
freely and quickly found some
weak-minded individuals will-
ing to listen to his bizarre
MEMBERS O F THE PENUMBRAL PENTAGON
again with a deep and intuitive grasp of engi- lutely dire, preferring to tolerate no risk a t all.
neering. he studied everything about t h e arts of T h e other leaders of t h e movement know to
building while they traveled through t h e Kelder make sure t h a t only t h e most devout and ace
Mountains and helped t o organize the first major complished underlings are assigned to work with
labor parties for the construction. him, as any who fall short risk immediate de-
Over time, Night Arm has become one of struction. When Night Arm is satisfied that
the chief overseers of the Fortress, personally those around him Pose n o threat, he’s very
plotting Out its physical expansion and mainte- generous in sharing what he’s learned in his
nance while other masters of magic attend to its decades of life and is equally eager t o hear of
shadow aspects. Every so often h e travels t o others’ thoughts and experiences. When he’s
gatherings of high gorgons elsewhere in A o n familiar topics, he converses with ease.
t h e mountains, trading scraps of penum- A Only when matters unfamiliar t o him arise
bra1 lore for necessary exotic materials does the essential emptiness of his soul
or techniques and preaching the gospel manifest - until h e understands a sub-
of shadow t o all those willing t o listen ject, he has no emotional response t o it
(with limited success). He thinks of
t h e Fortress and its inhabitants as
his real home and family now, Combat
however, and consequently I W h e n fight-
ing o p p o n e n t s
strikes other gorgons as so
strange as t o be almost hu- who don’t know
man. his gorgon na-
Night Arm is an espe- ture, Night Arm
cially powerful and favors human tac-
experienced gorgon, and so tics -direct battle
has higher statistics and with scimitar and
greater powers t h a n most 1 spells. He brings his ser-
others of his race. pents to bear when those
means fail, or when oppo-
Roll llaying nents already know what he
is. He fights with little nu-
Not 1
ance, and without any great
Night A r m is enthusiasm, c o n c e n t r a t i n g
possessed by an in- only o n removing immediate
1
satiable curiosity. threats and then escaping to
Everything concerned with 7 call o n allies.
either shadow or building fas-
cinates him. He regards any
threat to his interests as abso-
k
MEMBERS O F THE PENVMBRAL PENTAGON
Finl(enka
~ l e ~ , ~ 7 : C R 6 ; S Z M e d i u m - s i z humanoid(5’4”,155
ed -
Ibs.);HD7d6+7; hp37;lnit+7 (Dex+3,+4lmprovedInitiative);
Spd 30 ft.; AC 16 (Dex +3, ring o f protection +3); Atk +5;
(ld4+2, &‘dagger); AL LE; SV Fort +3, Ref +5,Will +Q;Str 12,
Dex 17, Con 13, Int 15, WIS13, Cha 18
Skills: Balance +10,Bluff +12,Climb+lO,Gather
Information +lo, Knowledge (religion) +lo, Innu-
endo +16, Profession (scribe) +lo,Search + 10,Spot .
+ 10, Use Rope + 10
Feats: Ambidexterity, Improved Initiative, Skill
Focus (Innuendo), Weapon Focus (dagger)
1
Possessions: +2 dagger, ring of protection +3
Background
- b
Ejo is one of the best surveyors in the Bridged
City, capable of analyzing the strengths and weak-
nesses of the unique structures that keep the city
together. His father had the same talent and raised
him to the trade, rejoicing in his son’s expertise. Ejo’s
father also took great pleasure in his son’sfondness for
the shadow cause: where Menlon Kerika joined the
Penumbral service only gradually and with reserva- his masters and their agenda. He now believes thai:
tions, Ejo has never suffered a moment of serious the bridges in the City of Bridges are actually alivt:
doubt that he’s doing precisely the right thing. He and veaming to be liberated from the traffic thai:
serves in the Academy of Magic and Engineering and wears them down; he can no longer comfortably
does his work so scrupulously that he’s thought not stand on any of them while surveying, and prefers to
only to be utterly reliable but even somewhat tedious. do his work while in harnesses suspended beneath
Only his masters and a handful of chosen recruits their arches and columns. He explains to curious
know otherwise. bystanders that this gives him an unusual perspective
Some of the Penumbral Fortress’ denizens argue and thereby allows him to catch more problems
that the City of Bridges poses a threat to them, one before they become critical.
best dealt with by smashing the city into fragments so
that the Kelders’ monstrous inhabitants can then Combat
polish off its people at their leisure. Ejo argues to the Ejo likes to fight, although he knows he’s not
contrary that taking the city intact would give the very good at it. Against targets too powerful for his
Pentagon a new base of operations and avoid prema- dagger, he generally uses treachery - bridges do
turely alarming future targets of infiltration. Sofar his collapse, after all, and the City of Bridges is widely
arguments have carried the day with Dar’Tan, whose known to have a few precarious spots here and there,
word is final. so a fresh accident is disappointing but not surprising.
When he must fight, he tries to use his superior
Roleplclyjng Notes maneuvering ability, knowing that very few outsiders
Ejo is slowly going insane, and hasn’t yet fully fight well while dangling over abysses or wrapped up
realized it. He regards the changes in his outlook as in elaborate trusses.
simply consequences of his growing understanding of
CHAPTER TH RE€: T H € PENVMBRAL FORTRESS
architects seldom choose t o leave t h e environ- the shadows move mindlessly, seeking out en-
m e n t a l o n e . Some parts of t h e Fortress, ergy t o prey upon, or drifting with n o more
particularly those not in use a t the moment, act conscious direction than clouds. Others are
as something like “shadow wells,” which get infected by intelligences from the Plane of
stripped of any residual magical energy and Shadow. Some of these are no more sophisti-
their native darkness for t h e purpose of experi- cated than animals, but some are as capable as
ments in shadow control. Here the air feels t h i n people, and still others are simply not readily
and dry, either unusually warm or bitterly chill, comprehensible t o people of the Material Plane.
and sounds echo for a long time. Around the Masters of shadow magic also travel in shadow
magical laboratories, on t h e other hand, t h e air form for their own reasons, including the pure
is thick and dank as if a storm blew through and pleasure of the experience, and they often com-
then the winds died, and sounds are all muffled. mandeer the shadows they pass to assist in their
This disruption of t h e senses confuses and movements and labors.
frightens those who have not had time to be- To kindle any light in the Fortress is al-
come accustomed t o them. Newcomers t o t h e ways t o i n v i t e a n y n u m b e r of s t r a n g e
Fortress must make a Will check (DC 20) upon manifestations of shadow, and any light source
entering or suffer a -1penalty to all rolls for 2d6 left unattended in the Fortress soon gets smoth-
hours. Even those who succeed o n t h e Will roll ered by living shadows. Candles and small
suffer a - 1 t o all Listen and Spot skill checks for Lamps go out within a few minutes, torches
the same 2d6 hour period. After this, characters and big lamps i n an hour or two, bonfires and
are better able to adapt themselves t o their big hearth fires within half a day. T h e many
strange surroundings, though this does not de- semi-conscious shadows of the Fortress are
crease the Fortress’ sinister aura. slow to approach members of sentient races,
There is no pure light anywhere in the For- however. As long as a light remains carried or
tress. The shadows cast by each lamp, fire, and tended, it can burn naturally.
magical glow promptly come to life under the The inside of the Fortress also smells strange.
command of the shadow worshippers. Many of Both for their experiments and for personal
uleasures. the elders prow darkness- lovine herbs,
THE PENVMBRAL PENTAGON
scents. The work conducted in the Fortress gives for their own affairs. Commanders who win
off its own reeks, from the hot smoke of alchemi- Terk’s favor work more often with him directly
cal fires to the foul scent of living beings subjected and get access t o better gear, while those who
to torture and vivisection. displease him are ignored. Only very rarely does
Residents of the Fortress suffer a -3 penalty to Terk ever overtly remove a commander; he
scent-related checks until they become accus- prefers t o leave them to face assassination at
tomed to their new home. This takes a full year, or the hands of ambitious underlings, and h e re-
six months if they succeed in a Will check (DC wards well-executed coups.
20) at any point. T h e other members of the Pentagon respect
t h e guard patrols because it is convenient to do
From Stone to Shadow so and saves t h e others from t h e problems of
coming up with their own systems for general
T h e Penumbral movement is poorly and
security. By cooperating with Terk, they can
inconsistently organized, a situation which pro-
focus their own efforts on their own specific
vides many i n t e r e s t i n g o p p o r t u n i t i e s for
areas of interest. If Terk were t o die or fall into
adventurers. T h e five members of t h e Penum-
disgrace, the others would give authority for
bra1 P e n t a g o n hold power personally, as
the patrols t o some talented lieutenant.
individuals. Having begun i n rebellion against
their masters, they share a vision of what the Maintenance and Constructjon
world should become and how they c a n help T h e work of building and repairing the
speed t h e arrival of its final condition. They do Fortress goes o n everywhere, but with less long-
not share a vision of organization charts O r term organization than is required by the patrols.
SoundboOkkeePing Or t h e Proper depth of h e r - Terk and Night Arm have separate networks of
archY, however. Since matters that bore the students and colleagues. They don’t quite corn-
Pentagon are n o t addressed, at least not by Pete directly, and each has specialties t h a t the
those in power, the Penumbral movement works other calls o n when necessary, but they do
with a hodgepodge of arrangements, each made constantly challenge each other to show their
for Some specific but often forgotten Purpose respective worthiness a t t h e great work.
and left in place, intermixed with the ideas of T h e primary cabals of shadow engineers are
subordinates who haven’t Yet been overruled. described below in their appropriate locations.
The Guard Patrols A t one time each section had its own resident
T h e closest the Fortress comes t o genuine engineers, and Some of their Supply chambers
organization is t h e system of guard patrols, es- still remain, but the experiment Proved waste-
tablished by Sutane Terk while building t h e ful. Apprentice engineers must spend time in
first chambers. Each patrol consists of five indi- the of Patrol duty, divided between
viduals, four low-level soldiers and a leader trips throughout the Fortress to examine it them-
several levels higher, all generally fighters. Terk selves and being “On in Terk’s Or Night
would like t o put people with the potential t o Arm’s WorkshoPs. Messengers bring news of
become penumbral lords o n patrol to build potential problems, and the apprentices go to
knowledge and experience, but such individu- investigate and decide whether more experi-
als are rare. Would-be masters o f t h e penumbral meed artisans are required. Apprentices who
arts among guards who lack real potential may k t serious problems go unfixed get punished
study the basics (acquiring a single level in a n as do those who make too much fuss
arcane magic-using class), but that’s as far as Over minor Or nonexistent Problems. Almost
they’re likely t o go. all engineers have a few disciplinary scars t o
remind them of the importance of sound judg-
Each section of t h e Fortress has a local
ment.
commander, who tries t o keep track of the
individuals in that area who have potential for In theory, as authorized representatives of
advancement. The section commander also One Of the members Of the Penta-
works Out deals with other important figures in gon, making inspection trips can
the area, so that patrol duty can be a punish- go a h o s t anywhere and examine almost every-
merit for those who have failed in their thing in t h e fortress. I n practice, apprentices
responsibilities, as well as a testing ground for must Proceed carefully, and it takes heavy bribes
potential leaders. Terk works with t h e corn- and careful diplomacy when some prominent
manders t o keep their guards supplied with Shadow worshipper’s special project must be
reliable equipment and otherwise leaves them a disturbed. Many magicians and priests regard
great deal of freedom, as well as accountability the intrusion Out Of the Of
CHAPTER THREE: T H E P E N U M B R A L FORTRESS
Shadow as a price well worth paying t o protect ambushed and apparently lost, or come i n dur-
their privacy. ing magically created storms that shut down
Spies any canyon traffic lacking t h e right protective
charms.
All members of the Pentagon and all of their
followers spy on the other inhabitants of the Approaching the Gate
Fortress. Some spymasters keep their discoveries T h e most heavily traveled route t o the Can-
to themselves. Others like to buy, sell and trade yon Gate leads down from t h e Moaning Cliff.
what they learn. In addition, knowing that oth- There are several deceitfully plausible false roads
ers are spying on them, local leaders spend time leading off t h e correct path in that region.
testing the loyalty of their own followers, purg- Guides mark each one with a bright red metal
ing probable t r a i t o r s a n d t r y i n g t o or stone pillar planted securely in t h e ground,
counter-convert the disloyal o n their staffs. T h e but they don’t last. High winds knock some
Pentagon prefers not only to allow this practice, over, and landslides and cliff collapses send
but also t o actually encourage the endless cas- some plunging into the canyon depths. T h e
cade of betrayal and counter-betrayal, o n the servants of the Penumbral Pentagon also some-
assumption that anyone who can be overcome in times remove these markers t o set up “accidents”
this manner deserves to be. of their own design. T h e false routes all end
within three hundred feet of vertical descent
ith: The Canvm Gate over no more t h a n half a mile of trail. T h e
routes favored for ambush all end shortly after
T h e oldest part of t h e Penumbral Fortress,
rises t h a t h i d e their ends, beyond which
t h e Canyon Gate, nestles more t h a n a thousand
ambushers lie in wait.
feet below the major route through t h e Canyon
of Souls. Haresha Two-Hangs and her allies The route to the Gate goes through similar
deliver relatively small quantities of building convolutions and then passes into a natural cave
material and other supplies while guiding cara- subtly enlarged. The cave passage descends steeply,
vans through t h e canyon - short detours let with several switchbacks, and opens out beneath a
them unload cargo in out-of-the-way corners. massive overhang. From here on down the rest of the
Larger quantities of supplies come via caravans route is in constant shadow; sunlight sometimes
~~ ~~
d8 Fast T u n n e l Disturbance
1 l d 3 s r ~ a ~ d e v o w (Creature
sn Collection 11, p. 7). It takes them one full round of concentrationto pass through
the tunnel wall into or out of the astral plane.
