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+ DeEap Gens +
Being a pairing of Adventures in which the Heroes must
face the might and minions of Powers both dead and
Undead, for the sake of Sigil, their own small
Lives, and the very Multiverse itself.
CREDI+S
Designer: Monte Cook # Editors: Ray Vallese, Michele Carter
Cover Artist: rk post # Interior Artists: rk post, Adam Rex, Josh Timbrook
Cartographers: Dennis Kauth, Rob Lazzaretti
Project Managers: Karen Boomgarden, Steve Winter
Graphics Coordinators: Dawn Murin, Paul Hancherte # Graphic Design: Dawn Murin, Matt Adelsperger
Electronic Prepress Coordinator: Dave Conant + Typography: Angelika Lokotz
Playtesters: Carrie Bebris, Michele Carter, Bruce Cordell,
‘Ted Stark, Keith Stroh, Ray Vallese
EUROPEAN HEADQUARTERS
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TABLE @F CON+EN+S
In which the Dungeon Master learns of the two Adventures in this volume, the means by which
they might be made One, the nature of the Statistics and Poster map, and other Products both
required and optional.
@U+ OF +HE DARKNESS
Istrapucris
In which the Dungeon Master gains the full Background of the story, a summary
Adventure, and valuable notes on preparing for Play
yf the
(Cuamree I: CnceaN Extnens
In which the Heroes learn of reptilian Thieves that steal more than mere Wealth, and chase
them across the Outlands and to the leafy branches of Yagdrasil itself to recover their strange
Plunder.
Charrix Il: Ceux
In which the Heroes visit a Tree-town troubled by barmy ratatosk, discover a dark Corruption of
the World Ash, and see with their own eyes the Violent effects of Evil’s taint
Ivrea
In which the Dungeon Master learns how a great Villain was raised from Astral slumber, how
he restored his Fiendish servants to unlife, and how he divined a bloody Course for finding that
which he had Lost.
(Charen Il: Mask:
In which the Heroes find the citizens of Crux not what they used to be, follow a Fiend to Baator
to discover what it seeks there, and learn that the Faces of friends might be nothing but Masks.
(Charter IV: Messace Fron THANaros
In which the Heroes return to the Tree-town by way of a dead and ruined World, find that
Yogdrasil is not yet cleansed of Evil’s stain, and learn the Chant by spying on a secret gathering
of Fiends,
c V: Tie BorvoM oF Te MuLtIVER
In which the Heroes journey 10 the Cold Land, explore a peculiar and hidden Fortress of things
undead, and stumble across a dark Prisoner with much to share — if only he could Remember.
Ivtenvuoe tt
In which the Dungeon Master learns how the Villain himself came to Baator to seize that which
his Servants had sought, and of what he did when challenged by the greatest Proxy of Set.
Charen Viz Tae Vauer oF tHe Dk
In which the Heroes see cargo safely from the Abyss to Oerth, find the Vault of the dark elves torn
‘apart by civil War, and try fo gain the confidence of a Drow tho alone knows a terrible Truth.
Gorseret Vil; Tue Burns oF Peo
In which the Heroes seek passage to the dusty deserts of Arborea, relive a harrowing Adventure
from the plane's distant past, and learn the nature of powerful Magic stolen long ago by the
VillainDerex.une WL
In which the Dungeon Master learns how the Villain finally found the object of his long Quest.
(Charter VIN: Deeeest Pas
In which the Heroes seek refuge from Madness with a traveling circus, journey deep within the
caverns of the Howling Plane, and unearth a long-buried Artifact of frightening power.
Cuarren IX: Tue Deap-Boox oF tr Gos n6
In which the Heroes travel to the Silver Void, receive a Warning that all is not yet right, explore
the rocky Corpse of the Villain they have long opposed, and learn, once again, that Things are
seldom what they Seem.
IN+@ +HE LIGH+
Inteopucrion 126
In which the Dungeon Master gains the full Background of the story, a short summary of the
‘Adventure, and valuable notes on preparing for Play.
Paar Ove: Inimat Forays 130
In which the Heroes look into the Strange matter of an old church, seck Aid at a place known
as the Ubiquitous Wayfarer, and discover that certain Forces would kill to ensure that their
Secrets remain dark
Pat Two: Crosse SwoRDS a2
In which the Heroes incite a panic with false Chant, witness the seizing of the Ubiquitous
Wayfarer, and find themselves cast in the role of Peacekeepers on the eve of faction War.
gar Thixke: Mysrenies oF rie Srones a
In which the Heroes confront the secret Villain of the story, journey through the fading
Remembrances of a god, and restore a fragile Peace to Sigil — the only kind it can ever truly
know.
=
APPENDIX
Visaat 158
In which the Dungeon Master gains the details of a brand-new Monster, an undead Fiend with
the power to warp a victim's Perception of reality, causing kim to experience That which is not
In which the Dungeon Master finds the full gaming Statisties for eack of the principal
Characters, Foes, and Monsters encountered in the two adventures in this Volume.
PLavee ILLUSTRATIONS, 169
In which the Dungeon Master is presented with a dozen and three full-color Depictions af
scenes from "Out of the Darkness,” which are meant to be shown to the Players at the
appropriate times, the better to make them Understand the terrors and dangers faced by their
stalwart Characters.FORE WORD eens sim oni contr anineh
Finally, as with all PLavescare adventures, the italicized text printed in amber is meant to be
read aloud to the players. All other information is meant for the Dungeon Master alone,
+4e@uvt
Or THE
DaR«nEss
5 e a\
Ae
te‘Know that now and forevermore, he who once claimed Thanatos is no more. The past master of
this place is gone and shall not return. 1, Kiaransalee, Mother of Vengeance and Mistress of Un:
life, rule here now and shall into infinity. My will is law
in Thanatos, for itis now my realm.
ERTRODUCTION immer annem
mer ruler again. Let no written word, anywhere in alex
stence, past or present, record his misbegotten appelta
tion, Let this be the last moment any creatures ever hear the name fall upon thelr ears. The last
vice to speak the name shall be that of his executioner, and I say it now for the final time
‘ORCUS!
+ BACKGROUND +.
Sometime in the not-so-distant past, some
thing occurred on the Astral Plane, an
event that'd have
repercussions
throughout the
‘multiverse: A
dead god began to
stir. ‘Course, fallen
deities return to life every now
and then, but this time was different. The power continued to rise, his appearance slowly
changing, his form slowly warping. Then the god simply vanished from the Silver Void. Only
the Guardian of the Dead Gods, he who once was Anubis, noticed the disappearance ~ and he
shuddered at the implications. One of his charges was returning to life
And his name was Orcus.
Forces — possibly inadvertent, possibly not — conspired to bring the dead god back. Some-
where in a tiny demiplane known as the City That Waits, a number of the former Abyssal lord's
worshipers suddenly awoke from their eternal slumber. Somewhere on the Prime, a lich named
Acererak stirred up the dark suspension of the Negative Energy Plane with a barmy scheme
Somewhere in a completely different world, a once-powerful devotee of the god of undeath sent
‘one last impassioned prayer.
Who knows how it all came together? Who knows the true dark
of such things? Somehow, a dead power was given another chance to
THERE are +HREE RULES
+® ENDINGS right the wrongs committed against him. A single word escaped the
Fisst, G@@D ALWAYS WINS. ips ofthe tanar'i god as he rose from the Silver Void:
SEC@ND, Vengeance.”
EVIL au RE+URNS
THIRD, +4e FIRS+ RULE THE FALL @F @RCUS
ISN'+ ALWAYS +RUE It all started long ago, when a minor demipower named Kiaran-
— TARSHEVA L@NGREACH, se ist agit hn Se On le
layer ofthe Abyss tome say multiple layers), an his realm was
LISA D ea Ste filled with the undead over which he held sway. Planewalkers un-
fortunate enough to have stumbled into Thanaos ~ but icky enough to have
kiven It the laugh ~ described it as an endless, ghouls revere. Atleast, they did at fist, Over
the ens, however, the realm grew as fat and inattentive as the Abyssal lord himself. Noone had
ever challenged the mighty Oreus, and he began to lose the dark ede that'd elped him rie to 4
position of power in the fist plac. His actions were careless, and his realm became a place of
Cold, que, undead languor,
+64That's when Kiaransalee, a drow goddess of vengeance,
made her move. She'd somehow been slighted by the tanar'i
lord. To this day, no one really knows the nature of the of-
fense, or even if it was grievous or minor. Some folks rattle
their bone-boxes that Orcus's actions caused her to remain
only a demipower among the drow when she'd had a chance
to supplant Lolth. Others say that the crime was trivial. To Ki-
aransalee, the details hardly mattered. She conspired against
Orcus and eventually slew him through treachery and sur-
prise, quickly usurping his realm and position,
Thus, the first utterance by the tanar'i lord upon hhis re-
birth could have been either an oath or a reference to a former
wrong. But even when revived from his deathlike slumber,
Orcus still wasn't truly restored to life. His new existence
more closely mirrored that of the undead over which he'd
‘once ruled. He'd become an undead god.
