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D&D 3.5e - Greyhawk - Living Greyhawk - Bissel 7 - #1-8
D&D 3.5e - Greyhawk - Living Greyhawk - Bissel 7 - #1-8
Something in the background, stirring. Stalking. Lurking. Creeping. Blurring. Claws of smoke, desperately raking.
Dark. Foreboding. Hidden. Waking. Hunger growing, never abating. Deadly. Maddened. Watching. Waiting. A Bissel
regional adventure for APLs 2-16.
Resources: Libris Mortis [Andy Collins and Bruce R. Cordell], Miniatures Handbook [Michael Donais, Skaff Elias, Rob
Heinsoo and Jonathan Tweet].
®
Based on the original DUNGEONS & DRAGONS rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed
by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison.
This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of Wizards of the
Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please visit www.wizards.com/d20.
®
This is an official RPGA play document. To find out more about the RPGA and to learn more on how you can sanction and run DUNGEONS &
DRAGONS game events of all sizes, visit our website at www.rpga.com.
DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, Player’s Handbook, Dungeon Master’s Guide, and
Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other countries. This material is protected under the copyright laws of the
United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written
permission of Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely
coincidental. © 2005 Wizards of the Coast, Inc and the adventure author or authors.
2. Advise characters to buy riding dogs to help protect The creature was eventually forced to leave its sanctuary
them, and fight for them. to seek nourishment. It traveled for some time, and
stumbled across a number of living creatures. It feasted
upon them until its hunger was sated.
TIME UNITS AND UPKEEP
However, its feeding extinguished a few of those
This is a standard one-round Regional adventure, set in lives, and it watched as new wraiths rose from the bodies.
the Sheldomar Valley. Characters native to the These new creatures also needed to feed, and the Lurker
Sheldomar Valley pay one Time Unit per round, all knew that the herd would grow smaller and smaller and
others pay two Time Units per round. eventually disappear. That was unacceptable.
Adventurer’s Standard Upkeep costs 12 gp per Time So the Lurker kept its minions in check as best it
Unit. Rich Upkeep costs 50 gp per Time Unit. Luxury could, feeding as infrequently as possible, keeping its
Upkeep costs 100 gp per Time Unit. Characters that fail existence a secret.
to pay at least Standard Upkeep will retain temporary
ability damage until the next adventure, must buy new Delshire
spell component pouches and healer’s kits, and may The village of Delshire is built on the lands owned by
suffer other in-game penalties (or possibly gain in-game House Delshire, a minor noble family. It’s no secret that
benefits) as may be detailed in this adventure.
The PCs are engaged in another mission when they The PCs delve into the abandoned manor at the edge of
happen upon a corpse. They follow its trail backwards to town.
the village of Delshire, which appears to have been
Encounter 8: Remnants of a Lost Age
abandoned.
Estimated Time: 10 minutes
Exploring the village, the PCs find a terrified young
The PCs find a journal left behind by Evard the
girl, being stalked by undead creatures. After saving her,
Necromancer… but must get by a trap, first.
she leads them to where the remaining villagers have
barricaded themselves. Encounter 9: Font of Madness
Estimated Time: 55 minutes
The PCs learn about the problems that have faced
the villagers, and their ineffective reaction. The PCs fight the wraith that has been feeding off of
Delshire.
Armed with this information, the PCs move upon
the abandoned manor, and confront the great evil that Conclusion
has been feeding off of the villagers. Estimated Time: 5 minutes
Introduction: Meanwhile… The PCs free Delshire from the great undead fiend.
Estimated Time: 10 minutes
The PCs are on a mission, when they stumble across a PREPARATION FOR PLAY
corpse, having perished while trying desperately to get
This adventure is intended to have a gothic horror feel.
away from... something.
As such, much of the descriptions are left to your
Encounter 1: Village of the Damned imagination. Gauge how your players are responding, and
Estimated Time: 20 minutes adjust as you see fit. Properly done, your players should
be on the edges of their seats the entire time, constantly
The PCs explore the apparently abandoned village of
looking over their shoulders.
Delshire.
To convey the dark setting of this scenario, there are
Encounter 2: In the Mouth of Madness a number of visions provided in Player Handout #1 –
Estimated Time: 5 minutes
Glimpses of Horror. As the scenario progresses, they will be
The PCs find a young girl, left to fend for herself. given out to random PCs. Some of them will only be
given to PCs that possess certain items or take certain
actions. Each PC should get at least one vision during the
course of the adventure, if possible.
When the PCs descend the hill and enter the village, • Avoid the church. This should be easy, as the
continue with the following: building is extremely nondescript.
Your entrance into the village of Delshire is • Avoid the mill. As it is not mentioned in the read-
completely unchallenged; no watchful sentries aloud text, this should be easy.
question your presence and no curious children tug Here are a few buildings with particular contents:
at your cloak. The village seems completely
abandoned. The only sounds you hear are the crunch The Duck Rampant Tavern
of snow and ice under your boots and the rhythm of This weathered building is marked by a prancing
rain against the wooden roofs and awnings of the bird of some sort, over a crossed fork and knife. All
buildings. of the shutters are tightly closed.
The hamlet is dotted with sturdy cottages of A cursory inspection will find that the shutters and doors
half-timbered frames surrounded by sod and brick. have all been boarded and nailed closed… from the
Small windows framed with intricate carvings lie inside.
dark. Smokeless checker-bricked chimneys are bleak
shadows against the moonlit sky. For the most part If the PCs spend some minor effort breaking open
the hamlet of Delshire consists of sturdy cottages, an entrance, continue:
half-timbered frames around sod and brick. The The boards give way, and you enter the tavern. A
windows are small and dark, the frames decorated scattering of tables still hold used tankards, and a
with intricate carvings. Well-built chimneys sport a bench is broken and discarded in a corner. The
touch of decoration with checkered bricks. smells of recent life assail your nostrils: stale beer
A few weathered wooden signs swing on rusty and the stink of old sweat mix with hints of soot
metal hinges in the storm wind, their creaking from the hearth. You can almost feel the presence of
chorus barely rising above the din of the rain. Near villagers here… it’s as if they stepped outside for a
the village square, you can make out the slanted moment, and will return in another.
roofs of several larger buildings. A few of the There is also an acrid odor: rough and metallic,
cottages sport shingles advertising various trades: it seems to come from a noticeable bloodstain on
an apothecary shop, a blacksmith’s forge, and a one of the tables. A sharp knife lies discarded, a few
tavern are the most readily visible. inches away.
If one of the PCs has the Strange Orb from BIS6-05
The Unauthorized Biography of Lady Constance Lendel, and
The storm winds blow heavy again, causing the Dread Wraiths (4): hp 144 each; see Monster
entire mill to groan ominously. Manual, page 258.
If the PCs succeed at a Listen check (DC 20), they can APL 16 (EL 18)
make out a dark, sinister voice in the wind. If they also Advanced Dread Wraiths (4): hp 216 each; see
happen to speak Infernal, they can understand some of Appendix 8.
what is said:
Tactics: All of the creatures in this combat are
You can make out dark words in the sound of the incorporeal, and will use this to their advantage. They
wind, but only bits and pieces: “Restraint… take will not hesitate to hide within solid objects, striking
only the newcomers… one that strays…” with total concealment.
Continue with the following: The undead are intelligent hunters, and should be
Airlia looks around at the walls of the mill, and played as such. While they have never before fought
whispers to no one in particular. adventurers, they will quickly learn the PCs tactics, and
attack accordingly. For instance, a spell caster that
“They’re back… they’ll never let us go…” becomes exposed will become a target, while a melee
Then, ephemeral bodies emerge from the walls, fighter with multiple attacks will be avoided.
their ghostly claws reaching for you. Airlia will be attacked if left exposed, and is likely
Creatures: The following incorporeal undead attack the the weakest party member.
PCs in the mill. They recognize the party only as Developments: The most important aspect of this
sustenance. encounter is Airlia’s survival. If she is killed, the PCs may
The PCs are attacked in an enclosed space, with little have a difficult time continuing with the scenario.
room to maneuver – which does not affect their If Airlia survived the encounter, circle ‘Yes’ on
incorporeal opponents. As well, they must fight to keep Critical Event 1 on the Critical Event summary at the end
Airlia alive. These conditions are factored as a +1 modifier of the scenario. Otherwise, circle ‘No’.
into the ELs listed below.
; Critical Event 1: Did Airlia survive the undead
APL 2 (EL 4) attack in Encounter 3?
Cursed Spirit: hp 29; see Appendix 1. Once the PCs have defeated the undead, if Airlia
APL 4 (EL 6) survived, continue with Encounter 4.
Cursed Spirits (2): hp 29 each; see Appendix 2. Otherwise, the continuation will depend on what
information the PCs have gathered up to this point. As a
APL 6 (EL 8) worst case, if they linger around the village until
Wraiths (2): hp 45 each; see Monster Manual, morning, the survivors will emerge from their hiding
page 258. place. In this case, continue with Encounter 5.
[Name of Orb bearer] gets a blank look on his face as The sign on this building is well-worn, but after a
he reaches into his pack and pulls forth a small glass moment of inspection you surmise that it is
orb. As he gazes into it, a look of terror crosses his supposed to resemble a pick and a shovel.
face. He scrambles desperately for the door, first A lone figure is found inside – a sturdy young
pulling at the handles, then clawing at the wood man. He is hunched over the counter, fiddling with
itself. an oddly shaped dagger.
He suddenly arches his back, and screams in “With ye in a sec… there!” The young man
pain. He spins around, arms up to ward off some beams down at the dagger he was tinkering with, a
unseen evil. He opens his eyes and looks around at look of satisfaction on his face. “Perfect! Now what
you, confusion evident on his face. can I do for you?”
You notice red marks on his fingertips. They The storekeeper can provide a bit of information, if the
appear to be scars, but you don’t remember seeing PCs question him. The following are likely questions and
them before. answers:
The marks are indeed scars, and are identical to the ones Who are you? “The name’s Byron. I guess this is my
he would have suffered by clawing at the doors. place now, since my Pappy is gone.”
The Inn What happened to your father? “Same thing that
happened to the rest of ‘em. I stayed out late one
This small building lies on the far eastern edge of
night. Came home the next morning to find him
the village. No sign identifies it, but there is an
dead in his bed, not a mark on him.”
obvious signpost where a sign once hung.
The rest of this encounter occurs within various rooms of This small chamber appears to be a closet. A number
Delshire Manor. Please refer to DM Aid: Map #2 – Delshire of cloaks hang from pegs along the walls. However,
Manor. Only rooms of interest are noted on the map. every one of them has been viciously shredded, and
more lies piled on the floor than suspended from
Location A – Entryway the hooks.
As you push on the front door of the manor, the top If the PCs succeed at a Search check (DC 10) they find
hinge breaks, and the door falls flat onto the floor the crumpled form of a young boy, about eight years old,
with a resounding crash. Instantly, the whispered underneath some of the torn fabric. He bears a striking
voice on the wind goes silent. resemblance to the woman on the wall in Location B.
Two hallways intersect just past the front door. If the PCs succeed on a Heal check (DC 15) they can
There is a door immediately to the left and right, tell that the boy does not bear any visible wounds, just
and a number of doors straight ahead. like the other victims.
The manor is eerily silent. The scent of death Location D – Kitchen
hangs over the entire house.
This room is obviously the manor’s kitchen. A large
Location B – Dining Room slab of rotten meat sits on a cutting block, with a
This grand dining room once hosted elegant meals cleaver still embedded within. Otherwise, the
and dinner guests, but has now become a grisly kitchen is pristine and orderly.
scene of death. Location E – Pantry
The large dining table has been tossed out of the The door to this room is blocked by a number of crates
way, its splintered remains leaning against the wall. pushed up against it. It has the following attributes:
If the PCs speak Infernal, they can make out what the The walls of this room are painted in a soft pink. A
voice says: crib sits near the center, covered in cobwebs and
dust. A number of blankets are scattered about the
“They skulk around, why have they come? Stay close, floor.
my children. You may not feed upon them… yet.”
Within the crib is the body of an infant. A Heal check
PCs in the pantry must make a Fortitude save (DC 15) or (DC 15) reveals that the poor baby does not have any
be sickened for 1d10 minutes. visible wounds on her body, just like the other victims.
Inside the cauldron is the body of an aged dwarven She appears to be sleeping peacefully.
woman, the source of the rotting smell. A Heal check Location I – Guest Bedrooms
(DC 15) reveals that she does not have any visible
wounds on her body. She is crouched down in the This bedchamber is elegantly appointed. A simple,
cauldron, as if hiding from something. but comfortable bed sits against the wall,
surrounded by fairly plain furniture.
Location F – Study
The furniture is covered in a fine layer of dust,
As the PCs approach this room, have them make Listen indicating that it hasn’t seen use in years.
checks (DC 15). If they succeed, they hear faint, eerie
musical notes coming from the other side of the door. Location J – Stairs Down
This room appears to be a study or conservatory of These stairs lead down from the first floor to the cellar
some kind. (Location L). As soon as the PCs decide to head down the
stairs, continue with Encounter 9.
An ornate portrait hangs on the wall over a
fireplace – an older man, a woman, and a young boy. Location K – Parlor
A large harp stands near an open window. Every This location is detailed in Encounter 8.
time a gust of wind passes through the window, the Location L – Cellar
strings of the harp reverberate, as if plucked by the
invisible hands of some spirit. This location is detailed in Encounter 9.
Location G – Master Bedroom This encounter occurs when the PCs enter the parlor,
Location K on DM Aid: Map #2 – Delshire Manor.
The southern wall of this room holds a large canopy
bed. The translucent silk curtains are drawn, but This parlor is stark, cleared of most of the debris
that fills the manor. The only notable feature is a
; Critical Event 5: Were any of the PCs left behind in APL 6: 240 xp.
Delshire as wraiths? If so, please record their character APL 8: 300 xp.
names, player names, and email addresses.
APL 10: 360 xp.
The paperwork of any affected PCs should be collected,
and turned over to the Bissel Triad as soon as possible. APL 12: 420 xp.
APL 14: 480 xp.
CAMPAIGN CONSEQUENCES APL 16: 540 xp.
If you run this event in March or April of 2007, please fill Encounter 8: Remnants of a Lost Age
out the Critical Events Summary page at the end of this
scenario with the following information: Survive the trap.
; Critical Event 4: Did the PCs destroy the Lurker in APL 12: 360 xp.
Encounter 9? APL 14: 420 xp.
; Critical Event 5: Were any of the PCs left behind in APL 16: 480 xp.
Delshire as wraiths? If so, please record their character
names, player names, and email addresses. Encounter 9: Font of Madness
In addition, please note any unusual or special Defeat the Lurker and minions.
circumstances that arose in the scenario. APL 2: 180 xp.
Once completed, the Critical Events summary APL 4: 240 xp.
should be e-mailed to a member of the Bissel Triad by
May 1st, 2007. If you are running this scenario as part of a APL 6: 300 xp.
convention, the Senior DM of your event may collect and APL 8: 360 xp.
return the summaries for you.
APL 10: 420 xp.
APL 12: 480 xp.
Item Access
APL 2:
Torch of Ghost Touch (Adventure; See Above; Limit One)
Universal Key (Adventure; See Above; Limit Five)
APL 4 (all of APL 2 plus the following):
+1 Astral Driftmetal Breastplate (Adventure; A&EG)
Adamantine Greataxe (Adventure; DMG)
APL 6 (all of APLs 2, 4 plus the following):
NEW ITEMS
Torch of Ghost Touch
This torch is capped with lammasu tendons soaked in dove tallow. While it is lit, incorporeal undead within a 10
foot radius of its flame are outlined by a shimmering white light, and take damage normally (magical weapons are not
required to injure them, and their 50% chance to avoid damage does not apply). This torch burns for a maximum of one
hour, before being expended. Each lighting of the torch subtracts a minimum of 6 minutes from the total duration.
Moderate conjuration; CL 7th; Craft Wondrous Item, Ghost Touch WeaponLM; Price 1,500 gp; Weight 1 lb.
Universal Key
This small dagger is not useful for combat. However, the blade contains trace amounts of adamantine. If an object
(such as a locking mechanism) is struck, the blade shatters, exposing a reservoir of acid. This bypasses hardness up to 20,
and deals 1d6 piercing + 2d6 acid damage. If the user makes a DC 15 Disable Device check, it deals 2d6 piercing and 2d6
acid damage, instead.
Nonmagical; Cannot be crafted; Price 312 gp; Weight 1 lb.
Vision 10
Your gaze falls on the mirror in this room and you immediately notice something wrong. Behind your reflection you
see those of your companions. Each has a misty, cloaked form hovering behind their head, grasping at their temples.
You turn back from the mirror to see…nothing. Your companions are safe.
Turning your gaze back at the mirror, you again see misty cloaked forms hovering around your companions. Your
gaze meets that of your reflection, which stares back at you with a look of calculated malice. Your double reaches
through the mirror, reaching for your temples.
You gasp as you turn, clutching at your head to free yourself from the stranglehold. But your fingers feel… only
your own skin and not the hands of your attacker. The image in the mirror is once more your own.
“…Victory is all but certain for my forces. When I scry upon the front
lines, I can see the hearth fires of Pellak on the horizon. Soon, they will
submit and lay down their arms. I can turn control of the baronies over to
my lieutenants, and reign in peace. Fear will keep the local citizenry in
line… fear that I could do this again.
However, my diviners have told me of a nexus in the timeline, a point
where many divergent currents meet, that they can not see beyond.
I am not worried of the unknown. My forces are strong and well-
organized, and the enemy careless and rash. But I will not fall to pride. I
have taken the extra time and effort to keep each of my research
laboratories and libraries separate. If one is discovered and captured, all is
not lost. I do not relish the idea of my own work being used against me…
but better some, than all.
One might ask why I spend time writing these journals. To quote one
of my captains, ‘Aren’t you just asking some fool heroes to come along and
thwart your plans?’ That captain, incidentally, became a skeleton by the
end of the day.
The mind is the first thing to go with age, they say. As I set my sights
on immortality, I am taking that quite seriously. I enter into my slumber,
trusting my power to a pale replica, not knowing what I will remember
upon waking.”
The rest of this chapter discusses the precise location of two laboratories and a library, all carefully hidden away.
3. Did the PCs turn the Black Tome over to any particular organizations? Yes No
If so, which one(s)?
Notes: (Add anything that happened that might be considered out of the ordinary – Strange
occurrences, results that may not fit the above, etc):
Caravan
® TM
A One-Round D&D LIVING GREYHAWK
Bissel Regional Adventure
Version 0.5.0
by Matthew Maranda
Reviewer: Bissel Triad Circle Reviewer: Steven Conforti
Playtesters: Joe Boerjes, Dirk Chin-Leing, Erik Oparwski, Nopalzin Torres, Don Walker, James Wnorowski
Guarding a caravan of military supplies traveling through Bissel should be a “Milk Run”. But in these dark days a
Caravan must travel through the Forest of Nightwatch, and then pass the Bramblewood Gap. Both are wild areas
infrequently patrolled and prone to having accidents. Can you prevent this from happening and allow these desperately
needed supplies to reach the front line troops? A Bissel regional adventure for APLs 2-12.
Resources: Bastion of Faith [Bruce R. Cordell], Complete Adventurer [Jesse Decker], Complete Divine [David Noonan],
Dungeonscape [Jason Bulmahn and Rich Burlew], Monster Manual IV [Gwendolyn F. M. Kestrel], Spell Compendium
[Matthew Sernett, Jeff Grubb, and Mike McArtor].
®
Based on the original DUNGEONS & DRAGONS rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed
by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison.
This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of Wizards of the
Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please visit www.wizards.com/d20.
®
This is an official RPGA play document. To find out more about the RPGA and to learn more on how you can sanction and run DUNGEONS &
DRAGONS game events of all sizes, visit our website at www.rpga.com.
DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, Player’s Handbook, Dungeon Master’s Guide, and
Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other countries. This material is protected under the copyright laws of the
United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written
permission of Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely
coincidental. © 2005 Wizards of the Coast, Inc and the adventure author or authors.
2 2 3 4 5
in Thornward were able to push them back through the
3 3 4 5 6 Bramblewood Gap.
4 4 6 7 8 Unfortunately, these forces are rapidly running out
5 5 7 8 9 of supplies and must be reprovisioned before soldiers
suffer from starvation, poorly treated wounds, and
6 6 8 9 10 deteriorating equipment.
7 7 9 10 11 So enter the PCs… capable heroes ready to help
Bissel’s soldiers…
LIVING GREYHAWK adventures are designed for APL 2
and higher. Four or five 1st-level characters may find the ADVENTURE SUMMARY
challenge of an APL 2 adventure difficult. Suggest the
following to these groups to help increase their chances The PCs are given orders to guard a caravan. This caravan
of success: duty begins at New Clunther on the northern edge of
Lake Hasra. Due to a need for expediency, the caravan
1. Enlist a sixth player.
will not be traveling around the Barony of Nightwatch,
2. Advise characters to buy riding dogs to help protect instead making its way through the ominous forests
them, and fight for them. within.
During this time the PCs must be on watch - wild
TIME UNITS AND UPKEEP animals have been known to attack the area.