2 2d6HitDmoFshadowcreaeaturer(see template in Appendix). Any typeof shadow creature may be present in the
Penumbral Fortress in almost any context. Some are guards, servants, or pets of the Fortress, and others may be
escaped prisoners or recent trespassers from the Plane of Shadow. Their reaction to charactersdependsentirely
on what sort of shadow beings are encountered and what these beings’ roles are within the Fortress.
3 1 despair (Creature Collection 11, p. 58) carrying a message to or from Chiruli (see Chapter Two). The Fortress’
inhabitantsstay out of the way of Chiruli’s messengers, since he takes grave offense at any interference with his
business.
4 1 active ioun bshdder (Creaturs Collection 11, p. 97). accompanied by the necessary eight ioun stones. These
constructs seek out the fortress in order to bring to light any Slarecian knowledge or artifacts that they come
across. Such a beholder has no interest in any people it encountersunless they happen to have Slarecian artifacts
in their possession. Anyone carrying such an artifact the beholder regards as an enemy to remove.
5 ld4 night-touched controllers (Creature Collection 11, p. 119). Somehow or other these frightening beings have
stumbled onto the PenumbralFortress. It puzzles them deeply, and they combine their customary bloodthirstiness
with a profound curiosity about the whole shadow cause. Unfortunately, once they enter the fast tunnel, they can’t
get out without assistance.
6 1 shadow lord(CreatureCollection11, p. 144). Thesecreatures sometimes manifest spontaneously out of the walls
of the fast tunnel and simply lurk there, seeking to stalk and destroy as many living beings as they can. Night Arm
and Sutane Terk would very much like the opportunity to study these things so as to develop defenses and
preventive measures, and the patrols have standing orders to attempt capture. This has yet to work.
7 1 skulwwm (Crestwe Collection11, p. 161). Several colonies of these creatures live in the depths of the Kelder
Mountains, and occasionally one manages to drop into a fast tunnel. In keeping with the general skullworm drive
to corrupt and betray a host’s affection for the gods, the Kelder skullworms seek to spread to new, more populated
territory. Their victims therefore try to become involved in activities outside the Fortress.
8 1 Slarecian shadowspawn (Creature Collection 11, p. 164). Any shadowspawn encountered has probably only
recently entered the Fortress and therefore seeks a haven more urgently than prey at the moment. It can often
recognizethose who don’t share the Penumbral creed and may attempt to bargainwith them, at least to theextent
of trying to get them to leave it alone.
pace into yards or even miles of physical distance. more often when there have recently been distur-
The bulk of the Fortress therefore consists of bances in that part of the Fortress, less frequently
clusters of chambers linked by fast tunnels. Noth- when problems elsewhere call for reinforcements.
ing in the traveler’s experience clearly distinguishes
a fast tunnel from any other; the Fortress’ engi- The Rusty Chambers
neers mark them with special sigils on the doors at Only the Canyon Gate is older than this part of
each end. the Fortress, which lies along the north flank of ridges
Though entirely contrary to all material world just barely north of the Canyon of Souls. Both of the
geometry, north is always downhill in the Fortress, passages running north from the Canyon Gate pass
except where specifically noted otherwise. T h e through the Rusty Chambers, and three more fast
slopes range from very gentle to so steep that tunnels start in the Chambers.
passages require ladders rather than stairs. This The name reflects the literal truth of the
uniformity of slope helps those familiar with the chambers’ appearances. A rich vein of iron runs
Fortress to find their way in the dark, and confuses through the mountain, and many of the stone
those who know the northern Bridge Gate to be at blocks carved for the chambers have a distinctly
a much higher altitude than the southern Canyon rusty hue. When the chambers shifted into shadow,
Gate. The various portals and tunnels through the the rust came with them. The shadows that swirl
Plane of Shadow allow for a downhill slope and a through the corridors and rooms here include
rise in altitude during the same stretch of hallway, turbulent rusty veins, some circling in constant
and Dar’Tan finds the reversal amusing. eddies, others flowing along at twice human run-
As with the Gates, five-person patrols circu- ning speed. T h e Rusty Chambers’ inhabitants
late through the major corridors, checking the fast generally furnish their spaces with tables, chairs,
tunnels, any spaces where prisoners are held, and wall hangings and other goods that carry o n the
areas that have been opened to the outside world rust theme, in color or material.
or to the Plane of Shadow in the past. A patrol
passes each assigned point about every six hours-
CHAPTER THREE: THE PENVMBRAL FORTR€SS
-
Possessions: +I cbakofresistmce,light c r m b w ,
The furniture is all well made but unadorned and lObOlts, +1 momkngstm, +2plofWi&m, +I *,
without luxurious trimmings, since she finds that too ~otionofheroism,poti4mofjly,po~of*cltmb, +1
much comfort can distract her from her goal. Most of ringof~~,snollofet)wealjaunt,scrollofr~dead,
the walls are covered with bookshelves,holding many scroll of resurrection, scroll of wind d, evand of hold
manuscripts on Penumbral doctrine and notes on her
own experience. GMs who want to reveal parts of the C W SpeUs prefxrred (6,6+1,5+1,5+1,3+1,
Penumbral background may use PCs’ reading in these 3+1,2+1; Domains: Death, Evil):
books and scrolls as an opportunity to do so. O--guidance(x2), mding(x2), virtve(x2).
10.ThePnests’Corridor 1st- bane, MBS, cause fear (x3), command, deathwatch
protmtion from good.
These rooms provide priests with space to sleep
2nd--Calmmotion, deathknell(x2),inflictmockatewounds,
and study, as well as common areas for eating and shatter, zone of truth.
socializing. They share in the duties of attending to 3rd-animate dead, w e seFious wounds, deeper darkness,
their basic needs, exchanging their expertise in heal- magic circle against good,remove curse, remove disease.
ing, cursing and the like for food and supplies as 4th- dimensionalanchor,deathward, divination,spellimmu-
necessary. Half of the priests not currently active in the nity.
Hall at any moment are instead in their rooms, and the %-healing circle,plane Shih, slay living, unhallow.
other half are in the common areas. Since the priests’ 6th-create d e a d , harm, heal.
work is almost entirely ritual, they are not loaded with
CHAPTER THREE: THE P E N V M B R A L FORTRESS
The Central Chambers are furnished in a against each other or play long sessions of simple
manner that its admirers call “eclectic” and strategy games. Some of these chambers hold
critics think of as “haphazard.” T h e public ar- very finely crafted game boards and playing
eas of t h e Chambers serve as trophy rooms, with card sets. There is a 25% chance per guard t h a t
chairs, tables, desks and shelves reflecting all any or all of t h e awake but off-duty guards are
the styles of all t h e many lands where Penum- away serving as couriers or performing other
bral leaders have achieved any kind of minor duties for their superiors.
triumph. Some pieces come from the actual T h e guard statistics are the same as above.
homes of defeated enemies, while others simply All helmets provide darkvision capability, for
remind knowing observers with their design. the benefit of t h e rare soldiers trusted highly
Niches in the walls of the larger chambers hold enough for this duty and not otherwise capable
busts of heroes of t h e conspiracy so far, starting of seeing in the dark.
with the (alleged) features of the first cabal to
rebel against the Slarecians.
14. Guest Chambers
Each of these rooms provides a pair of beds
13. Guard Chambers for guests and two simpler, less luxurious pallets
Each of these areas includes barracks for for servants, along with one dresser that can be
three five-person patrols, a storage room for locked and one t h a t cannot. Twenty-five per-
their equipment, and a simple kitchen and pan- cent of these chambers are occupied. T h e GM
try. At any given moment, one patrol is out may choose just about any of the Scarred Lands’
making its way through the Central Chambers, kingdoms as a place of origin for guests, or
one is asleep, and t h e members of t h e third are determine t h e origin and social class of visitors
at liberty. Since they’re expected t o be avail- randomly. Roll ldlO twice and consult t h e fol-
able in case trouble develops, many stay in their lowing chart, first for nationality and t h e n for
particular set of guard chambers and train social standing:
CHAPTER THREE: THE P E N U M B R A L FORTRESS
and each room can be sealed off for the next move.
Currently, they run as marked.
Three patrols in total suffice to satisfy Terk‘s
Sex jn the Shadows concerns about security. He knows that if anyone
The Penumbral creed imposes no particu- seriously attacks his area, he can simply cut it off,deal
lar standard of sexual morality. Residents of the with the troublemakers, and then re-connect. Or he
Fortress are free to have sex with anyone they can strand attackers in fast tunnels that now run
can persuade or coerce. In practice, however, nowhere at all and let them spend days or months
only recent additions to the Fortress’ ranks traveling through the Plane of Shadow on their way
spend much effort on it. More experienced back to the ScarredLands. Soonly one patrol stands on
devotees of shadow tend to regard sex as a guard at a n y given time, with the customary statistics.
basically physical experience that distracts them
from more important matters. The Pentagon’s 25. The Engineers’Chambers
members lead entirely chaste existences for This row of rooms provides combined sleeping
want of interest in all things erotic, and their quarters and eating spaces for Terk‘s assistants and
senior lieutenants almost all do the same. In- apprentices. Rather than one large dining space -
deed, anyone given to extremes of lustful and most particularly rather than full-time cooks -
indulgence might well come under suspicious Terk favors a larder stocked with simple provisions
scrutiny for lack of pure devotion to the cause. and basic dishes for individual use, The engineers
often end up keeping erratic hours, and this arrange-
ment allows them to eat when they’re ready to eat,
with minimal waste. The large room at the end of the
hall holds bottled water and beer along with dried
with brilliant illumination, blinding for two rounds meat and fruit, very much like traveling rations, and
all characters who fail a Reflex save (DC20). simple metal dishes and utensils hang on the walls.
Trophies on the wall commemorate famous past The chambers contain many personalized tools.
challenges, honoring Penumbral warriors who have Each of Terk‘s engineers makes an individualized set.
since fallen in battle. The GM should roll or choose They grant a +2 bonus on all relevant Craft and
two medium magic shields and two major magic Profession checks, but an Int check (DC 20) is
weapons per character, along with ld3 specific magic required to discern how to use them. Some of these
weapons. Each is mounted to the wall and requires a tools are valuable as works of art - 10% are made
Strength test (DC 15) to remove. from precious metals and worth 1000 gp each.
23.The Observatory At any given moment, there is a 75% chance
This room is a typical observatory,with an elabo- that a particular chamber is in use. Of those, 25%
rate telescope. The ceiling is a round gateway, allowing hold a sleeping engineer; the others are elsewhere in
the telescope and its platform to raise up out of this area or somewhere out in the rest of the Fortress.
shadow into the material world. Though regularly The senior engineers are level ld6+2 experts,
patrolled by the guards, most of the time the observa- the apprentices level ld2 experts. Dwarves and hu-
tory is unoccupied, and clever characters could escape mans each provide 25% of the population; the rest is
without notice into mountainous wilds about 50 spread among elves, halflings, and even orcs and
miles east of Amalthea. other titanspawn. GMs may add more exotic races to
raise the difficulty of the challenge if necessary.
