TEXT: 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 the author.  To learn more about the Open Gaming License and the d20 
  system license, please visit www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the 
  Coast, Inc. LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc.  ALL RIGHTS 
  RESERVED. This scenario is intended for tournament use only and may not be reproduced without 
  approval of the RPGA Network.  
   
  BIS4-04 
   
   
   
   
   
   
  Such a Great Weight of 
  Water 
   
  A One-Round D&D LIVING GREYHAWK®  
  Bissel Regional Adventure 
  Version 1.0 
   
  by Raj Shah and Nopalzin Torres 
  Concept by: Raj Shah, Noplazin Torres, Chad Brown and Tanis O’Connor 
   
   
  Amidst the chaos created by a phantom threat, isolated incidents go unnoticed. Now, while the March is 
  focused elsewhere, an old foe returns.  Part one of the Cataclysm Arc.   A Bissel regional adventure for 
  APLs 4-12. 
   
  
  BIS4-02 Two Halves of a Whole 
   
  Page 2 
  Introduction 
  This is an RPGA® Network scenario for the 
  Dungeons & Dragons® game. A four-hour time 
  block has been allocated for each round of this 
  scenario, but the actual playing time will be closer 
  to three and a half hours. The rest of the time is 
  spent in preparation before game play, and 
  scoring after the game. The following guidelines 
  are here to help you with both the preparation and 
  voting segment of the game. Read this page 
  carefully so that you know and can communicate 
  to your players the special aspects of playing an 
  RPGA scenario.  
  Preparation  
   
   
   
   
  First you should print this scenario. This scenario 
  was created to support double-sided printing, but 
  printing it single sided will work as well. There is 
  enough room along the inside margin to bind the 
  adventure, if you desire.  
  Read this entire adventure at least once before 
  you run your game. Be sure to familiarize yourself 
  with any special rules, spells, or equipment 
  presented in the adventure. It may help to 
  highlight particularly important passages.  
  When you run an RPGA D&D adventure we 
  assume that you have access to the following 
  books: the Player’s Handbook, the Dungeon 
  Master’s Guide, and the Monster Manual. We also 
  assume that you have a set of dice (at least one 
  d4, d6, d8, d10, d12, and d20), some scrap paper, 
  a pencil, an RPGA scoring packet, and your sense 
  of fun. It is also a good idea to have a way to track 
  movement during combat. This can be as simple 
  as a pad of graph paper and a pencil, as handy as 
  a vinyl grid map and chits, or as elaborate as resin 
  dungeon walls and miniatures. 
  Instruct the players either to prepare their 
  characters now, or wait until you read the 
  introduction, depending on the requirements of the 
  scenario as described in the introduction.  
  Keep in mind that you must have at least four 
  players (not counting the DM), for the game 
  session to be a sanctioned RPGA event. As well, 
  you 
  cannot 
  have 
  more 
  than 
  six 
  players 
  participating in the game. 
  Once you are ready to play, it is handy to instruct 
  each player to place a nametag in front of him or 
  her. The tag should have the player’s name at the 
  bottom, and the character’s name, race, and 
  gender at the top. This makes it easier for the 
  players (and the DM) to keep track of who is 
  playing which character. 
  The players are free to use the game rules to 
  learn 
  about 
  equipment 
  and 
  weapons 
  their 
  characters are carrying. That said, you as the DM 
  can bar the use of even core rulebooks during 
  certain times of play. For example, the players are 
  not free to consult the Dungeon Master’s Guide 
  when confronted with a trap or hazard, or the 
  Monster Manual when confronted with a monster.  
  Some of the text in this scenario is written so that 
  you may present it as written to the players, while 
  other text is for your eyes only. Text for the 
  players will be in gray boxes. It’s strongly 
  recommended that you paraphrase the player text 
  instead of reading it aloud. Some of this text is 
  general and must be adapted to the specific 
  situation or to actions of the player characters. 
  This is a LIVING GREYHAWK Adventure.  As a 
  LIVING adventure it is expected that players bring 
  their own characters with them.  If players do not 
  have a LIVING GREYHAWK character generated, 
  get a copy of the current LIVING GREYHAWK 
  character generation guidelines, and a character 
  sheet from your convention coordinator or the 
  RPGA Web site, and then have any players 
  without a character create one.  Once all players 
  have a LIVING GREYHAWK character, play can 
  begin. 
  Along with the other materials that you are 
  assumed to have in order to run a D&D game, it is 
  also recommended that you have a copy of the 
  LIVING GREYHAWK Gazetteer. 
  Living Greyhawk Levels of Play  
   
