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Shadowdale
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Shadowdale
Table of Contents
.............................................................. 2
Chapter 1: The Coming of the Gods ........................................ 4
Chapter 2: A Rescue Mission ............................................. 12
Chapter 3: The Castle of Darkness ........................................ 18
Chapter 4: Mystras Doom ...............................................
21
Chapter 5: The Quest for the Tablets ......................................
25
Chapter 6: Storm in Shadowdale ..........................................
30
Non-Player Characters .................................................. 39
Avatars of the Gods .....................................................
41
New Magical Items ......................................................
42
New Monsters ..........................................................
43
Magical Chaos Table ....................................... inside front cover
Physical Chaos Table ....................................... inside back cover
Monster Summary Table ...................................... inside gatefold
Credits
Design: Ed Greenwood
Editing: Chris Mortika, Scott Haring, Karen S. Boomgarden
Avatar Trilogy Coordinator: Jim Lowder
Cover Art: Jeff Easley
Interior Art: Ned Dameron
Typography: Betty Elmore
Keylining: Paul Hanchette
©1989 TSR, Inc. All Rights Reserved. Printed in U.S.A.
TSR, Inc.
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9247
ISBN 0-88038-720-3
Prologue..
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The One Who Is Hidden will in
anger cast the gods down into the
Realms. The gods will walk among
men, amid chaos of Art and nature,
and there will be strife in Faerun.
From the Prophecies
of Alaundo the Seer,
called the Wise.
response to PC actions.
The chapters describe the intended
flow of the story. PCs have plenty of
freedom as to what they actually do in
the chaos surrounding the Godswar.
Feel free to improvise to make the
adventure exciting and enjoyable. If
you read the entire module before play
to see what will occur, it will be easy to
see where there is ample room for your
own side-adventures, and where and
how the adventure herein can be tai-
lored into an existing campaign set in
the Forgotten Realms.
Each chapter also contains random
events and encounters. You should
adapt each entry used to best suit the
PCs current situations. Random
events can be deliberately introduced
into play to challenge cautious PCs, or
to warn or direct them. It is a time of
godly portents, confusion, and dire
omens; feel free to stretch coinci-
dence to answer PC doubts or queries.
Rumors and legends are also provid-
ed in this adventure. PCs can learn
these by eavesdropping, questioning
NPCs, or investigating written records.
You may wish to develop some of these
hints into further adventures for the
PCS.
A Note About 2nd
Edition AD&D® Rules
This module is written for the new
rules system. The most noticable
change is the reference to mages
instead of magic-users. The class is
basically the same, as are the classs
spells. When a characters statistics are
listed within the text, the letter M
denotes mage, as MU used to denote
magic-user.
The other noticable change is the pre-
sentation of the monster statistics. The
layout used here is that developed for
the new
Notes for the
Dungeon Masters
Shadowdale is the first of a trilogy of
modules that describe the strife called
by some the Godswar, in The Forgot-
ten Realms.
These modules loosely parallel the
action described in the Avatar Trilogy,
published by TSR, Inc. It is not neces-
sary that you or your players read the
novels before play, nor are the adven-
tures outlined in the modules identical
to action in the novels. Players should
use their own characters, though sev-
eral NPCs will prove to be quite valu-
able. (The NPC Midnight is an
exceptionshe
Monstrous Compendium
series. The information is organized a
bit differently, but nothing has been left
out. Everything DMs are used to seeing
is there.
Running This
Adventure
must accompany the
party in order for the adventure to be
completed.) If the PCs are weak, or run
into trouble early on, the DM could well
provide aid by using the other NPCs
described herein as reinforcements for
the party.
The adventures in Shadowdale are
perilous; a party of lesser power may
well not survive for long. Keep the par-
ty to a size that you are comfortable
with. If encounters are too dangerous,
allow the PCs to escape or avoid them;
PCs should be challenged, but not casu-
ally destroyed.
Shadowdale.
A lot is going on in the Realms during
this adventure. Reading the entire mod-
ule before play allows a DM to change
the order and nature of encounters in
response to PC actions.
This module has been designed not
only as the first part of a trilogy, but as
the foundation of a fledgling campaign.
Many of the NPCs introduced can be
used in all sorts of adventures, not
merely the action outlined in these pag-
es. The DM should be familiar with the
overall aims, general knowledge, and
juicy secrets (if any) of all NPCs intro-
duced in a chapter, before beginning
actual play. If keeping track of such
things becomes overwhelming, list key
NPC facts on a sheet of paper or series
of file cards for ongoing use. When one
knows what drives a particular NPC,
roleplaying that persons reactions to
PC queries and activities is relatively
easy.