SutaneTerks Chambers 26. The Workroom
The dwarvish master engineer likes to move his Terk seldom demonstrates a sense of humor, but
chambers around relative to the rest of the Fortress, his name for this space is a deliberate understate-
so that he can be close to whatever he’s studying or ment. In reality it’s a vast, high-roofed open space in
working on at the moment. The position on the map which many experiments proceed simultaneously.
reflects his current concern with the subversion of The six gateways in the east end all lead to
Vesh and his interest in developing gateways with portalson the eastern slopesof the Kelders, near roads
more flexibility and security. on the outskirts of Veshian settlements. Each gate-
24. The Adjustable Gateways way is irregularlyshaped, and the other end is mounted
Because Terk moves his chambers around, there in minimally carved recessed openings in low rocky
are no entirely fixed connections to the rest of the outcroppings. Terk seeks fully disguisable openings
Fortress. Each of these rooms leads to a fast tunnel that would allow Penumbral servants to go anywhere,
created as soon as Terk stops chamber movement, unconstrained by geometry. Unfortunately, these
new gateways lack the stability of earlier designs, and
THE PENVMBRAL PENTAGON
there’s a 1% chance that one will close right after an sentient being’s shadow into a shadow lord. The
individual passes through it. Half a dozen senior experiment proved to be partially successful. The
engineers, each accompanied by three apprentices, four pits closest to the wall each contain a corpse that
have at various times been stranded by the closure of vomits out a shadow lord (see Creature Collection
earlier experimental gateways of this sort. When this 11, p. 144) when disturbed. The others hold bodies of
happens, those stranded must make their way back to interest only to students of torture techniques.
the Canyon or Bridge Gate on foot. Half of the awake engineers are present here in
Vats in the center of the room each hold black this main room, most of them working on a project to
liquids of varying viscosity, composed of shadow shape stones with tools made out of hardened shadow.
essence fused with various ingredients as part of So far the results are unsatisfying, since the tools
Terk‘s search for new building materials. The vat become soft at random intervals. If used as impro-
closest to the gateways holds two cubic yards of an vised weapons they suffer a -2 penalty to damagerolls.
oily mixture that flows over anything that touches or A small forge burning with black flame stands ready
disturbs it. The mixture immediately engulfs any to assist in reshaping damaged tools and also to
character who opens the lid of the vat. The character provide the means for working on mundane spikes,
must make aReflex save (DC10)each round to avoid adzes and other assisting implements.
slipping and falling prone; it takes two full rounds of
concentrated action to scrape it off, with or without
27. TheArchives
assistance.The northernmost vat, on the other hand, This set of small rooms contains the complete
hardens into a block as solid as steel after three rounds plans of the Fortress. Unfortunately for casual brows-
in open air. None of the others have very interesting ers, it also contains the complete set of all rejected
properties beyond being sludgy noxious chemicals. plans and a large number of speculative concepts
never fully developed. It takes a half hour and a Spot
Pits in the floor each hold a slave tortured to
check (DC15) to separate out the plans which have
death in the interests of testing an assistant’s theory
about the origins of shadow lords. The assistant actually been put to use-Terkset up a highly arcane
filing system in which documents go into niches
speculated that certain kinds of pain and anger un-
based partly on age and partly on the basis of particu-
leashed the power necessary to transform a normal
CHAPTER THREE: THE P E N W M B R A L FORTRESS
lar ideas about construction. Three apprentices are A hidden gateway at the back of Terk‘s residence
on call, all immersed in their own study of all docu- can be set, with one round’s effort, to connect to any
ments. spot within the fortress, and also to a secret portal
known only to Terk, near the eastern end of the
28. The Museum Canyon of Souls.
Practical studies require attention to failures as
well as successes.Terk understands that failuresoften
shed more light on the solutions to difficult problems
than do successes, since success can come simply by Where the Canyon Gate hides in the depths, the
continuing to do what has worked in the past without Bridge Gate soars high over one of the small canyons
really understanding it, while failure requires change south of the Bridged City. Before the Penumbral
and often innovation. Five senior engineers maintain Pentagon arrived in the area, this peak hosted a small
this gallery of interesting failures. Specifics include monasticgatheringofDivineWarveteranswhowanted
the following; GMs should feel free to add more if a retreat away from the bustle of Bridged City life.
they choose. Two roads lead across the bridge that gives the
The organic-only gateway. This pair of gateways can gate its name, one leading north to the Bridged City
pass only material that was once alive. Embedded in 20 miles away and one east over two successively
both gates is part of a stone golem animated by stone lower ridges to the banks of a stream that flows
to fish and sent through. The act of moving through eventually into the Blood Basin. Neither receives
the gateway somehow neutralized the spell, and the any regular travel. The inhabitants of Bridged City
golem flowed into the gates, disrupting its own sub- know that there are a great many little spiritual
stance and that of the gates. Nothing in this mess can retreats like this one all around the city itself, and that
now be used as anything but building blocks. their residents tend to be loyal but inhospitable. The
The light gateway. A small crystal ball attached to hermits emerge in times of genuine need - many
this pair of gates can release a intense flash, which have helped in rebuilding after the Blood Monsoon,
requires a Reflex save (DC12) from everyone in the for instance. But they also disappear for years or even
room to avoid ld3 rounds of complete blindness. The decades at a time. Sometimes the people in the city
gates work only during that 1-3round interval after have no contact with the inhabitants of a particular
the flash, but the lingering glow inflicts ghastly pain monastery for an entire generation.
on any shadow-basedcreature touching the gates. As The builders of the haven that holds the Bridge
such the experiment is only useful to light-loving Gate used to make decorative sculptures out of the
people who, by definition, aren’t the sort who would rock they dug, carving out troughs they filled with soil
be in a position to ever use it. from further down the slopes to support window sill
The slow tunnel. A ten-foot stretch of archway gardens. Since the resulting works were useful as well
demonstrates an early effort at fast tunnel design. In as pretty, the makers earned enough from these crafts
this case it is reversed. Anyone entering the tunnel to pay for their simple needs. When Penumbral
finds it takes as long to move through as if it were a scouts chose the haven as their own, they kept the
hundred feet deep instead of ten. builders alive long enough to learn the art them-
The time-slid tunnel. A small plaque explains the selves, and have continued it just as before for two full
history of this effort, another ten-foot long arched generations. The disguised shadow worshippers are a
chamber. Any group of people or things that go into familiar sight now, these diligent workers who wear
it at any time during the course of an hour, all emerge, hoods and robes in the colors of the night sky and
one right after another, in very rapid succession at the speak of the particular blessings of Madriel that come
end of exactly one hour from the moment the first when the sun’s light and heat rest for a while.
thing entered. Living beings each take ld6 damage, This activity provides fine cover for Penumbral
as the next thing entering is pressed in hard against dealings. Fortress-bound caravans of goods coming
them, and anything at all fragile breaks. through Bridged City can simply approach and de-
part like any other, with only the simplest of
29. Sutane Terk’s Resjdence precautions to avoid suspicion and discovery. Indi-
Here the master engineer makes his home. It is viduals can proceed more directly, garbed as one of
simply furnished, but every single object in it is of the summit hermits. Figures in shadow form can
masterwork quality, either of his own making or travel along the undersides of bridges and through
created by a talented student. One of the apprentices crevices; there’s always plenty of darkness available.
sleeps in an alcove in the hall and attends to Sutane’s The tradition ofkindness toward hermits and ascetics
meals and other personal needs. Terk is in residence among the Bridged City inhabitants has become a
25% of the time, day or night. potent weapon in Penumbral hands.
THE PENUMBRAL PENTAGON
The Hermjtage shut and mount an attack, so long as the enemy force
doesn’t outnumber the guard. A larger group of tres-
The two roads leading to the hermitage converge
passers gets locked in and left, while the guards flee
before the final bridge. While in theory this bridge
through underground routes to the Bridge Gate.
could be cut loose, in practice the gatekeepers have
done everything they can to make it difficult to do so. 31. The Guard Chambers
Sturdy timbers bolted directly into the rock support The Bridge Gate stands further than the Canyon
wooden slabs, which are tied together with complex Gate from most dangers associated with discovery,
knots and reinforced every year. It takes twice the but more monsters roam this part of the Kelder range,
normal damage to blast through or destroy the her- and in any event the Pentagon prefers not to take
mitage bridge. unnecessary chances. Two five-person guard patrols,
Originally the hermitage itself consisted of a with the same statistics as above, flank the single
single large room. The Penumbral conquerors put in opening into the courtyard. Their towers allow them
internal walls to suit their purposes and dug down to examine all approaches, including the vast open
into the mountain for additional space. None of these spaces to the south.
changes are visible from the exterior. Two guards from each patrol make a circuit of
30. The Public Courtyard the hermitage and its plateau every hour. They sel-
dom encounter anything, but the Gate commander
This paved area, covered over with heavy canvas
makes surprise inspections just often enough to keep
canopies, allows riders and wagons to load or unload
them alert.
without problem. Stables can shelter eight horses,
enough to pull the wagons of any caravan light 32.The Barracks
enough to maneuveron the sometimestortuous Kelder These rooms have been carved out of the rock by
roads. Penumbral laborers. Slit windows in the north walls
Anyone who arrives here without apass, demon- provide good views and additional defensive opportuni-
strable knowledge of the Gate’s purpose, or some very ties, with stone shutters that can seal them up tight.
good account of herself is treated as an enemy. The Smallshaftswith laddersrun up into the walls overhead
guards let the strangers in, then slam the outer gates to allow guards to spy on proceedings in the courtyard.
CHAPTER THREE: THE P E N W M B R A L FORTRESS
It takes a total of 12 patrols to attend to the structures out of promisinglooking but not quite satis-
Bridge Gate’s needs: two patrols at the courtyard and factory stones that are carved into geometric designs.
two at the gate, in each of three daily shifts. One
additional patrol provides extra manpower in case of
35.The Gateway Chamber
This chamber has the same design and propor-
injury, illness or crisis. (Assignment to this patrol is a
reward for good service, as it amounts to on-site tions as the Canyon Gateway Chamber described
earlier in this chapter. The fast tunnel running out of
vacation time with rare exceptions.) Unlike the
its south end slopes down steeply, one of the very few
Canyon Gate, here the patrol commanders bunk
with their soldiers, and even the Gate commander cases where north is uphill within the Fortress. Nor-
mally the gateway chamber is unguarded apart from
has only a curtained alcove in one corner of the
barracks space. The guards sleep facing their equip- the hourly patrol sweeps, though when some particu-
ment racks, and dine on the other side of the racks lar crisis calls for it, the thirteenth patrol stands extra
with meals fixed from the goods stored in urns and watch duty here.
chests opposite the window slits. This is an extremely
functional and Spartan space.
Disturbances
The Pentagon deems it unsafe for Canyon Gate As always within this chaotic and largely experi-
guards to do much mingling with outsiders. The situ- mental fortress, there is a 10% chance that the area
ation at the Bridge Gate is different, however. Guards intruders enter is on alert because of recent troubles.
on leave can go into town at Bridged City once in a The GM can determine this in advance or roll it as
while, and as long as they don’t attract the wrong sort the PCs leave a fast tunnel. There is also a 5% chance
of attention or spill a n y secrets,they can carouse while that a fast tunnel they enter has recently had some-
they’re there. Thus the Bridge Gate barracks don’t thing eventful happen to it; roll this when the PCs
have to function as so complete a residence. enter. The tables for disturbances are the same here
as those for the southern portion of the Penumbral
Trash doesn’t accumulate here in middens as it
Fortress. In addition, other possible encounters, such
does at the Canyon Gate. It just goes over the edge
as guards or prisoners,can be rolled on the same tables
downconvenient cliffs. There is the slimmestofchances
as listed earlier in the chapter.
that someone scouting the surrounding wilderness
might discoverthe debris, but the odds are overwhelm- The Northern Chambers
ingly against it. It certainly hasn’t happened yet.
Here Dar’Tan (and to a lesser degree the other
Four patrols are on duty at any given moment,
members of the Pentagon) develop their plans for the
and four patrols are sleeping. The remainder are
subversion of Mithril and Vesh. Blackfang also uses
awake and amusing themselves with gamesof chance,
part of this area for his own crusade against the Bleak
conversation, and sightseeing and scrutiny of the
Savannah. Like the Central Chambers, this area
surrounding wilderness. The Guard commander pro-
provides space for public functions and also serves to
vides rewards for those who are the first to spot forest
impress potential recruits. It is intended to be not
fires, potentially threatening monsters and other
quite as impressive as the Central Chambers, so as to
unusual phenomena.
provide another layer of mystery and majesty with
The Bridge Gate commander has the same statis- which to cow the impressionable.
tics as the Canyon Gate commander, above.
The ceilings in this area range from 30 to 50 feet
33. Guest Quarters high, and Dar’Tan worked with Terk to arrange the
These plain chambers provide a space for guests lamps just right. Each one hangs from a chain so that
to bunk (in groups of four) and to store any belong- it can be raised or lowered to suit specific circum-
ings that they prefer locked up at night. Most of the stances, and hooks have been bolted into the ceilings
time they stand empty and ready for use. every 10feet. In the absence of specific reasons to do
otherwise, the Northern Chambers’ guardians posi-
34. The CraftingRoom tion the lights 30 feet apart and close to the ceiling.
This is the rest of the original building on this Their illumination falls a bit short toward the floor,
site. It has two forges and half a dozen tables with creating maximum opportunities for shadows to
tools for working in wood and stone. A raised earth swirl up to knee height and along the walls and
bed on the south side provides the home for perennial ceilings, making vortices and whirlpools in the
flowers and vines, which will later be transplanted spaces between illuminations.
into decorative boxes. Small chests hold interesting The architecture is as ornate as in the Central
stones and semi-preciousgems for use in decorations. Chambers, and far stranger. All the members of
Three of the off-duty guards work here most days, the Pentagon contributed ideas from the mytholo-
trying without a great deal of successto assemble elegant gies they’d encountered in their journeys, and
Terk and Night Arm set to work producing a place
THE P€NVMBRAL PENTAGON
that would reek of alien mystery, so as t o intimi- armed or armored, working on preparing meals
date guests. The Pentagon doesn’t actually have and packing goods for upcoming caravan escort
any need for not-quite-square corners, undulating duties.
curves, non-parallel walls, and the like; these The patrol commanders’ notes include tallies
things just help t o keep others disoriented. Nor is of all incidents where their respective patrols have
“reeking” merely a metaphor. Side chambers con- encountered trouble, in the Fortress and outside
tain the means for generating smells, such as small it. GMs who wish to add a little Penumbral back
forges installed above ceilings so that the smell of story to the campaign may include accounts of
hot iron can waft down, or compartments which troublesome encounters the PCs have had in the
can be loaded with rotting meat to make areas of past, with the PCs themselves written up as both-
deep shadow stink. If a guest were t o ask, of course, ersome antagonists to be dealt with harshly should
any loyal servant of the Pentagon would deny they ever cross the path of Penumbral agents
finding any of this unusual or undesirable, simply again. If this situation applies, the relevant patrol
t o reinforce the strangeness of the whole opera- commander fights with particular fierceness.
tion.