  Because players bring their own characters to 
  LIVING GREYHAWK games, this adventure’s 
  challenges are proportioned to the average 
  character level of the PCs participating in the 
  adventure. To determine the Average Party Level 
  (APL): 
  1. Determine the character level for each of the 
  PCs participating in the adventure. 
  If PCs bring animals that have been trained for 
  combat (most likely being war horses, dogs 
  trained for war), other than those brought by virtue 
  of a class ability (i.e. animal companions, familiars 
  paladin’s mounts, etc) use the sidebar chart to 
  determine the number of levels you add to the 
  sum above. Add each character’s animals 
  separately. A single PC may only bring four or 
  
  BIS4-02 Two Halves of a Whole 
   
  Page 3 
  # of Animals 
  Mundane 
  Animals Effect 
  on APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  fewer animals of this type, and animals with 
  different CRs are added separately. 
   
   
   
   
   
   
   
   
   
   
   
   
   
  Sum the results of 1 and 2, and divide by the 
  number of characters playing in the adventure.  
  Round to the nearest whole number. 
  If you are running a table of six PCs, add one to 
  that average. 
  By following these four steps, you will have 
  determined the APL. Throughout this adventure, 
  APLs categorize the level of challenge the PCs 
  will face. APLS are given in even-numbered 
  increments. If the APL of your group falls on an 
  odd number, ask them before the adventure 
  begins whether they would like to play a harder or 
  easier adventure. Based on their choice, use 
  either the higher or the lower adjacent APL. 
  APL also affects the amount of experience you 
  may gain at the end of the adventure. If your 
  character is three character levels or more either 
  higher or lower than the APL this adventure is 
  being played at, that character will receive only 
  half of the experience points awarded for the 
  adventure. This simulates the face that either your 
  character was not as challenged as normal, or 
  relied on help by higher-level characters to reach 
  the objectives. 
  Note: 
  LIVING 
  GREYHAWK 
  adventures 
  are 
  designed for APL 2 and higher. Four or 
  sometimes even five 1st-level characters may find 
  difficulty with the challenges in a LIVING 
  GREYHAWK adventure. If your group is APL 1 
  there are two things that you can do to help even 
  the score. 
  1. Attempt to create a table of six 1st-level 
  characters, or try to enlist higher-level 
  characters to play at that table. 
  Advise characters to buy riding dogs to help 
  protect them, and fight for them. All riding dogs 
  are considered trained to attack. PCs who want 
  their dogs to attack must succeed at a Handle 
  Animal or Charisma check (DC 10). Failure 
  indicates that the animal will not attack that round. 
  This is a free action (spoken command) that may 
  be attempted each round. If an animal loses half 
  or more hp in a single round it flees, unless 
  another check is successful. 
  Time Units and Upkeep  
   
   
  This is a standard 1-round Regional adventure, 
  set in Bissel.  Characters native to Bissel pay one 
  Time Unit per round, all others pay two Time Units 
  per round.  Adventurer’s Standard Upkeep costs 
  12gp per Time Unit.  Rich Upkeep costs 50gp per 
  Time Unit.  Luxury Upkeep costs 100gp per Time 
  Unit. 
   