This is a standard one-round Regional adventure, set in Midway through the forest, a clearing is spotted with
Bissel. Characters native to Bissel pay one Time Unit per an odd structure inside. The clearing seems harmless -
round, all others pay two Time Units per round. until several plants and fungi begin to attack the
intruders.
Adventurer’s Standard Upkeep costs 12 gp per Time
Unit. Rich Upkeep costs 50 gp per Time Unit. Luxury The caravan proceeds forward. As they get into the
Upkeep costs 100 gp per Time Unit. Characters that fail Thornward area, they can rest.
to pay at least Standard Upkeep will retain temporary
The following day, the caravan leaves and
ability damage until the next adventure, must buy new
approaches the Bramblewood Gap. After another day, an
spell component pouches and healer’s kits, and may
ambush set by a Kettite druid is sprung, with a goal of
suffer other in-game penalties (or possibly gain in-game
ruining supply lines.
benefits) as may be detailed in this adventure.
Introduction: Tales for a New Day The PCs have the opportunity to meet with a cleric who
Estimated Time: 10 minutes can cast several healing spells that would be
advantageous, such as raise dead.
Passage providing background information for the PCs of
what has happened in Bissel recently and where they Encounter 8: Almost Home
might be going. Estimated Time: 45 minutes
Encounter 1: New Recruits Days after the incident in the forest the PCs are almost at
Estimated Time: 10 minutes the Northern Camp, when disaster strikes. A Ket ambush
is sprung and the PCs and teamsters must fight for their
The PCs have been given orders to guard a caravan
survival.
pulling into New Clunther. Shortly after their arrival, the
barges pull in with typical Bissel military precision. New Conclusion A: Successful Return
recruits offload the supplies and the PCs must sign the Estimated Time: 5 minutes
transfer papers before it is complete.
The PCs are able to bring the caravan (or most of it) into
Encounter 2: Meet the Gang camp. Now they get the fun job or working patrols on the
Estimated Time: 20 minutes northern reach.
Traveling across the face of Bissel is dangerous. The PCs Conclusion B: No Soup for You, or Anyone
have the added disadvantage of traveling with a slow Else…
moving caravan and they might want to get to know the Estimated Time: 5 minutes
people they are traveling with.
Failing to bring up supplies from the south is going to
Encounter 3: What in the World? hurt this force. But at least they can tell their
Estimated Time: 40 minutes commanding officer about the tactics used by the Kettite
Skirting around the forests of Nightwatch, the teamsters forces.
notice a clearing not too far into the forest. On the
opposite end of the forest something metal can just PREPARATION FOR PLAY
barely be seen.
The expected running time of this adventure is 3 hours,
Encounter 4: Where’d Everybody Go? 30 minutes. If this is running during a standard 4-hour
Estimated Time: 20 minutes convention slot, this allows 25 minutes for marshalling,
Passing through the clearing the PCs reach a camp. and 5 minutes for paperwork distribution.
Inside the camp is a box. The box can be opened but
unless the trap is disarmed the contents of the box will be INTRODUCTION: TALES FOR
damaged.
A NEW DAY
Encounter 5: We Said it was Dangerous Estimated Time: 10 minutes
Estimated Time: 45 minutes
The year is CY 597, and Bissel is again at war. This
As the PCs leave the clearing with the box or trigger the time not with a dread necromancer, or ravening
trap, even more unnaturally natural creatures attack packs of demons. Today the enemy is an ancient foe
them. of the March – our fellow man.
Encounter 6: Next Stop, Northern Front Late in Sunsebb of CY 596, a new Margrave was
Estimated Time: 10 minutes chosen - Archpriest Malto Adeur. The aging pontiff
accepted this new responsibility, and stepped down
The PCs stop at a make-shift defensive staging ground
from his role as religious leader of the Church of
outside of Thornward. Here they have a chance to rest,
Heironeous.
heal, and get intelligence on the future combat.
However, the selection of the new Margrave
divided the Baron’s Council. With rumors of
treachery and deceit already beginning, it seemed
the new Margrave would have to act quickly to
Please refer to DM Aid: Map #1 – Ambush in the Woods. This part of the clearing seems to be man made, the
remains of a camp. The center holds a ring of stones
APL 2 (EL 4) - within plants are thriving on the ash of many long-
Wizened Elder: hp 30; see Appendix 1. burned logs. Along the back edge stand several
pikes; once a barrier against the outside, they now
APL 4 (EL 6) stand as little more than supports for flora climbing
Briarvex: hp 68; see Appendix 2. up towards the light. Finally, and most notablely,
there is a filth-covered chest. It is constructed of
APL 6 (EL 8) dark wood, gilded with gold filigree and covered
Briarvex: hp 68; see Appendix 3. with intricately-carved designs. Still apparently
Tendriculos: hp 94; see Monster Manual, page locked, it is half-buried in the ground, and vines
241. have begun creeping over it.
APL 8 (EL 10) Fleeing clerics of Pelor used this campsite. They
remained to begin researching the cause of this disaster.
Treants (2): hp 66 each; see Monster Manual, page
244. The chest has the following attributes:
APL 10 (EL 12) Chest: 2 in. thick; hardness 8; AC 5; hp 30; Open
Lock DC 20, Break DC 30.
Oaken Defender: hp 207; see Appendix 5
However, the chest is trapped. Any disturbance of the
APL 12 (EL 14) chest will activate it. If the trap is set off, read the
Oaken Defenders (2): hp 207 each; see Appendix following:
6 You hear a click a whir. A spray of acid shoots from
Preparation: The monsters are ambush hunters in this the chest.
clearing. They will be hiding in the environment waiting APL 2 (EL 1)
for a tasty morsel to come through.
Acid Spray Trap: CR 1; mechanical;
Tactics: APL 2-4: The monster will not use the entangle touch(touching the box); manual reset; Spray of acid
ability unless the party attempts to surround it and it 1d4 acid 15ft. cone DC 16 Reflex half; Search DC 22;
feels that it is the only way to hamper mobility and Disable Device DC 15;
prevent such an attack from happening.
Item Access
APL 2:
Masterwork Holy Water Sprinkler (Adventure; Libris
Mortis)
Quickflame (Adventure; Complete Adventurer)
Weapon capsule retainer (Adventure; Complete
Adventurer)
APL 4 (all of APL 2 plus the following):
Catstink (Adventure; Complete Adventurer)
Darkwood Small Shield (Adventure; Dungeonscape)
Panic Button: Retreating (Adventure; Complete
Scoundrel)
APL 6 (all of APLs 2, 4 plus the following):
+1 Flaming Battle Axe (Adventure; DMG)
Acid Neutralizer (Adventure; Dungeonscape)
+1 Darkwood Small Shield (Adventure; DMG)
APL 8 (all of APLs 2, 4, 6 plus the following):
Lesser metamagic rod of quicken (Adventure; DMG)
+1 Holy Water Sprinkler (Adventure; Libris Mortis)
Divine scroll of Raise Dead (Adventure; DMG)
APL 10 (all of APLs 2, 4, 6, 8 plus the following):
+1 Flaming Burst Battle Axe (Adventure; DMG)
Alchemical Tooth (Adventure; Complete Scoundrel)
+2 Darkwood Small Shield (Adventure; DMG)
APL 12 (all of APLs 2, 4, 6, 8, 10 plus the following):
Metamagic Rod of Quicken (Adventure; DMG)
hp 55 (7 HD);
ENCOUNTER 8: ALMOST HOME Resist evasion
KABIR’LA ASADD CR 10 Fort +7, Ref +7, Will +3 (+X against type)
Male Human(B) Druid 10 Speed 30 ft. in (6 squares), climb 15 ft.;
NE Medium Humanoid Melee 2 slams +10 (1d6+6 P/S 20/x2) and bite +5 (1d6+3 P/S/B
Init +5; Senses Listen +17, Spot +4 20/x2)
Languages Common Space 10 ft.; Reach 10 ft.
AC 19, touch 11, flat-footed 18 Base Atk +5; Grp +15Atk Options Power Attack, Rend
(+0 size, +1 Dex, +5 armor, +3 shield) Abilities Str 23, Dex 16, Con 14, Int 2, Wis 12, Cha 7
hp 75 (10 HD); SQ link, share spells
Immune venom Feats Alertness, Toughness, Power Attack
Fort +11, Ref +8, Will +13 (+17 against Fey) Skills Climb +14, Listen +7, Move Silently +4, Spot +6
Speed 20 ft. in medium armor (4 squares), base movement 30 ft. Skills Dire apes have a +8 bonus on climb checks and can
Melee Scimitar +9 (1d6+2 S 18-20/x2) and Scimitar +4 (1d6+2 S always choose to take 10 on climb checks, even if rushed or
18-20/x2) threatened.
Space 5 ft.; Reach 5 ft. Tricks Come, Defend, Down, Fetch, Guard, Heel, Seek, Stay
Base Atk +7/2; Grp +8 Description This raging ape follows Asadd loyally.
Special Actions Wild Shape 4/day, Wild Shape (Large)
Combat Gear Scimitar +1, Cloak of Resistance +2, Hide Armor +2,
Light Darkwood Shield +2, Lesser metamagic rod of quicken
Class Spells Prepared (CL 10th):
5th—Call Lightning Storm, Summon Nature’s Ally V
4th—Flame Strike (2), Summon Nature’s Ally IV
3rd—Protection from Energy, Summon Nature’s Ally III (3)
2nd—Flame Blade, Heat Metal, Barkskin (2)
1st—Cure Light Wounds, Magic Fang, Obscuring Mist, Produce
Flame (2)
0—Create Water(2), Know Direction, Resistance (3)
Abilities Str 12, Dex 12, Con 14, Int 10, Wis 18, Cha 10
SQ animal companion, nature sense, trackless step wild
empathy, wild shape(4/day), woodland stride
Feats Augmented Summoning, Combat Casting, Improved
Initiative, Lightning Reflexes, Spell Focus Conjuration
Skills Concentration +15, Handle Animal +13, Knowledge
(nature) +15, Listen +17, Survival +19
Possessions combat gear plus robes, spell component pouch
Skills +4 circumstance Bonus to Handle Animal Companion
Description A violent fanatic Asadd seeks to disrupt any
Bisselite incursion into the Bramblewood.
Power-Up Suite:
AC 22, touch 11, flat-footed 21
(+0 size, +1 Dex, +3 armor, +2 shield, +4 natural (Barkskin))
Melee Flame Blade +7/2* (1d8+5 fire/20/x2)
*This attack treated as a melee touch attack
LHUR (PET)
Male Dire Ape
N Large Animal
Init +2; Senses Listen +5, Spot +7
Languages --
AC 17, touch 11, flat-footed 15
(-1 size, +2 Dex, +6 natural)
LHUR (PET)
Male Dire Ape
N Large Animal
SERGEANT TIBAL CR 11/2 Description A lanky Baklunish man stands separate from the
M Human(O) Warrior/Cleric 1/1 others. His shaved head glistens in the sun, and his hand
LG M Humanoid rests on a tankard at his belt.
Init +2; Senses Listen +3, Spot +3
Aura Fear Aura 120 ft. (Will DC X)
Languages Common JORVUS CR 1½
AC 14, touch 10, flat-footed 14 M Human(bos) Warrior/Rogue 1/1
(+2 Dex, +4 armor) NG M Humanoid
hp 14 (2 HD); Init +7; Senses Listen -1, Spot +3
Fort +4, Ref +2, Will +5 Languages Common, Old Oeridian
Speed 30 ft. in Light Armor (6 squares), base movement 30 ft. AC 16, touch 13, flat-footed 13, Dodge,
Melee Longsword +2 (1d8+1 S 19-20) (+0 size, +3 Dex, +3 armor, +0 shield, +0 deflection, +0 insight,
Space 5 ft.; Reach 5 ft. +0 natural)
Base Atk +1; Grp +2 hp 12 (2 HD);
Atk Options Blind Fight, Weapon Focus Fort +3, Ref +5, Will -1
Special Actions Turn Undead 6/day Speed 30 ft. in light armor (6 squares), base movement 30 ft.
Combat Gear chain shirt, longsword Melee longsword +1 (1d8 S/19-20)
Cleric Spells Prepared (CL 1st): Ranged longbow +4 (1d8 P /x3)
1st—Bless Water, Divine Favor, Protection From Evil D Space 5 ft.; Reach 5 ft.
0—Create Water, Detect Magic, Light Base Atk +1; Grp +1
D: Domain spell. Deity: XX. Domains: Good, Law Atk Options Sneak Attack 1d6
Abilities Str 12, Dex 10, Con 12, Int 10, Wis 16, Cha 14 Special Actions Sneak Attack 1d6
Feats Blind Fight, Weapon Focus (longsword) Combat Gear longsword, longbow, studded leather armor, x20
Skills Handle Animal +6, Ride +6, Knowledge: Religion +5 arrows
Possessions combat gear plus, rations, bedroll, tack, 50’ rope, Abilities Str 10, Dex 16, Con 12, Int 12, Wis 8, Cha 14
Holy Symbol of Heironeous Feats Dodge, Improved Initiative
Description An average looking Oeridian man, with dark hair Skills Bluff +4, Climb+4, Intimidate+7, Handle Animal+6,
and a pronounced scar traveling down his left cheek. He wears Hide+4, Move Silently +4Slight of Hand+4 Spot+3
his dark black hair short, and his piercing eyes are those of a Possessions combat gear plus deck of cards
man confident in his abilities. Description A jovial man with dark hair and pale skin make a
striking visage. The epitome of the extrovert Jorvus will talk
your ear off about anything going and then work on the next.
CORPORAL KIMMAL CR 11/2
M Human(B) Warrior/Monk 1/1
LG M Humanoid SILN CR 1½
Init +7; Senses Listen +3, Spot +3 M Human(bos) Warrior/Ranger 1/1
Languages Common LG M Humanoid
AC 15, touch 15, flat-footed 10, Dodge Init +2; Senses Listen +1, Spot +X
(+3 Dex, +2 Wis) Languages Common
hp 15 (2 HD); AC 16, touch , flat-footed 14
Fort +6, Ref +5, Will +4 (+0 size, +2 Dex, +4 armor)
Speed 30 ft. (5 squares), base movement 30 ft. hp 15 (2 HD);
Melee Fist +3 (1d6+2 B 20) or Fist +1 (1d6+2 B 20) and Fist +1 Fort +6, Ref +4, Will +1
(1d6+2 B 20) Speed 30 ft. in light armor (6 squares), base movement 30 ft.
Space 5 ft.; Reach 5 ft. Melee longsword +4 (1d8+2 S 19-20)
Base Atk +1; Grp +3 Ranged longbow +4 (1d8 P x3)
Atk Options Flurry of Blows, Unarmed Strike Space 5 ft.; Reach 5 ft.
Special Actions Flurry of Blows Base Atk +2; Grp +4
Abilities Str 14, Dex 16, Con 14, Int 8, Wis 14, Cha 8 Atk Options Point Blank Shot
Feats Dodge, Improved Initiative Combat Gear longsword, longbow, studded leather armor, x20
Skills Intimidate +3 , Hide +5 , Move Silently +5, Tumble +5 arrows
Possessions rations Abilities Str 14, Dex 14, Con 14, Int 10, Wis 12, Cha 12
Feats Weapon Focus: longbow, Point Blank Shot
Skills Climb +6, Handle Animal +6, Ride +7
Glinny CR ½
M Human(bos) Warrior 1
NG M Humanoid
Init +3; Senses Low-Light Vision Listen +1, Spot +1
Languages Common, Language, Language
AC 17, touch 13 , flat-footed 14
(+0 size, +3 Dex, +4 armor)
hp 7 (1 HD);
Fort +3, Ref +3, Will -1
Speed 30 ft. in light armor (6 squares), base movement 30 ft.
Melee rapier +2 (1d8 P/18-20/)
Space 5 ft.; Reach 5 ft.
Base Atk +1; Grp +1
Combat Gear rapier, chain shirt
Abilities Str 10, Dex 16, Con 12, Int 12, Wis 8, Cha 16
Feats Weapon Focus: rapier
Skills Handle Animal +7, Intimidate +7, Profession: Cook +1
Possessions combat gear plus spices, pots, pans, quill, inkpot,
parchment x5.
Description Glinny is a jovial half-elf, his fine features and
melodic voice are rather soothing. Additionally his knowledge
cooking and ability to tell a good tale make him a welcome
companion on any long journey.
NEW SPELLS
Animate Snow (Spell Compendium)
Transmutation
Level: Drd 6
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10ft./level)
Target: Cube of snow up to 20ft. on a side
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
Nearby snow rapidly draws together with an audible crunch, coalescing into a vaguely human-shape form.
You cause snow in the area to become 1d3+2 Large animated objects, 1d3 Huge animated objects, or One Gargantuan
animated object (MM 14). Then animated snow attacks as directs by your vocal commands.
Animated snow does not have a hardness snore. It posses improved speed as if it had legs, granting it a speed of 30, as
well as the blind special ability (MM 13). In addition, each animated snow object has the cold subtype and deals an extra
1d6 points of cold damage on a successful hit.
Animated snow objects take 1d6 points of damage per round in a place where the temperature is above freezing
ZÉÉw _âv~?
ZxÇxÜtÄ Vt|ÇÄtÇ etá{xwÜt
Things have passed by very quickly. First there were the woods and animal attacks. Adventurers and
military men came in to help. They defended us against the monstrous animals rampaging at the city and
the temple. But within a day of the major assault we were expelled. Nightwatch was doomed to be a
primordial forest. With that we said adieu to the temple, and Truelight.
Brewfest 7:
Three days roaming this accursed forest and we have learned nothing. It just keeps growing and growing.
I’m here as chronicler to the more research oriented priests; but even I can tell you it isn’t natural. One
priest - Father Deidel, hand picked for his intelligence and perspicacity - keeps muttering about something
I don’t understand. He will then say “Such thoughts are ridiculous… it shouldn’t be here. Besides it is so
beneficial… why would it manifest like this?”
Patchwall 3:
Father Deidel has gone missing, he left with two other priests and handful of guards. The disappearance
does not bode well. We heard wolves last night and our guards have suggested moving the research camp
out of the woods.
Patchwall 4:
Last night one of the guards on patrol found Father Deidel. It was not a pleasant sight. Whatever got
hold of him only ate his hands and legs below the knees. The rest of him was eviscerated his innards strewn
about, like leaves after the fall (Odd it should be fall here yet the leaves are still green, green is
everywhere.). It has been decided that we should move the camp we will do so in 3 days that will give us
enough time to find or leave warning to others in the area, just incase any who were with poor Deidel
survive.
Things have gotten worse. We are planning on leaving in the morning. Throughout the day we found
more pieces of the team that traveled with Father Deidel. At one time a raven the size of me dropped an
arm in the center of the camp. We began preparing some basic fortifications while packing up and
recording our findings. In fact two of our guards will be escorting me out tonight, hopefully the darkness
will cover our escape. I am to travel with my diaries and the effects of the lost. I argued to take the research
notes as well but they are still being worked on. Whatever is out there it seems to have intelligence behind it.
The tactics are designed to scare us, and they are working. Additionally there is no natural reason that a
pack of wolves should be seen no more than 50’ from a bear unless they were both hunting the same prey.
Either way I am glad to be leaving. If the research notes are here they can be retrieved if I am the only
survivor after tonight I can reproduce a great deal of the information from memory.
2. Did the PCs retrieve the chest from the clearing? Yes No
Notes: (Add anything that happened that might be considered out of the ordinary – Strange
occurrences, results that may not fit the above, etc):
by Cameron Logan
Reviewers: Bissel Triad Circle Reviewer: Steven Conforti
Playtesters: Crystal Babcock, Phil Bonder, Bud Britton, Lee Burton and Jon Sedich
“To the manse came six, gathered for their great knowledge and experience. A seventh would speed the tasks that were
their burden and their destiny. The water bearer was the keystone to success, bound in manacles. The equite, a shade,
distorted by avarice, the downfall of one.” A Bissel regional adventure for APLs 2-12, and Part 2 of the Shadows and Sigils
series.
Note: This adventure will be of particular interest to PCs that belong to the Bardic Circle, Guild of the Arcane Path,
Nightwatch or any Bissel Church meta-org.
Resources: Monster Manual II [Ed Bonny, Jeff Grubb, Rich Redman, Skip Williams, Steve Winter], Sandstorm [Bruce R.
Cordell, Jennifer Clarke Wilkes, JD Wiker], Fiend Folio [Eric Cagle, Jesse Decker, James Jacobs, Erik Mona, Matthew
Sernett, Chris Thomasson, James Wyatt].
®
Based on the original DUNGEONS & DRAGONS rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed
by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison.
This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of Wizards of the
Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please visit www.wizards.com/d20.
®
This is an official RPGA play document. To find out more about the RPGA and to learn more on how you can sanction and run DUNGEONS &
DRAGONS game events of all sizes, visit our website at www.rpga.com.
DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, Player’s Handbook, Dungeon Master’s Guide, and
Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other countries. This material is protected under the copyright laws of the
United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written
permission of Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely
coincidental. © 2005 Wizards of the Coast, Inc and the adventure author or authors.