Events: Note that Events occur in
the sequence given and at the times
noted no matter where the PCs are or
what they are doing. These Events
move the adventure onward and give
the PCs information, as well as making
the Realms come alive, rather than
merely serving as a static background
Ability Checks
From time to time in this adventure
an Ability Check is called for. The DM
should roll 1d20 and compare the result
with the appropriate ability score
(Strength, Dexterity, etc.) for the char-
acter in question. If the roll is equal to
or less than the characters ability
score, the action succeeds. If the roll is
greater than the ability score, the
action fails.
How the Module Is
Laid Out
The adventures in
Shadowdale are
outlined in chapters. Each chapter
begins with several Events that occur
regardless of what the PCs do. After the
Events come the Encounters, repre-
senting areas the PCs may visit or situa-
tions the PCs may come to be in.
For both Events and Encounters, the
boxed portions of text are intended to
be read aloud to the players. The
remaining information is for the DM,
and should only be revealed in
The Setting
This adventure is set in the continent
of Faerun in the Forgotten Realms, spe-
cifically in the Dragonreach lands: Cor-
myr, the Dalelands, and the cities and
wilderlands of the Moonsea. These
areas are described in the boxed
FORGOTTEN REALMS Campaign Set.
DMs who place this adventure in other
settings will have to modify the geogra-
phy, NPC power groups, and gods
used, but should still be able to use this
module.
2
This section explains the steps a DM
should follow to best run
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for PC adventurers to strut around in.
A synopsis of the main events of Sha-
dowdale is given below.
Time: It is important that the DM
keep track of the passing days, and
when PC actions and encounters occur.
Unless the text gives a specific time of
day for an event, you may arrange the
time to best suit the needs of your
adventure. Alter the order of encoun-
ters if desired to best suit the pacing of
your adventure as play unfolds.
DM should introduce Caitlans appeal in
such a way that it is very hard for the
PCs to refuse it; perhaps a tutor of one
PC could demand it as a service in pay-
ment for training, or Caitlan could
approach the PCs in a taproom or other
public place while the PCs are trying to
impress an audience with their bravery
or skills. Midnight joins the party-not
only is she simply the only wizard left in
Arabel (or Cormyr, for that matter), her
presence is necessary for events to
unfold as they should. Caitlan falls ill
and cannot accompany the party.
3) The PCs journey to Castle Kilgrave,
perhaps encountering adventures
along the way, and battle its dangers to
rescue Mystra. If they fail, other (NPC)
adventurers will succeed, and the PCs
will witness the next step via Midnights
pendant.
4) Mystra asks for, and receives, the
pendant she gave Midnight. The pen-
dants power and value, if not its nature
or usefulness, will be readily apparent
to avatars and powerful wizards. Mys-
tra brings into being a gate to the Ethe-
real plane, where she confronts Helm.
Helm dispatches Mystra, revealing the
importance of the Tablets of Fate, and
challenging them to rise as heroes to
the quest. The DM should use whatever
priestly directives, inner voices, omens,
and NPC reactions seem necessary to
make reluctant PCs undertake the
quest for the Tablets. The idea of Elmin-
ster the Sage as a source of information
crucial to this quest should also be
introduced.
5) The PCs journey to Shadowdale,
either in search of Elminster or because
of rumors concerning the Tablets
whereabouts. Adventures occur along
the way, and PCs come to the attention
of the avatar of Bane, the Zhentarim,
and the Harpers (and any other avatars
and power groups the DM wishes to
use in future play).
6) The PCs encounter Elminster, and
learn much from him about Helm, what
has befallen the gods, and the impor-
tance of mortal conduct and the recov-
ery of the Tablets. The DM should give
hints of Elminsters own mysterious
power and importance in the plans of
The One Who Is Hidden. The PCs
explore the dale (its important NPCs
should be introduced to give later events
emotional impact), and Zhentarim-led
forces attack Shadowdale. The DM
should involve PCs in the battle.
7) The temple of Lathander in Sha-
dowdale is attacked by Bane, who is
resisted by Elminster, who inadvertent-
ly summons Mystra to aid him in fight-
ing Bane-and all three beings are
apparently destroyed in their struggle,
demolishing most of the temple.
All wizard player-characters should
be involved in this battle, along with
any other PCs who wish to fight.
8) The adventure comes to a tempo-
rary end with the capture of the PCs by
angry inhabitants of Shadowdale. The
DM must direct subsequent play
according to whether the events of Sha-
dowdale will stand alone, or the PCs
will go on to the adventures described
in the second module of this trilogy,
Tantras.
Synposis of the
Story
The key steps of the adventure are
given below. If the PCs stray too far
from the intended course of the adven-
ture, the DM should head the PCs in the
right direction by introducing forceful
events and by providing NPC hints and
warnings. Note that events may well
occur offstage, particularly if the PCs
are militarily weak. There is no need to
lead PCs by the nose to drag them
through all the encounters in this mod-
ule.