The Hall of Spreading Night
GMs should remember that most of the pecu-
This room is a propaganda ploy. The outer
liarities in the Northern Chambers owe nothing
walkway looks down into a recessed area five feet
t o magic. They’re tricks of engineering and main-
below. A relief map of Scarn fills this sunken area,
tenance. Let characters armed with detect spells
complete with pumps to circulate water through
worry about what they’re missing.. ..
rivers and seas and some miniature foliage to
The Grand Concourse represent dense forest, plains, and other terrains.
Fast tunnels connect this area t o all the others Stylized representations of famous landmarks in-
in the northern part of the Fortress. The guards dicate cities; borders have been marked out with
here are among the Fortress’ best, chosen both for thin gold inlay. Dominating it all are impressive
their loyalty and imposing appearance. Each shift black tiles showing the extent of Penumbral con-
has three patrols on duty: one occupies the center trol: dots and spikes for smallescale ventures up to
of the Concourse, and the others make hourly country-covering darkness where the whole gov-
sweeps of the tunnels. Unlike most of the Fortress’ erning power of a land belongs to the Pentagon.
guards, these patrols have actual uniforms, a simple It is almost all lies. The markers can be rear-
black design with silver bars for rank insignia. ranged at a moment’s notice, and they’re always
They take their duties seriously, both out of devo- set up to suggest to guests that Penumbral power
tion to the cause and out of the knowledge that grows stronger all the time right in the home
good service here may lead to promotion to other region of whoever Pentagon is currently trying to
duties. impress. Many thousands of agents would have to
The fast tunnels to the east slopes of the labor for years on end (or longer) t o make the
Kelders are wide and tall enough to accommodate claims of this map come true, and the Pentagon
wagons and carriages, and the alcoves at the east doesn’t have nearly that many available. But how
end of the Concourse provide stabling space. A t are guests supposed t o know that?
any given moment, two empty wagons, one empty The tiles and spikes are obsidian, laced to-
carriage, and the horses necessary to pull each gether with black metal wires. Each is worth 6 gp
wait near the eastern entrance. The horses are per pound to craftsmen. At nearly any given mo-
seldom comfortable in this environment and re- ment, 10 apprentices - 1st level commoners -
spond willingly to anyone who seems likely to take are in the midst of sorting, cleaning, gathering or
them out again. preparing the decorations for the next presenta-
These guards have the same statistics as the tion. Cupboards set beneath the outer walkway
patrols described above. store any materials not currently required.
The Barracks The Pit of Night’s Roots
Here each guard gets an individual alcove - Endless night, unpunctuated by any compre-
not as luxurious as a full room, but certainly a n hensible events, does not strike many people as a
improvement over the bunks found elsewhere. very interesting goal. It is too abstract for either
T h e alcoves cluster by patrol. As elsewhere, one potential recruits or potential enemies t o grasp
third of the alcoves are occupied by sleeping guards, readily. The Pentagon knows this and provides a
one third belong t o guards currently in the field, focus for those who need something a bit more
and the final third belong to guards now off duty. tangible in order to see things from the shadow
These off-duty guards are usually all present, none cause point of view.
CHAPTER THREE: TI+€ PENUMBRAL FORTRESS
The Pit chamber remains brightly lit when- will lie low and wait for things to settle down.
ever guests are in the area. Instead of pure black Otherwise they join in on the Penumbral side,
stone, smooth marble provides all its surfaces. though not with great passion.
(The floor is slippery - anyone trying to fight, A small shrine at the far end of each corridor
conduct acrobatics, or engage in other Strenuous contains one of the shadow stones like those in the
activity must make a Reflex Save (DC 10) each Pit of Night’s Roots, in case penumbral lords
round to avoid falling prone.) A single band of visiting with guests feel the need for some addi-
basalt set five feet above the floor provides a six- tional impressive displays.
inch strip in the wall of utter darkness. Barely The mercenary captains have the same statis-
visible sills at its top and bottom keep Out direct tics as the gate commanders, and their mercenaries
illumination, and writhing shadows fill the space (15 in the Mithril-bound band and 12 in the band
between wall and tiny Sills. These shadows reach headed for Lave) are the Same as zealous guards.
out to grasp anything that comes within a foot of
the wall, including people. They can’t do any The Dining Halls
damage, but their touch is vaguely chilling, and The big hall receives use only o n formal occa-
the intimidation value is formidable. sions; the smaller rooms can each seat two dozen
The pit that gives this chamber its name sits diners, plenty of space for most events. The kitch-
slightly off-center in the middle of the floor, just ens here use black flame ovensfor the psychological
enough to strike most people as wrong, but with- effect on visitors, though they also have bright
out providing an obvious visual cue as t o why, The lighting for guests’ comfort. There are usually
pit’s bottom is only 20 feet below the marble floor, approximately Id3 mercenaries and ld3 patrol
but since the whole pit is lined with un-reflective guards here per pC9 relaxing after a meal and
basalt and filled with shadows, it bottomless trading boastful stories of their encounters with
to most onlookers. Small, black precious stones hapless enemies. In general, one cook is o n duty
set into the rim of the pit are charged with spells per every ten diners.
that allow any penumbral lord t o summon up TheHallofTIjumphs
largely illusory “shadow demons” by speaking a This series of oddly shaped rooms serves as a
word Of command. Shadows form into combination of genuine research library and mostly
monStrouShumanoid forms with glowing red ‘Yes bogus trophy museum. The Pentagon has little
that glower at In addition, personal use for magical artifacts of most SortSand ‘
penumbral lords within 10 feet of one of these assigns them to their minions in the field instead.
prepared stones can use subtleone-word Most of the items that remain behind, therefore,
commands to trigger a Of and have have little value as anything other than decors-
them to come from the “shadow demons.” tion, no matter how impressive they may appear.
See chapter four for de tails on these shadow stones. H~~~guests can see the of famous foes of the
The Guest Wing Pentagon and memorabilia from both real and
Guests ofthe Pentagon stay here. Like the pit of alleged allies and victims. As with the Hall of
Night’s Roots, these rooms are framed in smooth Spreading Night, the staff arrange exhibits to
polished marble and furnished with granite tables, impress particular visitors with Penumbral tri-
chairs, and beds; black wool pads provide adequate umphs in their home region and among the People
though not luxurious comfort where people sit and they fear, hate, or envy. Everything visitors see
layene pentagonseparates aristocrats and other reinforces the sense of Penumbral inevitability.
authority figures from their subordinates, with a Careful investigation can let PCs identify
Penumbral orderly assigned to each pair of guest falsified or deceptively enhanced claims associ-
chambers. The entourage of such visitors gets atten- ated with any single artifact. This requires 10
tion of its own, with one orderly for every five minutes’ scrutiny and a check (DC 15) against
retainers-and separate opportunities for recruiting Knowledge of history or of the area from which it
spies from among those not accustomed to receiving came.
such opulent treatment. In between these artifacts, teak shelves hold
The only current guests are two mercenary books running back to the Slarecian roots of the
bands, one each seeking employment in Mithril movement. The oldest books come Out, with care-
and Lave. Like many mercenaries, they seek advan- f d handling, when penumbral lords wish to play
tage wherever they can and regard the Penumbral o n guests’ respect for antiquity. The books on
cause primarily as a practical venture. In the face of display here lack much value to any but an anti-
any attack that clearly overwhelms Penumbral de- quarian, whether because they’re too damaged,
fenders in this area of the Fortress, the mercenaries indecipherably encoded, or filled only with dull
records. One of the most impressive-looking vol-
THE PENVMBRAL PENTAGON
umes, for instance, actually contains nothing more initiate may wander the glorious (from the Penum-
dramatic than an inventory of cooking supplies, bral point of view) darkened epoch.
kept by some cook’s apprentice who indulged his As with so much of this part of the Fortress, the
passion for calligraphy with highly embellished experience is faked. An alcove behind each en-
and largely illegible figures. chanted slab can hold one of the up-and-coming
Three 6th-level priests of Madriel who have penumbral lords, who subjects the initiate to com-
succumbed to Chiruli’s temptations now study here, plex illusionsfor the duration of the ritual. Ifnecessary,
in search of the purest form of ancient chants to the visible priests presiding help out. A censer hidden
Madriel for modified use in the worship of Madriel’s in the shadows overhead can release dust of illusion if
Shadow. An apprentice cleric raised in the Fortress initiates prove more than usually resistant.
assists them with their chores. Initiations are very common, and one is likely to
The Hall of Vjsjons be underway as PCs enter, unless the Fortress has
been alerted to their presence for more than half an
Some guests are told that they’ve been chosen
hour. If the first alarms came more recently than that,
for special initiation rites, which include the oppor-
the priests will usually decide to complete the decep-
tunity to step into the actual future of the Scarred
tion before seeking shelter. Initiates who discover
Lands. Penumbral priests explain how the darkness
how they’ve been tricked will at least momentarily
that will finally cover the world reaches back through
share the intruders’ hostility toward the Fortress.
contemporary shadows, creating bridges that the
chosen of the penumbral cause can walk -but only The hidden penumbral lords each have the same
twice, once at initiation and once at death when the statistics as the shadow surveyors.
soul joins the darkness forever. Then the initiates are The Denizens’Quarters
brought here. Here the ranks of Penumbral followers make
The Hall has five sides, and its ceiling is more their homes. Balconies and open terraces provide
than a hundred feet above the floor, completely lost everyone with a reminder of social status: recent
in shadow. The only entry is up a spiral staircase in recruits live on the northernmost, lowest level, with
the center of the room. Adoor-shed piece of polished the second tier for proven veterans and specialists
obsidian occupies the center of each wall. As initiates and the third for leaders and those with special status
enter, one of the obsidian pieces becomes mirror-like of some sort.
and shows avision of the initiate’s homeland as it will The residents of the third tier secure their quar-
be when the darkness triumphs. The mirror in turn ters as they see fit, and keep valuable personal artifacts
becomes intangible, and the initiate can step into the and magical items along with mundane furnishings.
future moment to explore it. For the next hour, the Security is more difficult lower down, with one par-
ticularly loyal patrol living at each end of the tier and
CHAPTER TH RE€: THE PENWMBRAL FORTRESS
tending lock boxes for those who don’t want to trust ished, and even here Chiruli left in irregularities.
their good to the kind sentiments of their neighbors. Each facet of the altar is smooth, but they’re not
The lower tiers lack privacy, by and large. In theory regularly arranged and the top is distinctly uneven.
this builds camaraderie out of necessity; in practice it Pits in the floor around the altar hold prisoners for
encourages the obsessive hunt for secrets and for sacrifice.Most of the time these all lie empty, as Chiruli
counter-measures to protect them. ponders his needs for the next cycle of ritual activity.
In general, there are approximately 2d10 third- Captured PCs could end up here, along with guests
tier residents on hand, 5d10 second-tier residents, and who prove sufficiently unsatisfactory to their hosts.
lOdlO first-tier residents. Half of each group is usually The only obvious magic here is the set of ioun
asleep or away, the other half engagedin quiet personal stones which orbit Chiruli when he chooses to present
pursuits, eating, and the like. Informal contests take himself in his official capacity. Other magic items
place on some of the balconies, including fencing, have beenfolded into the very structure of the temple:
poetry and drama on themes of Penumbral doctrine several iron bands of Bihwe have been modified to
and history, and musical performance. All currently erupt on command from iron nodules in the attar, the
awake residents rally when alarms sound anywhere in tapestries are held up by (two each) ropes of climbing
this area, making their way to the point of disturbance and ropes of entanglement, and a wind fan is mounted
once properly equipped, at standard rates. over the door.
The third-tier residents are 5th-6th level experts, Chiruli is usually present, engaged in meditation
adepts,and aristocrats. the second-tier residentsare 3rd- about what role he ought to play in upcoming actions
5th level experts,warriors and commoners.The first-tier against Mithril, or the like. Three experienced priests
residents are 1st-2nd levels experts and commoners. generally attend him, along with six acolytes who
The Temple of Madriel’s Shadow deal with any seekers of wisdom who may come by.