Before beginning, asks the players if they have • After a close election, the Council of Barons chose
played any of the following Bissel Regional Adventures: Archpriest Malto Adeur to ascend to the vacant
BIS2-A1 Wizardly Plans, BIS3-01 Oakstaff, BIS4-01 Murder in position of Margrave of Bissel. Malto has proven to
Pellak, BIS5-03 Trials and Triumphs, BIS5-05 Strange be an effective leader of the Church of Heironeous
Bedfellows, BIS5-06 Vanity and Vexation, BIS6-04 Face of in Bissel, and many expect that he will bring these
Copper, BIS7-02 Caravan. NPCs that appear in this admirable qualities to his position as ruling
adventure previously appeared in the adventures listed monarch.
and it’s probable that the PCs may have met these NPCs • The various barons are traveling to Thornward to
before. renew their pledges of fealty to the newly elected
Also establish if the PCs are members of the Margrave of Bissel, Malto Adeur.
following Bissel meta-orgs: Bardic Circle, Church of • It seems unbelievable, but Brar the Crusader has
Geshtai, Church of Heironeous, Church of Pelor, Church now gone 15 straight bouts unbeaten. The
of Rao, Church of Zilchus, Great Army of Bissel, Guild of underground combat arenas in Sareden have never
the Arcane Path or the Nightwatch. As many of the NPCs before seen such a skilled pit fighter.
appearing in this adventure have strong connections to
power groups, members in these meta-orgs would DC 20
recognize some of the NPCs. • Little is known about the newly elected Margrave’s
The expected running time of this adventure is 3 background except this; Malto Adeur was born a
hours, 30 minutes. If this is running during a standard 4- commoner and got his start as a parish priest in the
hour convention slot, this allows 25 minutes for now destroyed township of Clunther.
marshalling, and 5 minutes for paperwork distribution. • The 1st Kynneret, under the leadership of Field
Marshall Valiserat, has seized Avernand Keep – the
INTRODUCTION: ON THE first waypoint along the Irafa Road in Ket. If this
progress continues, Bissel will soon be able to end
ROAD AGAIN the Kettite threat, once and for all.
Estimated Time: 15 minutes
• A force is being assembled to delve into the forests
As the placid oracles of Istus would put it, “These are
of Nightwatch, and retake the abandoned township
interesting times for the March of Bissel.”
APL 2-6: The toads can attempt jump checks to get This encounter occurs once the PCs have arrived at
away, otherwise they will try to make a meal of a small Leigor Manor, which occurs near sundown on the first
sized PC at APL 2 or 4, and a medium or small sized PC at day of travel. At Leigor Manor the PCs will meet the
APL 6. Paercine Camerata, learn of the Camerata’s reason for
being, and asked to aid in tasks important to the
APL 8-12: The tortoises will take advantage of its Camerata’s mission.
Lightning Strike ability if any opponent (including
NPCs) is in range. It will then do its best to flee but will Read or paraphrase the following:
attack any PC threatening it. Thankfully, your continuing travels with Jorvus and
Developments: After the combat, Siln (if he still lives) Siln are not long: by sundown you have arrived at
will be more forthcoming with the details of the job. He your apparent destination. Passing the wagons
was told upon picking up the crates that they contained through heavy iron gates you arrive on the grounds
live animals that were magically sedated. He was assured of an old-looking mansion. The estate shows some
the animals would sleep throughout the entire journey. signs of disrepair as you make your way to a carriage
Siln can produce official army orders that state the awning in front of steps leading to the main
following: the animals are being taken to a place called entrance.
Leigor Manor here in the Barony of Paercium for study. Standing there to greet you is a middle-age
The mission was to remain secret, but in light of what has human man of mixed Oeridian and Suel features.
just happened he doesn’t mind the PCs knowing all about He is dressed in comfortable-looking traveling
it. clothes, but you can’t help noticing the fine looking
At hearing the name Leigor Manor, PCs can attempt vest and headband. The man greets you in an
a Knowledge [nobility and royalty] check (DC 25), a articulate, but hard to place accent.
Knowledge [local – Sheldomar Valley Metaregion] check [Tsogath]: “Most excellent. My divinations warned
(DC 30) or a Bardic Knowledge check (DC 20) to receive me of your arrival, and here you all are at the
the following information: Leigor is the name of a appointed time. But my… there are more of you
Baronial Knight of Paercium. A noble hero of some small than I expected. I trust the cargo is intact?”
renown, Leigor was last heard traveling to Geoff to battle
Father Sollus Illuminus: Male human (O) Clr6 Very inquisitive PCs may try to investigate a
(Pelor) / RSoP5 (Bluff +17, Knowledge [religion] farmhouse, in which case they should be allowed to do
+11, Sense Motive +18); AL NG. so. Don’t get bogged down with specifics, the PCs can spy
a farmhouse from the road and a closer inspection reveals
Prefect Levanor Curanis: Male human (oS) the house to be boarded up and abandoned. PCs
Clr13 (Heironeous) (Bluff +9, Knowledge [religion] attempting to track will find no trail, meaning that the
+16, Sense Motive +16); AL LG. occupants must have left quite a while ago.
Loriti Lorgrave: Female half-elf Clr3 When ready to proceed, read or paraphrase the
(Zilchus)/ChI8 (Bluff +10, Sense Motive +15); AL following:
LG
The wizard Tsogath seems to have greatly
underestimated the time of travel, for it is almost
four hours from when you set off from Leigor
Why don’t you tell us what you do know about this • Fourth, Myem will finally chirp in to fervently state
adventurer and his stuff? “Well, he came in here in a that the Baron should make it legal for a man to
bad state. Very quiet. Slight points to his ears, he marry his livestock. Not that Myem wants to do this,
musta been half-elven or some such. Had him some but why shouldn’t a man marry his livestock? Just
soup and we thought he’d open up a bit. He just hypothetically speaking, of course.
went to his room and died.” • Fifth, the PCs should feel free to suggest even more
So why don’t you just sell this adventurer’s stuff and then demands, from the reasonable to the outrageous.
hire all the hands you need? “Oh no! The same thing is Daech will agree to the inclusion of the reasonable
what happened to my brother-in-law…with so much demands.
riches it wasn’t long ‘fore he had a dagger in his side. Treasure: Once the letter to the Baron has been
Better its ya that’s carrying such treasures. Besides, completed, Daech will present the dead adventurer’s
such things aren’t helping me till mah fields.” equipment to the PCs.
Okay, so how long is this going to take me to deliver your APL 2: L: 0 gp, C: 25 gp, M: 320 gp, masterwork
letter? “The Baronial capital of Mahiro is only a elvencraft composite longbow (+2 Str) (150 gp), arcane
couple of hours from here. Shouldn’t take you too scroll of magic weapon (4 gp), cloak of resistance +1 (166
far out of your way, depending on where you’re gp).
going I guess.”
APL 4: L: 0 gp, C: 25 gp, M: 540 gp, masterwork
Why don’t you guys just quit being farmers and rush to elvencraft composite longbow (+2 Str) (150 gp), arcane
the front lines to kill some Kettites? “Well, I’ve got a scroll of magic weapon (4 gp), arcane scroll of arrow mind
letter (and Myem does too), that we’re supposed to (4 gp), cloak of resistance +1 (166 gp), bracers of armor +1
be farming to do our bit for the Great Army of Bissel. (166 gp), potion of cure moderate wounds (50 gp).
But we don’t get paid like a soldier, we put up with
Dread Wraith (2): hp 146; see Monster Manual, This encounter occurs immediately after the combat in
page 258. Encounter 5. Allow the PCs only a round or two of
actions after the fight before you read or paraphrase the
Tactics: At all APLs, one of the incorporeal undead following:
creatures will stay in the confines of the bookshelves,
alternating rounds with floating out and attacking a PC. Mere moments after the strange apparition has been
This gives a slight advantage to the PCs, as the destroyed, the members of the Camerata come
bookshelves can be moved about in order to find a hiding rushing down the stairs. There is a collective gasp
incorporeal undead. It takes a standard action to activate from the group of scholars upon seeing the
the gem on a bookshelf so that it can be moved. A unconscious form of one of their own, Prefect
bookshelf can only move 5 foot to its left or right (up or Levanor Curanis.
down if looking at the map) if and only if there is an Father Sollus rushes forward and kneels at the
empty space for it to go. A PC who succeeds at a Use side of the elder priest. Cradling the old man’s head
Magic Device check (DC 21) can move two shelves at a in his arms, Sollus turns his gaze upward.
time with a standard action.
[Sollus]: “Light protect us! Levanor! My friend, how
For ease, Player Handout 1 – Bookshelves has cutout could you possibly deserve this?”
bookshelves that can be used as the moveable
bookshelves on most standard grid maps. Tsogath turns to you, a thoughtful look on his
face.
One hit from the apparition at any APL knocks
Levanor unconscious. This is due in some part to the [Tsogath]: “Tell me exactly what happened here.”
overriding evil taint of the manor that emanates from Tsogath will listen carefully to the PCs’ description of
Leigor himself. He cannot be revived. what happened, interrupting to get out any details they
At APLs 2 and 4 only, Levanor is conscious enough may have omitted. Once the Camerata knows what is
to cast a magic weapon spell. He holds the charge until the happening, the group of scholars can relay the following
first PC approaches him, and then he casts the spell on information:
their weapon. Once he does this, he falls unconscious
• This is the first such undead attack they have
with no hope of being revived.
experienced since being at Leigor Manor. The only
At APLs 8 and 12, the second incorporeal undead defenses they have encountered since moving into
will not hide in the bookshelves, but instead alternate the mansion have been traps, and none of them have
rounds of hiding in a wall and then floating out to attack been deadly.
a PC.
• Despite their quick efforts here, Levanor cannot be
At APL 10 and 12, note that the Dread Wraiths are revived and seems to be in between a living state and
large size, so moving one of the book shelves likely only a dying state.
exposes half of the creature. This may give the creature a
• After some rapid-fire debate and idea-sharing (the
bonus to AC from cover; consult pages 150-151 of the
first efficient exchange by the Camerata that the PCs
PHB.
will have witnessed) the scholars will come up with a
Developments: Immediately after the combat, the rest theory. Levanor’s state seems indicative of a Strongly
of the Camerata will rush in, too late to participate in Evil-Aligned Planarmaterial Bifrucation Matrix, or
battling the undead creatures. It is clear that Levanor SEAPBiM for short. In layman’s terms a powerful
Curanis is not going to recover soon, there is some negative energy taint seems to be emanating from
additional taint in Leigor Manor beyond mere somewhere in the mansion, likely in a secret
apparitions. location yet to be discovered. Such an effect would
The following is to be read only to PCs with a good Exhausting Hands Trap: Search DC 21; magic;
alignment who enter Location D: proximity trigger (alarm); see Appendix 3.
A palpable sense of great evil washes over you when APL 8 (EL 8)
you enter this cell. Enervating Hands Trap: Search DC 23; magic;
proximity trigger (alarm); see Appendix 4.
[Daech]: “Thank ya again for yur aid: I had no idea APL 12: 390 xp.
what a difference a little tavern talk would make, Encounter 6
when it got to the right ears. Here’s a little
something I forgot to get you when we first met. It’s Survive or dismantle the trap in the Room of Betrayal.
a book of strange squiggles left by that adventurer APL 2: 60 xp.
what died of the plague. Perhaps ya might have some
use for it.” APL 4: 120 xp.
APL 6: 180 xp.
APL 8: 1,125 xp. L = Looted gear from enemy; C = Coin, Gems, Jewelry,
and other valuables; M = Magic Items.
APL 10: 1,350 xp.
Encounter 2 Mansion on the Hill:
APL 12: 1,575 xp.
ALL APLs: L: 0 gp, C: 50 gp, M: 0 gp
Item Access
APL 2:
masterwork elvencraft composite longbow (+2 Str)
(Adventure; RW)
elven chain (Adventure; DMG)
mithral heavy shield (Adventure; DMG)
mithral shirt (Adventure; DMG)
bag of holding, type I (Adventure; DMG)
APL 4 (all of APL 2 plus the following):
arcane scroll of arrow mind (Adventure; Complete
Adventurer)
A Stranger’s Spellbook, APL 4 version (Adventure; see
above)
ENCOUNTER 3 ENCOUNTER 6
ADAVNCED DIRE TORTOISE CR 9 ENERVATING HANDS TRAP CR 8
N Huge Animal Description A 30-foot square room with a secret entrance on
Init -2; Senses Low-Light Vision Listen +7, Spot +7 one side and a secret door located on an adjacent wall
AC 25 touch 6, flat-footed 25 (Search DC 20, see DM AID: MAP 4 – Room of Betrayal for
(-2 size, -2 Dex, +19 natural) exact location). In the center of the room is a dark marble
hp 224 (17 HD) pillar on which rests an onyx bust of a strikingly beautiful
Fort +18, Ref +8, Will +10 woman. Anyone approaching within five feet of either the
Speed 20 ft. (4 squares), burrow 20 ft. (4 squares) bust or the secret door trippers the trap: ghostly black hands
Melee bite +18 (1d8+12) rise from each five-foot square and grope at creatures within
Space 15 ft.; Reach 10 ft. the room. Anyone touched by a hand is affected by an
Base Atk +12; Grp +28 enervation spell.
Special Actions Lightning Strike, trample 4d8+12 Search DC 23
Type magic
Abilities Str 26, Dex 6, Con 26, Int 2, Wis 10, Cha 6
Feats Alertness, Endurance, Imrpoved Toughness*, Toughness Trigger proximity (alarm), Init +4
(x3) Effect Enervation (PHB 226) at CL 7 against each target in the
Skills Hide +0*, Listen +7, Spot +7 room each round (+8 melee touch). The effects of subsequent
attacks stack with each other. Negative levels are restored
Lightning Strike (Ex) A dire tortoise can lash out very rapidly.
after 7 hours.
On the first round of combat, it gets a surprise round
Duration 11 rounds (automatic reset)
regardless of whether it has been noticed. A creature that
notices the dire tortoise is still treated as flat-footed during Destruction one hand AC 18, 20 hp; onyx bust AC 22, hardness
this round. 8, 36 hp (disadvantage, destroying this disarms the entire trap)
Trample (Ex) Reflex half DC 25. The save DC is Strength- Disarm Disable Device DC 29 (per hand)
based. Dispel DC 18 (per hand)
Skills *A dire tortoise has a +12 racial bonus on Hide checks in
rocky terrain.
Description This massive tortoise has a spiked, rocky shell as
big as a small house. Its large head ends in a wickedly sharp
beak.
Sources Sandstorm (Page 151)
ENCOUNTER 3 ENCOUNTER 6
ADAVANCED DIRE TORTOISE OF LEGEND CR 7 MIND-DRAINING HANDS TRAP CR 10
N Huge Animal Description A 30-foot square room with a secret entrance on
Init +5; Senses Low-Light Vision Listen +8, Spot +8 one side and a secret door located on an adjacent wall
AC 33 touch 9, flat-footed 30 (Search DC 20, see DM AID: MAP 4 – Room of Betrayal for
(-2 size, +1 Dex, +24 natural) exact location). In the center of the room is a dark marble
hp 288 (17 HD); fast healing 5 pillar on which rests an onyx bust of a strikingly beautiful
Reflective Hide (Spell Turning) woman. Anyone approaching within five feet of either the
Fort +26, Ref +14, Will +14 bust or the secret door trippers the trap: ghostly black hands
Speed 20 ft. (4 squares), burrow 20 ft. (4 squares) rise from each five-foot square and grope at creatures within
Melee bite +23 (2d6+26 plus poison) the room. Anyone touched by a hand is affected by a
Space 15 ft.; Reach 10 ft. feeblemind spell.
Base Atk +12; Grp +33 Search DC 25
Special Actions Lightning Strike, trample 4d8+26 Type magic
Abilities Str 36, Dex 12, Con 36, Int 4, Wis 12, Cha 10 Trigger proximity (alarm), Init +5
Feats Alterness, Endurance, Improved Initiative, Improved Effect Feeblemind (PHB 229) at CL 9 against each target in the
Toughness*, Multiattack, Toughness (x3) room each round (+10 melee touch). Will save (DC 17)
Skills Hide +0*, Listen +8, Spot +8 negates the effect.
Duration 13 rounds (automatic reset)
Fast Healing (Ex) A dire tortoise of legend regains hit points at
a rate of 5 per round. Fast healing does not restore hit points Destruction one hand AC 20, 25 hp; onyx bust AC 25, hardness
lost from starvation, thirst, or suffocation, and it does not 10, 45 hp (disadvantage, destroying this disarms the entire trap)
allow a dire tortoise of legend to regrow or reattach body Disarm Disable Device DC 30 (per hand)
parts. Dispel DC 20 (per hand)
Lightning Strike (Ex) A dire tortoise of legend can lash out
very rapidly. On the first round of combat, it gets a surprise
round regardless of whether it has been noticed. A creature
that notices the dire tortoise is still treated as flat-footed
during this round.
Poison (Ex) A dire tortoise of legend delivers its poison
(Fortitude save DC 31) with each successful bite attack. The
initial and secondary damage is the same (1d6 points of
Strength damage). The save DC is Constitution-based.
Reflective Hide (Su) A dire tortoise of legend has a silvery
sheen to its skin and is permanently protected by a spell
turning effect.
Trample (Ex) Reflex half DC 30. The save DC is Strength-
based.
Skills *A dire tortoise has a +12 racial bonus on Hide checks in
rocky terrain.
Description This massive tortoise has a spiked, rocky shell as
big as a small house. Its large head ends in a wickedly sharp
beak.
Sources Sandstorm (Page 151)
ENCOUNTER 3 ENCOUNTER 6
ADVANCED DIRE TORTOISE OF LEGEND CR 7 DISINTEGRATING HANDS TRAP CR 12
N Huge Animal Description A 30-foot square room with a secret entrance on
Init +5; Senses Low-Light Vision Listen +8, Spot +8 one side and a secret door located on an adjacent wall
AC 33 touch 9, flat-footed 30 (Search DC 20, see DM AID: MAP 4 – Room of Betrayal for
(-2 size, +1 Dex, +24 natural) exact location). In the center of the room is a dark marble
hp 288 (17 HD); fast healing 5 pillar on which rests an onyx bust of a strikingly beautiful
Reflective Hide (Spell Turning) woman. Anyone approaching within five feet of either the
Fort +26, Ref +14, Will +14 bust or the secret door trippers the trap: ghostly black hands
Speed 20 ft. (4 squares), burrow 20 ft. (4 squares) rise from each five-foot square and grope at creatures within
Melee bite +23 (2d6+26 plus poison) the room. Anyone touched by a hand is affected by a
Space 15 ft.; Reach 10 ft. disintegration spell.
Base Atk +12; Grp +33 Search DC 27; Type magic
Special Actions Lightning Strike, trample 4d8+26 Trigger proximity (alarm), Init +6
Abilities Str 36, Dex 12, Con 36, Int 4, Wis 12, Cha 10 Effect Disintegration (PHB 222) at CL 11 against each target in
Feats Alterness, Endurance, Improved Initiative, Improved the room each round (+12 melee touch). Creatures affected
Toughness*, Multiattack, Toughness (x3) take 22d6 points of damage; a successful Fortitude save (DC
Skills Hide +0*, Listen +8, Spot +8 19) reduces the damage to 5d6. The effects of subsequent
attacks stack with each other.
Fast Healing (Ex) A dire tortoise of legend regains hit points at
Duration 15 rounds (automatic reset)
a rate of 5 per round. Fast healing does not restore hit points
lost from starvation, thirst, or suffocation, and it does not Destruction one hand AC 22, 30 hp; onyx bust AC 28, hardness
allow a dire tortoise of legend to regrow or reattach body 12, 54 hp (disadvantage, destroying this disarms the entire trap)
parts. Disarm Disable Device DC 31 (per hand)
Lightning Strike (Ex) A dire tortoise of legend can lash out Dispel DC 22 (per hand)
very rapidly. On the first round of combat, it gets a surprise
round regardless of whether it has been noticed. A creature
that notices the dire tortoise is still treated as flat-footed
during this round.
Poison (Ex) A dire tortoise of legend delivers its poison
(Fortitude save DC 31) with each successful bite attack. The
initial and secondary damage is the same (1d6 points of
Strength damage). The save DC is Constitution-based.
Reflective Hide (Su) A dire tortoise of legend has a silvery
sheen to its skin and is permanently protected by a spell
turning effect.
Trample (Ex) Reflex half DC 30. The save DC is Strength-
based.
Skills *A dire tortoise has a +12 racial bonus on Hide checks in
rocky terrain.
Description This massive tortoise has a spiked, rocky shell as
big as a small house. Its large head ends in a wickedly sharp
beak.
Sources Sandstorm (Page 151)
ENCOUNTER 1
JORVUS BINGHAM CR 2 SILN BINGHAM CR 2
M Human(bos) War1/Rog1 M Human(bos) War1/Rng1
NG Medium Humaniod LG Medium Humaniod
Init +7; Senses Listen -1, Spot +3 Init +2; Senses Listen +1, Spot +1
Languages Common, Old Oeridian Languages Common
AC 16, touch 13, flat-footed 13, Dodge, AC 16, touch 12, flat-footed 14
(+0 size, +3 Dex, +3 armor, +0 shield, +0 deflection, +0 insight, (+0 size, +2 Dex, +4 armor)
+0 natural) hp 15 (2 HD);
hp 12 (2 HD); Fort +6, Ref +4, Will +1
Fort +3, Ref +5, Will -1 Speed 30 ft. in light armor (6 squares), base movement 30 ft.