THE RISE @F TENEBROUS
To celebrate and signify his new state of existence, Oreus
chose a new name. Now a thin, small, shadowy creature, he
called himself “Tenebrous,” for he was shut off from the light
of life forevermore. What's more, he'd lost too much strength
(o hold onto his former level of divinity. Lesser than even a
demipower now, Tenebrous could no longer form avatars. But
‘make no mistake — he was sill a god, far beyond the strength
of the mightiest mortal, and stil in command of potent and
terrible might. More than ever before, he hungered to exact
revenge on those who'd wronged him, And in his new, twisted
state — twisted both physically and mentally ~ that meant
everyone in the multiverse.
Bathed in unholy energies, Tenebrous left the Astral by
way of Yggdrasil, the World Ash, whose branches wind th
‘way through the cosmos to reach many (some say al) planes.
He knew he'd need help to regain his former power, but in
trying to summon his old servants, Tenebrous discovered that
they, too, had been slain by Kiaransalee. So he brought them
back to unlife. These undead tanar'i he called visages, and he
set them upon the task of secretly gathering information to
aid in his vengeance. Yggdrasil allowed them to walk the
planes as needed, and the quiet town of Crux — nestled in the
branches of the World Ash — served as a secret base.
No one knows exactly how much time passed at this
point in the tale. Suffice i to say that some years later Tene-
‘brows discovered the means by which to achieve his evil goal.
In the ruins of Pelion on the plane of Arborea, the undead
lord found the Last Word. It was the ultimate magic of un-
making, a force potent enough to slay even a god — just the
thing Tenebrous'd sought.
But still he couldn't make his move. He had nearly every
thing he needed: the power to slay anyone in his path, a small
but efficient army of infiltrators, a convenient base for his
cadre of spies, and a fortress known as Teian Sumere hidden
deep within the Negative Energy Plane (a hideaway he'd cre-
ated long ago for just such an emergency).
But Tenebrous lacked one important item ~ the talisman
that made him what he was. He needed his symbol, the tool
that contained a portion of his very essence. The thing that’d
make it clear to his enemies that he had returned. The thing
that'd let him strike fear into the hearts of his foes, so that
they'd know in their last seconds of life exactly who'd de-
feated them.
The being that had been Orcus needed his wapd.
THE TALE @F +HE WAND
In those long years past, when the goddess Kiaransalee de-
stroyed and supplanted Orcus, she left no deed undone. She
killed his servants and slew each of his proxies, all except for
Rotting Jack, who convinced her to take him on as her ovin.
(Sure, Kiaransalee knew that Jack was trying to bob her to
gain power for himself, but she brought him into her fold for
amusement)
The goddess then used strong magic to wipe away every
‘mention of her foe's name, wherever and however it'd been
recorded, She lacked the power to erase the very memory of
Orcus from the minds of the multiverse (which is what she re-
ally wanted to do), but her enchantment still swept through
the planes, removing the name “Orcus” from all histories,
etchings, and the lke. Thus did she reshape Thanatos into her
own image, though the undead residents remained virtually
unchanged.
Lastly, Kiaransalee dealt with the Wand of Orcus, the for-
‘mer ruler’s most cherished and mighty artifact. She gave it to
Kestod and Erehe, two of her living drow followers. (While the
power of the wand put them in great danger, the goddess
didn't trust her new undead followers ~ certainly not Rotting
Jack! — with so potent an artifact.) Kiaransalee transported
‘the two drow to Agathion, the fourth layer of Pandemonium,
‘where they buried the wand in an unknowable, unreachable
‘vault of stone. Then she brought them back and rewarded the
berks by drowning them both in the River Styx. Thus, not
only were they dead (and could tell no tales), but even if they
‘were contacted or restored to life, they'd remember nothing.
Kiaransalee fet confident that the Wand of Orcus would
stay lost forever ~ so confident, in fact, that she actually al-
lowed one of the dead drow to return. Erehe had been the
beloved consort of one of Kiaransalee’s most powerful priest-
‘esses, so the goddess allowed him to be resurrected and rejoin
his lover on the Prime Material Plane. The other drow, Kestod,
became an undead creature in his mistress's realm, as did all
of her petitioners. And short-sighted Kiaransalee forgot about
them both, focusing instead on running her new realm (which
‘was quite large for a demipower) and scheming to unseat
Loth,
THE UNHOLY QUES+
In hs search for knowledge ~ specifically, the dark of his lost
wand — Tenebrous journeyed to Mechanus and confronted
the lord of the modrons, Primus, the One and the Prime.
Primus couldn't or wouldn't answer to the undead lord's sat-
+8+isfaction, so Tenebrous spoke the Last Word and slew the
supreme modron, just as he'd done with the others he'd vis-
ited. (His quest left much blood in its wake, some of it the
blood of gods.)
Unbeknownst to anyone, the shadowy, un-
dead lord then assumed the role of the
master of all modrons, filling the void of
command before Primus could
be replaced from the
ranks below. And
though it was not yet
time for the next Great
Modron March, he gave the
orders for the procession to
begin. Thus, the modrons
poured forth from
‘Mechanus and surveyed
‘each of the Outer Planes,
gathering information on
everything they sav, just as
they always did — but this
time, the dark of their discoveries
flew back to Tenebrous.
This went on for years. (The details of this errant march
are chronicled in the PLANESCAPE adventure anthology The
Great Modron March (2628),) Then one day, while trekking
through the Lower Planes, the modrons learned of Kestod and
Erehe, the two drow who'd hidden the Wand of Orcus. Tene~
brous left Mechanus and made preparations to travel to the
Abyss clandestinely to capture the undead berk in Thanatos.
Meanwhile, he sent his visages to Baator, to the desert realm
of Set, where they were to bring back a magical blossom
to restore memories drained by the River Styx. The drow pris:
‘oner would be made to remember where he'd buried the wand.
There were ather sources to question, too — it never hurt
to gain knowledge. Didn't the ilithid god Maanzecorian re-
poredly know a great many secrets? And the deity known as
Camaxtli, as well? Tenebrous'd gladly kill every god in the
‘cosmos until he found his wand, but he knew that such ram-
pant violence would alert others too quickly. He hoped that
the visages would succeed, so he wouldn't have to visit Baa-
tor personally and slay Set. That'd certainly draw a great deal
of unwanted attention.
Nonetheless, Tenebrous would let nothing and no one
stand in his way. He'd learn the location of his wand. He'd
teach Kiaransalee the meaning of power. He'd have his
vvenge on the multiverse.
+ ADVEN+URE SUMMARY *
‘As “Out of the Darkness” begins, the player characters have
no idea what they're getting themselves into, No wise old sage
meets them in a tavern and begs them to prevent the return of
an evil dead god. Instead, the PCs stumble into the real plot as
they take part in another,
THA+
WHICH can E+ERNAL LIE,
AND with SHRANGE E@NS EVEN
DEA+H may
— AN UNKNOWN Fraime AU+HOR,
PR@VING +Ha+ N@+ ALL
or+nem ARE CLUELESS
In Chapter I, "Circean Embers,” the heroes follow a band
of khaasta raiders who're using a strange magical item that
‘can steal the beauty from a person or object. The khaasta’s
path leads From Sigil to the Outlands, and
from there to the creatures’ lair ~ the
entrance to which is found on Ygg-
drasil, the World Ash. But the
raiders’ king refuses to sur-
render his precious beauty.
In Chapter Il, “Crux,”
the PCs spend
time resting or
healing in the
tree-burg and
lear that an evil force
hhas come to Yggdrasil,
‘a dark presence that
seems to twist the minds of
those most in tune with the
tree, Even the ratatosk, protectors of Yggdrasil, fall prey to
the disturbing influence,
The heroes might find their own minds clouded in Chap-
ter Ill, "Masks," in which they learn that Crux has been com-
promised by shadowy, fiendish creatures able to alter a berk’s
perceptions and steal his identity. Eventually, they follow the
creatures — which are really Tenebrous’s visages ~ to the
realm of Set, where the fiends seek a magical blossom that re-
stores memories lost to the Styx. After a dramatic battle in
Crux, the PCs might believe that they've put an end to the vis-
‘ages’ menace, even if many questions are left unanswered.
Naturally, the leatherheads're wrong, In Chapter IV,
“Message From Thanatos,” a summons from Crux brings the
heroes back to town by way of a nearly dead prime-material
world called Ranais. While crossing Ranais, the PCs learn
more of the visages and perhaps even their foul master, Fi-
nally, back on Yggdrasil, the bashers take the fhorge by the
tusks and ambush the visages, hopefully first gaining clues as
to the fiends’ true base of operations: a fortress within the
[Negative Energy Plane.
{In Chapter V, “The Bottom of the Multiverse,” the PCs ex-
plore the stronghold, perhaps picking up hints to the identity
Of the visages’ master and the source of his newfound power.
But they also encounter a vampire held prisoner by the fiends
= the drow Kestod, who lost his memory in the River Styx.
‘The visages obviously want to wrest some bit of forgotten
knowledge from Kestod’s mind. If the PCs help him, Kestod
‘warns them that the only other berk with the secret is found
in the Vault of the Drow, on Oerth.
If the cutters follow up on this lead, Chapter VI, “The
‘Vault of the Drow," thrusts them into a civil war that threat~
fens to tear the Vault apart. In the midst of chaos and danger,
they locate the drow Kestod mentioned and finally tumble 10
the truth: The evil god Orcus (now called Tenebrous) is the
one leading the visages. The secret he desires is the location of
his infamous wand, and he's been killing everyone in his path
= even gods — to find it.
N@®+ DEAD
DIE.