These priests can cast spells from the Evil domain.
Chiruli makes his home here. Since he has few of
the requirements for rest, nourishment and the like See Chapter Two for Chiruli’s statistics.
that complicate the existence of living beings, he The experienced priests are level 5-8; the aco-
works around the clock on the projects of concern to lytes are level 1-2.
him. He has carved the temple out of the rock by hand,
assisted only by a few particularly dedicated acolytes. Blackfang’s Chambers
The Cult of Madriel’s Shadow is an empty lie, of This area lies down a branch tunnel to the west
course, but even Chiruli believes in it implicitly, of most of the Fortress, not far from the southeast
deluding himself into the faith that by serving the bank of the Chendero River. Also unlike most of the
shadow and doing the work of evil, he is actually Fortress, it consists entirely of natural caverns shifted
serving Madriel herself. Needless to say, Chiruli is a into shadow with only minimal modifications.
madman, but his madness serves the Pentagon well. Blackfang does not feel that the workTerk and Night
His followers, all imbued with the same evil energy as Arm do would enhance his purposes, and as long as he
their leader, can cast clerical magic, but only of the serves as one of the Pentagon he can largely get what
most wicked and debased kind. None can be entirely he wants.
sure where this magic comes from, but it most cer- Humanoids who come here must tread lightly.
tainly does not originate with Madriel. If Belsameth Blackfang prefers to fill his chambers with proud and
is indeed the power behind the clerics of Madriel’s unitaurs, along with occasional members of other
Shadow, she certainly is not advertising the fact (and races of non-human form. The only humans who
Chiruli and his followers would be deeply insulted by actually maintain dwellings here on a long-term basis
any such suggestion). act as spies and saboteurs in the new human settle-
The Temple lacks smooth surfaces and tight ments on the Bleak Savannah, and they know how to
comers. Chiruli prefers to leave it somewhat raw and demonstrate submissionearly and often to keep them-
rough, the shadowlike opposite of Madriel’s usual selves relatively safe. All social interactions between
clean, simple and polished temples. When cracks in humanoid races and the others are at +5 DC,and the
the temple rock threatened to shatter the southeast proud know that they can kill any humanoid who
section of the floor and wall, he opened them up into isn’t clearly identified as important without worrying
reinforced shafts through which roots from about the consequences.
aboveground now grow, the lowest tendrils dangling Except where specificallynoted, all of this part of
into the temple proper. For rites that require illumi- the Fortress has (dim) illumination from small oil
nation, he relies on luminous fungi normally kept lamps, which provide the minimal light necessary for
behind rough-hewnstone shutters in niches all around the proud to see clearly.
the temple’s perimeter. Only the altar stone, amass of The proud work in groups of three.The leader main-
quartz running through granite, has been finely pole tains his (or her) position by defeating the others in
THE PENUMBRAL PENTAGON
comrades. They always have on hand the raw materials The cells currently hold a dozen fishers and farmers
necessary to create the standardarmsand m o r for at least from theChenderovillages,allld31evelcommoners.They
two full trios, as well as a generous store of healingpotions are all hungry and tired but would fightfiercely if given the
and other means of dealing with the damage that warrior chance. They also know quite a bit about BlacMmg‘s
trios suffer on the job. operations in the Bleak Savannah and would trade their
knowledge for help in escaping.
TheGreatHalls
This series of caves is where most of the life of Black€ang’sDen
Blackfangsfollowerstakesplace. Inparticular,thii iswhere The great leader of the Penumbral proud keeps his
lore masters instxuct students (both cubs and adults) in own counsel and does not belong to any trio. He does
Blackfang’s vision of infinite freedom and cormpndng sometimesfeel the urge to mate, and then choosesmore or
degeneration. When the studentsallbelongtothe Penum- less at random from among prominent female leaders, but
bral cause, lessons focus on how to undermine others’will most of the time he keeps to himself when not actually
to resist and how to set the example of decadencewithout plaruung or conducting an operation. Thus he is almat
fundamentally losing control.Whenchosen visitors come always found in his Den unless an alarm has called him
as Blackfang‘sguests, the lesxxls focus on the liberation of forth.
the self through the abandonmentof restraining thoughts He does not accumulate luxuries for their own sake.
andgenerallyendwithanorgyor grand indulgence ofsome Nonetheless, artifacts fill his den: reminders of challenges
kind. he’s overcome, including the weapons of particularly wor-
The central cave hosts formal gatherings when thy enemies and also the tools with which he seeks to
Blackfangchooses to call them. Otherwise,it’s given over destroyproudsociety,particularlyawidevarietyofdanger-
to small group and their pursuits, including duels, practice ous drugs. Apart from the antechamber in which he
with group fighting tactics, and study of Penumbral doc- receives messengers, his den is kept entirely dark, and he
trines. (The proud are very aware that they are not spends much of his time in something like a hypnotic
representedinthelifeoftheFortressatlarge,andsometrios trance, inwhichheenvisionsterribleffortheworldand
hope to produce a member with the erudition and skills ponders how to bnng them into practice.
necessary to make a place for himself out among the An adjacent den shelters the trio who tend to his
humanoids.) needs. Thii is menial work in itself, but prestigious for the
Throughout these caves, convenient ledges support proximity to Blackfang it pmvides. The aged veterans
trophiesoftheproud’saccomplishments,withanemphasii currentlyon duty take their work very seriously indeed.
on the skins of famous opponents-as intact as possible,
but still often rather mangled. The sight is usually deeply Dar‘Tm’sChambers
demoralizing to visitors of r a m represented among the TheguidinggeniusofthePenumbralcauselivesinthe
slain. Characters from the Bleak Savannah or any of the strangestpartoftheFortress.Thisentireareais,like the Hall
landsboderingthenorthemKeldershavea5%chanceper ofiRadership,filledwithadensedarknessthatbehaveslike
level of recognizingsomeone from their home community breathable water. DarTan makes no concessions in his
among the slain. home to conventional comforts, preferring to pursue ex-
Thelion’sDen periments (withhimselfas the primary subject) abouthow
to most fully achieve a darkness-dominated existence.
Here a trio of keepers tends two dozen adult lions (see
MM) for use in hunting. These lions have been carefully DarTan lives without anything like the guards and
trained to cope dth life underground, but they’re still not servantscommon elsewherein the Fortress. Whenever he
very happy about it and would readily join in if they saw needs an extra set of hands, or any other sort of assistance,
anyone successfully attacking their captors. Then they’d he simply commandsthe shadows to do it. For ongoing
flee along the most direct route to the outside world. chores he uses an actual creature of the darknes, often
designed for the purpose. Other living beings generally
7hePjts come here only on specific errands, and even the Penum-
This area is kept constantly dark. Small cells hold bral faithful usually prefer to leave as soon as they can.
prisoners taken in the field and brought back to provide
sport for the proud. Most of the Pit is split with dangerous
TheThreshold
crevices and splinteredstalactite, adding +5 to the Dc of The only room in thisareawith a conventionalfloor,
guests can sit on the chairs and benches while waiting for
movesatmorethanwallungspeed,acrobatics,andthelike.
Proud who want to try out a new hunting technique or just an audiencewith DarTan.A locked drawer opposite the
tohavesomesportwillturnlooseoneormoreprisonersand fast tunnel holds messages that don’t require W a n ’ s
hunt them through the pits. (Proud who do not produce immediate attention; he studies them at his leisure. If
impressive kills must go out into the field to retrieve intrudershave been detected in the Fortress, a guard patrol
replacement prisoners.) from the area sounding the alarm rushes to thischamber to
speak with DarTan.Otherwise only the shadows stir.
THE PENUMBRAL PENTAGON
TheMainRoom TheBedroom
This round room acts as Dar’Tan’s library, laboratory DarTan sleeps while floating freely in the center of
and dining room simulmeously. Books rest in shuttered this small room. Simple shadow servants give him very
casesdown at the bottom, near the pantry holding simple gentle nudges when he risks colliding with a wall, and he
dried foods and a few of DarTan’s favorite snacks. Hooks stores his favorite clothes and armor in alcoves.
protrude everywhere, to allow hTan to tie down valu-
able magical equipment, and sturdy chests and reinforced
TheFurGate
glass flasks drift freely. Spread through this room and the Thisroomsta~lockedandbarredwheneverDarTan
adjacentalcovesarethematerialmmponentsnecesmyfor isn’t using it. Unles he’s been summoned by an alarm,
every spell DarTan can cast, but not obviously organized. however,heusuallyis,soitoftenstandsopen.Itssolefeature
(The elfwrtsthingsbasedon theirassociationsinhis mind, is a very large spool of silk mrd. O p p i t e the door is a
linked to specificmemories and visions, so one would have modified gateway like those of the Bridge and Canyon
to know his mind rather intimately to find anythtng Gates except round. It opens not into the material world
quickly.) but out intothedepthsofthePlaneofShadow.Crysta1balls
on each side of the gateway receive telepathic impressions
Shadow creatures tend small black-fire h c e s near
via touchand use these impressionsto“steer”the other end
the edges of the space, melting down precious metals for
of the gateway to features in Shadow.
upcoming work on magical items. Like everything else,
includii hTan himself, these creatures and their fur- Lately, DarTan has been searchw through a can-
nacesfloatmundtheroomasifinsideagiantdropofwater yon-like region where the shadows runparticularly thick
unless tied down or otherwise attached to the walls. and slow, in hopes of finding clues to the Slxecians’
whereabouts. He wears an enchanted silk cord around his
waist so that he has somethingtohangonto ifhewantshelp
returning to the Fortress;He’s often known to go as far as
two milesfrom the gateway,securedonly by thisshaderope.
See chapter four for shade rope statistics.
THE PENWMBRAL PENTAGON
The Penumbral Fortress con- still gives off its customary heat, sides of the passage the borer is
tains both unique items and and novice engineers generally transforming, they can’t rest on
unique kinds of items, made in bum themselves at least a few wheels or skids while in use, but
accordance with rituals and for- times while learning how to use most borers do make some provi-
mulas unknown elsewhere. For the furnace safely without the cues sion to hinge up, fold away or
this reason, creation costs and provided by flickering fire. The disassemble the frame to move
necessary supplies are not listed, furnace also needs normal venti- the borer into or out of the work
as only highly trained devotees of lation, even if (as in much of the area.
the Penumbral Pentagon are Fortress) this means running a Powers: The borer works in
skilled in the shadow arts neces- pipe to a small gateway venting two distinct modes.
sary to produce them. This is also into the depths of the Plane of T r u n s f m d Material Tun-
not an exhaustive list of the Shadow. nels. The borer can alter 10 feet
strange and dark items con-
structed by the shadow cause.
Fast Tunnel Borer per hour of material moved out of
Description: These peculiar the material plane into the Plane
GMs should feel free both to add of Shadow. Once altered by con-
more items to the penumbral rep- machines create the passages that
link portions of the Penumbral tact with the frame, the tunnel
ertoire and to develop rules for can act as a fast tunnel at any
their production should such Fortress to each other, and a few
select passages for Penumbral use speed the Penumbral engineer in
abilities be desirable in a given chargeoftheprojectchooses. (See
campaign. outside the Fortress. The actual
magical work takes place in an Chapter 3) The borer must work
on at least 1,000 feet of material
Tools of Constructjon enchanted silver frame, usually
corridor at each end of a fast tun-
made with jointed segments to
BlackFlame Furnace accommodate tunnels of differ- nel.