Speed 30 ft. in light armor (6 squares), base movement 30 ft. Melee longsword +4 (1d8+2 S 19-20)
Melee longsword +1 (1d8 S/19-20) Ranged longbow +4 (1d8 P x3)
Ranged longbow +4 (1d8 P /x3) Space 5 ft.; Reach 5 ft.
Space 5 ft.; Reach 5 ft. Base Atk +2; Grp +4
Base Atk +1; Grp +1 Atk Options Point Blank Shot
Atk Options Sneak Attack +1d6 Combat Gear longsword, longbow, studded leather armor, x20
Combat Gear longsword, longbow, studded leather armor, x20 arrows
arrows Abilities Str 14, Dex 14, Con 14, Int 10, Wis 12, Cha 12
Abilities Str 10, Dex 16, Con 12, Int 12, Wis 8, Cha 14 Feats Weapon Focus: longbow, Point Blank Shot
Feats Dodge, Improved Initiative Skills Climb +6, Handle Animal +6, Ride +7
Skills Bluff +4, Climb+4, Intimidate+7, Handle Animal+6, Possessions combat gear plus rope, rations, spare tack
Hide+4, Move Silently +4, Slight of Hand+4, Spot+3 Description Siln, look like his cousin Jorvus, but where Jorvus
Possessions combat gear plus deck of cards is jovial Siln is quiet. He takes solace with the horses and is
meticulous in their care.
Description A jovial man with dark hair and pale skin make a
striking visage. The epitome of the extrovert Jorvus will talk
ILDEN CR 1
your ear off about anything going and then work on the next.
M Human(bos) War1
LG Medium Humaniod
Init +2; Senses Listen -1, Spot -1
Languages Common
AC 16, touch 12, flat-footed 14
(+2 Dex, +4 armor)
hp 9 (1 HD);
Fort +3, Ref +2, Will +1
Speed 20 ft. in medium armor (4 squares), base movement 30 ft.
Melee halberd +3 (1d10+3)
Ranged shortbow +3 (1d6 x3)
Space 5 ft.; Reach 5 ft.
Base Atk +1; Grp +3
Combat Gear halberd, shortbow, scale mail, x20 arrows
Abilities Str 14, Dex 15, Con 13, Int 10, Wis 8, Cha 12
Feats Improved Initiative, Iron Will
Skills, Handle Animal +5, Ride +2, Swim -2
Possessions combat gear plus rope, rations, bull’s eye lantern,
love letters from home
Description A well-built warrior with a strong grasp on his
halberd, Ilden nonetheless has the wide-eyed look of a
novice.
NEW TEMPLATE
Swordwraith Template* (Fiend Folio, page 174)
“Swordwraith” is a template that can be added to any humanoid or monstrous humanoid creature with levels in fighter
(referred to thereafter as the base creature). The creature’s type changes to undead. It uses all the base creature’s statistics
and special abilities except as noted here.
Hit Dice: Increase to d12.
Special Attacks: A swordwraith retains all the special attacks of the base creature and also gains the following.
Strength Damage (Su): A creature struck by a swordwraith’s melee weapon takes 1 point of Strength damage.
Special Qualities: A swordwraith retains all the special qualities of the base creatures and also gains the following
special qualities:
Damage reduction (Su): A swordwraith’s insubstantial-appearing body is tough, giving the creature damage reduction
10/magic and slashing*. Despite their appearance, swordwraiths are not incorporeal.
Turn resistance (Ex): A swordwraith is treated as an undead with 2 more Hit Dice than it actually has for the purposes
of turn, rebuke, command, or bolster attempts.
Abilities: Same as the base creature except that, as undead creatures, swordwraith have no Constitution score.
Skills: Swordwraith gain a +4 racial bonus on Hide and Move Silently checks.
Feats: Swortwraiths gain Alertness and Iron Will feats.
Climate/Terrain: Any land and underground.
Organization: Solitary, company (2-8), or squadron (11-20 plus 1 leader of 1-4 levels higher).
Challenge Rating: Same as the base creature +2
Treasure: Standard
Alignment: Usually lawful evil.
Advancement: By character class
*Updated to D&D 3.5
SO HUNGRY
I WORRY FOR MA
DA
YOU ARE KILLING YOUR DAUGHTERS
WE WEREN’T POISONING YOU
WE WEREN’T PLOTTING AGAINST YOU
WE DON’T CARE OF GIANT’S TREASURES
WE CARE FOR YOU
LOVE YOU STILL
TESI
1. Did the PCs successfully capture the animals alive in Encounter 1? Yes No
3. Did the PCs A) subjugate the peasants or B) work to relieve their suffering? A B
If they did neither, explain.
Notes: (Add anything that happened that might be considered out of the ordinary – Strange
occurrences, results that may not fit the above, etc):
The darkest depths of the Barony of Nightwatch have been covered in a strange forest for over a year. Now, darkness is
stirring and the land is responding. Wild things known to be there are emerging, and something must be done to
reclaim that which has been lost. A Bissel regional adventure for APLs 2-12.
Resources: Complete Arcane [Richard Baker], Complete Divine [David Noonan], Monster Manual II [Ed Bonny, Jeff Grubb,
Rich Redman, Skip Williams, Steve Winter], Fiend Folio [Eric Cagle, Jesse Decker, James Jacobs, Erik Mona, Matt
Sernett, Chris Thomasson, James Wyatt], Spell Compendium [Matthew Sernett, Jeff Grubb, Mike McArtor].
Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed
by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison.
This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of Wizards of the
Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please visit www.wizards.com/d20.
This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you can sanction and run DUNGEONS &
DRAGONS game events of all sizes, visit our website at www.rpga.com.
DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, Player’s Handbook, Dungeon Master’s Guide, and
Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other countries. This material is protected under the copyright laws of the
United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written
permission of Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely
coincidental. © 2005 Wizards of the Coast, Inc and the adventure author or authors.
APL 2 (EL 5) Developments: If the PCs defeat the animals, they will
have saved Rastus. Circle ‘Yes’ on Critical Event 1 on the
Dire Rats (8): hp 7 each; see Monster Manual, Critical Event Summary at the end of the adventure.
page 62. Otherwise, circle ‘No’.
Advanced Dire Squirrel of Legend: hp 24; see ; Critical Event 1: Did the PCs rescue Rastus from the
Appendix 1. attacking animals?
APL 4 (EL 7) Once the animals are defeated, continue with Encounter
3.
Dire Squirrels (6): hp 14 each; see Appendix 2.
Advanced Dire Rats of Legend (2): hp 24 each; ENCOUNTER 3: AN OLD MAN
see Appendix 2. Estimated Time: 10 minutes
APL 6 (EL 9) Slaying the last of the beasts, you finally get a chance
to see the interior of the cottage. An old man – likely
Dire Boars (3): hp 63 each; see Monster Manual, the source of the cries - appears from wherever he
page 62. was hiding. The crusty old codger has a wild mop of
white hair and a soiled brown tunic. He ignores you
Advanced Dire Badgers of Legend (2): hp 108 for a moment, as he quickly surveys the cottage and
each; see Appendix 3. steps to the doorway. He takes in the carnage
APL 8 (EL 11) outside, before turning to your party,
Dire Wolverines (3): hp 53 each; see Monster “You ARE going to clean up those carcasses,
Manual, page 62. yes?”
Advanced Dire Badgers of Legend (2): hp 108 The old man heads towards the small kitchen,
each; see Appendix 4. then pauses and turns back to you,
“Well, don’t just stand there… close the door
Death Weed: hp 120; see Appendix 4. and let me get a look at you.”
APL 10 (EL 13) The PCs will want to question this old man. Likely
Dire Elk (4): hp 132 each; see Appendix 5. questions and answers are given here:
Advanced Dire Snake of Legend: hp 208; see Who are you? “Someone that knows to leave well
Appendix 5. enough alone. Hmph… fine. I’m called Rastus.
You’re on my land.”
Death Weed: hp 120; see Appendix 5.
Why are you here? “This vineyard’s been in the family
APL 12 (EL 15) for some five generations. I’ll be darned if I’m gonna
pack up my things and leave over a few animals…”
Dire Bears (2): hp 123 each; see Monster Manual,
page 62. Any idea what caused this forest to grow like this? “Nope,
just that it grows faster than I can deal with it. It’s
Advanced Dire Snake of Legend: hp 208; see taken over most of my vineyard rows.”
Appendix 6.
Do you get animal attacks here often? “Not usually…
Doom Ferns (2): hp 137 each; see Appendix 6. but it’s the darndest thing…. For the last few
Tactics: The animals will attack in a straightforward months, them critters have gotten bolder and
manner. bolder, used to be they’d keep their distance.
If the opponents include a spell-casting plant, it will Now? They walk right out here, plain as day. Plus
remain hidden in the nearby brush. Spotting it, before it critters that shouldn’t be working with one another
has acted, requires a Spot check (DC 40). After it has are traveling together. I hear that dogs and cats
acted, the check is easier (DC 25). This DC is increased, as living together is a sign of the end of times. But what
usual, by +1 for every 10 feet of distance. about badgers and snakes? And out here I seen
stranger’en that!
The orb bearer is seeing a vision of the death of one of the The Wrong Way
patrol members, from the perspective of the Ur-Flan You head out of the clearing, wondering if you’ve
murderer. chosen the correct direction. You guess not, as you
If a PC has the Track feat, the following can also be wander aimlessly for several hours.
obtained with a Survival check that beats the DC listed. Then, the sound of drums in the distance
DC 10 catches your ears…
If the PCs head towards the sound, proceed with
• The scuffle took place just a few days ago.
Encounter 5.
• Footprints lead to and from a small path at the edge
of the clearing. The makers were medium-sized ENCOUNTER 5: BYRD IN A
humanoids wearing boots. GILDED CAGE
DC 15 Estimated Time: 10 minutes
• Two drag marks head to the west. Likely As you step into this clearing, the woods grow eerily
unconscious or dead bodies, there is no sign of what silent, but for the rhythmic sound to the west.
was dragging them. The trail disappears after about For the first time since you entered the
10 yards. Nightwatch Forests, the canopy above you opens up,
When the PCs follow the path at the edge of the clearing, and you can see the sky. The sun hangs low in the
continue with the following: sky, but is barely visible behind the black disks of
Oerth’s two moons; the eclipse will happen within
The path would be easily mistaken for a game trail, moments.
were it not for the signs of recent passage. About a
hundred yards from the campsite, it leads you to A number of crates lie open around the clearing,
another clearing, framed by a natural arbor where their contents strewn about them, including
vines have dragged the tops of the two mighty oaks incense, exotic herbs, and a few wickedly curved
together. knives.
At the center of the clearing is an imposing A pair of wooden cages hangs from a tall tree
stone monolith with a curious pattern engraved on near the center of the clearing. One of them appears
its face. Writing borders the pattern. to be occupied.
Give them Player Handout #4 – The Monolith and give the Treasure: The crates around the campsite contain a few
players some time to work the puzzle. valuable items:
The monolith contains forty numbered holes. Each APL 2: L: 100 gp, C: 0 gp, M: 320 gp, masterwork great
one pierces the monolith entirely, and in a unique crossbow (37 gp), masterwork mountain plate (283 gp).
direction. APL 4: L: 100 gp, C: 0 gp, M: 506 gp, divine scroll of
If the PCs solve the puzzle, they should obtain the animal growth (93 gp), divine scroll of summon nature’s
number ‘2’. Make no indication as to whether they ally V (93 gp), masterwork great crossbow (37 gp),
have guessed the correct answer, or not. If they look masterwork mountain plate (283 gp).
through the hole numbered 2, they will see… nothing; it APL 6: L: 100 gp, C: 0 gp, M: 1,506 gp, boots of speed
looks like any other direction through the overgrown (1,000 gp), divine scroll of animal growth (93 gp), divine
forest. The same goes for the view through any other scroll of summon nature’s ally V (93 gp), masterwork great
holes. If they head in this correct direction, continue crossbow (37 gp), masterwork mountain plate (283 gp).
with the Right Way section, below. Otherwise, continue
with the Wrong Way. APL 8: L: 100 gp, C: 0 gp, M: 1,506 gp, boots of speed
(1,000 gp), divine scroll of animal growth (93 gp), divine
The Right Way scroll of summon nature’s ally V (93 gp), masterwork great
crossbow (37 gp), masterwork mountain plate (283 gp).
You head out of the clearing, wondering if you’ve
chosen the correct direction. Your fears are abated, APL 10: L: 100 gp, C: 0 gp, M: 3,939 gp, boots of speed
however, when you find more of the drag marks (1,000 gp), divine scroll of animal growth (93 gp), divine
APL 12: L: 100 gp, C: 0 gp, M: 4,797 gp, boots of speed APL 10 (EL 10)
(1,000 gp), divine scroll of animal growth (93 gp), divine Enervating Vines Trap: see Appendix 5.
scroll of summon nature’s ally V (93 gp), masterwork great
crossbow (37 gp), masterwork mountain plate (283 gp), APL 12 (EL 12)
python rod (1,083 gp), riverine full plate (2,208 gp).
Slaying Vines Trap: see Appendix 6.
In particular, the crates contain notes relevant to the
forest and animal attacks. Give the PCs Player Handout #5 Development: Once the PCs have bypassed the trap,
– Research Notes, and the Foundation of the Forest favor on they can safely lower the cage. If they solved the puzzle in
the Adventure Record. Encounter 4, then Byrd is alive. Circle ‘Yes’ on Critical
Event 2 on the Critical Event Summary at the end of the
The clearing is about 100 feet in diameter. The cage is adventure, and continue with the Byrd Alive subsection,
suspended thirty feet off of the ground from a large tree below. Otherwise, circle ‘No’ and continue with the Byrd
branch, and can be lowered by untying a nearby rope. Dead subsection.
Nothing special can be seen about the cage from this
distance. Characters with detect magic running can note a ; Critical Event 2: Did the PCs help Tonessa Byrd
strong Necromancy aura on the tree. escape alive?
Trap: As soon as a character moves within 20 feet of the If the PCs ignore Byrd for now, and head for the sound of
tree, the trap is triggered. Any PC in the clearing must the drums, continue with Encounter 6. She will have died
make a Listen check (DC 15 + APL) to notice the plants before they return.
around the clearing moving of their own accord, a split Byrd Alive
second before the effect is activated. A character that fails
this check is surprised. Roll initiative for the PCs AND A woman with Elven features lies curled in a fetal
the trap, allowing those not surprised to act in the position in the bottom of the cage, her breathing
surprise round. labored. Her military uniform is torn and shredded,
baring a shoulder and most of her right leg. Spiral
On the trap’s turn a thorny vine reaches up from strips of skin have been cut from her.
each 5-ft. square of the floor, and tries to touch any targets
in the clearing. A struck creature suffers a spell effect If the PCs succeed at a Heal check (DC 10), they can tell
depending on the APL. Characters that cover more than that this prisoner is near death (currently -5 hp, and
one square are affected by every vine in their space. bleeding) and will die very soon, without help. If the PCs
heal her enough to wake her up, continue with the
As well, at APLs 4-12, creatures in the clearing are following:
subjected to an entangle effect. This effect repeats every
round, so a character that saves or breaks free in one You complete your ministrations, and the prisoner
round may become entangled in the next. gasps for breath. Her eyes snap open, and she looks
around in a panic. She begins intoning words of
The PCs can do two things: power and making archaic gestures when suddenly
• Destroy the individual vines. Doing so prevents
she stops, and sighs in relief.
further attacks in that square. “You’re not them.”
• A hidden totem of petrified wood is embedded in the The wizard looks up at the sky, and the
side of the tree. Finding it requires a Search check impending eclipse. She mutters a curse under her
(DC 15 + APL). Destroying the totem destroys the breath as she struggles to sit up.
entire trap. “We haven’t much time… no, we’re out of time.
APL 2 (EL 2) Listen carefully! We happened upon these creeps out
here. I don’t know what they are doing… but they...”
Weak Inflict Light Vines Trap: see Appendix 1.
She pauses for a moment, collecting her breath
APL 4 (EL 4) and her thoughts.
Inflict Light Vines Trap: see Appendix 2. “We were trying to investigate when we were
APL 6 (EL 6) ambushed. Men and beasts… we knew of the
beasts… but the men… and they could control the
Inflict Moderate Vines Trap: see Appendix 3. beasts.” She shudders. “Half of us dead before the
rest could react… then captured.”
ITEMS FOR THE ADVENTURE APL 4 (all of APL2 plus the following):
RECORD • Divine Scroll of Animal Growth (CL 9th; Adventure;
DMG)
Special
Bissel Military Commendation: The Great Army of • Divine Scroll of Summon Nature’s Ally V (CL 9th;
Bissel hereby grants you a military commendation, as per the Adventure; DMG)
Bissel Meta-Activities Handbook.
• Potion of Barkskin +5 (Adventure; Dungeon Master’s
Favor of the Guild of the Arcane Path: You have saved a Guide)
mage of the Arcane Path, and the favor will be returned. This
counts as an Influence Point with the Guild of the Arcane
Path. It may be used to petition for membership to that APL 6 (all of APLs 2, 4 plus the following):
metaorganization, as per the guidelines in the Bissel Meta-
activities Handbook. Alternatively, you may spend it and • +1 Keen Scythe (Adventure; Dungeon Master’s Guide)
5,000 gp after an adventure set in Bissel to have a wish cast on
your behalf. Mark this favor as USED when it is expended. • Boots of Speed (Adventure; Dungeon Master’s Guide)
Foundation of the Forest: Research found in the Ur- • Elixir of Truth (Adventure; Dungeon Master’s Guide)
Flan encampment indicates that the strange animal attacks
and primeval forest are the result of energy radiating from
Truelight, the capital of Nightwatch. This information will be
of great use to the Great Army forces, as they try to reclaim APL 8 (all of APLs 2, 4, 6 plus the following):
the lost township.
• Dust of Dryness (Adventure; Dungeon Master’s Guide)
Curious New Friends: Your presence at the Ur-Flan
ritual has affected you and left some residual magic upon you. • Elemental Gem, Air (Adventure; Dungeon Master’s Guide;
You gain a +2 enhancement bonus to all future Handle Limit 3)
Animal checks.
• Dragonhide Plate (Adventure; Dungeon Master’s Guide)
Additionally, if you have the ability to gain a familiar or
animal companion, you may choose one of the following
options:
APL 10 (all of APLs 2, 4, 6, 8 plus the following):
Familiars:
• Python Rod (Adventure; Dungeon Master’s Guide)
Sailsnake (MM4, requires Improved Familiar and arcane
CL 5th or higher) • Riverine Breastplate (Adventure; Stormwrack)
Squirrel (equivalent to rat)
NEW ITEMS
Ring of the Beast (Complete Champion, page 141)
Whenever you cast a summon nature’s ally spell (whether normally or spontaneously), you can treat it as though it were
one level higher than it is. For instance, if you cast summon nature’s all III (or sacrifice a 3rd-level druid spell to spontaneously
cast it), you can treat it as if you had cast summon nature’s ally IV instead. However, you cannot use a ring of the beast to cast a
summon nature’s ally spell of a level higher than you can normally cast (in the class that allows you to cast the summon nature’s
ally spell). This ring continues to function even while you are using wild shape.
The ring of the beast is part of a set collectively known as the trappings of the beast. When you wear it along with armor of the
beast (page 135) and mantle of the beast (see above), you gain additional abilities, as noted in the armor of the beast description.
Moderate conjuration; CL 11th; Forge Ring, Heighten Spell, summon nature’s ally I, wild shape; Price 8,000 gp; Weight
Lieutenant Morghun;
I have reviewed your request to search for the patrol that
went missing last week. Regrettably, I must deny it, in
light of the current schedule.
I certainly understand why you are so intent on finding
the missing soldiers. I can’t say that I’d do any different,
were our roles reversed.
Unfortunately, the March greatly needs your squads
ready to march north, as soon as possible. I can not spare
you the time you need.
Once we have the spare resources to do so, I promise that
I will do everything in my power to locate them.
-Captain Terinal
VISION #1
You are perched on the largest branch of a large oak tree. Below you on the road, a band of figures pause
to talk briefly. Your eyes glance over the bright emblems on their uniforms, and you feel contempt
radiate through you.
Their hushed voices barely carry up to this height. After several minutes of discussion, they
continue on up the road and you watch them until they fade from sight. With a shudder of your body,
your feathered wings extend. Your head protrudes forward and a deep “Ca-caw” emanates from your
beaked mouth. With a powerful push from your taloned claws, you take flight above the tree line,
circling on the updrafts, the hate within you fueling your journey.
A moment later, you find yourself back on the ground. The glass orb clutched tightly in your hand
swirls rapidly with tendrils of red.