+94Either before or after the trip
to the Vault, the heroes can chase
another trail (0 Arborea. In Chapter
VI, “The Ruins of
Pelion,” they live
‘out other bashers’
‘experiences from the
distant past and learn how Tene-
brous gained the power to slay
gods. However, if he doesn't
recover the Wand of Orcus soon, the former Abyssal lord's
newfound might will consume him from within.
Eventually, the PCs race to the Howling Plane in Chapter
VIII, ‘Deepest Pandemonium.” After getting directions from
the circus-caravan known as the Cynosure, the heroes reach
the fourth layer, where the wand lies hidden. They must find
the artifact before Tenebrous does, and they've got to destroy
it, send it far away, or otherwise keep it from the evil lord
Jong enough for him to die ~ again.
Some time afterward, the bashers take part in Chapter IX,
“The Dead-Book of the Gods.” wherein they travel to the As-
tral Plane on a seemingly unrelated mission. Once there, they
learn that a priest of Tenebrous they first encountered in Pan-
demonium is attempting to bring his god back yet again. The
PCs must make their way across the floating husk of Tene-
brous to confront the priest and stop his evil scheme, But is
Tenebrous really dead? With all of the manipulation of their
perceptions throughout the adventure, the cutters just can't be
Interspersed throughout the nine chapters are Interludes
that reveal the dark of Tenebrous's wicked machinations.
‘These Interludes aren't meant to involve the PCs ~ they
simply help the DM better understand what's going on as the
story progresses.
* PREPARING FOR PLAY +
“Out of the Darkness” is a massive ADBD® PLanescaPe® ad-
venture, an epic with many characters to meet, locations to
‘explore, and obstacles to overcome. t's designed for a party
of four to six characters of 6th to Sth level. But even such
‘advanced bashers will take many playing sessions to complete
the scenario.
Before running “Out of the Darkness,” the DM should be
sure to read through the entire adventure at least once com~
pletely, reviewing the pertinent sections before each playing
session. The flowchart on the inside back cover of the book is
‘meant to help the DM keep the course of the ride straight.
The Appendix (starting on page 157) contains the
Monstrous Conrenois® Appendix-style entry for the visage,
a brand new creature, as well as full statistics for major char-
acters, foes, and monsters, What's more, the last pages of the
book feature 15 different full-color illustrations of scenes
from "Out of the Darkness." These illustrations are labeled by
letter (A through 0}, and at certain points during the adven-
ture, the text instructs the DM to show the players a particu-
lar picture. The illustrations give the players a better idea of
what their characters encounter (“You see this"), so the DM
shouldn't show them any pictures ahead of time.
“Course, maps of important locations appear throughout
the book, but the folded poster sheet contains three additional
maps for use with “Out of the Darkness": a map of Crux, a
map of Tcian Sumere, and a large map of the Vault of the
Drow. When folded up in full, one side of the poster sheet
shows Crux and the other shows Tcian Sumere. When opened
‘once, the sheet shows the Vault of the Drow. (When unfolded
in full, it provides a map for use with “Into the Light.”) This
folding method should make it easier for the DM to prevent
players from seeing maps that they're not supposed to see.
ow The Appendix does not contain stats for Tenebrous.
He may have been weakened by his death and rebirth, but
he's still a deity. The PCs can’t wound or fight him, much less
kill him,
USING “IN+® +HE LIGH+”
“Into the Light” is not part of “Out of the Darkness.” I's a sep-
arate, stand-alone adventure that takes place in Sigil. The DM
can run the scenario on its own or incorporate it into “Out of
the Darkness,” turning “Into the Light” into a sub-plot of the
main story. The flowchart on the inside back cover of this
bbook shows the recommended method for linking the three
parts of “Into the Light” with the nine chapters of “Out of the
Darkness.” Suggestions throughout the text offer the DM
‘other possibilities for integrating the two adventures.
No matter how the adventures weave in and out of each
other, the PCs will have to cope with different events on dif-
ferent levels. They can use what they lear in one plot to deal
with problems in the other, and certain characters (such as
Talismin, who appears in Chapter | of “Out of the Darkness”)
can affect events in both storylines.
‘A skillful DM can even make the players believe that the
two different adventures are really art of one large scenario.
The two-plot method of storytelling might seem a bit complex
at first, but it gives the DM and the players a great deal more
flexibility and allows for excellent role-playing.
THE PLAYER CHARAC+ERS
“Out of the Darkness” isn't intended for low-level adventur-
es, but it tres to make the point that a player character
doesn’t have to be a vastly powerful jusseraut dripping with
magical items in order to get involved inthe big events of the
planes, Fact is, when dealing with matters this big, a PC's
level of power becomes unimportant. A deity like Tenebrous
doesn't much care whether a hero's Ist-level or 18th-ievel ~
the berk’s still a moral, totally incapable of fighting a god.
The DM's encouraged to alter “Out of the Darkness” as
necessary to fit the adventure into his existing campaign.
However, it's nat recommended that he drastically change the
scenario to accommodate very low: or high-level PCS, Fist of|
+10%all, making things easier so that lower-level characters can
survive will prove difficult — and will weaken the game. Sec,
this plane-spanning adventure takes the cutters to highly
dangerous trouble-spots, and if that danger isn't present, it
ccheapens their existence. After all, if the Abyss isn't terrible
and deadly, what's the point? And if the DM lets higher-level
heroes play, the sods might believe that they can fight Tene-
brous or undertake other addle-coved actions that should
rightfully end in their deaths. The PCs in “Out of the Dark-
ness” must be capable, yet well aware of their limitations in
‘comparison to what they're up against.
‘They've also got to be somewhat self-motivated. They're
pulled into the main plot slowly, but when they start to dis-
cover that strange things are happening, the cutters are on
their own. No external force makes them keep going, no guide
leads them along from one scene to the next, and no one says,
“Orcus is doing bad things. Here's a hundred gold pieces. Get
." The PCs must provide their own motivations and their
‘own solutions. Curiosity and the benevolence to right
‘wrongs'l probably drive the heroes onward ~ at least, they
should. Berks interested only in treasure or other material
‘gain aren't best sulted for “Out of the Darkness,” and the DM
may need to provide alternate motivations for such bashers.
‘As mentioned earlier, the adventures of The Great Mod-
ron March lead directly into Dead Gods, making that earlier
product a “prequel” of sorts. However, PCs who took part in
all of the scenarios from The Great Modron March might be 2
little over-powered for the first few chapters of “Out of the
Darkness.” That's fine, though; the DM can balance them out
by letting the visages alter the perceptions of those characters
even more. With their powers of lucidity control, the visages
can challenge PCs of virtually any level, especially if the
sods're caught unaware,
TIPS FOR +HE DM
“Out of the Darkness” is a complicated adventure, particularly
if used in conjunction with “Into the Light.” This section of
fers a few tips to help make the DM's job easier.
One of the problems with running published adventures
is that the players often have some idea of what they're get-
ting into, If the DM takes out a thick book called Dead Gods,
the players'l know that they're about to start a long adven-
ture involving expired deities. But the first chapter of “Out of
the Darkness” pulls the heroes into the main plot by having
them chase khaasta raiders. The DM should take pains to pre-
vent the players from seeing the book too soon, perhaps by
copying Chapter I and leaving the book itself out of sight
until it's needed. (By permission of TSR, Inc., pages 12
through 25 of Dead Gods may be reproduced for personal use
only. © 1997 TSR, Inc. All rights reserved.)
Chapter VII, “The Ruins of Pelion,” may present chal-
lenges that many DMs won't have faced before. See, at that
point in the game, the players will create a new group of tem-
porary characters who adventured in Pelion’s distant past. To
ease the transition between the original PCs and the new
bunch, it might be a good idea to start the new heroes at the
beginning of a playing session and not return tothe original
bashers until the beginning of yet another. (In other words,
don't make the players switch characters inthe middle of a
session.) What's more, the DM can run the temporary PCs'ad-
Venture in a different room or an entirely new location in
order fo make the experience seem even more unustal. An-
other option is to have a “fill-in" DM from outside the playing
group ran the sessions that involve the temporary characters.
‘Course, the regular DM still needs to be aware of everything
that happens during that time.
Here's an even stranger idea, In Chapter IX, “The Dead-
Book of the Gods,” the PCS travel to the Astral, where the
Guardian of the Dead Gods warns them that the threat of
Tenebrous isnot yet over. Instead
of running that chapter last,
the DM can use it to
begin “Out of the
Darkness." Then,
when the Guardian delivers his
message tothe heroes it unleashes @ flood of
repressed memories of events. At that point, the PCS
return to Chapter | and play out the adventure until they
catch up to Chapter IX again ~ apparently, they'd already
done all of those things but somehow lost their memories of|
them. (Perhaps Tenebrous wiped their brain-boxes clean so
the sods wouldn't remember that he was trying to restore
himself to full power)
For this to work, the DM must arrange in advance for the
characters to lose a considerable amount of time ~ most likely
several months ~ that they can't account for. But that could
be great fun, too. Imagine the heroes’ confusion and fear as
they slowly ealize that its six months later than they thought
it was. The DM must aso deal with the fact thatthe PCS al-
ready know they'll survive the adventure, since they're alive
at the “end” when they talk tothe Guardian.