Description: Penumbral en- e n t shapes. Wooden or Shadow Tunnels. Once the
gineering still requires heat and occasionally stone scaffolding borer prepares a sufficient length
fire just like regular craft work holds the frame in place -since of material tunnel, it moves out
does: there are metals to melt and each segment must be a foot wide into the raw material of the Plane
objects to forge, bricks to cook in and six inches thick, the total of Shadow itself. Now it moves at
kilns, and so on. To deal with the weight is considerable.Where pos- the equivalent of 10miles an hour
problem of light sensitivityamong sible, beasts of burden pull the toward the designated other end
some of the organization’s most borer; in other situations, labor- of the fast tunnel, measured in
adept engineers, Night Arm cre- ers pull and push it along. straight-line distance in the Ma-
ated thisstyle offurnace. It spread When inoperation, the frame terial Plane. The nature of the
rapidly throughout the Fortress segments emit black sparks and a shadows through which it passes
community, but remains the spe- soft hum; the noise continues even may vary dramatically, fromsome-
cial pride of the engineers. when the borer is at rest, and the thing like solid rock to creeping
Black j7um f u m e s can be sound carries for half a mile or liquids to empty dark void; the
any size from small units just large more. On more than one occa- borer moves through all of them
enough to hold a small pot of sion, Penumbralengineerstracked at the same pace. Where the borer
metal or a single sword blade on a borer and crew trapped in a has passed, there are now solid
up to room-fillingbehemoths that cave-in or lost in unexpectedly tunnel borders, which resist entry
can cremate whole patrols at a convoluted passages by following like any other solid walls. Ahead
time and melt tons of metal at this hum. of it is the Plane of Shadow at
once. Whatever their size, all Boring crews generally deco- large, and the borer travels with
share the same general configura- rate their machine in some armed guards capable of dealing
tion, a half-dome kiln resting on distinctive fashion. Depending on with attacks from outside.
a square flat slab and topped by a the crew, this may include favor- Light Reservoir
cylinder of bronze or copper. ite icons and totemic symbols, Description: Although it has
Powers: When the furnace embedded stones taken from ar- other applications, Penumbral
is lit, the cylinder on top hums eas they’ve mined through, and practice classifies this as a con-
faintly and emits a soft smoke other trophies that make good struction tool because the Fortress’
that makes all flames in the fur- props to refer to when it’s time to engineers use it to prepare areas
nace bum pure black. The furnace tell boastful stories. Since the for shifting into shadow. The light
frame segments must touch all
THE MAGIC O F THE SHADOWS
reservoir is a glass or crystal cube Each gate occupies a 30-foot Shadow Compass
one yard on a side, completely square area in both the material Description: Even when hu-
transparent when empty, shading world and the “shal1owest”partof man senses can’t discern them,
into pitch black when entirely the Plane of Shadows, where it the Plane of Shadow provides ter-
full. During discharge, it glows, as draws closest to matter. The ac- rain-like features. The shadow
described below, providing fresh tual gate has no depth at all, compass probes the shadows for
fodderfor tales of mysteriousglows though Penumbral engineers pre- patterns of drift,density, tempera-
and haunts deep in the Kelder fer to mount it in a framework ture, emotional resonance, and
Mountains. that provides a clear threshold the like to establish relative di-
Powers: The light reservoir area. rections.
absorbs some or all of the light Once activated, a gate re- Each compass is somewhat
within a hundred-foot radius. mains active, and automatically different in details, being an indi-
Anyone can operate it with a passes everything that enters it. vidual work of craftsmanship, but
touch and a spoken or thought Penumbral engineers would very all share the same basic design. A
command. The reservoir has a much like to give the gates more clear glass or quartz dial six inches
capacity of 200 “light units.”Low- selectivity but haven’t managed across rests in a rim made of what-
ering the light level by one step it so far. For reasons not at all clear ever metal the maker chooses. A n
on the following chart for one to Terk or any of his assistants, obsidian arrow is bolted onto the
minute requires one unit. Lower- instructing a penumbral gate with dial and can spin freely; the dial is
ing the light by two steps for a the kinds of criteria for accep- also capable of rotating up out of
minute requires two units, as does tance common in means of the plane of the rim on any of
lowering it one level for two mine teleporting within the Material eight pairs of gimbals. A pair of
Utes. Plane just closes the gate immedi- jewels,ofwhatever type the maker
When the reservoir is full, it ately. chooses, sits in obsidian-lined
must be emptied out again, start- The gates eachappear as solid sockets.
ing within one hour of when it black squares. No senses of any Powers: Depending o n
absorbs the hundredth unit of kind penetrate through them, ex- which jewel the handler touched
light. Discharge happens at a mini- cept for those of penumbral lords, last, the arrow points either at the
mum of five light levels per whose darkvision works without point where the handler crossed
minute, and can go as high as 20 hindrance to show them what’s into the Plane of Shadow or to the
per turn. That intense a flash does on the other side. The gate’s ap- nearest open connection between
the same damage as a torch ap- parent temperature matches the shadow and the material world
plied to everything within 100 surroundings, and it has n o (which may at times, of course, be
feet. discemable texture or taste. The the same point). Some compasses
Light Levels nature of the magic that creates it include additional pointers, so
Pitch black ensures that gates respond to spells that they can indicate both the
Moonless night andothermeansofdetectingevil, handler’s point of entrance and
Night and would do so even if good the nearest connection, and per-
Indoors during daytime characters created them. haps as well divining rods
Dawn and sunset Powers: Anything passing enchanted withvarious detection
Cloudy day through the gate arrives at aspeci- spells.These are crafted separately
Sunny day fied destination in the material and attached to the compass it-
Directsunlight underperfectlyclear skies
world or the Plane of Shadow. self.
Fortunately for the well be- Once created, the gate remains
ing of shadow-dwelling users, the
light reservoir can be instructed to
where it is, even if surrounding OtherMagjcal Creations
buildings or terrain move. The
begin discharge anywhere from creator of the gate can close it
The Darkening Library
one turn to 10 minutes after the with a simple verbal command Description: The darkening
command to do so, as long as this regardless of his distance from it, library consists of one or more
falls within the one-hour window and may choose to include a pass- shelvesmade of polished anddeco-
of opportunity. word that anyone else can speak rated teak wood, usually supported
PenumbralGate to the gate to close it as well. with obsidian reinforcements at
Once a gate is closed, it’s gone, the joints. The shelves have clips
Description: The gates make
and must be made all over again. and slots to hold books, scrolls
the Penumbral Fortress possible, and loose written material. Noth-
and Sutane Terk and Night Arm
ing in the decorations hints
regard the gates as the greatest directly at the Penumbral nature
achievements of their craft so far.
THE PENUMBRAL PENTAGON
Penumbral travelers sometimes to sunlight suffer no damage or whose shadow is in contact with
make tents out of them, and Pen- impairment. the shadow magnet.
umbral agents i n long-term Shade Rope ShadowStone
residence outside the Fortress set
Description: This long spool Description: These small,
up eclipsed rooms, if they have
of light silken thread is a full two polished black stones are created
some space they can count on
miles long. Though it is slender by the Penumbral Lords through
being free of visitors who’d make
and fragile-looking, no physical an unknown process. They can
a fuss about the discovery.
force can break the shade rope. It be carried or set in rooms, allow-
Powers: Sunlight filtering
is difficult to destroy even by ing users to trigger them with
through the eclipse canopy appears
magical means, as it has a spell special command words.
eclipsed. Any penalties deriving
resistance of 30, and 100 hit Powers: Shadow stones con-
from sunlight (and from light in
points. Dar’Tan himself did not tain spells of level 1-9.When the
general) are halved underneath
make the rope, and rumor claims user iswithin 10feetofthestone,
the canopy.
that it was actually a gift from the spell that it contains can be
Mjrror, Penumbral some powerful shadow-dwelling triggered as a free action, but
Description: Penumbral mir- outsider. only one stone can be triggered
rors can be any size that their Powers: The shade rope must each round. Once triggered, the
handlers feel up to managing. be tied or anchored to a place stone is powerless, but can be
Most are between one and ten that is not in direct sunlight to be recharged with a spell if the Pen-
feet indiameteremateveritssize, effective. The user then secures umbral Lord so desires.
apenumbral mirror alwaysconsists the other end of the rope to his
waist, and then may travel any-
Weapon SpecialAbility
of a smooth obsidian surface.
where within the rope’s two-mile Shadowed: T h e shadowed
Powers: The penumbral mir-
length, including to otherplanes. special ability can be applied to
ror reflects light like any regular
If the user is in danger, or must any edged melee weapon its cre-
mirror. But surrounding the light
return to the rope’soriginquickly, atorchooses; favorites among the
cast by the mirror is a zone of
he needs only to utter a com- Penumbral Fortress’ enchanters
pitch-blackness, as wide as the
mand word and be instantly include daggers and bastard
beam of light. The Penumbral
transported to the rope’s anchor swords. The blade has a dull gray
Pentagon positions these mirrors
point. If the rope is untied for any hue, and never reflects light ex-
to allow for defensive ambushes
reason, then its magic will not cept in a very dim and smudgy
in areas they want to keep clear of
function. way. I t cannot take a polish or
intruders, with shadow minions
shine.
waiting in the darkness. Shadow Magnet Onasuccessful damage-deal-
Mirror, Umbral Description: The shadow ing strike, a shadowed weapon
Description: Like penumbral magnet is a multi-faceted gem- erupts with plumes of black va-
mirrors, umbral mirrors can be any stone, either black opal or some por. Dark flames then envelop
size the creators want, and also other gem with a black vein the target, extinguishing any
consist of polished obsidian set prominent inside. Its owner wears natural flames such as torches,
in a fixed or movable frame. it on a necklace, mounted in a candles, etc. These flames can-
Nothing distinguishes an umbral headband, or otherwise displays not be relit for ten minutes.
mirror from a penumbral one it where it’s visible to the sur- Magical flames, lights, and other
when it’s not in use. Minor modi- rounding environment. sources of illumination must re-
fications to the creative ritual Powers: The shadow magnet sist a dispelling effort from a
also allow enchanters to make does precisely what its name sug- magical force equal to the blade’s
umbral windows, which have the gests: draws shadows toward itself. caster level. The fumes disperse
same transforming effect on light All shadows within 50 feet of it rapidly enough to leave only a
shining through them. point toward it regardless of the momentary flicker, and impose
Powers: The umbral mirror prevailing lighting conditions, no vision or other penalty on the
transforms incoming light. In the and shadows originating within target.
beam it reflects, light becomes 10 feet stretch out (and up the Casterlevel: 6th; Prerequisites:
dark and vice versa. If pure sun- body of its owner, depending on Craft Magic Arms and Armor;
light or intense flame shines into where it is) to touch the black Market Price: +1 bonus.
it, for instance, a beam of almost part of the magnet. This allows
pure darkness emerges. Within the owner to cast any spells re-
its shadows, creatures vulnerable quiring touch to affect anyone
THE PENUMBRAL PENTAGON
Spell Effect ’
1 Components: S , V
Casting Time: 1 action
Range: Touch
Target: IO-ft radius emanation
Duration: 1 hourllevel
Spell Resistance: No
Descrjptjon
Another product of Chiruli’s quest to
spread his notions of the darkness implicit in
t h e gods, this spell is usually cast along with
a sermon or lecture on Penumbral principles.
Some of Chiruli’s students use it for pure
intimidation value, but he frowns o n that -
for t h e true believer of Chiruli’s sort, mere
fear counts for nothing unless there is some
way for it to lead t o a fuller understanding of
t h e truth. Chiruli cites this spell as proof of
his mad belief that all t h e gods have “shad-
ows” that reflect their darker natures, but
the supporters of t h e gods claim that it is
merely evil magic that originates from some
darker plane, unrelated t o any hidden na-
tures that gods may possess.
Spell Effects
The god’s shadow can only be cast within
an area blessed w i t h consecrate, and its ef-
f e c t s r e m a i n c o n f i n e d w i t h i n the
consecrated area even if the god’s shadow is
invoked off to one edge of the area. Every
solid and liquid object within the area of the
god’s shadow becomes pitch black, cut off from
all light. Even lights aimed directly a t the
THE PENWMBRAL PENTAGON
shadowed area can’t penetrate being inexplicably dim and Some Penumbral agents
the darkness, though the ef- muddled for t h e duration of like t o work this spell into
fect can be dispelled. the spell. small enchanted items, which
The god’s shadow does not they can hide in t h e private
interfere with any clerical Shadow Echoes chambers of individuals tar-
spells or rituals directly unless Relays sounds through shad- g e t e d for h a r a s s m e n t o r
they require light. T h e usual ows. removal. Persistent strange
penalties for working in dark- Conjuration (Summoning) whispering does a great deal
ness do apply if a spell calls for Level: Sor/Wiz 3 to disturb sleep and instill use-
fine manipulation, since Components: S, V ful levels of distraction and
pitch-black objects show little Casting Time: 1 action paranoia.
detail and anyone handling Range: Touch/special
them must rely on touch. Target: Touched creature (Gargan-
tuan size or smaller), or 10 ft. square
Shadow Tide
area Turn shadows into a thick
lmpljcjt Darkness Duration: 10 minutes/level liquid-like sludge.