VISION #2
A final turn around the tree securely fashions the struggling body to the tree. Sunlight glints off the
blade of the dagger in your hand. Your hands move meticulously, making quick work of the soldier’s
skin. You feel slight annoyance at his incessant screaming, as it is distracting. Before long it lies as a
bloody mess at your feet.
Throwing the dagger at the ground, you plunge your hands into the warm innards of the soldier’s
body. Moving past the still-beating heart, you grab hold of each lung and wrench backwards, freeing
them from their mortal coil, blood running in rivulets down both of your arms.
You turn around, and hold the organs out for your companions to see. However, you find that your
left hand is empty, and your right holds only a small glass orb. Black clouds ripple beneath its surface.
A traveler crossed the river bend Each son was named a noble knight
As he walked the forest run And a squire bore their gear
His wife had borne two daughters Each henchman brought a friendly
Each daughter bore a son lass
When hearth and home weren’t
near
Each woman would never think to All that walked the forest path
travel Two lanterns did they bear
Without her beloved mate Seek ye the count of How many
Not every man would bring a wife lanterns
And tempt the wrath of fate Went to the forest lair
This forest is a great resource of untapped power. Surely, there are those
that believe we must be behind its rapid appearance. As well, they must
believe us to be behind the attacks on their caravans and patrols and
precious Truelight. Nothing could be further from the truth, though I wish
we could claim responsibility.
But this will not stop us from taking control of the opportunity! Such
great beasts and unique flora… under our sway… such a menacing boon!
The ritual during the convergence must succeed.
As best we can tell, radiance coming from the baronial capital is causing
this all to happen – the accelerated growth and evolution of the flora and
fauna. Perhaps it explains the attack on the same. Most curious.
…not completed until the victim is truly dead, and his blood spent entirely
upon the altar. Until then, we must be diligent to keep him still and in
place… once the convergence is completed, and blood spilled, we will have
all…
1. Did the PCs rescue Rastus from the attacking animals? Yes No
Notes: (Add anything that happened that might be considered out of the ordinary – Strange
occurrences, results that may not fit the above, etc):
Bastille
® TM
A One-Round D&D LIVING GREYHAWK
Bissel Regional Adventure
Version 1.0.0
The Knights of the Watch built many towers to aid in the defense of the Sheldomar. Many of them were destroyed and
rebuilt but some were left to be lost. Now old memories from the Greyhawk Wars are being dredged up and some must
be dealt with. A Bissel regional adventure for APLs 2-12
Note: This adventure will be of particular interest to Knights of the Watch/Dispatch and member of the Church of
Heironeous.
Resources: Complete Champion [Ed Stark, Chris Thomasson, Ari Marmell, Rhiannon Louve, Gary Astleford], Magic Item
Compendium [Andy Collins, Eytan Bernstein, Frank Brunner, Owen K.C. Stephens, John Snead]. Complete Divine [David
Noonan] Complete Warrior [Andy Collins, David Noonan, Ed Stark] Complete Arcane [Richard Baker] Player’s Handbook II
[David Noonan]
®
Based on the original DUNGEONS & DRAGONS rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed
by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison.
This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of Wizards of the
Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please visit www.wizards.com/d20.
®
This is an official RPGA play document. To find out more about the RPGA and to learn more on how you can sanction and run DUNGEONS &
DRAGONS game events of all sizes, visit our website at www.rpga.com.
DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, Player’s Handbook, Dungeon Master’s Guide, and
Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other countries. This material is protected under the copyright laws of the
United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written
permission of Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely
coincidental. © 2005 Wizards of the Coast, Inc and the adventure author or authors.
• Strange lights have been reported shining from APL 10 (EL 12)
beneath the surface of Lake Hasra. Cadaver Collector: hp 123; see Appendix 5.
• They just can’t find a worthy competitor to fight APL 12 (EL 13)
against the famed pit fighter, Brar the Crusader. In
order to keep up interest organizers in Sareden have Charnel Hound: hp 220; see Appendix 6.
taken to organizing group fights, where the Tactics: The monsters have orders to kill the courier. If a
acclaimed brawler takes on two or more opponents player attacks a monster, the monster will turn on the
at a time. player.
DC 25 Developments: The courier is knocked unconscious
when he hits the ground, but is otherwise unharmed. He
• Margrave Adeur has fallen ill. It is not the plague
can be awakened by a Heal check (DC 15) or he will wake
that wears on him; nor does it appear to be his age.
on his own after a few minutes.
• It is said the forces of Iuz have begun to stir. His
most powerful minions are searching for something. ENCOUNTER 1: MEETING THE
DC 30 NOBLES
• The war with Ket has stalled along the Irafa Road, Estimated Time: 20 minutes
with the loss of Avernand. However, the Field This encounter occurs after the party has defeated the
Marshall seems oddly confident. undead creature(s) pursing the military courier.
The quiet of the evening is interrupted as you round The courier groans and rises to his feet. He makes
a bend in the road. In the distance, a man on his way to his horse and checks it for any signs of
horseback is traveling towards you. He is wearing a life. When it’s clear that the horse is dead, he sighs
Bissel military uniform and his saddlebags bear and removes the saddlebags. Turning to you, he says:
courier markings. The horse is near collapse; it
stumbles numerous times and froth is clearly [Garic]: “I thought I was a goner, thanks for the
visible coming from its mouth. In close pursuit of help. I’m Garic, I mean Private Garic Maldoran of
the courier are several hideous malformed the Great Army of Bissel. Still getting used to all this
creatures. The courier notices you and calls out: military lingo. Just got done with basic 3 months
ago. Then I got made a courier afterwards, guess
[Courier]: “Help! I don’t know how much that’s ‘cause I’m a pretty good rider.”
longer…”
He looks back at his dead horse
But he is cut off by the horse’s screams as one of
the pursuing creatures sinks a claw into its [Garic]: “Biscuit ol’ buddy, I’m sorry I couldn’t
hindquarters and rips out a chunk of flesh. The save ya.”
horse falls to the ground, throwing the rider several At this point let the players greet Garic and introduce
feet. themselves.
[Garic]: Say, you fellows mind helping me out a bit
more? I got a pretty important message, two in fact,
Conditions: The keep is unlit. As such the only light the APL 10: L: 500 gp, C: 250 gp, M: 467 gp, Helm of
PCs have will be what they have brought with them, Glorious Recovery (467 gp).
sounds echo here creating a sensation of emptiness in a APL 12: L: 600 gp, C: 300 gp, M: 1250 gp, Mantle of
great space. Second Chances (1250 gp).
GUARD STATION 11 Below are sample questions that the lamp can answer.
The spire was once a guard station, but now it seems Who is your master? ”He’s not my master, just ‘the
to serve another purpose. Outside the tower are two master’, but he’s the vilest one of them all, him. He
armored figures. was the one put me up here. He calls himself both a
champion and a devil”
See Encounter 7: The Champion of Hextor.
You talk! ”Of course I talk, I'm not surprised that you
can.”
ENCOUNTER 4: UNDEAD
What are you? ”I’m stuck here, and I’m a lamp. Of
MADE HERE course I’m also so much more or at least I used to
Estimated Time: 20 minutes be.”
This encounter occurs when the PCs enter location The What did you used to be? ”Why, a guiding light of
Laboratory 6. It occurs at Location 6 on DM Aid: Map #1 – course. I served to help the knights and priests
Bastion of Impregnable Might. reflect on things. And of course I worked guard
The absence of the strange sounds that lead you here duties. I’d always be up burning the midnight oil.
only heighten your awareness of the surroundings. Don’t scoff, I like a little LIGHT humor once in a
Several tables are cluttered with glasses, candles, while.”
jars, and beakers. Another table holds a book. What’s going on here? ”Do you mean now or before
Emblazoned upon the cover is a bat clutching these villainous cretins?”
several arrows; the dark ruddy ink inside forms
strange symbols and is unreadable at this time. What’s going on now? Well what I know is these
Around the book are several dried herbs and other cretins have overrun this place. They stuck me to
mundane items. The walls of this room are lined ceiling one day and now I create light while they
with skulls and severed heads. At the back of the perform foul experimentation. The master comes in
room is a large stone table. and does what he can to improve undeath. I tried
explaining that the only way to improve the undead
A PC making a Craft [alchemy], Decipher Script, or was to make them dead. He didn’t like that very
Knowledge [arcana] check (DC 30) can after 5 minutes much. I spent a long time being slowly burned by an
determine that this book is an alchemical and magical acid he made as punishment.”
tome used by the Order of Hate and Discord, in
experimentation to develop new forms of undead. Any What happened in the past? ”In the past this belonged
PCs inspecting the heads can make a Heal check (DC 15) to the Knights of the Watch, and the Clerics of
to tell that the skulls and heads are from a variety of Heironeous. The apothecaries and surgeons used
humanoid species and that the heads have all been this space. I got to be here anytime that happened
embalmed; they can also make a Spot check (DC 5) to since I was the brightest one in the keep. The days
realize that all of the eyes on the severed heads have been were brilliant back then.”
sewn shut.
As indicated by the text of the Champions notes the Treasure: PCs who succeed at this encounter
demon can be called forth if the party can turn 3+APL receive the Droplet of Meersalm AR item.
HD in undead, channeling that energy towards the vial.
Alternatively the party can use cure spells to deal APL x CONCLUSION
10 points of positive energy damage to the flask in a Estimated Time: 15 minutes
single day. Once this has been met read the following.
This is the conclusion of the adventure there are many
Channeling positive energy into the vial you see it paths and additions that can be added on based on player
immediately begin to shimmer a brilliant gold. As actions and performance.
the Meersalm grow brighter a dark miasma forms
above the vial. It swirls about and a crackling sound If the PCs were forced to flee the keep read only the
like that of a burning fire or snow continuously following:
crushed under foot emanates out. Suddenly there is Fleeing the keep you are at least aware of its
a blinding flash and a deafening BOOM. As your location. The harrowing trip to the Ket front is
vision clears you see a fiendish form. The look on its tiring and dangerous. Eventually you reach a camp.
face shows that there can be no peaceful solution The officer who debriefs you asks you to stay with
here, only death. the platoon. You soon learn another force is sent to
APL 2 (EL 4) the keep after you. They return confirming its
location and the state of the keep. Unfortunately
Imp (2): hp 13; see Monster Manual, page 56 there were no living beings found and no sign of
APL 4 (EL 6) where they went.
Chain Devil (1): hp 52; see Monster Manual, page If the PCs successfully defeated the Champion read the
53. following:
Leaving the keep you travel to the Ketitite frontier.
After reaching the largest camp you’ve seen in some
time you check in with the Officer on Duty. He asks
The PCs will only receive this if they helped the Kreln, Encounter 5: An Incautious Approach
ghost of Heironeous. Access the room beyond the trap.
As you rest your head after a long days work on the APL 2: 90 xp.
Ket front you find yourself on a hill in a forest; it
seem very much like the one you left. Behind you, APL 4: 150 xp.
you hear the whiny of a horse. Turning you see a APL 6: 210 xp.
knight astride a massive warhouse. He seems much
like the ghost of Kreln, though the knight here is APL 8: 270 xp.
full of life and vigor rather than the ephemeral APL 10: 330 xp.
shade you encountered on your adventure. He is
resplendent in his armor and robes. He looks APL 12: 390 xp.
around the hill he is on and slowly begins to fade. As
he is little more than distorted colors he moves in a
gesture that could be a salute. There is a peel of Encounter 7: The Champion of Hextor
lighting and the crack of thunder. Looking up you Defeat the Champion.
see a fire in the sky. Something dark and burning is
plummeting to the earth. There is more lightning” APL 2: 150 xp.
APL 2: L: 500 gp, C: 225 gp, M: 75 gp – Total: 800 gp APL 6 (all of APLs 2, 4 plus the following):
(450 gp). Sovereign Glue (Adventure; Dungeon Master’s Guide)
INTRODUCTION ENCOUNTER 7
BLOODHULK GIANT CR 6 MERCILESS CORNUGON, CHAMPION OF HEXTOR
NE Large undead CR 5
Init -2; Senses Darkvision 60’, Low-Light Vision, Listen +0, Male human Cleric 4/Ordained Champion 1
Spot +0 LE Medium human
Languages understands creator’s orders Init +5; Senses Listen +2, Spot +6
AC 13, touch 7, flat-footed 13 Aura Aura of Law, Aura of Evil
(-1 Size , -2 Dex, +6 natural) Languages Common
hp 196 (14 HD) AC 23, touch 15, flat-footed 22, (+1 Dex, +8 armor, +3 shield, +1
Immune undead immunities deflection, +1 natural)
Fort +4, Ref +2 Will +9 hp 37 (5 HD)
Weakness fragile Fort +8 , Ref +2 , Will +5
Speed 20 ft. (4 squares) Speed 20 ft. in full plate (4 squares), base movement 30 ft.
Melee slam +17 (2d6+16) Melee masterwork flail +8 (1d8+2 B 20/x2)
Space 10 ft.; Reach 10 ft. Space 5 ft.; Reach 5 ft.
Base Atk +7; Grp +22Abilities Str 33, Dex 6, Con -, Int -, Wis Base Atk +4; Grp +6
10, Cha 1 Atk Options Smite (Destruction domain) (+4 atk, +4 dmg)
SQ bload bloated, undead traits Special Actions Rebuke Undead 4/day
Feats - Combat Gear +1 ring of protection, masterwork flail, masterwork
Skills Listen +0, Spot +0 full plate
Possessions none Cleric Spells Prepared (CL 4th):
Fragile (Ex) A bloodhulk giant takes an extra 1d6 points of 2nd— Close Wounds (1), Bear’s Endurance (1) Cure Moderate
damage whenever it takes at least 1 point of damage from a Wounds (1), Spiritual Weapon , D
piercing or slashing weapon. 1st—Cause Fear (2), Cure Light Wounds (1), Protection From
Blood Bloated (Ex) A bloodhulk giant always gains the Good (1), Magic Weapon D
maximum hit points possible per Hit Die. In addition, it 0—Cure Minor Wounds (2), Guidance (1), Read Magic (1),
gains 2 bonus hit points per Hit Die. Resistance (1)
Description This towering, swollen giant looks as if its skin is D: Domain spell. Deity: Hextor. Domains: War, Destruction
about to burst and rip away. Thick veins run across its body, and Abilities Str 14, Dex 12, Con 14, Int 10, Wis 14, Cha 12
here and there it pulses and shifts with a great quantity of fluid. SQ Bonus domain, combat feats, continued advancement,
Sources Monster Manual IV (Page 20) modified spontaneous casting
Feats Improved Initiative, Martial Weapon Proficiency (flail),
ENCOUNTER 5 Weapon Focus (flail), Shield Specialization Shield Ward
INFLICT MODERATE WOUNDS TRAP CR 4 Skills Concentration +10, Knowledge (religion) +8, Spot +6
Description A 25-foot-by-25-foot room with two entrances. The Possessions combat gear plus -
center square is occupied by a 5-foot high block of stone. Bonus Domain: If you are a cleric, you gain the War domain as
Carved on top of the stone are two images, a mailed hand a third domain. If you already have the War domain, you can
grasping 6 arrows and a flail. Once the flail is grasped and the instead choose any other domain granted by your deity as
word “Hextor” is spoken, the doors of the room slam shut. your third domain. If you have no cleric levels, you can add
Each 5-foot square of the floor attacks the person occupying the War domain spells to your class spell list, but you do not
it each round. gain its domain ability or any extra spell slots for domain
Search DC 24; Type magic spells.
Combat Feats: You can permanently sacrifice one or two of
Trigger touch and command word, Init +2
your domain granted powers to acquire an equal number of
Effect Inflict Moderate Wounds (Atk +4 touch, 2D8+3 points of
feats from the list of fighter bonus feats, as long as you meet
damage, DC 13 Will halves, CL 3)
the prerequisites for them. You not sacrifice your War
Duration 7 rounds
domain ability for this purpose. You must choose whether or
Destruction AC 14, 10 hp (each floor square) not to make this exchange when you first become an
Disarm Disable Device DC 27 (each floor square) ordained champion, and you cannot later change your mind.
Dispel DC 14 (each floor square Continued Advancement: Levels in ordained champion stack
with levels of other appropriate classes for the purpose of
AC 28, touch 17, flat-footed 27, (+1 Dex, +10 armor, +5 shield, +1
INTRODUCTION deflection, +1 natural)
REVIVED FOSSIL MEGARAPTOR CR 10 hp 67 (9 HD)
NE Huge Undead (Augmented Animal) Fort +12 , Ref +5 , Will +13
Init +1; Senses Darkvision 60’, Listen +0, Spot +0 Speed 20 ft. in full plate (4 squares), base movement 30 ft.
Languages understands creator’s orders Melee +1 flail +12/+7 (1d8+3 B 20/x2)
AC 27, touch 9 flat-footed 26 (-2 size, +1 Dex, +18 natural) Space 5 ft.; Reach 5 ft.
hp 118 (8 HD) Base Atk +8/+3; Grp +10
Immune immunity to cold, undead immunities Atk Options Smite (Destruction domain) (+4 atk, +4 dmg)
Fort +2, Ref +3Will +4 Special Actions Rebuke Undead 4/day
Speed 60 ft.(12 squares) Combat Gear +1 ring of protection, +1 flail, +2 full plate
Melee Talons +7(2d10+5) and 2 foreclaws +2(1d4+2) and bite +2 Cleric Spells Prepared (CL 7th): 4th— Delay Death (1), Inflict
(2d6+2) Critical Wounds D
Space 15 ft.; Reach 10 ft. 3rd— Bestow Curse (1), Blindness/Deafness (1), Cure Serious
Base Atk +4; Grp +17 Wounds (1), Magic Vestment D
Atk Options Combat Reflexes 2nd— Close Wounds (1), Bear’s Endurance (1), Cure Moderate
Special Actions - Wounds (1), Inflict Moderate Wounds (1), Spiritual Weapon , D
1st—Cause Fear (2), Cure Light Wounds (1), Inflict Light
Abilities Str 21, Dex 13Con -, Int -, Wis 10, Cha 1
Wounds (1), Protection From Good (1), Magic Weapon D
SQ Damage Reduction 10/adamantine, undead traits, bonus hit
0—Cure Minor Wounds (2), Detect Magic (1), Guidance (1),
points
Read Magic (1), Resistance (1)
Feats Combat Reflexes
D: Domain spell. Deity: Hextor. Domains: War, Destruction
Skills
Possessions - Abilities Str 14, Dex 12, Con 14, Int 10, Wis 16, Cha 14
SQ Bonus domain, combat feats, continued advancement,
Sources Libris Mortis (Page 118)
modified spontaneous casting, Diehard, smite, Channel
ENCOUNTER 5 spell, divine bulwark, Fist of the gods, rapid spontaneous
casting, Holy warrior, war caster
INFLICT CRITICAL WOUNDS TRAP CR 8 Feats Martial Weapon Proficiency (flail), Weapon Focus (flail),
Description A 25-foot-by-25-foot room with two entrances. The Shield Specialization, Shield Ward Divine Vigor , Improved
center square is occupied by a 5-foot high block of stone. Initiative , Improved Smiting , Diehard Power Attack
Carved on top of the stone are two images, a mailed hand Skills Concentration +14, Knowledge (religion) +12, Spot +9
grasping 6 arrows and a flail. Once the flail is grasped and the Possessions combat gear plus anklet of translocation
word “Hextor” is spoken, the doors of the room slam shut. Bonus Domain: If you are a cleric, you gain the War domain as
Each 5-foot square of the floor attacks the person occupying a third domain. If you already have the War domain, you can
it each round. instead choose any other domain granted by your deity as
Search DC 28; Type magic your third domain. If you have no cleric levels, you can add
Trigger touch and command word, Init +4 the War domain spells to your class spell list, but you do not
Effect Inflict Serious Wounds (Atk +8 touch, 4D8+7 points of gain its domain ability or any extra spell slots for domain
damage, DC 16 Will halves, CL 7) spells.
Duration 11 rounds Combat Feats: You can permanently sacrifice one or two of
Destruction AC 18, 20 hp (each floor square) your domain granted powers to acquire an equal number of
Disarm Disable Device DC 29 (each floor square) feats from the list of fighter bonus feats, as long as you meet
Dispel DC 18 (each floor square the prerequisites for them. You not sacrifice your War
domain ability for this purpose. You must choose whether or
ENCOUNTER 7 not to make this exchange when you first become an
ordained champion, and you cannot later change your mind.
MERCILESS CORNUGON, CHAMPION OF HEXTOR
Continued Advancement: Levels in ordained champion stack
CR 9
with levels of other appropriate classes for the purpose of
Male human Cleric 4/Ordained Champion 5
turning or rebuking undead, and for all level-dependent
LE Medium human
domain granted powers.
Init +5; Senses Listen +3, Spot +9
Modified Spontaneous Casting (Ex): If you have cleric levels,
Aura Aura of Law, Aura of Evil
you lose the ability to spontaneously cast cure or inflict spells.
Languages Common
Instead, you can swap out previously prepared cleric spells
for any spells of equal or lower level from the War domain.