Fially i's essential thatthe DM familiarize himself with
the many locations visited in “Out of the Darkness.” It's
enough to read through the descriptions in A DM™ Guide to
the Planes (found in the PLavescare Campaign Setting boxed
set), but other products provide more details about specific
settings. The Planes af Chaos boxe set (2603) has the dark of
Yaggdrasl, the Abyss, Pandemonium, and Pelion. The Planes
‘of Law boxed set (2607) covers Set's realm on Baator. A Guide
to the Astral Plane (2625) lays bare the Silver Void. A Players
Primer to the Outlands (2610) could prove handy asthe heroes
track the khaasta in Chapter L. And numerous products featur-
ing Sigil - inluding In the Cage (2609) and Uncaged (2628) ~
provide information on the Cage's wards and residents.
A few non-PLANESCAFE products might also prove helpful
‘he classic Ist-editon adventure Vault of tke Drow (Dungeon
Module D3) contains a great deal of chant on the Vault,
though most ofits been presented and updated in Chapter VI
of “Out of the Darkness.” Ifthe DM wants to expand on the
heroes’ stay in the Vault, the accessory The Drow of the Un-
derdark (9326) reveals much about the dark elves.
aieSlavering gods, but-you're slow!" The roilmaster's
whip cracked in the air above the heads of the
workers, "Put some back into it!” A long, mean
dering smile crossed his reptilian mouth, “If belief is power, as the chant
CHAPTER Ts cerca tate cee toe ere ta
CIRCEAN EmBERS
of the Gray Waste, If the clouds held an
rain, it would likely prove to be greasy and dirty. And everyone in the carav
was already befouled with mud and oil. The portal from Sigil had taken them
through the strip mines of Chariamur, and it be a while before they
reached lronridge
Thirty human slaves pulled a huge wagon fi
‘and stolen cargo. The khaasta guards on lizardback
watched over them, but the roilmaster
gave the orders. As he looked on
the wagon went up and aver a large
rut of dried mud, A clink-clink-clink
af glass was followed by a sudden, sharp
rash,
The wagon stopped. The toilmaster looked toward
slaves had heen pushing. One aj
the back of the cart, where a handful he men
hhad changed. Hi
attractive. Despite the fact that the slave was human, the toi
countenance now hinted at something respectable ~ something
somet 1 he berk. He'd have ro make sure the worker remained
ng pleasant abi
in his personal force
Damm!" said the toilmaster, trying to shake himself back t0 his senses
Warch
back of the nearest slave, “You've broken a bottle and wasted some beauty
1, you sodding leatherheads!” He brought his whip down upon the
+ THE THIEF OF CHARMS +
‘A few hundred years ago, a planar wizard named Chyv Imrin discovered a por
tal that led from his kip in Sigil to a prime-material world called Neirston. He
knew the portal'd prove quite useful ~ the chant said Neirston was magic-rich —
but the problem, he soon found, was the key to the portal: beauty. See, any-
thing could pass through the portal, but its beauty was drained away to acti-
vvate the door. And that left the person or object something without
beauty, unappealing to all eyes. Gems lost their luster and shine.
Hats +HE PR@BLEM
WI+H HUMANS
THEY'RE +®@ S®DDIN’ S+UPID ‘Works of art became bleak and plain. People became uncomely.
+@ MAKE G@@D SLAVES. They didn't change physically in any way: they simply lost some
: intangible quality and became unattractive
FHF FOILMASHER Chyy, of course, didn’t want to suffer that fate. So he constructed what he
‘thought was a minor magical item, an object that has since proved to be quite pow-
erful: the thief of charms. The thief's a rod of iron with a glass bottle attached to
bone end. When touched to an object or creature, the rod steals all beauty from the
target and stores it in the bottle, which can be removed and corked. (The target is
‘not allowed a saving throw.) Other bottles can easily be fitted onto the end, and any
bottle or similar container will do, for the magic is in the rod. If'no container is at-
tached to the end of the rod, the thief cannot drain beauty.
Whenever Chyv wanted to journey to Neirston, he used the thief of charms
to fill a bottle with stolen beauty and then carried it through the portal. The
doorway always consumed the bottled beauty rather than drain it from the
+26_
wizard or from an item he
carried or wore.
But Chyv couldn't fil his study with hundreds
of flasks; he had to capture beauty more or less as he
needed it. See, he learned the hard way that stolen beauty
is fleeting and dangerous. When stored in a bottle or
other container, the beauty fades away completely in about
a month. When the beauty is applied to an object or a living being, the effects
last for only a week. What's worse, if something is given beauty beyond its own —
in other words, if beauty is drained from one thing and added to another that already has
it — the recipient becomes so attractive that those who look upon it feel compelled to pos-
sess it, For these reasons, Chyv called the stolen beauty circean embers.
Eventually, the wizard, like all mortals, died. The portal, and indeed the world of Neirston, was
forgotten in the Cage. The thief of charms passed into obscurity ~ that is, until the item was looted by
cross-traders and eventually sold to a Khaasta bandit-kingg named Haac(!}nss (pronounced like a phlegmy
cough, a click, and a hiss put together). Haac(!)nss didn't look upon the rod as a bit of esoterie magic. He
saw it as a tool to get rich, He figured that what the item could steal, he could then sell, and he sent his
troops out with the thief of charms to collect all the circean embers they could get, But the reptilian raiders
failed to see the true nature of the rod or of beauty itself. They didn't realize that all natural things pos-
sessed inherent beauty. Instead, they assumed they had to drain the beauty from intelligent, living targets,
‘And so the khaasta made their way to Sigil, to steal from the Cagers that which the sods experienced so
seldom.
USING +HE CIRCEAN EMBERS
‘Throughout the adventure, various bashers might use or fall vietim to the thief of charms. The DM should
keep in mind the following general rules to govern how it works:
+ Anyone who loses beauty to the rod can regain it by exposing himself to any circean embers. I's
hot necessary to find the exact bottle containing the beauty stolen from that individual
* A victim who's lost beauty sufers a -2 modifier to reaction rolls made by others — unless the lucky
‘sod runs into a very rare individual who doesn’t make judgments based on physical appearance.
Stolen beauty affects a victim's basic nature; in other words, an ogre who loses beauty and an elf
who loses beauty both suffer the same penalty.
‘Any person or object whose appearance is enhanced with the circean embers is perceived by others
to be extremely attractive, Onlookers who fail a saving throw versus spell arc affected as by the
sympathy effect of the 8th-level wizard spell antipathy-sympathy. The berks feel compelled to pos-
sess the beautiful person or object as they might desire a glittering treasure or magnificent work of
art. (Members of the Bleak Cabal, and any other creatures the DM so chooses, gain a +2 bonus to
their saving throws versus the sympathy effect. Sensates and other beings designated by the DM
suffer a penalty of -2, as they focus so much on their senses.)
+ Anyone currently made beautiful by an application of circean embers is immune to the sympathy
cffect caused by seeing another “infected” person or object.
+ Circean embers wear off in about a week, restoring the beautiful subject to normal and canceling
the sympathy effect in others. But the thief of charms can restore a victim to normal immediately,
and the circean embers can be dispelled as can any other magical effect. (Note that someone who
loses beauty won't return to normal in a week and can't be “cured” with dispel magic; the victim's
stuck unless exposed to circean embers.)
4 A single use of the thief of charms will drain all of a victim’s beauty or bestow upon him as much
beauty as he could ever have. In other words, using the rod several times on the same target won't
have any added effect.
+e+ A CRY IN +HE NIGH+
This chapter, the first portion of “Out of the Darkness,” has
litle to do with the overal plot of Tenebrous’s return. Instead,
it's meant to subtly draw the player characters into the story
without letting them lear too quickly just how big a problem
they face. The text below assumes that the PCs begin the ad-
venture in Sigil, although the DM can place the opening in
any burg desired,
One evening, after dinner, the PCs hear a shriek from
outside their tavern (or home, or wherever they've just fin
ished their meal). "Course, the Cage has more than its share of
screams, but true heroes will, at the very least, investigate to
‘see what’s happening. When they do, read:
A thin slip of a boy stumbles through the street. As he
gets closer, you can see the elvish heritage in his pale face. Hi
clothes bear the marks of a recent scuffle, but he doesn't look
grievously harmed.
“Look!” he cries, plaintively. “Look at what they've done
You see no great wounds or scars, alth
‘admit that you've never seen a less
da
just something jour him, but you can’t quite put your
Suddenly, a cloaked figure hurries forward, toward the
boy. The stranger seems to have arranged the hood of his
brown robe so it hides his face. Looking down at the half-elf
who as collapsed crying to his knees, the figure simply
states: “This must end
The cloaked figure (who is female, though the loose robe
hides her shape) seems very concerned about the boy. If ap-
proached by the PCS, she introduces herself as Tiandra (Pl) 2
human/F4/Sign of One/NG). As she helps the boy up, her
cloak opens to reveal a tall, black-skinned woman of regal
bearing who, like the lad, is quite unattractive — though
none of the PCs can quite place what it is about her that
makes her so,
The half-elf seems confused, perhaps in shock. Only if
the PCs seem sincerely concerned about him will Tiandra be
forthcoming about what happened. She explains that the boy
was assaulted by reptilian creatures, and that she herself was
attacked about a week ago.