1) The adventure begins with the
Fall of the gods, and the physical and
Magical Chaos this brings to Faerun.
Hints and news of these unsettling
occurrences can be worked into other
adventures as the DM brings the PCs
together in the caravan-city of Arabel,
in northeastern Cormyr.
2) Caitlan Moonsong approaches the
PCs with a plea to undertake the rescue
of her mistress from an evil power
imprisoning her in Castle Kilgrave. The
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ness. Folk in the open are crushed
against rocks or buildings; roofs fall
in or are whittled away. Horses are
tumbled helplessly along the
ground. Trees topple.
All day long the fury of the storm
rages unabated, until nightfall. Night
does fall, this daywith a great crash
that shakes the earth, throwing all
creatures helplessly to their knees.
There is a sudden silent calm thereaf-
ter as, overhead, the stars come out.
For if there is storm on high, there must
surely be chaos below.
current abilities, for example: provide
NPC aid, have some events occur off-
stage, and weaken PC opponents a tri-
fle. It is a dull adventure in which all the
heroes fall within the first half-hour of
play. The old saying of the halfling Bran-
dyjack Two-Cask, however, is particu-
larly apt when applied to the events
described in this adventure:
Goes the fray at all a wry?
Flee! Flee! Run away!
They grow no older who sudden die
And neer adventure another day.
If the PCs are in the midst of an
adventure when the great storm hits,
the DM may wish to apply damage rele-
vant to the natural hazards they
encounter. Lightning, hail, tornadoes;
all devastate cities and countryside
alike. Creatures of all sizes are slain or
badly hurt. Underground, cave-ins
occur; in the mountains, landslides are
common. At sea, ships founderand in
most cities with a major temple, a great
meteor or star, trailing fire as it falls
strikes the temple at nightfall, destroy-
ing it in an explosion that slays the
majority of the clergy within and ruins
the wealth of the temple. There are no
such preeminent temples in Arabel; PCs
already in the city may not learn of the
temple destruction for a while.
It is suggested that no PC be badly
hurt in the storm. Mounts and prop-
erty, or NPC tutors or allies upon which
PCs have become over-reliant, how-
ever, could well be destroyed. The sud-
den damage to vaults, city walls, and
many buildings will lead to lawlessness:
Looting, and bloody street-fights as folk
see a chance to settle old grudges (or,
having lost everything, are willing to
chance anything). This sudden violence
could well lead to other PC adventures.
During the storm, the NPC Midnight
will be compelled to go outside and find
a secluded garden or grove, where she
will meet an avatar of Mystra. Event 2A
below describes their meeting and its
results, which is crucial to the rest of
the adventure. Even though no PCs will
be there, it is included here as back-
ground for the DM. Also, there may be
a time when Midnight tells the adven-
turers of this meeting...
After reading Event 2A, go on to
Event 2B.
Saying of the
priests of Helm
The adventure can begin anywhere
in Cormyr or the areas west or south of
it (Westgate, for instance, or as far west
as Iriaebor); wherever it best fits an
ongoing campaign. The PCs should end
up in the caravan-city of Arabel in
northeastern Cormyr.
Arabel is detailed in The FORGOTTEN
REALMS Campaign Set. If the PCs are
already in Arabel, run Event 1 during the
course of other adventures. If the PCs are
elsewhere in the Realms, Event 1 can
occur before they reach Arabel. Several
mini-adventures set in Arabel are includ-
ed in this chapter as warm-up events
for fledgling parties.
Note that a royal charter is required
to bear weapons in Cormyr; PCs living
in Cormyr will know this. (The DM can
attach conditions of behavior to the
granting of such a charter; Cormyr is a
generally law-abiding kingdom.)
For details of police and soldiery in
Arabel, see Encounter 1 in this chapter.
Event 1: A
Storm to Shake
the Thrones of
the Gods
One morn, no sunrise comes. There
is only darkness, and an icy chill.
Dust blows on the wind, which
grows quickly to a gale. It is no nor-
mal storm, but a howling, lashing
battle of winds that come from every
quarter, and crash together, wres-
tling over the land. Branches, birds,
plants and all are whirled helplessly
through the air.
Rain begins, and hail, and snow, all
falling impossibly together as light-
ning crashes and tornadoes form
and tear over the land. The ground
shakes, and rocks are borne aloft to
fall as a killing rain out of the dark-
It is a time of great changes, a time of
portents, war, and high adventure. The
challenges in this adventure are intend-
ed to test a party of six to eight charac-
ters, including at least two spellcasters,
ranging in level from 1st to 3rd. If the
party is stronger, or becomes much
weaker, the DM should feel free to
match the adventure to the characters
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