INTRODUCTION
ENCOUNTER 5
CHARNEL HOUND CR 13
CE Huge Undead MAXIMIZED INFLICT SERIOUS WOUNDS TRAP CR
Init +2; Senses Darkvision 60’, Listen +0, Spot +0 12
Languages understands creator’s orders Description A 25-foot-by-25-foot room with two entrances. The
AC 26 (-2 size, +2 Dex, +16 natural) center square is occupied by a 5-foot high block of stone.
hp 220 (21 HD); DR 10/silver and magic Carved on top of the stone are two images, a mailed hand
Immune undead immunities grasping 6 arrows and a flail. Once the flail is grasped and the
SR 23 word “Hextor” is spoken, the doors of the room slam shut.
Fort +7, Ref +9, Will +12 Each 5-foot square of the floor attacks the person occupying
Weakness Aversion to daylight it each round.
Speed 40 ft. in (8 squares) Search DC 32; Type magic
Melee Bite +17 (2d8+19)* and 2 claws +12 (2d6+12)* Trigger touch and command word, Init +6
Space 15 ft.; Reach 10 ft. Effect Maximized Inflict Serious Wounds (Atk +12 touch, 29
Base Atk +10; Grp +32 points of damage, DC 19 Will halves, CL 11)
Atk Options Power Attack Duration 15 rounds
Special Actions Rend, Body Integration Destruction AC 22, 30 hp (each floor square)
Abilities Str 38, Dex 14, Con -, Int -, Wis 11, Cha 18 Disarm Disable Device DC 31 (each floor square)
SQ Frightful presence, undead traits, unholy toughness Dispel DC 22 (each floor square)
Feats Power Attack*
Skills -
Possessions none
ENCOUNTER 7
Description The hound-shaped creature stands at least 20 feet MERCILESS CORNUGON, CHAMPION OF HEXTOR
at the shoulder. Closer scrutiny reveals that while the creature CR 13
has the outward shape of a hound, its form is composed of the Male human Cleric 8/Ordained Champion 5
bodies of hundreds of rotting humanoid corpses. LE Medium human
Sources Monster Manual III (Page 26) Init +5; Senses Listen +3, Spot +11
Body Integration (Su): Whenever a charnel hound reduces a Aura Aura of Law, Aura of Evil
living humanoid for of Large size or smaller to negative hit Languages Common
points, the foe must immediately make a DC 24 Fortitude AC 30, touch 19, flat-footed 29, (+1 Dex, +10 armor, +6 shield, +2
saving throw. On a failed save, the victim’s body is instantly deflection, +1 natural)
absorbed into the form of the charnel hound, healing the hp 97.5 (13 HD)
charnel hound of points of damage equal to 3X Hit Dice of the Fort +15 , Ref +7 , Will +16
victim. This effect kills the victim, and makes it difficult for his Speed 20 ft. in full plate (4 squares), base movement 30 ft.
companions to recover his body or equipment unless the Melee +3 flail +17/+12/+7 (1d8+5 B 20/x2)
charnel hound is defeated and the proper body pulled from the Space 5 ft.; Reach 5 ft.
pile of resultant corpses. The save DC is Charisma-based. Base Atk +11/+6/+1; Grp +13
Rend (Ex): A charnel hound that hits with both claw attacks Atk Options Smite (Destruction domain) (+4 atk, +8 dmg)
latches onto the opponent’s body and tears its flesh. This Special Actions Rebuke Undead 5/day
automatically deals an extra 4d6 + 21 points of damage. Combat Gear +1 ring of protection, +2 flail, +2 full plate
Aversion to Daylight (Ex): Charnel hounds loathe daylight. If Cleric Spells Prepared (CL 11th):
exposed to natural daylight (not merely a daylight spell), a th
6 - Heal (1), Harm D
charnel hound takes a -4 penalty on all attack rolls, saving th
5 - Righteous Might (1), Slay Living (1), Flame Strike D,
throws, and skill checks. 4th— Divine Power (1), Freedom of Movement (1), Delay Death
Frightful Presence (Su): A charnel hound can inspire terror by (1), Inflict Critical Wounds D
charging or attacking. Affected creatures must succeed on a DC 3rd— Bestow Curse (1), Blindness/Deafness (1), Cure Serious
24 Will save or become shaken, remaining in that condition as Wounds (1), Inflict Serious Wounds (1), Invisibility Purge (1),
long as they remain within 60 feet of the charnel hound. The Magic Vestment D
save DC is Charisma-based. 2nd— Close Wounds (1), Bear’s Endurance (1), Cure Moderate
Unholy Toughness (Ex): A charnel hound gains a bonus to its Wounds (1), Inflict Moderate Wounds (1). Silence (1) Spiritual
hit points equal to its Charisma modifier X its Hit Dice.
Weapon , D
*Includes adjustments for Power Attack feat.
NEW ITEMS
Anklet of Translocation (Magic Item Compendium, page 71)
An anklet of translocation allows you to make short dimensional hops. When it is activated, you can instantly
teleport (with no chance of error) up to 10 feet. The new space must be within line of sight and line of effect. You can’t
use the anklet to move into a space occupied by another creature, nor can you teleport into a solid object - if you attempt
to do so, the anklet’s activation is wasted. You can bring along objects weighing up to your maximum load, but you can’t
bring another creature with you. An anklet of translocation functions two times per day.
Moderate conjuration; CL 7th; Craft Wondrous Item, dimension door; Price 1,400 gp; Weight -
NEW SPELLS
NEW CLASSES
ORDAINED CHAMPION
Steeped in a tradition older than most religions, the ordained champions stride through the chaotic fog of violence and
bloodshed. Driven by a zealous devotion to Herald of Hell, and to war itself—these harbingers of death and destruction
are schooled in techniques of divine magic that enhance their combat capabilities far beyond those of mere soldiers.
The ordained champion is an ancient creation of Hextor, so old that it predates the final schism between the
Herald of Hell and his half-brother, Heironeous the Invincible. Although ordained champions are known primarily as
servants of Hextor, some tiny fraction do indeed serve the Invincible One instead. Heironeous's ordained champions
are treated and act much like his paladins; thus, the details presented here for organization and attitude apply primarily
to Hextor's champions.
BECOMING AN ORDAINED CHAMPION
Clerics make the best and most effective ordained champions. Paladins and paladins of tyrannyUA, as well as favored
souls™ and shugenjasCD, occasionally follow this path as well. None but the cleric can receive the full benefit of the
prestige class, however.
ENTRY REQUIREMENTS
Alignment: Any lawful, neutral good, or neutral evil. Skill: Knowledge (religion) 7 ranks. Feat: Weapon Focus with
deity's favored weapon. Spellcasting: Able to cast magic weapon as a divine spell. Special: Must worship Hextor or
Heironeous.
CLASS FEATURES
Your entire being is devoted to war—war in the name of your deity, war in the name of your favored cause, even war in
the name of war itself. Your focus on warfare has slowed your spellcasting advancement, but the wide variety of martial
powers you have gained has more than made up for that lack.
Spellcasting: At 2nd, 3rd, and 5th level, you gain new spells per day and an increase in caster level (and spells known, if
applicable) as if you had also gained a level in a divine spellcasting class to which you belonged before adding the
prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had
more than one divine spellcasting class before becoming an ordained champion, you must decide to which class to add
each level for the purpose of determining spells per day, caster level, and spells known.
Bonus Domain: If you are a cleric, you gain the War domain as a third domain. If you already have the War domain,
you can instead choose any other domain granted by your deity as your third domain. If you have no cleric levels, you
can add the War domain spells to your class spell list, but I you do not gain its domain ability or any extra spell slots for
domain spells.
Combat Feats: You can permanently sacrifice one or two] of your domain granted powers to acquire an equal number
of feats from the list of fighter bonus feats, as long as you meet I the prerequisites' for them. You may not sacrifice your War
domain ability for this purpose. You must choose whether or not to make this exchange when you first become an
ordained champion, and you cannot later change your mind.
Continued Advancement: levels in ordained champion stack with levels of other appropriate classes for the purpose
of turning or rebuking undead, and for all level-dependent domain granted powers.
Modified Spontaneous Casting (Ex): If you have cleric levels, you lose the ability to spontaneously cast cure or inflict
spells. Instead, you can swap out previously prepared cleric spells for any spells of equal or lower level from the War
domain. This alteration applies even to levels you gain as a cleric after becoming an ordained champion.
If you are not a cleric, modified spontaneous casting does not apply to you, even if you can spontaneously cast some
other kind of spell, such as summon nature's ally.
Diehard: At 2nd level, you gain Diehard as a bonus feat, even if you lack the prerequisites. If you already have Diehard,
you can select any other feat for which you meet the prerequisites as your bonus feat.
Smite (Su): At 2nd level, you can spend one daily use of your turn/rebuke undead ability as a swift action to turn your
next melee attack into a smite. You gain a bonus equal to your Charisma modifier on attack rolls, and you deal extra
damage equal to your total effective turning or rebuking level. Your smite attack is not limited by alignment or race; you
can attempt to smite any foe. Except as noted here, this ability functions like the paladin's smite evil ability (PH 44).
Channel Spell (Sp): At 3rd level, you can channel any spell you have available to cast into your melee weapon. Doing
so requires a move action and uses up a prepared spell or spell slot just as if you had cast the spell. The channeled spell
affects the next target you successfully attack with that weapon, though saving throws and spell resistance still apply
normally. Even if the spell normally affects an area or is a ray, it still affects only the target in this case. On a successful
hit, the spell is discharged from the weapon, which can then hold another spell. You can channel your spells into only
one weapon at a time. A spell channeled into a weapon is lost if not used within 8 hours.
Sir,
My lord,
By my hand,
Notes: (Add anything that happened that might be considered out of the ordinary – Strange
occurrences, results that may not fit the above, etc):
by Cameron Logan
Reviewers: Bissel Triad Circle Reviewer: Steven Conforti
The dark revelers gathered amidst the screams and howls: they plead for death. Two captives are held. Release for them
spins out the rescue of the rook. One is the younger of two cruel brothers, a mask of jealousy worn. Darker than that is
the other, her secrets are wicked and true things. A Bissel regional adventure for APLs 2-12, and Part 3 of the Shadows
and Sigils series.
Note: This adventure will be of particular interest to members of the Thieves Guild of Dountham.
Resources: Complete Adventurer [Jesse Decker], Complete Arcane [Richard Baker], Complete Champion [Ed Stark, Chris
Thomasson, Rhiannon Louve, Ari Marmell, Gary Astleford], Complete Divine [David Noonan], Complete Scoundrel [Mike
McArtor, F. Wesley Schneider], Complete Warrior [Andy Collins, David Noonan, Ed Stark], Dungeonscape [Jason
Bulmahm, Rich Burlew], Heroes of Battle [David Noonan, Will McDermott, Stephen Schubert], Libris Mortis [Andy
Collins, Bruce R. Cordell], Races of Destiny [David Noonan, Eric Cagle, Aaron Rosenberg], Spell Compendium [Matthew
Sernett, Jeff Grubb, Mike McArtor].
®
Based on the original DUNGEONS & DRAGONS rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed
by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison.
This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of Wizards of the
Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please visit www.wizards.com/d20.
®
This is an official RPGA play document. To find out more about the RPGA and to learn more on how you can sanction and run DUNGEONS &
DRAGONS game events of all sizes, visit our website at www.rpga.com.
DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, Player’s Handbook, Dungeon Master’s Guide, and
Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other countries. This material is protected under the copyright laws of the
United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written
permission of Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely
coincidental. © 2005 Wizards of the Coast, Inc and the adventure author or authors.
• They just can’t find a worthy competitor to fight Once you are ready to continue, proceed to Encounter 1.
against the famed pit fighter, Brar the Crusader. In
order to keep up interest organizers in Sareden have ENCOUNTER 1: DOMESTIC
taken to organizing group fights, where the
acclaimed brawler takes on two or more opponents SYMPHONY
at a time. Estimated Time: 10 minutes
You follow the cries you’ve heard to a dark APL 10 (EL 13)
warehouse in the deserted town of Rabechel. Devil Crawler (4): hp 72; see Appendix 5.
Searching for an entrance you find a ruined section
of wall that seems to have been torn down by some Echlora, Necropolitan Female Human
immense creatures. Through the hole you see Drd10: hp 98; see Appendix 5.
humanoid figure in leathers writhing on the ground Tozar, Dire Rat Companion: hp 53; see
in pain. (A) Multilegged creature(s) with a long, Appendix 5.
insect-like body clacks at you through its tooth-
filled maw. To the side is a horrific pile of stacked APL 12 (EL 15)
bodies. Devil Crawler (5): hp 99; see Appendix 6.
Observing all this with obvious glee is a Echlora, Necropolitan Female Human
withered human woman with sunken eye sockets. Drd13: hp 127; see Appendix 6.
She wears tattered black clothing and a bizarre,
gnarled amulet. Pointing at you and your Tozar, Dire Rat Companion: hp 68; see
companions she exclaims, “Feast my pets, but leave Appendix 6.
their innards for me to sup on!” Preparation: Echlora and her “pets” have been out
APL 2 (EL 5) collecting bodies for the purposes of her own dark
interests and those of her masters. While they have been
Carrion Crawler: hp 23; see Monster Manual, moving around Rabechel she has cast a number of buff
page 30. spells, depending on the APL.
Echlora, Necropolitan Female Human Drd1: Tactics: Thanks to her Amulet of Aberrant Empathy,
hp 15; see Appendix 1. Echlora can direct the carrion crawlers with her Handle
Tozar, Dire Rat Companion: hp 7; see Appendix Animal skill. The Carrion Crawlers have been well
1. trained. Echlora supports the attacking Carrion Crawlers
with spells, only wild shaping if there is no other
APL 4 (EL 7) alternative (excepting at APL 12 when she can wild shape
Carrion Crawler (2): hp 23; see Monster Manual, as a swift action due to the mantle of the beast). The cure
page 30. spells she has prepared are for her pets, not for her. Tozar,
her dire rat animal companion, stays by her side to
protect her.
As the last of the enemies are destroyed, the • “What was your purpose staying behind while
humanoid figure they were tormenting stands. She Knowel traveled to the manor?”
is a human woman with dark hair dressed in well-
Treasure: The following describes equipment that can be This long room sports a number of tables and
found on the destroyed forms of Kora and any allies if cabinets. A large brick oven stands at one side of the
present. Eliminate any potions consumed from this list. room with large stacks of cut logs piled nearby.
APL 2: L: 28 gp, C: 33 gp, M: 0 gp. The kitchen is always a hub of constant work and activity
for the Fertuine servants – the Baron’s massive appetite
APL 4: L: 102 gp, C: 66 gp, M: 0 gp. keeps the cooks very busy. The PCs can find mundane
Once the PCs have established a way to communicate, Abgriel doesn’t actually mind the prospect of dying.
they can ask Abgriel some questions. Remember that she If the PCs even attempt a small amount of persuasion of
is not afraid of death and cannot be intimidating or coercion, she will begin to explain what it is the
compelled to be more specific with her answers here. Duskwatchers are doing. This will result in her death, but
she’s okay with that.
• “Who are you?”
• “I don’t accept what you are saying. Tell us your
“I am called Abgriel” secrets.”
• “Whom are you affiliated with?” “Very well, you are obviously too clever. We
“I serve the Duskwatchers.” Duskwatchers observe the decline of civilizations,
mass destruction, war, famine…our augors told us
• “What are the Duskwatchers?” of the impending…”
“We observe.” The woman coughs violently and you begin to
smell the faint scent of ozone. Finally the woman
[Abgriel will not be more specific about the purpose of
stops coughing and continues her story.
the Duskwatchers for now. If she details too much on the
purpose of the Duskwatchers then a gaes will kick in and “They told us of the impending extinction of
she will die (see below). The gaes cannot be removed and your species. We wish very much to bear witness to
she will not disclose its hold or even mention that she is this.”
under a geas.]
The woman begins to laugh fitfully and you
• “What are you doing here?” know that the visible tightening of her skin around
her bones is not your imagination. The smell of
“I sought to learn of the alliance between the
magic becomes stronger as her laughter becomes
Fertuine and those who follow the sign of the Black
violent coughing. She tries to gain her composure
Skull.”
and speaks again.
• “So I guess you aren’t with the undead creatures
“Many journeyings ago, we observed a planar
allied with Lord Fertuine?”
conjunction…” by now the woman’s face has
“No. The undead are the partisans of the destroyed shrunken around her skull. It is clear she is in great
megalomaniac Evard – and the Duskwatchers pain as she cries out.
oppose those loyal to Evard.”
“By the Maimed Lord!” she exclaims, “Welcome
• “We saw some illumians attacking a priestess of me into dark…” In an instant her flesh decays as if
Geshtai named Mehri la’Feyvim a while back. Why you are watching the span of eons in but a few short
would they do this?” moments. When the process is complete, all that is
“My name is Barik al’Faruk and I am an Official “I can’t disclose everything in my mission brief, but
Cover Agent of the Mist Chameleons. I need a these Illumians seem to pose a threat to Bissel. Have
situation report – which of you is in charge?” you had dealings prior to this one with these
beings?”
Allfauruk is clever in his questioning and will try to get
the most information from the PCs. The questions with Once Allfauruk has gotten the information he needs, he
an * next to them are the ones that he must ask and have will take his leave – riding south toward Rabechel. This is
answered in order to “win” this encounter. Note that PCs for the purpose, he claims, to investigate further –
may simply volunteer all this information – so literally though once he is outside the eyes of the PCs he will
asking the questions may not be necessary. Play the abandon this area – mission accomplished.
situation as organically as possible. One thing will cause Allfauruk to linger, and that
would be if the PCs have taken Abgriel as a live captive.
• What is the status of Rabechel?
He will attempt to assert authority over the captive if the
• Are there any survivors in Rabechel? PCs tell him of her nature.
• What is the nature of your mission? “You’ve captured one then – excellent work! I will
need to take custody of the prisoner as per my
• What is the Baron’s status? mandate, but I will see that you receive
• How many undead are there?/How many undead commendations for this.”
did you encounter? If the PCs agree to turn over Abgriel, the Allfauruk
• Did you encounter any strange beings (meaning secures her to his mount and rides off, much in the same
illumian)?* manner listed above.
• Did you communicate with the illumian?* If Allfauruk gets away without the PCs having
discovered his nature, then he “wins” the encounter if he
• What did the illumian tell you?* leaves with the information he wants. The PCs do not
• What was the illumian’s fate?* receive experience for this encounter.
• (If Abgriel died) Did the illumian “say” anything If the PCs guess that Allfauruk is an imposter and
important after perishing?* confront him, either verbally or by initiating combat,
then read or paraphrase the following:
For their part, the PCs may have questions for Barik
al’Faruk. Some likely questions and their answers are This Mist Chameleon turns his head away in
given below. Note that Allfauruk tries to answer thought, though you know that you have his full
questions with questions of his own in order to further attention. When he turns back his eyes are wide and
his purposes. a set of odd, translucent sigils begin to rotate around
his head
• “Who are you?”
APL 2 (EL 1)
“My name is Barik al’Faruk. I am a native Bisselite
and have been with the Mist Chameleons for as long Duskwatcher Allfauruk, Male Illumian
as I could swing a sword.” Rog1: hp 7; see Appendix 1.
APL 4 (EL 3)
• “What is your mission?”
Duskwatcher Allfauruk, Male Illumian
“I have an open mandate to investigate strange
Rog2/Wiz (Illusionist) 1: hp 15; see Appendix 2.
beings known as Illumians. They would have odd
sigils floating around their heads – have you had
dealings with any such beings?”
1 square = 5 feet
PCs begin just outside the break in the warehouse wall.
1 square = 5 feet
NEW ITEMS
Amulet of Aberrant Empathy (Complete Adventurer, page 132)
This strange, twisted amulet allows the wearer to use the Handle Animal skill instead of the Diplomacy skill when
dealing with some aberrations.
While wearing an amulet of aberrant empathy, a character can make Handle Animal checks instead of Diplomacy
checks to influence the attitude of aberrations with an intelligence of 9 or lower.
Moderate enchantment; CL 11th; Craft Wondrous Item, charm monster, Price 1400gp.
NEW SPELLS
Arc of Lightning (Spell Compendium, page 15)
Conjuration (Creation) [Electricity]
Level: Druid 4, sorcerer/wizard 5, Windstorm 5
Static fills the air as you complete the spell. With a gesture you create magical conductivity between two creatures, and a bolt of
electricity arcs between them with a shockingly loud crackle.
This bolt deals 1d6 points of electricity damage per caster level (maximum 15d6) to both creatures and to anything
in the line between them.
Both creatures must be in range, and you must be able to target them both (as if this spell had them as its targets).
Draw a line from any corner in one creature’s space to any corner in the other’s space. The bolt affects all squares in this
line.
Arcane material component: Two small iron rods.
Your hand takes on a blue tint and your fingers turn numb and unresponsive as you complete the spell. From your chilled palm
flies an orb composed of blue ice.
An orb of cold about 2 inches across shoots from your palm at its target, dealing 1d8 points of cold damage. You
must succeed on a ranged touch attack to hit your target.
For every two caster levels beyond 1st, your orb deals an additional 1d8 points of damage: 2d8 at 3rd level, 3d8 at
5th level, 4d8 at 7th level, and the maximum of 5d8 at 9th level or higher.