Fate found me in the Lower Ward, near the Great
Foundr by thee
tain than t0 harm, yet Ud
when I was ass reatures of scale and
aw: Their intent seemed more 10
ne of i. The largest produced a queer device, resem-
‘bling nothing so much as a mace with a glass bortle at one endrather than the normal spiked head. 1 slashe reatur
with my blade, but anather got a grip on me wh hid
struck me with that strange item ~ not the glass end, but iis
opposite. I felt an odd sensation, as though someone had
drawn some vital spark from me, and then all went black.
1 awoke not long after, { believe, but my attackers h
vanished into Sigil’s unholy night, Though I felt sira
wasn't unt {saw my reflection in a window that 1 knew wha
they'd done. They'd made me into the unlovely creature you
see hefore you. Their sorcery has cursed me to be foul in a
eves. Even my voice gives no comfort t0 those who hear it
Those serpentine monsters seemed to have no motive in
their attack other than to afflict me so. And it wasn’t just
others, like this lad, have been so struck. I'll end these as
saults if it’s the death of me! And I'l reward you well for an
id rendered, should you be so inclined.
By this point, the boy has recovered enough of his wits
to join the conversation. He gives his name as Acorrid De-
gasias (PI/d' half-elf/0-level/Free League/N) and confirms
Tiandra’s tale, The same thing happened to him, save that
there were far more of the monsters, and rather than fighting
he tried to give them some garnish. But the lizard-creatures
took the jink and his appearance. Acorrid remarks that he
feels more as though something was taken from him than
given to him — in other words, he blames his new appearance
on a theft, not a curse.
If the PCs ask about involving the Harmonium (Si
normal law-enforcers), Tiandra complains that the Hardheads
‘won't help, None of the victims has been wealthy, and Tian-
dra thinks the Harmonium helps only the rich (which is not
necessarily the truth). In any event, no one’s been successful
{n stopping the reptilian attackers. Neither Tiandra nor Acor-
rid even realize that the creatures are khaasta
If the PCs show interest in stopping the assaults, they
{gain Tiandra’s thanks. She also promises them 100 gp each for
their trouble if they're successful in ending the reign of terror.
Now: This encounter, or a slightly altered version of it,
ccan be used at any time in any civilized location. It can take
place as the PCs enter or leave a town, or as they simply stroll
through an otherwise innocuous street. Fact is, this entire
‘chapter can be placed in any community, so it should be easy
to incorporate the adventure into an existing campaign.
+ TAKING +HE RIDE +
Assuming the PCs agree to help, Tiandra explains that all of
the attacks have occurred in the Lower Ward, and they always
happen at night, just before antipeak. She asks the PCs to
prowl the Lower Ward tonight for the assailants while she gets
Acorrid to safety. Whether or not the characters help,
‘Tiandra plans to begin her own hunt as soon as she
sees to the young half-elf.
THE LOWER WARD
Even at the best of times, the
Lower Ward is a hazardous
place to be at night. The
Dungeon Master can and
should put together a few
short encounters to emphasize the danger. The ward boasts
general ruffians, mysterious shadow-skulkers, and even
fiends; wise PCs should try to steer clear of all of them. It'll
take the group a very long time to search the whole ward. Not
‘everyone they meet should be “an encounter,” but the DM
should make sure that enough occurs to give the PCs the feel-
ing that the search is taking a long time — not to mention the
idea that the streets of Sigil are never completely safe or un-
eventful. A few ideas include:
A cross-trader (PI/_githzerai/T5/Believers of the
‘Source/NE}, trying to peel gullies, begs passersby to
enter a nearby abandoned building to rescue a hurt
child. ‘Course, there’s no child; instead, the rogue's
prepared a trap: a 10-Foot-deep pit covered by a lange
rug. If any victims fallin, the knight of the post offers
to help them out — in exchange for all their jink. But
even if they give him their money, he just gives them
the laugh.
+ Two Anarchist agents (P!/ human/F3/Revolutionary
League/CN) who've just set a fire in a nearby Cipher
factorum’s house try to skulk away in the darkness.
+ Twelve Cipher namers (var/var/F1/Transcendent Order]
var) rush through the streets, on their way to put out
the above-mentioned fire. As they're also looking for
the arsonists, they're quick to jump to conclusions if
they see anyone sneaking about.
+ Five Hardhead soldiers (Pf human/F4/Harmonium|
LG) and their commander (Pr/? human/Pal6/Harmo-
‘nium/LG) search the ward for the khaasta. If they en-
counter the PCs, they try to send the heroes home ~
the berks aren't authorized to look for criminals.
+ An illusionist (PI/3 tiefing/III7/CE) working for the
tanar'i tries to sneak a rutterkin into town unnoticed
for some nefarious scheme. The wizard uses illusions
fool or ward off passersby.
+ A group of five bubbers (Pl/é humanj-leve/Fated/N)
looks for any way possible to obtain some jink for a
drink. They might attack the PCs or offer to perform a
minor task for a fee.
++THE KHAAS+A
‘At last, toward antipeak, the PCs come upon another victim of
the khaasta thieves. A bariaur male, completely devoid of
beauty, lies unconscious in an alleyway. Just as the PCs dis
cover the poor sod, they hear distant sounds of movement,
the clank of metal, and low hissing.
‘Waking the bariaur is fairly easy, but if the PCS
take the time t0 do so, they hear the above-
‘mentioned noises fade almost out of per-
ception. The victim's name is Thardandis
(Pi/é bariaur/F2/Society of Sensation)
CG), He's confused, groggy, and angry,
but with prompting, he tells the PCs that he was attacked
by a large group of lizard-men he calls khaasta.
If the PCS follow the sounds, they head back out into the
street and soon turn into another alley where the khaasta are
preparing to make their escape with their stolen spoils. The
heroes find 11 khaasta: 10 raiders and their leader, the toil-
master.
Though the khaasta almost certainly outnumber the PCS,
at this point the creatures are primarily interested in escape.
They've had their fill of Sigil and taken what they needed. If
the heroes confront or attack them, the toilmaster sends
‘enough khaasta (one per PC) to fight while he and the rest es-
cape through a portal further down the alley. This should pro-
vvide enough time for them to get away; the portal stays open
long enough to allow six khaasta to escape, and two or three
of them can slip through in a round. However, should the toil-
‘master be presented with the opportunity ~ such as if a PC
gets past the remaining khaasta by skill or spell ~ he won't
hesitate to use the thief of charms on the heroes. It serves as
an effective delaying tactic and adds to the plunder.
The portal the khaasta hope to use is a narrow crawl-
space that leads under one of the side buildings. The key is the
silver feather of an Arcadian dovehawk, which is not con-
sumed when used and functions when traveling either way
through the two-way portal. The crawlspace leads to an iso-
lated mining area on the Outlands near the Caverns of
Thought. Waiting there for the raiders are five more khaasta,
eight human slaves, 10 giant lizard mounts, and a wagon
filled with bottles of beauty and supplies for the trip overland
to their lair — accessible only through a portal on the great
tree Yggarasil
Nori: It’s crucial to the story that some of the cross-trad-
ing khaasta escape with the thief of charms and some of the
stolen beauty. If necessary, the DM can increase the number
of khaasta in the encounter, or rule that some of the creatures
have already escaped through the portal by the time the PCs
arrive in the alley (and make it clear to the heroes that this
has happened). The latter option foils the use of a gare ward or
‘surelock spell to stop the Khaasta. ‘Course, the PCs should
want to follow the villains, but if the khaasta’s
wrongdoing isn't enough motivation, having one of
the heroes fall under the effects of the thief of
charms might be more compelling.
AFTER tHE BA++LE
‘The confrontation with the khaasta will more than likely end
with the villains giving the PCs the laugh through the portal
The heroes are unable to follow, unless by some amazingly
odd chance they have a silver Arcadian dovehawk feather.
(The toilmaster makes no big show of the key, so the charac-
ters won't even catch a glimpse of it.) However, if PC man-
aged (o slip through the portal along with the khaasta, the
creatures probably tear the poor sod to ribbons when he
‘emerges on the other side; without the key, he won't be able
to retreat back to his comrades in Sigil
Captured khaasta know a bit of chant. Intimidating one
of these reptilian beasts is difficult, but a convincing threat of
force or torture (or the use of magical charms) reveals the fol-
lowing:
+ The khaasta have a magical weapon that steals beauty;
they hope to sell the beauty to others
# Anyone who's had his beauty stolen can regain it by
exposing himself to that which is stored in the toilmas-
ter's bottles.
+ The alley portal leads to a location on the Outlands
from which the khaasta have only a few days’ march to
their forest home. This lair holds many Khaasta. (If pos-
sible, the captives lie and tell the PCs that the lair con-
tains hundreds of their people.)
None of the raiders know how to open the portal; only
the tilmaster knows the dark ofthe feather. To tumble to this
information, the PCs can try to cast warp sense or find the
chant from a well-lanned graybeard. Luckily, a plethora of
sources in the City of Doors specialize in the dark of portals
and keys ~ for the right jink. Some cutters might visit the
Guvners at the City Courts In-the-know bloods might track
down Lissandra the Gate-seeker (Pr/? human/M9[Revolu-
tionary League/NG), a tough wizard who carries a log book in
which she records the nature of every portal she finds. And
there’s always Alluvius Ruskin (PI/ tiefling/Wil14/Incanti-
fier/NE), the old proprietor of Tivvum's Antiquities, a shop in
the Market Ward that sells every kind of gate key imaginable.