Obscures senses without Saving Throw: No Transmutation
discernable shadows. Spell Resistance: Yes (harmless) Level: Sor/Wiz 3
Transmutation Components: S, V
Level: Sor1Wiz 2
Description Casting Time: 1 action
Components: S Penumbral sages t e a c h Range: Close (25 ft. + 5ft.12 levels)
Casting Time: 1 action that in some important senses, Target: 10 sq. ft. per level
Range: Close (25 ft. + 5ft.12 levels) every spot in darkness is the Duration: 10 minutedlevel
Target: 10 sq. f t per level same as every other, and every Saving 7hrow:Reflex halves impair-
Duration: 10 minutesAevel soul that serves the final dark- ment
Saving Throw: Will halves penalties ness is in part the same as every Spell Resistance: No
Spell Resistance: No other such soul. This spell Description
Descrjption demonstrates that unity in a This spell is one of several
very practical and direct way. defensive measures developed
This spell originated in a
Shadow worshippers generally in recent years, in response to
philosophical debate during
use it for intimidation value, t h e problem of intruders in
the Penumbral flight through
t o show enemies (real or po- the Penumbral Fortress. The
the Hornsaw Forest. T h e dark-
tential) just how formidable Fortress’ distributed and bor-
ness worshippers argued over
the darkness can be in t h e derline condition makes it
whether the absence of light
hands of someone who knows impossible t o keep all sections
was the same thing as t h e pres-
how to command it. properly guarded and secure.
ence of darkness, and one of
those arguing that it wasn’t Spell Effects W h e n normal barriers fail, the
created the first version of this While casting shadow ech- shadow tide may slow intrud-
spell to Prove a Point. Since oes, the magician specifies an ers enough for guards t o rally
then the spell has been re- emotion or State of mind - for counter-attacli.
fined for somewhat greater fear, fatigue, despair, joy, and Spell Effect
reliability and usefulness, but so on. T h e spell draws t o itself This spell grants unnatu-
the point still stands. everything said in the Penum- ral substance t o the shadows
Spell Effects bra1 Fortress that reflects t h e i n t h e target area. T h e y
chosen emotion and emits it thicken t o the density of wa-
Implicit darkness refers t o
to the target’s hearing as barely ter, impairing all movement
t h e absence of light and its
audible whispers. Speech at and physical activity. T h e
benefits without t h e overt
normal volume becomes so shadow tide doesn’t choke
presence of darkness. Within
quiet as t o be incomprehen- breathing - it passes air (and
the targeted area, t h e DC of
sible once transmitted -only sounds, scents, and the like)
all checks requiring the use of
t h e emotional tone of t h e normally, affecting only
l i g h t rises b y + l / a r c a n e
sound is conveyed. Listeners people’s a b i l i t y t o m o v e
spellcaster level o n the caster’s
may make a Listen check (DC through it.
part. The same penalty applies
t o any effort to look through
15) t o understand any one T h e caster may determine
shouted phrase or particularly both the height of t h e shadow
t h e affected area, aim spells
loud sound transmitted by t h e
and arrows through it, and so tide, up t o 5 ft./level above
spell as a slightly stronger
on. Observers see the area as ground level, and t h e degree
whisper.
THE MAGIC OF THE SHADOWS
Shadow Stride
Lets target walk on any
visible shadow.
Transmutation
Level: Sor/Wiz 5
Components: S, V
Casting Time: 1 action
Range: Touch
Target: Creature (Gargantuan
or smaller) touched
Duration: 10 minutes/level
Saving Throw: None
Spell Resistance:Yes (harm less)
Descrjpti on
This spell is one of t h e
most recent in the Penum-
bral archives, developed as
a n alternative way t o travel
through lands whose people
nay not be hospitable t o Pen-
mbral agents. It works, but the
ntagon doesn’t regard it as en-
ly reliable just yet, given the
:ntial for serious trouble that
resents.
ell Effects
Shadow stride began as a modi-
d version of air walk. Like that
:11, it allows t h e target to move
places most physical be ing
mally don’t go. T h e target can
I o n any substance and empty
long as it’s in shadow - a
r strider could, for instance,
tywhere within t h e volume of
iLL ,,,,dowed by a high wall or moun-
71
THE PENVMBRAL PENTAGON
tain ridge. In addition, as long Level: Clr/Sor/Wiz 4 decides which of these condi-
as there’s a continuous shadow Components: S, V t i o n s apply, a n d c a n n o t
from some source, the target Casting Time: 1 action change it thereafter without
can rise up t o the shadowy Range: Close (25 Ft. + 5Ft./2 levels) casting the spell all over again;
bottom surface of clouds over- Target: 1 persodlevel
artifacts enchanted with the
head. Duration: 1 day/level
spell only produce one effect
Saving Throw: Will negates
The target must “fall” up or the other.) The target gains
Spell Resistance: Yes
to the clouds, moving a t a mile no immunity from the effects
per minute; descent happens Description of the actual lighting condi-
a t the same pace. The major Whether this spell is a tions - creatures which burn
reason this spell is still con- blessing or a curse depends in sunlight continue to burn
sidered to be a work in progress very much o n one’s point of even as they see t h e night sky,
is that, if at a n y point the view. For nocturnal beings and and so on. All celestial ob-
target passes out of shadow, those who simply love the j e c t s r e t a i n t h e i r usual
the shadow stride ends imme- darkness, it’s great. For others positions, b u t a n y w h i c h
diately. T h e target falls, and it’s sheer torment. Penumbral would be visible at night with
takes normal falling damage servants in the world outside no moon are visible during the
for the height unless some the Fortress like to keep it day to this spell’s target if the
other magical effect (or natu- ready as a way of confusing caster chooses the nighttime
ral ability) can cushion the those who might interfere or option. I n other respects, the
blow. A falling magician can’t need a demonstration of the target (only) is treated as if he
renew the spell, either; it must greatness available to the Pen- is in total darkness.
be cast while the target is i n u m b r a l cause. P e n u m b r a l Unwilling targets find this
some location that it can move servants about t o go on mis- an extremely demoralizing ex-
to normally. For humanoids, sions very often choose to put perience, and after the first
that means standing o n the this into enchantments in the day begin to suffer a penalty
ground or swimming in water, form of potions (which can be equal to the caster’s Cha bo-
or any other place accessible administered surreptitiously), nus o n their Will saves for the
to normal human movement. rings or necklaces. spell’s duration in addition to
Spell Effects any penalties imposed by the
Vjsjon of Night darkness. Animals and other
Lets targets see as if it were T h e targets of vision of
non-sentient beings simply
night, regardless of conditions. night see the world as if it were
panic when the night goes on
Transmutation eclipsed or night for the dura- and on, and after the first day
tion of the spell. (The caster must be subdued.
t that the Blood Sea poisons
ic exis
ge nec
I 1
THE PENVUBRAL PENTAGON
is the only part of the steppes firmly under the prevail, and they will not be caught in unexpected
Riders’ control, raided occasionally by ambitious peril unless they really resolutely refuse to solicit
groups of orcs but never at long-term risk of pass- any outside advice.
ing under orcish rule.
An Orcish Encounter
The Riders submit to no outside authority,
The characters come across a band of orcs,
but they do choose to cooperate with the Veshian
one 5th level barbarian leading l d 6 1st level
Vigils for their mutual advantage. They also trade
barbarians per PC, sheltered in a gully beneath
with outside merchants, exchanging well-treated
bluffs freshly scarred by recent landslides. The
hides, leather goods, herbs harvested from the
orcs are equipped for battle but relaxing at the
steppe and other local commodities for the metal-
moment and are in fact enjoying a meal. They
work and other implements they can’t readily
have five captured humans tied to stakes. Three of
make for themselves. Outsiders always face careful
the five are dead and partially butchered, and the
scrutiny, but the popular conception of the Riders
fourth is currently roasting over a crude roasting
as ravening devourers of interlopers exaggerates
pit. The fifth hangs unconscious from his post.
the situation.
Only thoroughly evil characters can avoid
The characters need some reason to be on the
feeling an urge to interrupt the orcs’ meal, and evil
Herd Plain. If they belong to the Vigils, then the
characters should see the possibilities for loot.
GM can simply assign them to investigate the state
Once half the orcs have been slain, the rest flee,
of things o n the steppe, particularly if the
leaving their prisoners behind. In addition, the
Hornswythe overflowed again recently. Characters
orcs have Id0 gp each in money and knickknacks
with established merchant or other businesses of
taken from previous victims.
their own may go in search of profit; characters
without their own economic interests may act as The still-living prisoner is Ironbay (see sidebar
agents for a merchant in any Veshian city, offering for statistics, although he’s taken 20 hp of damage
the characters a 15% commission on all goods they when he’s encountered here)*His belongings Pro-
bring back to him for sale. vide no clue as to his origins, though detect evil
shows him in possession of this quality. Searching
The weather on the Herd Plain is typical for
the area may let the characters identify tracks that
the time of year; see Scarred Lands Campaign
match the prisoners’ boots with a Search check of
Setting: Ghelspad for details. It’s never comfort-
DC 15. The tracks come further up the gully, but
able, shifting from hot and dry to storm-ridden to
whatever information they may have provided is
bitterly cold with occasional blizzards and then
now lost, covered over by the most recent land-
back again in the course of a year. The characters
slide on the day before. The tracks go a few paces
have plenty of opportunity to learn from patrons
before being surrounded and trampled over by the
and fellow travelers what conditions currently
ADWNTVRES IN SHADOW
repay with service. If he knew what distinctive anything relevant. The first day of travel, the DC
talents he possesses, he could perform some spe- of all such probing checks is increased by + 10; this
cial work for them; as it is, he has only a general penalty for unfamiliarity and haphazard action
willingness to help. decreases by one point each day, until ten days
One feature of his possessions stands out: all later, as the characters approach Bridged City’s
of his coins bear the seal of the Bridged City mint. outskirts, he makes checks without any penalty.
When questioned, Ironbay knows of Bridged City The first three days of the journey take the
in general terms, but can recall no details about it. characters and Ironbay across the steppes, in the
Upon having the coins identified - which any- shadow of the Kelders’ eastern slopes. Ironbay
one who’s been there can do automatically, and urges caution, both because of the orcs and be-
which others with a Knowledge (Ghelspad) check cause of his unknown nemesis. A Wilderness Lore
or similar knowledge roll (DC 10)may attempt - or Hide check of DC 15 lets the party successfully
he suggests going there in search of more answers. evade bands of orcs in the area; if the check fails,
If any of the orcs still live, they can be inter- a band like the one that captured Ironbay and his
rogated. The survivors know only that their scouts companions ambushes the characters. Arrange
came back with the word that the gully, which the ambush to take advantage of features in the
they’d found empty earlier in the day, now had environment that the characters favor: unexpect-
five humans in it. The humans appeared to lack edly deep caverns if the characters travel on or
serious defenses, so the orcs’ commander saw an near the Kelder foothills’ bluffs, behind rocky
opportunity for a bit of fun and a free meal. None ridges or in unusually dense groves of trees if the
of the prisoners had anything interesting to say characters keep to cover further out on the steppes,
before they died, only howls in languages unfamil- and so on. Every route offers some exploitable
iar to the orcs. The bodies, if searched, prove to weaknesses, and while the orcs will not be produc-
have Bridged City coins as well and nothing else ing genius sages anytime soon, they do know the
indicative of their origins. lay of the land and something about fighting
strangers who may individually be much more
Epjsode 2: Out of the Kelder Steppes powerful than the orcs themselves.
The fastest and most reliable route to Bridged
City from the steppes involves going north to the The Shadows of Memory
Hornswythe River, and there joining the trade O n any day in which Ironbay can spend at least
road that follows the river all the way into the one continuous hour in darkness or semi-darkness,
thick of the Kelders. It’s not entirely safe, but the even simple shade, during the day or be awake
alternatives are all both slower and riskier. A enough to think during the night, another piece of
Knowledge (Ghelspad) check (or similar knowl- memory returns to him. Choose from among these or
edge roll) against lore of the region (DC 10) assign similar fragments, none of which yet tells the
confirms these impressions. whole story:
Ironbay feels adeep dread of something watch- Ironbay is a surveyor in a large construction project.
ing for him in the daylight. He has no idea at all Ironbay and his companions ended up stranded in
what the peril might be, but knows for sure that the gully because of a construction accident. (The
daytime simply isn’t safe for him. Something that characters know that there was no trace of con-
moves only during the day wants him and his dead struction anywhere in the gully, and if Ironbay
companions and will follow him anywhere that chooses to speak of this memory, he can offer no
human power is likely to get him. O n the other reconciliation between that fact and the confi-
hand, knowledgeable characters know that the dence he feels in his recollection.)
orc bands favor the night, in part because the Geometry holds the key to whatever it was Ironbay
Riders seldom ride after sunset, and must balance was doing. If he could remember what the crucial
Ironbay’s fear of something unknown against the shape is, he would understand himself in relation to
known risks. it.
Throughout the early stages of their journey, Allies wait somewhere out of sight from the daytime
Ironbay continues to radiate an aura of evil with. watchers, but they don’t know where he is right
out showing any idea ofwhat in him could possibly now.
be evil. During calm moments, he’ll try to emulate Ironbay’s work involves both doing things with rock
any feats that PCs can perform, so as to gradually and doing things to rock.
discover the range of his own expertise. He goes Colleagues of Ironbay and his companions have
through an intensive search for all forms knowl- been stranded before, either in that gully or some-
edge, examining everything around him and where nearby. They made it home, so he can hope
making checks “blind” to see if he can recall to do so as well.
ADVENTURES IN SHADOW
ing where they lie. The contrast of dead shorelines dwarves. These dwarves took him and his com-
and flourishing heights should be disturbing, and panions prisoner and treated him with terrible
doubly so for druids, priests of gods of life, and others cruelty, threatening them regularly with execu-
with a concern for the health of the world. tion and using them in the mean time for slave
Travelers along the road draw pure water from labor. Characters familiar with dwarf lore and/or
cisterns erected and maintained by the inhabitants the Kelders may make a check of DC 12 against a
of Bridged City. Catch basins collect rain water and relevant skill to recognize these as forsaken dwarfs
snow melt, and when necessary, Bridged City cara- (the ones from whom Sutane Terk fled long ago);
vans fill in any deficit with water brought down upon hearing the description, Ironbay immedi-
from springs high above the region affected by ately agrees that these were his captors.