An orb of cold about 3 inches across shoots from your palm at its target dealing 1d6 points of cold damage per
caster level (maximum 15d6). You must succeed on a ranged touch attack to hit your target.
With this spell you can touch a book or scroll and absorb the knowledge contained within as if you had just read it.
This is equivalent to a solid reading but not deep study – the character does not gain perfect recall of the information,
just whatever he would have gotten from reading it completely once. If you can’t read the language of the source, the
spell has no effect. This spell cannot be used to prepare spells or to cast magical scrolls, not does it have any effect when
reading a magical book (such as a tome of understanding).
Material Component: A scrap of parchment and a pinch of tinder.
Focus: A thin crystal disc.
By casting this spell, you imbue yourself with an ephemeral quality that induces others to trust what you say.
Simple illusions aid your attempts to be persuasive. You gain an insight bonus equal to one-half your caster level
(maximum +10) on Bluff checks.
As the links of chain in your hand dissipate to feed the arcane energies of your spell, a multitude of ribbonlike shadows
instantaneously explodes outward from an indicated point nearby.
Creatures in the area that fail a Will save are entangled and unable to move. Breaking free of a shadow binding
requires a DC 20 Strength check or a DC 20 Escape Artist check, taken as a full-round action.
As you finish casting the spell, ribbonlike shadows burst outward from the midst of your foes.
You cause a multitude of ribbonlike shadows to instantaneously explode outward from the point of origin.
Creatures in the area take 4 points of Strength damage and are dazed for 1 round.
Material Component: A handful of black ribbons.
The door squeaks slightly as you force it. You pause and wave your finger in a pattern along the opening and it silences.
This simple cantrip negates the sound of the opening and closing a single portal (door, window, gate, drawer, chest,
lid, or the like). Even the squeakiest door opens without a sound when under the effect of this spell. Silent portal covers
only the normal means of opening and closing the targeted portal. Breaking a window or kicking in a door still makes
noise, but opening a door that is loosely hanging by its hinges does not (since this is the normal way a door would be
opened). Portals composed of magical energy are not affected by this spell.
In the case of magic or even intelligent portals, spell resistance and a Will save (DC 10 + caster’s ability modifier +
other modifiers as appropriate) apply.
Echlora:
With regret I must inform you that your presence is not needed at the manor.
Our alliance with our host is tenuous at best. Some of the mortals find you
demeanor to be disconcerting. Your skills and knowledge are, of course, a great
asset. We are extremely pleased that are a part of our organization.
The truth is this: some of us are skilled at dealing with the mortals. We put
them at ease or else cloud their highly suggestible minds with the lordly abilities
given to us in undeath. Likewise your knowledge and skills are of great use in the
field, combating intruders and gathering specimen for data. I would not presume to
associate with your pets, and I would expect you to not impose unduly upon the
hospitality of our host.
They all find you a bit repugnant, I’m afraid. It’s nothing personal; the
mortals have only a small threshold for creatures such as us. Their squeamishness
can cause problems, so please do not return to the manor until called from.
All of us
You begin to spin about. Peering through the orb you see not only the appearance of your location
but the truth it hides.
About a hundred revelers dressed in the finest clothing you’ve ever seen fill the room, surrounding
you on all sides. Each reveler wears an ornate golden mask. Some sit in lavish furniture while others
dance about. Servants attend to the revelers carrying trays of what appear to be hunks of bloody
flesh. You don’t know how, but you know the meat to have once been human. The revelers tear at
the flesh with gnarled claws and feral teeth, hissing and howling all the while. A few desolate and
emaciated figures are led into the room, bound in chains and wearing nothing but rags. The revelers
leap upon the captives with hunger, and the victims scream as they are eaten alive. In the corner a
quartet of performers provide background music.
At the center of it all is a rotund man. His golden mask is the largest and most ornate of all the
revelers and his matching golden robes are open at the top to expose his fat belly. He drains a
golden cup and then applauds as his guests tear another victim apart.
A moment later, you find yourself back in the empty room with only your companions around you.
The glass orb clutched tightly in your hand is jet black with clouds of white swirling upon the
surface.
Did the PCs make an effort to get Knowel’s stolen serum to the proper
3. Yes No
authorities?
4. Did the PCs seem to care that Jasmine Besselar was sick with the Black Hand? Yes No
Notes: (Add anything that happened that might be considered out of the ordinary – Strange
occurrences, results that may not fit the above, etc):
Two years ago, Bissel unleashed a weapon of great power upon the Necromancer’s armies. The forces of darkness were
decimated and the tide of the war turned, but in the process the boundaries between planes was torn asunder. Truelight
was lost, and the land itself became inhospitable. But you now stand before the breech, and have the chance to change
Bissel forever. A two-round Bissel regional adventure for APLs 2-12 and finale of the Sun after the Storm series.
Resources: Manual of the Planes [Jeff Grubb, Bruce R. Cordell, and David Noonan], Planar Handbook [Bruce R. Cordell
and Gwendolyn F.M. Kestrel], Planescape [David "Zeb" Cook].
®
Based on the original DUNGEONS & DRAGONS rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed
by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison.
This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of Wizards of the
Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please visit www.wizards.com/d20.
®
This is an official RPGA play document. To find out more about the RPGA and to learn more on how you can sanction and run DUNGEONS &
DRAGONS game events of all sizes, visit our website at www.rpga.com.
DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, Player’s Handbook, Dungeon Master’s Guide, and
Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other countries. This material is protected under the copyright laws of the
United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written
permission of Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely
coincidental. © 2005 Wizards of the Coast, Inc and the adventure author or authors.
Encounter 8: Oh, Crap The PCs wake back on the Positive Energy plane. A
Estimated Time: 45 minutes fiend army is massing around the rift, waiting to move
through into the Prime Material. The PCs have to dodge
The PCs are attacked by an insurmountable group of
by the army, to set up the last anchor point.
enemies - the ones they were warned about. They are
slain. Encounter 16: Grudge Match
Estimated Time: 45 minutes
Encounter 9: Total Party Kill
Estimated Time: 35 minutes The PCs fight the fiend leader and other minions of
Nerull.
The PCs find themselves lost in a floating sensation
that fades into rocking. They wake up on a ship sailing an Conclusion: Closure
endless ocean. They puzzle out where they are. They have Estimated Time: 5 minutes
none of their belongings.
The PCs manage to set up the device, and resign
Encounter 10: Seasick themselves to death in this place. But then, they see two
Estimated Time: 20 minutes things: one, an army of angels, arriving to fight the
fiends... and a glimmer of sunlight in the distance, amid
The PCs travel on this endless ocean for a year.
the army of fiends and sea of radiance... they spot the rift!
Finally, they see an island in the distance. Paddling to it,
They hurry to it, and leap through before it completely
they manage to beach the boat.
closes. They get home safe. Medals all around!
They find a man, trying to overcome peril. Once
they help him achieve his goal, he gives them some idea PREPARATION FOR PLAY
of where they might be. They learn that they are dead,
and in the final rest, a place for heroes past. This adventure encompasses a number of unique
environments. It is particularly important for you to be
Encounter 11: Old Folks Home prepared for their unique attributes, and their effects on
Estimated Time: 15 minutes
combat and adventuring. These effects have been
The PCs land on another island, some time later. The detailed in the DM Aids sections.
sun never seems to get any closer. Other ancient heroes
Before beginning play, find out if the PCs have the
mention the great angels they've seen fly in that
Touched by Pelor favor from BIS5-06 Vanity and Vexation
direction.
(most players will know it as the one that makes them
Encounter 12: Divine Insight glow).
Estimated Time: 25 minutes
The expected running time of this adventure is 7
The PCs encounter another island. After helping the hours, 30 minutes. If this is running during standard 4-
inhabitants out, the PCs learn that only a god could send hour convention slots, this allows 25 minutes for
them home. marshalling, and 5 minutes for paperwork distribution.
A successful Knowledge [the planes] check (DC 15) will • He does not know how the rift can be closed.
identify this as a planar rift, a fissure between two Fortunately, the Guild of the Arcane Path sent a
realities. specialist to take a look at it.
If the PCs played BIS5-06 Vanity and Vexation, they • The specialist arrived about a week ago, and has been
remember being here when the weapon was activated, intently studying the rift. He asked that a team of
Evard’s army was obliterated, and the tide of the war was adventurers be assembled to help him.
turned. • The specialist should be here again momentarily.
If the PCs played BIS6-IN3 Forest for the Trees, they • Unfortunately, the presence of the rift has caused
may have been here when reality split open, and the first teleportation magic to not function within Truelight
of the radiant creatures came forth. and the surrounding area. This has made the
If the PCs played BIS7-IN4 Embers of the Most Holy, specialist’s job more difficult.
they may have been here when the Great Army • They will be well rewarded for completing this
recaptured Truelight, and retook control of the rift. mission.
“The weapon worked marvelously,” Archpriest Once the PCs have accepted the mission, continue with
Hissler muses, while gazing into the rift. “Stolen the following:
from the necromancer’s own research, in only
eighteen months our best artificers turned it into As you speak with the Archpriest, you become
something we could use. When it went off… right gradually aware of a rhythmic noise coming from
here, on this very spot… it destroyed every one of one of the nearby hallways. Moments later, a squat,
the undead within a hundred miles. Evard’s army pudgy man emerges, leaning heavily on an ebony
was crippled. It turned certain defeat into our staff. He is dressed in brilliant, metallic blue robes
salvation.” of a style you’ve never before seen. Numerous
holsters and pouches adorn his belt, each holding a
“Our victory came with a price.” He gestures wand or some alien instrument. A number of ioun
towards the white fire of the rift. “The weapon stones race in an orbit about his head. Notably, his
weakened the fabric of reality, and left us with this. eyes are completely black.
If the PCs succeed at a Knowledge [the planes] check Suddenly, the nearby sky erupts violently into
(DC 20) they can identify the creatures as ravids. blinding light. Another radiant burst, this one mere
yards away!
“I don’t like the scan of that.” Alben mutters under
his breath. “But at least they’re over there, and we’re The pathetic creatures before you swell in the
over here. Let’s keep it that way. Ready to hit the last torrent of energy, becoming much larger and potent
spot, and get out of here?” then before. They press the attack with renewed
vigor.
If the PCs take any offensive action, or attempt to
approach, the ravids will scatter and flee. The sudden turn of events startles the
planerunner. He tosses a spent wand aside, and
Once the PCs decide to head to the final location, shouts panicked arcane syllables. A fireball streaks
continue with Encounter 6. forth from his outstretched finger and detonates
All APLs (EL 10) around the elementals. However, he misjudges the
distance and it appears too close by, roasting him.
Ravids (6): hp 21 each; see Monster Manual, page
213. Gravely wounded, Alben pulls off his protective
ring, and reaches for a potion. The moment he
removes the ring, his wounds completely heal.
ENCOUNTER 6: OOPS… Before you can shout a warning, his body erupts in a
Estimated Time: 60 minutes torrent of energy, and he is gone.
Begin this encounter by reading the appropriate location Replace the remaining minor elementals with the
section from Encounter 3. Continue with the following: following creatures. This fight is real.
Alben paws through his satchel, retrieving the final The battlefield is now affected by a radiant burst, as
device “Hmm… I don’t like this spot as much as the described in DM Aid: Survival on the Positive Energy Plane.
others. If we’re going to do this, we should do it
right.” APL 2 (EL 5)
Then you notice movement in the sky above Medium Positive Energy Elementals (2): hp
you: several glowing forms are approaching. 32 each; see Appendix 1.
In another age or another time, you might welcome When the PCs try to steer the ship in the direction of the
sailing lazily across an endless ocean without a island, continue with the following:
worry in the world. Furious cranking of the captain’s wheel turns the
Perhaps you do enjoy it, for the first few hours. skiff into the wind. The sail ripples for a moment,
Then the ever-present light fades into a starless then fills, pulling the ship in a wide arc toward the
night. You get little rest, hoping that you’ll spy island.
something – a bit of land, a port of call – but the A short time later, the hull of the boat settles
night passes without incident. into a sandbar, and comes to a halt. You should be
One of your group – you don’t even remember able to walk to the island from here, without too
whom – decides to try manning the captain’s wheel. much trouble.
The ship turns smoothly in the water, pointing the The island is quite small and you can easily see
ship in a different direction. You sail on, with the both ends from your current location. It is mostly
same result. You encounter nothing but an endless beach with a small stand of trees near the middle.
ocean horizon in every direction. Eventually, you The smoke appears to come from a blocky structure
abandon the wheel, and wait for fate to intervene. amidst the trees.
Have the PCs make Spot checks. Pretend to consult some The structure is too far away to get a good look at it. Once
table in this text, before shaking your head, and the PCs walk to the island, continue with the following:
continuing:
Ahead, near the center of the island, is a single two-
Several more days pass, with the same results. In story house. Flames lick each of its sides,
your boredom, you accidentally snap a flange off of threatening to entirely engulf the structure.
the yardarm. You use the sharp edge to gouge marks
into the ship’s hull, one for every day you’ve been An older man, wearing the same sort of silken
here. The days slowly turn into weeks. tunic, is throwing his body against a sturdy wooden
door, attempting to gain entry into the house.
Again, have the PCs make fake Spot checks before
continuing: If the PCs attempt to ask the old man any questions, he
will reply only with, “Out of my way, fools! Can’t you see
You and your companions sail along on this eternal there is a life hanging in the balance here?” and will
oceanic landscape. You never seem to get hungry or return to trying to get into the house.
thirsty. The weeks turn into months, your marks
taking up considerable space. The weather should be If the PCs succeed at a Listen or Spot check (DC 15),
turning with the seasons, by now… but it stays as the can hear/see a woman in one of the upper windows,
consistent as the horizon. coughing profusely.
At this point, any PCs that need spellbooks can recreate If the PCs ignore the trapped woman and the fire,
them from memory, scratched into the planks of the ship continue with the ‘Failed’ section, below. Otherwise,
hull or written on dried seaweed. As well, crude holy continue with the ‘Damsel in Distress’ section.
symbols can be created from whatever materials are Damsel in Distress
around. In other words, all PCs should be able to get back
to minimal effectiveness, for their level. To save the woman, the PCs must first gain access to the
house. The most obvious way – as there are no other
Once more, have the PCs make fake Spot checks entrances, or ground floor windows – is through the
before continuing: front door. It has the following characteristics:
You finish carving the latest mark into the wooden Good Wooden Door: 1-1/2 in. thick; hardness 5; AC
rail. It is nearly thirteen months since you first 5; hp 15; Open Lock DC 22, Break DC 18.
started recording the passage of time, when you idly
look out across the ocean and see something new. After that, this encounter is treated as a trap. Please refer
to DM Aid: Map #4 – House Fire.
Several miles away, a small rocky island breaks
the otherwise perfect horizon. You might have easily
Hero: Male human War4 (Bluff +0, Sense If the PC agrees to play, mix some of the following
Motive +0); AL NG. bits into the conversation:
• The Lieutenant mutters something under his
ENCOUNTER 11: OLD FOLKS breath, and then glares at <PC>. “You crossed
the line of scrimmage, without the red rock.
HOME Now you have to go back to the beginning!”
Estimated Time: 15 minutes
• “Oh, not bad! Not bad at all! You touched both
Another three months pass, drifting on this endless flags, without stepping on the square with the
ocean, before you spot another sign of life. fish! Two points!”
Directly ahead of you are two larger islands. It • “Hah! You went offsides, without saying the
appears that several structures have been built on password, first. Five-foot penalty.”
the beach of the one nearest to you. Both are
otherwise covered in lush foliage. • “Wonderful! I got the grey rock in the second
basket. Now I get to punt!”
Once the PCs decide to sail to the inhabited island,
continue with the following: Make it clear that the Lieutenant is clearly making up the
rules as they go along.
As you negotiate the boat closer to shore, it is
apparent that you’ve been spotted. A makeshift raft As long as the chosen PC is playing the game, the
is being paddled out towards your boat. The strange man will happily answer questions. The
passenger – a rotund little man in the same sort of following are likely questions and answers:
The foliage here is more beautiful than that of the If the PCs help free the creature, continue with the
rest of the island. Large red blossoms, larger than following:
man-sized, emerge from vines that hang about the Tearing the pod open, the body of a lanky elf
trees, making the jungle explode with color. tumbles to the ground. He gasps sharply for air.
The flora here would appear to be otherwise
identical to that of the rest of the island, but for one
Once the PCs sail off in the same direction as the angels, Please refer to DM Aid: Map #6 – Combat at the Shrine.
continue with Encounter 13. There are a number of piers where the PCs can land
All APLs the ship. They can safely make it to the shelter of one of
the buildings on the island. If they do so, continue with
The Captain: Male human Exp4 (Bluff +1, Sense this:
Motive +3); AL NG.
Hurrying to the shelter of one of the buildings, you
find a number of others crouched within, using it as
ENCOUNTER 13: THE FIRST cover from the torrent of violence without.
AND MOST HOLY Several are tall, alien creatures, humanoid in
Estimated Time: 55 minutes form, but with the features of animals. Others
Another month passes on this lonely ocean, as your resemble people you are more accustomed to –
skiff sails away after the mysterious winged humans, elves, dwarves, and the like. Many wear
creatures. Hope is beginning to wane, when you clerical robes, and you notice sunburst-shaped holy
catch your first glimpse of one. symbols of Pelor around their necks, as they tend to
the wounded that rest against the walls.
Flying high above you, the creature is
humanoid, with dark green skin. A huge pair of One of the creatures - a tall, powerfully built
white wings extends from its back. From this humanoid with leonine features and short, golden
distance, it is impossible to tell exactly how big it is. fur – approaches you. When she speaks, she seems
unusually serene, given the chaotic backdrop
Within moments, it has flown past you, and out outside of the temple walls, and the grievous
of sight. wounds upon her person.
Allow the PCs a moment to decide to adjust their course, “I am sorry, travelers, but this way is closed to
and attempt to follow it. Then continue with this: you. This is not a safe place, right now…”
• The PCs need equipment. Run the Arms and Armor In either case, this encounter uses a Victory Points
subsection. system to determine the outcome. The forces of good
start with 0 Victory Points. If they do not take charge,
• She will send them to one of the outlaying this remains the case. Otherwise, they earn points based
structures. Run the Moving to Position subsection. upon their decisions.
• The main combat will begin. Run the Combat If the PCs make even a passing attempt to command
subsection. the battlefield, circle ‘Yes’ for Critical Event 1 on the
Critical Event summary. Otherwise, circle ‘No’.
If the PCs realize that they have better odds of survival by
taking control of the situation, Synisia will put total
As well, circle ‘Yes’ for Critical Event 4 on the Critical APL 12: 390 xp.
Event Summary. Encounter 6
; Critical Event 4: Did the PCs make it safely back to Defeat the inhabitants of the positive energy plane.
the Prime Material Plane?
APL 2: 150 xp.
As well, they receive access to the item upgrades on the
Adventure Record. APL 4: 210 xp.
APL 6: 270 xp.
APL 8: 330 xp.
CAMPAIGN CONSEQUENCES APL 10: 390 xp.
If you run this event in December of 2007 or January of APL 12: 450 xp.
2008, please e-mail the results from the Critical Event
Summary to a member of the Bissel Triad by February Encounter 10
1st, 2008, or have the Senior DM of your event do so. Survive the house fire, and recover the damsel in distress.
; Critical Event 1: Did the PCs take charge of the APL 2: 60 xp.
island defenses in Encounter 14?
APL 4: 120 xp.
; Critical Event 2: Did any of the PCs elect to remain
in Elysium in Encounter 15? APL 6: 180 xp.
; Critical Event 3: Did the PCs close the planar rift? APL 8: 240 xp.
; Critical Event 4: Did the PCs make it safely back to APL 10: 300 xp.
the Prime Material Plane? APL 12: 360 xp.
Encounter 12
Survive the carnivorous plant.
APL 2: 120 xp.
APL 4: 180 xp.
APL 6: 104 xp. Once you have subtracted the value for unclaimed
treasure from each encounter add it up and that is the
APL 8: 134 xp. number of gold pieces a characters total and coin value
APL 10: 164 xp. increase at the end of the adventure. Write the total in the
Total Possible Treasure (Maximum Reward Master and Commander: You have taken
Allowed) command of a celestial battlefield, and proven your
APL 2: L: 200 gp, C: 200 gp, M: 18,400 gp – Total: prowess as a commander. Once per day you may use this
18,000 gp (450 gp). favor to add a +10 competence bonus to any Intimidate or
Diplomacy check made to command military personnel.
APL 4: L: 200 gp, C: 200 gp, M: 18,400 gp – Total:
18,000 gp (650 gp).
Blessed Quiver: This quiver functions as a quiver of
APL 6: L: 200 gp, C: 200 gp, M: 18,400 gp – Total: Ehlonna (DMG, page 265). In addition, up to three times
18,000 gp (900 gp). per day, the user may place a bow in the quiver, utter a
command word, and invoke bless weapon on the bow
APL 8: L: 200 gp, C: 200 gp, M: 18,400 gp – Total:
inside.
18,000 gp (1,300 gp).