No matter where the PCs obsain a silver Arcadian do
hawk feather, it costs them atleast 50 gp and takes them the
better part of a day to find. Ifthe heroes then chase after the
nzasta,they'l be well behind their quarry. I's important to
the adventure that they don't actually catch up with the
‘haasta until the creatures have reached their secret lair. This
shouldn't be a problem, however ~ following the vilains'l be
hard enough.
+164+ CHARIAMUR
When the PCs pass through the alley portal, they emerge
near an abandoned mine on the Outlands, Refer to the map
on this page.
The Dwarven
Mountains ~
You're greeted by the stench of oily metal shavings and
air that’s heavy with leadlike dust The ground at your feet
is muddy, even greasy, with trickles of befouled water run-
ning through the kneaded, soggy soil. A rough landscape of
oily tillings and syrupy pools stretches in every direction,
Dark, sooty clouds hang overhead, threatening a rain that
you somehow know will only further pollute the environs,
rather than cleanse the foul area.
Long ago, Chariamur was an open-pit mine located
between the realms of lsensine and Gzemnid on the Out-
lands. It was usually found in the 7th or Sth ring of the
plane, though it currently rests in the 7th. The mine was
created by a veritable nation of grimy, vile gnomes known
a spriggans. These loathsome miners and their umber hulk
slaves tore apart the land to such a degree that it's said to
te a festering wound from which the Outlands will never
heal. Ancient foundries and smelting works once sur-
rounded the mine, but they've disappeared into the fetid
‘cesspool or were eaten away by the uncaring caress of time
and corrosive rains, Fortunately, in the vast scheme of
things, Chariamur isa tiny place.
‘The odious gnomes are long gone, wiped out by pesti- RO++ING
lence and flood (or so the chant goes), but Chariamur’s al-
ways been occupied by something or another. Until re- @®RACLE
cently, the area was used by spies and proxies ofthe ilithid
god Maanzecorian to spy upon his rival, llsensine, in the
nearby Caverns of Thought. These spies based themselves
inthe Rotting Oracle, a building half-submerged in the oily
THE RO++ING @RACLE
After the spriggans had left, but still many, many years,
ago, a huge rotunda was built in Chariamur by a set of
quintuplet tieflings who believed they could channel infor-
mation from the moldering god known 2s Juiblex. Not long
after its creation, the building sank halfway into the mud
and mire of soot and metal tilings. The tieflings disap-
peared, but their structure survives ~ albeit half-submenged
and askew,
Plodding across this fetid ex
panse, your boots grow heavy with
@ muddy build-up, which is blue
with mevallic dust. The sky seems ready to
burst at any moment, though you spot what
right be shelter off to vour left. A blackened, searred cliff
face rises up out of the mire, and built alongside it is a
round, domed building that sits askew in the mud.
BAs you watch, a figure emerges from the door of the
structure, The skin surrounding its huge, white, pupil-less
‘eyes is sallow brown with a hint of violet. Four small tentacles
flail wildly from below where you'd expect to see its nose and
‘mouth, The finery it wears grows filthy from the ooze it runs
through as it stumbles closer, but it pays you no heed. Three
fingered hands clutch at its soft skull, and suddenly, word:
Tessly, the creature's face and head are drawn inward by an ir
resistible force ~ au implosion that resembles nothing se
much as a giant, invisible hand crashing the skull of the crea
ture like a grape
It falls dead into the mud
4+ Show the players Ilo A (on page 169).
The PCS wil likely enter the Rotting Oracle to try to fig-
ure out what might have happened to the creature — a mind
flayer known as Hananolith. Though the lower level of the
building is submerged, the heroes still can enter easily
‘enough; the doorway was originally raised and reached via @
set of stars (which are now completely hidden from view).
The interior of the main level is a single room with pillars
strung around the perimeter and a raised dias in the center.
‘On the dias is an old ceramic pool, once used for divinations
Dbut now cracked and filthy.
“The space between two near pillars is actually @ one-way
portal from Gchenna. Through this portal came the agents of
Maanzecorian long ago, and through this portal also came the
ilthid the PCs saw die ~ a former proxy of the deity. Former
because Maanzecorian is now dead. Slain by Tenebrous and
his wicked puissance, the illthid power of knowledge and se-
crets was among the fist to de in the Abyssal lord's quest to
regain his wand
If the PCS enter the Rotting Oracle, they also encounter a
second mind flayer ~ Dleniacorus, another proxy (Px
lithid/HD 8+4/LE).
Kneeling om the dias, another sickly mauve, tentacle-vis
‘aged creature shudders with what seems great pain. One of its
large, white eves has gone black with blood. and more dark
fluid seeps amid the tentacles ~ perhaps from a mouth ob-
secured by the writhing appendages. As you watch, dark hem
‘orrhages appear, like cracks quite literally forming on the
sides of the thing's head.
“Dead,” a voice pounds into your head. “God is dead! The
secrets are lost. li has slain our great Maunzecorian. As
the ereature’s spirit flees its dying form, sa too does the voice
leave your brain.
When Tenebrous attacked Maanzecorian on Gehenna,
Dleniacorus and Hananolith fled through the portal to Chari-
amur, abandoning their deity to the dead-book. "Course, they
still hit the blinds, for their ties to their patron were too
strong. When Maanzecorian fell, they followed soon after in
horrible, unimaginably painful deaths.
Novis Because the PCs are mere mortals, they can do
nothing to save either proxy, should they for some reason
want to
THE DEA+H @F MAANZEC@RIAN
When a power dies, the side effects and repercussions are
many. Maanzecorian was a god of knowledge, and wisps of
his essence scatter from his dying form. On Gehenna, where
Tenebrous stands over the murdered corpse, the Abyssal lord
is bathed in eons of collected secrets and bits of chant. Even
‘on the other side of the portal (perhaps because of the pres-
cence of two of Maanzecorian’s proxies), the PCs are deluged
by random bits of knowledge flowing to the Outlands and
into their brains
"Course, the chant's decidedly useless to the heroes. With
the vast storehouse of knowledge that comprised so much of
the deity’s spirit, the chances of gleaning a valuable piece of
information from the meager stream of thoughts that reaches
the Outlands i nil. It is, however, a strange experience for the
PCs, Unless they've been through a psychic storm on the As-
‘al Plane (a somewhat similar phenomenon), it’s quite
enting to have knowledge come unbidden into their minds.
The chant they gain includes the following:
+ Javor favors his younger son over the eldest.
+ The source of the Tungakim River is at a place called
Hinter-rock
+ Karrum Nionimo keeps a magical dagger hidden in the
bag under his bed.
+ Porcupinefish feed on shelifish and coral.
+ Madar is against killing the big cat
+ Shiny gray in color, chalcocite is formed at fairly low
temperatures.
+ The Drachenfels trace their ancestry back to ancient
Blackmoor.
UNWELCOME EYES
If the PCs linger near Chariamur or the Rotting Oracle for
more than an hour, they're assaulted by a violent and danger-
ous intruder: Blvastin, a beholder from the nearby under-
‘ground realm of Gzemnid. It seems the beholder god recently
felt a profound disturbance — the death of Maanzecorian ~
and instructed his proxies to send an eye tyrant to investigate.
Rather than disintegrate the PCs immediately, the be-
holder uses its abilities to slow and then charm them in order
to gain information. The creature struggles to subdue the he-
roes (in an aggressive manner) unless they fend off the attack
by rattling their bone-boxes in an obsequious, subservient
way. Fither way, the beholder suffers their existence only long
+18+CHAN+ IS +He
‘enough to get the chant it
‘wants, After the PCS tell the
‘eye tyrant what they know PRIME AND
“disturbance,” the monster
does its best to send them
to the dead-book. The he-
roes should use the time
spent wigwagging with the
beholder to come up with an
escape or battle
plan. Naturally,
the best plan
‘may be simply to
tuy to give it the laugh and run away
{as the PCs surely can move much faster
than it can).
+ TRACKING +HE KHAAS+A #
‘This part of the Outlands really holds nothing else of interest
‘The most important thing that happens here is the death of
Maanzecorian and his proxies, which is designed to fore~
shadow later events. The forces released hy the deity’s demise
even destroy the pillar-portal in the Rotting Oracle. Once the
PCs are ready to move on, it’s easy to find and follow the
khaasta’s trail in the mud — after al, it was made by a large
group and a loaded wagon. Even the drizzling acrid rain
won't wash away the tral for quite some time.
After following the tracks for a Full day, the PCs find that
the terrain becomes less fouled, The clouds clear away, and a
‘warm breeze begins to drive the metallic haze from the ait. On
the next day, the heroes cross over into the sixth ring of the
Outlands, and on the third day the PCs must make a success-
ful tracking proficiency check to continue following the trail
across the dry prairie. The only signs of life are small herds of
bison grazing amidst the tall grass.
Even if the PCs fail the proficiency check and lose the
trail on the third day, continuing in a relatively straight path
brings them to the anthill known as Ironridge.
Now: During the three-day journey from Chariamur to
Ironridge, the DM’s free to plague the party with encounters.