Blood Basin flooding. Most travelers realize that The dwarves, Ironbay explains, were using
supplies are finite and take care; GMs wishing a mysterious technology that he finally learned origi-
little social scene along the way can include a tense nally belonged t o the Slarecians. This included
verbal joust between a caravan team being care- amazing tunneling devices. Ironbay and his com-
lessly wasteful of the stored water and bystanders panions were part of a mining crew preparing a
who object to being put at risk themselves because tunnel that would run under the Kelder Steppes
of the gluttons’ actions. and allow the forsaken dwarves access to Vesh‘s
cities. An earth tremor caused a cave-in, crushing
Worms! Ironbay’s captors and opening a fissure just wide
Shortly before sunrise o n the seventh day, a enough for him and a few others to climb through.
more significant encounter takes place. A swarm of They came out high on the slope above the gully
five adult Slarecian worms attacks. They smell the where the orcs and then the characters found
distinctive tang of Slarecian-derived arts on Ironbay them - hence Ironbay’s earlier remark about
and the absence of the equally distinctive tang of “down from the depths.”
Slarecian approval. That makes him a thief of their
The Slarecian worms’ attack was essentially a
creators’ lore and therefore an enemy to be re-
matter of mistaken identity, and Ironbay apolo-
moved. The characters also come under attack, but
gizes profusely to any characters injured in the
only because they happen to be in the area and a
fight. The worms, he says, must have recognized
possible food source. At the beginning of the fight
the magical aura associated with the forsaken
the worms will attack whoever is closest, but as they
dwarves and not realized that it would also “in-
begin to isolate who is magical and who is not, all
fect” prisoners and others who were forced to be
spell casters will become more interesting feeding
part of such magics. He realizes that he’ll have t o
targets than non-magical characters. Ironbay re-
seek some means of purification, and decides that
mains the focus of their ferocity, however.
the monastery where he once lived must be some-
The worms make tinny shouts when they turn where in the vicinity of the Bridged City.
corporeal, calling out to Ironbay “Traitor!” and
Characters capable of detecting lies find that
“Unfaithful servant!” and “Wretched thief!” Any-
he words things very carefully to make certain that
one who comes t o Ironbay’s aid must be an ally of
no single statement is entirely false, and when
his, and also comes under more vicious attack. The
possible simply drops hints and proposes possibili-
worms persist until half their numbers have been
ties, allowing t h e PCs t o make their own
killed or all of them have been rendered incorporeal
assumptions. Characters can easily sense, how-
by counter-magic at least once. Note that, as before,
Ironbay should not be allowed to die. If he falls
unconscious, the worms will concentrate on feeding
from the PCs until they are killed or driven off.
The worms’ treasure nestles in the cleft of a rock
20 feet above the path, next to a channel running
down into the nearest cistern. A Spot check, DC 15,
locates it.
In the aftermath of the attack, many lost details
of memory flood into Ironbay’s mind. He knows that
the way these pieces fit together is deliberately
misleading, though he doesn’t yet know the truth.
Ironbay tells the characters about how he used to
study in a monastery/school somewhere in these
mountains until he and several of his fellow stu-
dents stumbled upon a group of extremely unfriendly
THE P€NWMBRAL PENTAGON
ever, that he must know more than he is saying, well. The city guard probes the characters to
and that he’s doing something to lead them astray. determine their honesty, and upon finding them
Nonetheless, there is likely no reason not to press truthful, Queen Gwatra offers to grant the charac-
on in search of the place he describes and hope to ters envoy status to investigate the matter further.
find more answers. She refuses to believe ill of the honorable old
If the GM wishes to include one or more establishment where Ironbay disappeared.. .but she
scenes in Bridged City, this is the place for it. See would rather know the truth, even if it’s unpleas-
Scarred Lands Campaign Setting: Ghelspad for ant to her personally.
a description, Otherwise, Ironbay eagerly ques- The stage is now set for the characters to meet
tions travelers and receives directions to the the Penumbral Fortress head on.
Bridge Gate, which most people in the area re-
gard as a somewhat eccentric spiritual retreat.
area where anyone saw the missing travelers. Each ledges the party experienced on day one. Eventu-
day presents its own distinct challenges. Treat each ally, she explains, local officials with properly
of these encounters as the equivalent of fighting equipped troops will come to repair the damage,
one 1HD monster per character for purposes of but for now she deems it best to just avoid the area.
experience. There’s a semi-abandoned route higher up the
canyon wall, accessible via ladders and handholds
Day One: The Narrow Ledges carved into the rock at several points. T h e charac-
Erosion has shrunk the width Of Haresha’s ters must each make three Climb checks (DC 10,
favored road in several spots. The characters must 15, and 20 respectively). The first double failure
eachsucceedinthree Dextests (DC 10,12,and 15 (failing the roll, and then failing the follow-up)
successively). Describe the situation vividly: a inflicts i d 6 damage as described above. The set-
Stone ledge wide enough to lead wagons o n sud- ond inflicts 2d6 and the third 3d6, reflecting
denly narrows to the width of a city block’s curb, progressively greater falls onto nastier surfaces.
Or becomes a cracked ready to break loose at It’s difficult to fall headlong into the depths of the
any moment. Failure inflicts 1hp of damage on the canyon, but slipping even one’s own height onto
character, ignoring all armor, from bruising and shards of exposed rock can do a lot of damage.
knocking around on the brink of the abyss before
This night, the characters share dreams of
the character regains proper balance. In addition, their lost companions being tortured on very so-
any character failing one of these tests must imme. phisticated machinery by shadowycreatures. The
diately roll again with the same difficulty; failure torture chamber is dark except for a single lamp
on the follow-up roll inflicts an additional ld6 of Over the head of each victim, and the features of
damage, which also bypasses armor. the torturers remain lost in the gloom.
Day Two: The Stampede Day Fjve: The Crevasses
Up ahead in the Canyon somewhere, a par- The old high road gradually leads down to
ticularly loudandsuddenshriekofwindhasstartled rejoin the currently most traveled path, but not
a train of pack mules and sent them into frenzied without difficulties. It winds through very tight
flight* They charging at the characters and clefts artificially enlarged to allow people and
must be subdued to avoid damage*This animals to pass, including deep notches into
requires three Hand1e checks in quick which the sun never shines directly. A t several
succession (DC lo, 12,and l5 Only points dangerous chasms open up the road,
characters who make one or more of these rolls are deep within the shadowynotches and therefore
eligible for the confidence bonus described above impossible to bypass except throughflight Or other
(though who lack re- means of getting up off the ground altogether. The
tain the bonus for an extra day, since it’s not characters up with other
Jump (or
through that miss Out On the oPPortu- means) across one five-foot gap and one eight-foot
nitY today). Each failure to restrain a Panicked
mule lets one through to attack the other charac-
gap. ney must also make a concentration check
(DC 12) to avoid losing their footing while emerg-
ters. ing from one of the clefts just before a landslide
Day Three: The Sandstorm starts directly below them.
The wind rises sharply out of the depths of the T h e dreams are more intense and unsettling
Canyon, and here it carries grit from the depths t o tonight, and the healing from rest is reduced 10%
lash at the characters. Each character must make tonight (and each night thereafter until the men-
a Use Rope check (DC 10) to tie onto a safety line ace is resolved, though the penalty is n o t
and a Spot check (DC 12) to make sure of the cumulative).
footing ahead. If a character fails and then fails The Twin Canyons
again, thereby taking l d 6 damage as described
T h e characters finish this day o n ground
above, the characters immediately ahead and be-
about as solid as this part of t h e Canyon of
hind o n the safety line suffer 1 point of damage
Souls gets, facing t h e entrances to the Twin
each from the unpredictable yanks o n the rope
Canyons. It’s unusually clear down here today,
they’re tied to. The storm lasts for a n hour; the
allowing Haresha t o readily distinguish the
characters must make their Use Rope checks at
dangerous western canyon from t h e passable
the outset, and the Spot check at any point during
eastern canyon. As she was half-expecting, a
the storm that suits the GM.
few trinkets readily identifiable as the property
Day Four: The Ascent of the missing travelers lie on t h e ground up in
Haresha claims that the path the characters the western canyon - whatever took them,
cross today is even more damaged than the narrow took them into the part of t h e canyon most
ADVENTURES I N SHADOW
If the shadowspawn survives the fight and still survive (albeit badly weakened). T h e last
learns that the characters dreamed of the pris- clear memory each of them has is being guided
oners, it can explain that its temple lair acts as by Haresha and t h e n ambushed by soldiers just
an emotional amplifier, or a t least t h a t it will like the guards i n t h e recently concluded fight
u n t i l some t r a n s f o r m i n g force, l i k e t h e here. As this information comes out, if Haresha
shadowspawn’s Death Shriek for example, un- is still alive, conscious, and free t o move, she
leashes itself a n d destroys t h e d e l i c a t e immediately runs away, going by a relatively
arrangement of low walls that causes the ampli- direct route t o t h e Canyon Gate.
fication. A Knowledge (religion) or Spellcraft
roll, DC 12, can provide the same information The Guards
even if the shadowspawn isn’t available t o an- The guards helped t o capture victims cho-
swer questions. sen more or less at random by Haresha. They
have n o idea what’s going o n here and learn far
The Prjsoners t o o l a t e t h a t t h e shadowspawn i m i t a t e d
T h e prisoners have dim memories of the Haresha’s voice t o simulate her betrayal. Even
above as well, t h e result of psychic leakage from once they learn what’s going o n , they suspect
their captor. There were fifteen prisoners all her of treachery of some sort. They can also
told, including several corpses, but all of the describe, if Intimidate or other means over-
captured travelers important t o the characters come their Will to resist in contested checks,
THE PENWMBRAL PENTAGON
the location of the Penumbral Fortress and a bit that seriously, and is genuinely puzzled in the
about the mighty armies camped inside. They face of good PCs’ revulsion.
play up its strength and wonders, hoping to She accepts her status as a prisoner if the
intimidate the characters right back. ...
characters manage to subdue her or so she
Haresha claims. In truth, she waits for the best opportu-
If caught, Haresha prefers to deny every- nity t o escape and then heads out into the
t h i n g . A c t u a l t o r t u r e or very skillful Canyon’s wild stretches to begin assembling a
manipulation may make her start talking, but band of her allies. S h e even has a lair prepared
even so each datum comes out slow and as for the eventuality.
misleading as she thinks she can get away with. Like “The Engineer’s Tale,” this adventure
She does convey the sense of a great fortress of concludes with the characters knowing where
darkness underneath the mountains, run by to find (part of) the Penumbral Fortress and
schemers who can grant tremendous power in having seen some of its denizens in action. The
exchange for sacrifice. She offered up her own stage is therefore set for the characters to con-
relative (her nephew) for a rite calling for sac- duct a campaign against the Pentagon, by
rifices with personal bonds, and chose strangers themselves or with potential allies recruited in
for sacrifices calling for the absence of personal Ontenazu or even beyond.
bonds. Thoroughly amoral herself, she believes If Corean’s paladins, for example, learn of
that nobody really takes moral objections all what’s going o n , they’re likely to be very inter-
.
ested indeed.. .
THE PENVUBRAL PENTAGON
ow Qeature
Descriptjon creature’s normal weapon. This is not a real weapon,
only a shadow of what the creature normally carries,
“Shadow creature” is a template that can be
and it cannot be disarmed nor can the weapon be
applied to another creature.
taken from it.
The Penumbral Lords live in and worship the
Damage: The shadow creature’s attacks inflict
shadow. They summon shadow beasts and transform
themselves into creatures of shadow.They hold truck one die type less damage than those of the base
creature.
with things that dwell in darkness, and seek to plunge
the world into gloom. In the heart of the Penumbral Special Qualities: A shadow creature retains all
Fortress lurk things that have escaped from the realms the applicable specialqualities it had in its prior form.
of shadow, or been purposely summoned. Some have It also gains the following special qualities:
even slipped the bonds of the fortress, and now stalk Live in Shadow (Ex): Shadow creatures can
the shadowy depths of the Canyon of Souls and other only exist in shadow. If conditions exist (such as
shadowed caverns in the Kelders and elsewhere. magical light, full daylight, etc.) that prevent the
The creatures of shadow resemble those that formation of shadow, the shadow creature vanishes
dwell in the material world, but only as dark silhou- and reappears ld4 rounds later in the nearest area of
ettes. They have many of the same abilities, but their shadow. If, under such circumstances, there are no
insubstantial natures make them even more danger- shadows available within 120 feet of the creature, it
ous andcunning. From time to time, shadowcreatures is instantly slain instead.
are called into existence whose form and outline Superior Darkvision (Ex):All shadow crea-
resemble nothing material at all, but are instead tures can see in total darkness without penalty.
vague formless masses of shadow, as if they represent Incorporeal (Su): The shadow creature can
the silhouettes of beings of unimaginable horror or only be harmed
unknowable shape.
..UOtO.
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