Moderate conjuration; CL 9th; Craft Wondrous Item,
APL 10: L: 200 gp, C: 200 gp, M: 20,066 gp – Total: bless weapon, Leomund’s secret chest; Price 10,000 gp; Weight
19,666 gp (2,300 gp). 2lb.
APL 12: L: 200 gp, C: 200 gp, M: 20,066 gp – Total:
Hole in my Soul: The devil general probed your
19,666 gp (3,300 gp).
mind, giving the denizens of hell information about your
home. This may have consequences in the future.
ITEMS FOR THE ADVENTURE
RECORD
Item Access
Special
APL 2:
Bissel Military Commendation: You have
Everbright Weapon Special Ability Upgrade
successfully closed the planar rift in Truelight. The Great
(Adventure; MIC; Limit 1)
ENCOUNTER 16
KONUGAS, DEVIL GENERAL CR 9
LE Medium Outsider (Baatezu, Evil, Extraplanar, Lawful)
Init +5; Senses Darkvision 60’, See in Darkness, Telepathy 100’,
True Seeing, Listen +16, Spot +16
AC 23, touch 13, flat-footed 19, Dodge, Mobility
(-1 size, +4 Dex, +10 natural)
hp 117 (9d8+63 HD); DR 5/good
Immune fire, poison
Resist acid 10, cold 10, SR 20
Fort +13, Ref +10, Will +10
Speed 30 ft. (6 squares), fly 50 ft. (10 squares) (average), Shot on
the Run
Melee Longsword +17/+12 (1d8+9/19-20) or
Ranged +1 flaming composite longbow (+9 Str bonus) +13/+8
(2d6+10 plus 1d6 fire/x3) or
Ranged +1 flaming composite longbow (+9 Str bonus) +11/+11/+6
(2d6+10 plus 1d6 fire/x3) with Rapid Shot or
Ranged rope +12 (entangle)
Space 10 ft.; Reach 10 ft.
Base Atk +9; Grp +22
Atk Options Entangle, spell-like abilities, summon baatezu
Spell-Like Abilities (CL 12th):
At will—greater teleport (self plus 50 pounds of objects only),
charm monster (DC 19), minor image (DC 17), unholy blight
(DC 19).
Abilities Str 29, Dex 19, Con 25, Int 14, Wis 18, Cha 20
Feats Dodge, Mobility, Point Blank Shot, Rapid Shot, Shot on
the Run
Addle-Cove: Idiot. Kip: Area deemed safe enough to have a nights sleep in.
Often used to describe a cheap rented room.
Bar That: Shut up.
Leatherhead: Twit.
Barmy: Crazy, insane.
Lost: Dead. "He got lost" means he ain't coming back
Basher: Fighter.
without a resurrection.
Berk: Fool/Someone who should know better.
Minder: A bodyguard. As in, "He's not so tough, but
Blood: Expert who has achieved a lot. Calling someone a there's a couple of minders watching over him."
Blood is a mark of high respect for their capabilities.
Path: Some form of inter-planar travel that requires
Bob: Cheat, rob or mislead. actual physical movement to 'shift.
Bod: A corporal person who is not a Power. Peel: Swindle, con or trick.
Bone-Box: A berk’s head. As in "Stop rattling your bone Pike off: An expletive. As in "Pike off Leatherhead" or
box ". "He's really Piked Off!"
Bubber: A drunk. Planedump: To be moved to another plane without
wanting to go there.
Chiv: Bladed weapon.
Planerunner/Runner: A planewalker adventurer.
Cony-Catcher: Thief or con-man. Someone who bobs
berks. Planewalker/Walker: A person who often planeshifts.
Cross Trade: Anything to do with the black market. Power: A deity.
Chant: Any useful information about facts, moods or Prime: Either the Prime Material Plane or someone from
events. that plane.
Cutter: Someone who is resourceful and daring . Ride: An adventure, task, or undertaking. As in, "What's
the ride today, boss?"
Clueless: Someone who does not understand basic
planar politics ("So the Devas don't get on with the Rube: Someone who is easily fooled.
Tanar’ri then?") or how to survive in the planes ("So, you
Scan: Look/Listen/Learn as in "Scan this berk" or "You
mean I should bring some sunblock to this Plane of Fire
Scan?"
place, right?").
Scragged: Nabbed/nicked/taken/stolen/killed as in "I
Dark: Secret or unknown.
scragged the jewels as we walked out” or "I scragged him
Dead Book: The book of Charon. Anyone "In the Dead with a fireball!"
Book" is now a Petitioner. Someone who "Cheats the
Shift: To intentionally move to another plane.
Dead Book" is some form of undead, or very lucky.
Sod: A generic expletive. As in "You sod!", or "Sod off!",
Garnish: Bribe.
or “What a sodding day!"
Greybeard: A sage or scholar.
Spellslinger: Anyone who uses some form of magic.
High-up: Powerful eg. "He's a high up in the
Tech: Any technology as advanced as crossbows upwards.
government" or "That was a high up fireball!"
Often seen as just another form of magic
Hipp: To planedump someone; to strand someone on a
Tumble to: Realize, as in "He'll tumble to it sooner or
foreign plane. Such a person is then considered Hipped.
later."
Jink: Money.
Radiant Burst
Even among the brilliant and deadly radiance of the Positive Energy Plane, some regions are more intense and
dangerous than others. These regions erupt like miniature suns, suddenly granting those within the burst radius
(usually 30 feet, but occasionally up to 120 feet) an additional 3d10 temporary hit points per round (straight to
temporary hit points, skipping healing). The dangers of exceeding double one’s full normal hit points still apply. In
addition, those within the affected area of an energy burst must make a Fortitude save (DC 24) or be blinded for 1d10
rounds.
The positive energy protection spell (and the rings of positive protection) prevents its target from risking blindness, or
receiving the temporary hit points while in the radius of a radiant burst.
Impeded Magic
Spells and spell-like abilities that use negative energy (including inflict spells) are impeded. To cast such a spell, the
caster must make a Spellcraft check (DC 20 + the level of the spell). If the check fails, the spell does not function but is
still lost as a prepared spell or spell slot. If the check succeeds, the spell functions normally.
Dimensional Lock
The rift causes an area of 100 miles around it to be under a dimensional lock spell effect. The landscape, however, only
extends 10 miles from the rift, so the PCs will certainly be under its effect throughout their time at Truelight and the
Positive Energy plane.
1. Did the PCs take charge of the island defenses in Encounter 14? Yes No
2. Did any of the PCs elect to remain in Elysium in Encounter 15? Yes No
If so, list player names/PC names here:
4. Did the PCs make it safely back to the Prime Material Plane? Yes No
Notes: (Add anything that happened that might be considered out of the ordinary – Strange
occurrences, results that may not fit the above, etc):
by Cameron Logan
Reviewers: Bissel Triad Circle Reviewer: Steven Conforti
“Convergences draws near, and with every feint and dodge of blade and arrow extinction draws near. The dead who
walk are finished; they know not the truth. All that remains to be seen are all that remains after the death knell.” A
Bissel regional adventure for APLs 2-12, and Part 4 of the Shadows and Sigils series. PCs must have played BIS7-06 The
Golden Masque before playing this adventure.
Note: This adventure will be of particular interest to members of the Great Army of Bissel or the Paercine Camerata.
Resources: Complete Adventurer [Jesse Decker], Complete Arcane [Richard Baker], Complete Champion [Ed Stark, Chris
Thomasson, Rhiannon Louve, Ari Marmell, Gary Astleford], Complete Divine [David Noonan], Complete Scoundrel [Mike
McArtor, F. Wesley Schneider], Complete Warrior [Andy Collins, David Noonan, Ed Stark], Fiend Folio [Eric Cagle, Jesse
Decker, James Jacobs, Erik Mona, Matthew Sernett, Chris Thomasson, James Wyatt], Heroes of Horror [James Wyatt, Ari
Marmell, C.A. Suleiman], Libris Mortis [Andy Collins, Bruce R. Cordell], Magic Item Compendium [Andy Collins, Eytan
Bernstein, Frank Brunner, Owen K.C. Stephens, John Snead], Player’s Handbook II [David Noonan], Sandstorm [Bruce R.
Cordell, Jennifer Clarke Wilkes, JD Wiker], Spell Compendium [Matthew Sernett, Jeff Grubb, Mike McArtor].
®
Based on the original DUNGEONS & DRAGONS rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed
by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison.
This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of Wizards of the
Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please visit www.wizards.com/d20.
®
This is an official RPGA play document. To find out more about the RPGA and to learn more on how you can sanction and run DUNGEONS &
DRAGONS game events of all sizes, visit our website at www.rpga.com.
DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, Player’s Handbook, Dungeon Master’s Guide, and
Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other countries. This material is protected under the copyright laws of the
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permission of Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely
coincidental. © 2005 Wizards of the Coast, Inc and the adventure author or authors.
“No. What resources I have must be used on the PCs who are also members of the Paercine Camerata
effort here. I was told that you would be well- (i.e. they accepted the invitation as detailed on the AR for
equipped and could provide for yourself – was that BIS7-03 All that for a Bag of Silver?) may get additional help
not true?” from the Camerata if they ask. While the casters don’t
have any buff spells to spare (as they will be involved in
PCs curious about the pocket dimension they are being the battle against the undead), Loriti Lorgrave can gift the
sent to may consult with Paercine Camerata. Feel free to PCs with two potions, but only if there is at least one
use any member of the Camerata as the voice for the member of the Paercine Camerata at the table.
following:
Treasure:
“The pocket dimension seems to be very well
crafted, and large – big enough to hold a copy of All APLs: L: 0 gp, C: 0 gp, M: 29 gp, Potion of Cure
Fertuine Manor, but probably not much larger. Moderate Wounds (25 gp), Potion of Lesser Restoration
Unique planar traits will likely be similar to those (25 gp).
found on the Plane of Shadow.”
The PCs will have approximately fifteen minutes game ENCOUNTER 2: HOSTILE
time since their summons at the beginning of this Estimated Time: 60 minutes
encounter until the following happens: In this encounter, the PCs are transported to the pocket
As you wait for the Camerata to finish their work a dimension and must deal with guards posted at the front
soldier hastily approaches your position, and gives a of the manor. As stated in the previous encounter, the
crisp salute to General Greenblade. PCs have some time to buff and can receive a couple of
potions if they are members of the Paercine Camerata.
“Sir,” he exclaims, “Scouts report that members Once they are ready to proceed, read or paraphrase the
of Wolf Company are engaged in a fighting retreat following:
with overwhelming undead creatures. They are
heading our way.” The seven scholars of the Paercine Camerata gather
outside their tent, some of them now hastily
Jerius scowls as he says, “I told those hotshots donning armor for the upcoming battle. At the
not to engage.” His words are punctuated by a loud appointed time, the Holy Clerk Loriti Lorgrave
crack through the air not unlike the roll of thunder. approaches and asks if you are ready.
The clouds begin to swirl about the sun in an
eldritch dance, beginning to obscure the light.
APL 10: Righteous Wrath of the Faithful could be the Developments: There isn’t much more to do
best spell for “Mad” Moran to cast in the first round. It outside, so the PCs should make their way into the
now becomes important for Cior to move at least 20 feet manor.
between shots to take advantage of her Improved
Skirmish feat.
THE HEART BREAK Shadow: hp 27; see Monster Manual, page 221.
Estimated Time: 60 minutes APL 4 (EL 5)
In this encounter, the PCs explore Fertuine Manor and Wraith: hp 45; see Monster Manual, page 258.
encounter some resistance in the form of incorporeal
undead (see “Floaters” below). Once they are ready to APL 6 (EL 7)
proceed, read or paraphrase the following: Spectre: hp 63; see Monster Manual, page 232.
The highly decorated façade of Fertuine Manor APL 8 (EL 9)
appears much as you remember. This time no
sounds whatsoever emanate from inside. Spectres (2): hp 63 each; see Monster Manual,
page 232.
Refer to DM Aid: Map #2 – Fertuine Manor for the
locations listed below. All doors marked on the map are APL 10 (EL 11)
locked except the following: the door leading from Dread Wraith: hp 146; see Monster Manual, page
location A to the outside, the door leading from location 258.
F to location A, and the door leading from location G to
location F. Only these doors are unlocked. The doors all APL 12 (EL 13)
have the following characteristics: Dread Wraiths (2): hp 146 each; see Monster
Strong Wooden Door: 2 in. thick; hardness 5; AC 5; Manual, page 258.
hp 20; Open Lock DC 30, Break DC 25 Tactics: The “floaters” use hit-and-run tactics, fleeing
The PCs may, if they wish, use a window as an entry when necessary only to return later on. If critically
point at the judge’s discretion. Windows are located at damaged, they can make their way to the dungeon level
locations B, L, all locations marked D, and all locations where Juniphel can use inflict spells to restore their hit
marked M that are on an outside wall. No other locations points (mark those spells used off her daily allowed). If it
will have windows. All windows are locked and have the seems that the PCs are too powerful, the floaters may just
following characteristics. stay in the dungeon to battle them alongside Juniphel
and the others.
Glass Window: 1 in. thick; hardness 1; AC 4; hp 1;
Open Lock DC 25, Break DC 9 E’yfa Fertuine: E’yfa is Lord Fertuine’s wife. She sits
alone in her room (Location O), and has been there for
Once any PC enters the manor, read or paraphrase the days. She sobs almost constantly, and her crying can be
following: heard throughout the manor. The base DC to hear her
You feel a sudden wrenching in your stomach and with a Listen check is DC 15; this assumes the PCs are
the ground you are on tilts 45o to the left. You think right outside her door. Modify the DC due to distance as
you can hear a woman’s sobs as well as…laughing. the PCs explore the manor.
Suddenly the world rights itself and the sounds are Location A
no more.
The front room to Fertuine Manor is stark; the only
PCs that succeed at a Will saving throw (DC 18) know furniture being a small table turned on its side to
that what they experienced is real. the left as you enter. The only exit is a double door
PCs that succeed at a Knowledge [the planes] check in front of you. On the walls to the left and right
(DC 25) might note that this pocket dimension is hang long red and silver banners on which is
artificial and may be unstable. depicted the image of an upside-down rook.
Floaters The banners are similar to the heraldry of Bissel. PCs who
succeed at a Knowledge [local – Sheldomar Valley MR]
Some incorporeal creatures haunt the upper level of check (DC 15) know that Evard used these symbols.
Fertuine Manor, and attack the PCs whenever
convenient. They begin at Location B, but may attack the Location B
PCs at any place except Location O (see below). This room contains about a half dozen richly
decorated chairs flanked by small wooden tables.
Behind the secure door is a narrow staircase leading “I am Lady E’yfa Fertuine, wife to the Baron of these
downward. lands.”
The stairs lead to the dungeons below. If PCs go down to • “Where is Lord Fertuine?”
the dungeons, proceed to Encounter 4. “Most likely finding new and wicked pleasures with
Location O which to indulge his increasingly evil appetites. It
matters not to me; I am as discarded by him as his
Note that Location O is under a continuous consecrate sense of propriety and piety.”
effect. The “floaters” will not enter this room under any
circumstances. • “What are you doing here?”
You immediately see that this room is occupied, for “For my part in the descent of this house into
seated on a plush four-poster bed is a madness, I face the wrath of my goddess. She grants
pulchritudinous if svelte woman. She wears a me but one power – the ability to consecrate this
striking green dress and her visage is marred by a room so that I may sit without being harassed by the
dour expression. She seems to be caressing some creatures of this place. Left alone, but without the
type of talisman cradled in her hands. freedom to leave.”
PCs that succeed at Knowledge [nobility] or Knowledge • “Tell us how this dire situation came to be?”
[Local – Sheldomar Valley Metaregion] check (DC 20) “At first I was pleased that my husband was hosting
can identify this woman as E’yfa Fertuine, wife to Lord itinerant necromancers – the rulers in Thornward
Camryn Fertuine. are so unenlightened about the uses of necromancy.
The talisman she caresses is the symbol of a red skull Steadily I grew aware of the chaotic nature of the
surrounded by flames, the holy symbol of Wee Jas. necromancers and their undead servants. My faith
could not suffer their presence yet I could not
Once the PCs make their presence known, read or violate the lawful bonds of marriage and oppose my
paraphrase the following: husband. I choose to do nothing, and no decision
Description The dark-haired woman in equally dark clothing swarm, summon undead II*
takes careful aim with her bow. Then she is a blur of black 1st (7/day)—bane, bestow wound*, cause fearN, chill touchN, detect
and gray as she darts to her next position. N
magic, detect undead, doom , hide from undead, inflict light
wounds , ray of enfeeblementN, summon undead I*, undetectable
N
Power-Up Suite: [expeditious retreat (5 rounds)]
Speed 60 ft. alignment
Skills Jump +16 *: New Spell Described below. N: Necromancy school spell.
Abilities Str 12, Dex 12, Con 16, Int 10, Wis 8, Cha 16
SQ Lich body, Mental Bastion
Feats Improved Initiative, Tomb-Tainted Soul, Spell Focus
(Necromancy)
Skills Bluff +11, Concentraion +11, Decipher Script +2,
Knowledge [arcana] +2, Knowledge [religion] +2, Spellcraft
+2
Possessions combat gear plus explorer’s outfit
Charnel Touch (Su) Negative energy flows through a dread
necromancer’s body, concentrating in her hands. At will, but
no more than once per round, she can make a melee touch
attack against a living foe that deals 1d8 points of damage, +1
per four class levels. This touch heals undead creatures,
restoring 1 hit point per touch, +1 per four class levels.
A dread necromancer can use the spectral hand spell to
deliver this attack from a distance.
Rebuke Undead (Su) A dread necromancer can rebuke or
command undead creatures by channeling negative energy
through her body. See the cleric class feature described on
page 33 of the Player’s Handbook.
Lich Body: Starting at 2nd level, a dread necromancer begins
her journey into undeath. The first symptom is her body’s
increased resilience to physical harm. She gains DR
1 square = 5 feet
The Plane of Shadow is a dimly lit dimension that is both coterminous to and coexistent with the Material Plane. It
overlaps the Material Plane much as the Ethereal Plane does, so a planar traveler can use the Plane of Shadow to cover
great distances quickly.
The Plane of Shadow is also coterminous to other planes. With the right spell, a character can use the Plane of Shadow
to visit other realities.
The Plane of Shadow is a world of black and white; color itself has been bleached from the environment. It is otherwise
appears similar to the Material Plane.
Despite the lack of light sources, various plants, animals, and humanoids call the Plane of Shadow home.
The Plane of Shadow is magically morphic, and parts continually flow onto other planes. As a result, creating a precise
map of the plane is next to impossible, despite the presence of landmarks.
The Plane of Shadow has the following traits.
• Magically morphic. Certain spells modify the base material of the Plane of Shadow. The utility and power of these
spells within the Plane of Shadow make them particularly useful for explorers and natives alike.
• Mildly neutral-aligned.
• Enhanced magic. Spells with the shadow descriptor are enhanced on the Plane of Shadow. Such spells are cast as
though they were prepared with the Maximize Spell feat, though they don’t require the higher spell slots.
• Furthermore, specific spells become more powerful on the Plane of Shadow. Shadow conjuration and shadow
evocation spells are 30% as powerful as the conjurations and evocations they mimic (as opposed to 20%). Greater
shadow conjuration and greater shadow evocation are 70% as powerful (not 60%), and a shades spell conjures at 90%
of the power of the original (not 80%).
• Impeded magic. Spells that use or generate light or fire may fizzle when cast on the Plane of Shadow. A spellcaster
attempting a spell with the light or fire descriptor must succeed on a Spellcraft check (DC 20 + the level of the
spell). Spells that produce light are less effective in general, because all light sources have their ranges halved on
the Plane of Shadow.
Despite the dark nature of the Plane of Shadow, spells that produce, use, or manipulate darkness are unaffected by the
plane.
NEW ITEMS
Anklet of Translocation (Magic Item Compendium, page 71)
An anklet of translocation allows you to make short dimensional hops. When it is activated, you can instantly teleport
(with no chance of error) up to 10 feet. The new space must be within line of sight and line of effect. You can’t use the
anklet to move into a space occupied by another creature, nor can you teleport into a solid object.; if you attempt to do
so, the anklet’s activation is wasted. You can bring along objects weighing up to your maximum load, but you can’t bring
another creature with you. An anklet of translocation functions two times per day.
Moderate conjuration; CL 7th; Craft Wondrous Item, dimension door; Price 1,400 gp; Weight –
NEW SPELLS
Bestow Wound (Heroes of Horror, page 127)
Transmutation
Level: Dread necromancer 1, sorcerer/wizard 1, Spite 1
Components: V, S, M
Casting Time: 1 action
Range: Touch
Target: Living creature touched
Duration: Instantaneous
2nd Level
Owlbear skeleton
Bugbear zombie
3rd Level
Ghoul
Troll skeleton
Ogre zombie
4th Level
Allip
Ghast
Wyvern zombie
5th Level
Mummy
Shadow
Vampire Spawn
Wight
3. Did it seem as if any PCs would take Alia Besselar as a cohort? Yes No
Notes: (Add anything that happened that might be considered out of the ordinary – Strange
occurrences, results that may not fit the above, etc):