Before the PCs get too far from the old mine, they can be at-
tacked by green slime or gray ooze found in a fetid pool, il-
lithid spies from lisensine, more beholder from Gzemnid’s
realm, or even a slime-covered umber hulk (a relic from the
bygone days of Chariamur)
IRO@NRIDGE
Ironridge is a human burg nested in the mountains of the Out-
lands, currently settled in the sixth ring. The town's a touch
stone for those wishing to deal with the dwarves of the Dwar-
ven Mountain, or even beings in Gzemnid’s or Ilsensine’s
realms. Its population varies from year to year, hovering
IS +HERE
S@ME+HING SPECIAL aseur+ ILLI+HIDS?
— HARRIS of +e FAFED
MIND FLAYERS
@NCE practicalty RULED +HE EN+IRE
tn +HREA+ENED
(or claim to know) about the +Ht @+HER PLANES.
D@ES EVERY RACE HAVE
IN +HE SUN, ee
‘around 3,000 folks,
and the town’s ruled
by a council of elders
who have a small garri-
son at their command (0
protect the burg.
The khaasta’s
trail leads right to
this fortified commu-
nity, where the toilmaster
traded some of his loot
(bottles of stolen beauty)
for bub for his raiders. The
brewer and his wife used the circean em-
bers on themselves, which created quite a
ruckus, They're now perceived by others to be in-
credibly attractive, perhaps even among the most appealing,
beings in the multiverse, and sods who spy them must save
versus spell or suffer from the sympathy effect (as described
on page 13),
‘When the PCs enter Ironridge, read:
DAY
Irom towers and high walls give this place the appearance
of a fortress more than a city, but that’s not surprising in a
‘burg so close to the realms of mind flayers and beholders. The
guards at the gate give you peery glances but let you pass, and
Inside you see that many humans call kip here, though there
seems t0 be a fair number of dwarves as well
Near the entrance, however, you see and hear a bit of @
scuffle. A crowd has gathered around some berks fighting over
something or someone
IF the PCs investigate the fight, they can work their way
past some ofthe crowed to get a look at whats really going on.
They see 12 bashers (Pivar human/F1/var/var) fighting with
bare hands or small knives (whieh cause 143 points of dam-
age) Five more bravsers lay on the ground, injured or dead.
As the PCS watch, however, a few people from the crowd rush
in and join the confusing, melee. The situation appears to be
escalating, with new folks joining in faster than existing com-
batants fal
This isa free-for-all brawl over the brewer and his wife,
who're trapped in the middle of the fight, not immediately
Visible to the PCS. The fighters don’t lust after the beautiful
couple; they just want to own them. Unfortunately, the city
guardsmen (PI/é human/F1/Free League/NG) that have
shown up failed to break up the fight — in fact, when they
tried, some of them fell under the spell of the citcean embers
and became part of the problem.
Unless the PCS have powerful calming or mind-influene-
ing magic, they'l just hit the blinds i'they try to break up the
fight, (The DM should remember that ronridge currently re-
sides in the sixth ring of the Outlands, where all psionic abil-
ities and all spells and spell-like abilities of 7th level or higher
fail) ‘Course, any heroes that spot the brewer (Pl/S human]
0-level/Fated/N) or his wife (PI/9 human/0-level/Free
e19¢League/NG) must save versus spell or Fel the desire to possess
them as well. Obviously, wanting to own folks is wrong, and
these feelings should seriously trouble a good-aligned cutter,
Sui if any affected PCs somehow manage to grab the couple
and get away, they'll have to figure out what to do with the
poor sods (atleast until the circean embers wear off in a
week).
If the PCs ask around Ironridge about the Khaasta, they
soon learn the chant: The repilians did indeed visit the bung
Fact is, the brawl near the gate is related to something the
Ikhaasta traded to a couple of townsfolk (though the PCs can
probably guess that on their own). But the creatures left, re-
portedlly forthe realm of the Noms ~ a journey of about four
days
IF the PCs choose to stay in Ironridge for a time, they
‘quickly learn that the Redmarch Innis a fine establishment 10
feta meal, a place to sleep, and a bit more of the local chant.
Ie seems the burg's got its share of problems, what with the
dceasional wandering beholder or illithi spy, not to mention
the tanar' that sometimes rai the town, take victims from
their homes, and drag them kicking and screaming back to
the Abyss. Folks figure there must be a portal to the Abyss
somewhere nearby, but no one’s ever found it
A SHADOW
If the PCs rattle their bone-boxes a bit too much about the
khaasta, they pique the curiosity of Talismin Redboar, a
clous and evil half-elf who calls kip in Ironridge. Tall and lis-
some with skin the color of weak tea, she keeps her night-
black hair in multiple braids, and when she’s being secretive
she wears a drab cloak over her ostentatious street clothes,
Her eyes are large and brown with impossibly long lashes.
She's got a good ear for the chant, so she’s sure to tumble to
what the PCs are looking for and the profit involved in ob-
taining some of the circean embers herself. When the PCs
leave Ironridge to pursue the khaasta, Talismin decides to Fol-
low them surreptitiously.
If the Dungeon Master would like to involve more fiends
in “Out of the Darkness,” Talismin is the key. She consorts
with fiends more often than not; it’s even sald she’s got a
‘cambion son hidden away somewhere. More than likely, she
knows the location of the aforementioned portal to the Abyss,
bbut she keeps that dark to herself. (It doesn’t play a part in this
adventure, anyway.) Fact is, Talismin usually deals with the
tanar'i, but she currently works for the yugoloths, serving as
their eyes and ears in Ironridge.
Using the half-elf presents the DM with a number of op-
tions. She can serve as a recurring foil for the PCs throughout
the entire scenario, following the heroes everywhere they go
‘and tumbling to the truth of what's going on as fast as they
do (or perhaps even faster). What’s more, she'll try to mani
ulate events to benefit her own ends. This might mean just
gathering chant for the yugoloths, but it could also mean try-
ing to grab power for herself. Talismin is First and foremost
self-serving,
For example, she might try to steal the circean embers for
herself at some point, Or she might wait until the PCS reach the
tree-town of Crux (in Chapters II and II), learn of the evil
that’s troubling the burg, and then make her move. If, by shad=
owing the heroes, Talismin discovers that something's killing
ods, she quickly tumbles to the implications and might even
try to get a hold of that kind of power for herself ~ which
‘means trailing the PCs all the way to Pelion (in Chapter VII). If
the DM incorporates “Into the Light” into the larger adventure,
Talismin might even get involved in that as well.
“Course, the crafty and sly half-elf will take great pains
to make sure the PCs don't realize she’s following them. She'll
use spells hoth to conceal herself and to watch the movements
of the heroes. To make the PCs a little peery, though, the DM
can let them catch a quick glimpse of Talismin in Ironridge
and then spot her again toward the end of this chapter. Still,
when she finally makes a move ~ wherever it may be ~ her
sudden involvement should be a surprise.
Until that time, Talismin will never attack the PCs out-
right, fighting only in self-defense. She might attempt to take
out a single basher if he’s separated from the rest of the
‘group, but she'd need a very good reason to do so ~ it might
jeopardize her position,
THE WALKING CAS+LE
@F TIAC RAMI N@
If the PCs leave Ironridge and continue to follow the khaasta,
the trip tothe realm of the Norns takes four day. On the see-
ond day of the tek, they have another strange encounter.
You spy a dark speck on the horizon that just keeps get-
ting bigger and bigger. As you make your way across fields of
yellow and blue wildflowers, vou see that it’s something on
four legs — something huge.
Before too long, the thing comes closer, and you can see
that it's not a creature at all, but a gigantic stone structure on
living, birdlike legs. As it gets nearer still, eack step is accom-
panied by a low rumble and vibrations in the ground. The
tower seems 10 be coming right for you.
While walking castles are generally the homes of eccentric
and standoffish wizards who want to keep their distance from
others, the PCs probably can't avoid meeting up with this one.
See, the wizard Tiac Rami No (Pr/3 human/M14/N), a diminu-
tive, dark-skinned sorcerer from a remote prime-material
world, wants to contact the group. He’s used magic to become
aware of their presence, and he'd like to ask them a few ques-
tions. When the thundering castle gets close to the party, it
stops walking, and a shuttered and hinged window high in the
tower wall swings open to reveal the smiling wizard.
“Ah, hello? Yes? Please to pardon intrusion. Seen you
gentles a group of... creatures with many bottles, yes? Am
looking for these. Am looking to purchase more wonderful
bottles, yes? Hmm?”
+204While en route to their lair on Yggadrasil, the Khaasta ran
into Rami No, who forced them to surrender some of their
cargo: bottles of stolen beauty. The wizard promptly applied
the circean embers to his most prized possessions ~ six gems
of varying type that have been in his family for generations.
Unfortunately, he fell under the spell of the beauty, and now
he's addicted to the jewels’ finery. He wants ~ he needs —
more circean embers.
If the PCs let on that they know where the khaasta are (or
at least where the creatures are headed), the slightly barmy
wizard won't rest until he gets all the chant he can from them,
But rather than try to coerce the information from the heroes,
Rami No invites them into his castle, which consists of a spi-
ral staircase and a number of nicely appointed rooms sepa
rated by walls of rice paper.
The wizard treats the PCs to a lavish meal of curried
meats and rice wine provided by invisible servants and
charmed spider monkeys. During the repast, the wizard ex-
ccuses himself from time to time and slips into an adjoining
room, where his gems are stored in a trapped chest. Through
the thin walls, the PCs hear Rami No talking secretly to the
‘gems, which he refers to as “my beauties.” But the wizard
won't let the characters see his “beauties” under any cir-
cumstances.
If the PCs mention that the khaasta are appar-
cently headed for the realm of the Norns, Rami No
commands his castle into motion and sets it on 2
thundering course to that locale (at its top movement
rate of 24). ‘Course, while the Noms might over
look a few insignificant mortals sticking their
noses into the realm, there’s no way they're
going to let a walking castle crash in and step
all over their groves.
Canny PCs should realize this fact and aban-
don the castle hefore it reaches its destination. But
if any bashers are still inside when the castle
tromps into the realm of the three Fates (as Se
they're sometimes known}, they see Rami No
suddenly fade away. Before they can determine
what happened to him, other things in the castle
start to vanish as well. Within 2d6 rounds, the
‘entire structure disappears as if it never existed at
all, and anyone left inside plummets to the hard
ground, suffering 16 points of dam:
age for each 10 feet fallen. (Figure
that the PCs are 24x10 feet off the
ground.) The only remnants of Tiae
Rami No’s existence are a few well
bbchaved spider monkeys that fled the castle
justin time and will now call the Norns
realm home
Bur good-aligned cutters should-
n't be helping the wizard obtain
stolen property in the first place. If
the PCs avoid telling Rami No about
the khaasta, or if they manage to give
hhim the laugh, they can continue their journey across the
Outlands on their own. It’s easy enough for the heroes to slip
into small places where the huge
castle can’t follow, but Rami No’s
still a top-shelf wizard, difficult 10
hide from and unwise to
anger.CAN’+ SEE +HE TREE
+ FOR tHE FORES+ +
As the PCs get closer to the realm of the Norns, the land
around them becomes more fertile and lush. Tiny brooks wind
their way through gentle hills to nourish copses of trees that
grow more and more common until the heroes find them~
selves before a thick forest.
Peery PCs who always look around carefully find a subtle
sign that they're on the right trail. A broken bottle lies on the
‘ground, just inches away from an indentation of exposed soil
about five inches across. A few feet away is a pool of dark,
dried blood.
Here’s what happened: A bot-
tle of circean embers fell off the
khaasta’s wagon, breaking upon a
stone and turning the rock into an
appealing treasure,
One of the khaasta
picked up the stone,
enchanted by its beauty.
But the toilmaster, too, fell victim
to the stone’s sudden charm and
slashed the sod to get at the prize.
This is, more than anything, another warning of the danger
of the circean embers.
THE N@RNS’ REALM
Eventually, the PCs reach the realm of the Noms, a large but
unnatural grove within a huge forest.
All around you are dark, elegant trees, compact shrubs,
‘and thick underbrush. Thickets of tough vegetation seem likely
to impede your progress. No flowers bloom and no birds sing
vet the area has a stark beauty — the magnificence of severity
‘and intensity
Leatherheads who plunge into the underbrush and try t0
hack thei way through find themselves caught up in briars and
thorns in 1d6 rounds, suffering 1d points of damage and be-
coming trapped and lost If they continue to cut their way
through, they suffer another 144 points of damage per round
This happens regardless of a body's alignment or personality.
IF the PCS look carefully, however, and If they mean no
harm to the Noms or the realm, they find a path through the
vegetation. By moving slowly and cautiously, they can make
their way through the area without trouble, The undergrowth
imperceptibly parts to let any nonviolent, nonintrusive bash
es pass. Other than the plants, the PCs see no living things
anywhere in the realm, though a successful tracking profi-
ciency check lets them spot the teal of the khaasta group
(Though the creatures are violent by nature, they were al-
lowed to pass because they respected the realm)
[AC this point, ithe PCs ae stil successfully tracking the
khhaasta, or if they've somehow guessed that they'te looking
for Yggdrasil, it takes them about an hour to find a root of the
World Ash. (Find the path or similar magic helps locate the
‘ree but doesn’t reduce the amount of time needed.) On the
other hand, if the PCs simply wander through the realm, it
takes them 2d4 hours before they stumble upon a sign of the
Khaasta’s passing or upon Ygqdrasil itself.
Novt: The thick undergrowth won't let the PCs reach the
actual home of the Norns or any other significant portion of
the realm
THE W@RLD ASH
When the PCs discover Yggdrasil, read:
After you've trudged through the briar-filled forest for
quite some time, you notice that the trees have grown signifi.
cantly larger. Branches reach up over a hundred feet into the
sky, and trunks swell 10 over 10 feet across. In fact, the path
vou're following leads right up to a fallen tree of enormous
size half buried in the earth. The trail seems to climb right up
the slope of the trunk.
The huge fallen tree leads to a branch of Yggerasl, the
plane-spanning World Ash. If the PCs climb up onto the trunk
and continue to follow the Khasta’s tral, they soon find that
the tree disappears into a wide, round, colored porta. If the
heroes move off the trunk and peer around the portal, they
see nothing ~ the tree doesn't continue on the other side. To
follow the khaasta, the PCs must pass through the round gate.
They need no key.
When they emerge on the other side ofthe portal, the char-
acters are no longer onthe same trunk. Instead, they're standing
on a giant branch of an unimaginably huge tree ~ Yggdrasil
Behind them is the colored portal that leads back to the Out-
lands. Ifthe PCs travel forward on the new branch, they find it
grows larger as they walk, becoming well over 500 yards in
Width even as it leads them down many twists and tums.
While the heroes move along, the thick foliage prevents
them from seeing anything but branches and leaves, no mat-
ter which direction they look. Daylight and darkness fall in
“normal” cycles, and if a character manages to catch a
‘limpse through the leaves, he Sees a blue sky (i it’s daytime)
or a dark, starry sky (if is nigh), though never a sun or
moon. Gentle breezes occasionally blow through the foliage,
and, like most trees, Yggdrasil experiences seasons. During
this chapter, i's late summer for the tee. In a month or two,
the leaves will start to fall (giving travelers more glimpses of
the sky), and after that the branches will be covered in light
snow. Fact is, winter's a great time to walk the World Ash;
that's when the ratatosk hibernate.
For more details about traveling on Yggdrasi, refer to
“The World Ash,” atthe beginning of Chapter IL
Nowe: The squirrel-folk known as ratatosk appear in later
‘chapters of “Out of the Darkness.” However, the DM's free to
let the PCs encounter ratatosk, giant beetles, and other tree-
dwelling creatures at any time.
ne+ NAPHRAKS @
The khaasta don't actually live on Yggdrasil. A portal hid-
den in a huge knot of the tree leads to a demiplane called
Naphraks, and that's where the creatures make their lait. The
knot — which is more like a crater ~ lies about six hours’
walk from the spot where the colored portal connects the
Outlands with Yygdrasil. Once the heroes reach the knot,
they see that a small town lies just a bit further along the
branch, located at the point where two separate limbs of the
‘great tree branch outward, This burg is known as Crux.
If the PCs pass by the knot and head straight for Crux,
skip ahead to Chapter Il, Most of the residents of the town
know about the knot, the portal to Naphraks, and the
khaasta settlement there, so the party can easily learn where
to go. Oddly, the khaasta never bother the people of Crux, so
folks there don't have much feeling one way or another
about the bandits, Some of the inhabitants even benefit from
the khaasta’s presence; the creatures often sell their stolen
goods cheaply in town.
‘When the PCs decide to climb down into the giant knot,
they find that it's similar to descending a small, dark
canyon. Mountaineering proficiencies are helpful, but
bloods who bother to search the area come across a path
(though it takes half an hour to find). At the bottom of the
knot, the PCs find an open portal to Naphraks ~ no key is
needed. But the portal’s opaque, and the heroes can’t learn
the dark of what lies on the other side unless they go
through. Standard methods like warp sense fall
Naphraks is one of the small domains known by aseect
few cutters as half-worlds ~ special demiplanes accessible
only by traveling the World Ash. Many half-worlds are un-
‘occupied, while others are used as secret refuges, lairs, oF
even prisons. Some graybeards think that Yggérasi itself (or
herself, as the ratatosk say) creates the half-worls, ‘Course,
alot of these same bashers claim that the tce spawned all of
the planes lke fruit. In any case, Naphraks is only about 800
yards across, surrounded by a veil of impenetrable darkness
(Refer to the map below.)
Stepping through the portal in the knot ain't like using a
normal portal in Sigil. Fist of all, i's one-way: The second
the PCS go through, they suddenly find themselves perched
fom large, at boulder, with no feeling of transition whatso-
ever. I's as though they'd always been on the stone, which is
as large as it needs to eo accommodate the whole group,
The boulder and its riders hurte at an indeterminate (but un-
deniaby fas) speed through a seemingly endless expanse for
several minutes, Suddenly, with no deceleration, no jerk oF
loss of momentum, the boulder simply stops somewhere in
Naphraks (though never within one of the structures). The
stone appears to have always been there
Similar boulders are scattered throughout the half-
world, though the ground in Naphraks is generally bare,
moist soil. The demiplane also Features a handful of crude
sinuctures and one impressive-looking tower, but no trees oF
other vegetation (except inside the bandit-king’s tower).
NAPHRAKS, THE HALF~WORLD
Barracks
BD storage
g
Out
© 60 120 180
Yards
Side View
Bandit-King
Quarters
Staircase High-Ups'
Guard Post.
0 15 30 45
Feet
ne