  
  BIS4-02 Two Halves of a Whole 
   
  Page 4 
  Adventure Background 
  It is now late summer CY 594 in the March.  
  During the early summer, rumors continued to 
  filter through Bissel that Evard’s return was 
  imminent, given the recent attack on Pellak in 
  Coldeven. [ConConn 2004 interactive]  Undead 
  activity continued to flare up in Rhomstaff and 
  Nightwatch near the location of Evard’s final 
  stand, the castle Calignosus.  But another popular 
  rumor stated that a group of adventurers recently 
  managed to penetrate Calignosus and destroy it, 
  handing Evard a major defeat in the process.  The 
  same rumor had Evard moving his base of 
  operations into the Dim Forest, where he could 
  lick his wounds and rebuild his strength. 
  On the 15th day of Reaping, the rumors appeared 
  to come true.  A horde of undead, numbering in 
  the thousands, struck out of the Dim Forest, 
  crossing Skogend in a night and apparently 
  headed right towards the city of Clunther.  The 
  local militia was quickly overwhelmed, but a 
  stalwart group of heroes aided by Knights of the 
  Watch, and a squad of the Bissel Free Companies 
  engaged the undead and managed to kill a key 
  necromancer at the head of the force.  This 
  plunged the undead army into chaos, buying a day 
  for the defenders of the March to regroup.  The 
  Margrave of Bissel, when hearing of the undead 
  incursion, immediately mobilized the Grand Army 
  of Bissel, and personally led two battles of the 
  Army into the city of Clunther.  On the 18th day of 
  Reaping, the Bissel Army engaged the undead 
  force, some twenty miles south of Clunther and 
  routed it, with minimal casualties to the Army.  
  Unfortunately, the individual or individuals behind 
  the incursion were not found, and so the leaders 
  of the Army have decided to allow their army to 
  rest 
  outside 
  of 
  Clunther, 
  waiting 
  for 
  reinforcements to gather and then they will deal 
  with the threat in the Dim Forest once and for all. 
  What the leaders of the March do not know (and it 
  has not yet occurred to them to ask) is why they 
  were able to beat the undead force so easily.  
  Evard, using a sizeable portion of the undead 
  presence he has built in the Dim Forest, mounted 
  the incursion, and achieved the results he hoped 
  for – drawing the leaders of the March and a 
  sizeable portion of the Army onto the fields 
  surrounding the city of Clunther.  Mission 
  accomplished, he sacrificed his force and now 
  waits for his allies to complete the deal. 
  Far to the north, in the Barrier Peaks, the rogue 
  druids of the Ur-Flan are about to complete their 
  nefarious plan.  With aid from the Necromancer, 
  they have used massive walls of stone to cap off 
  some of the deep valleys in the Peaks above the 
  headwaters of the Shaala River, and have opened 
  numerous portals to the elemental plane of Water 
  to fill these man made reservoirs. Now, after 
  almost of month of preparation, the reservoirs are 
  almost full, and the Ur-Flan are ready to unleash 
  their torrent.  The flash flood will follow the Shaala 
  River, straight to the low fields of Clunther, and if 
  all goes according to plan, the city and everyone 
  in and near it will be swept away – including the 
  Margrave and the troops of the Army. 
    
  Adventure Summary 
  The events in this module occur from the 20th of 
  Reaping, when the PCs meet with Lord Cainlan 
  Rashedra, to the 23rd of Reaping, when the Ur-
  Flan release the Deluge on Bissel.  If the PCs are 
  present when the Ur-Flan release the Deluge, it is 
  expected that they will return to Clunther on the 
  25th of Reaping. 
  Introduction: The PCs are introduced to current 
  events in Bissel, after the undead incursion in 
  Reaping, CY 594 at Clunther. 
  Encounter One: The PCs meet with Lord Cainlan 
  Rashedra who request them to go to northern 
  Bissel to investigate issues with monsters coming 
  out of the Barrier Peaks 
  Encounter Two: The PCs are approached by 
  Khorai, a local lad, whose house has been 
  invaded by monsters.  After dealing with the 
  monsters, the PCs have the opportunity to 
  question Sqwik, a kobold, for information. 
  Encounter Three: The PCs arrive at the first 
  reservoir, and can defuse a bomb-like device 
  Encounter Four: Using a teleportation circle, the 
  PCs arrive at the second reservoir, where they are 
  attacked.  They can then defuse a second bomb-
  like device 
  Encounter Five: The PCs arrive at the final and 
  largest 
  reservoir, 
  where 
  they 
  witness 
  a 
  conversation between the Ur-Flan Khemtar and 
  Evard the Necromancer.  Both exit and the PCs 
  are left to deal with the Ur-Flan’s pets before the 
  final reservoir implodes 
  
  BIS4-02 Two Halves of a Whole 
   
  Page 5 
  Encounter Six: Returning to Clunther, the PCs 
  view the devastation caused by the Ur-Flan’s plot 
  Introduction 
  Two days have passed since the battle.  
  Around you, priests bless the dead, and pray 
  for the souls of the undead.  Here, on the 
  plains south of Clunther, the Grand Army of 
  Bissel took the field against the forces of 
  Evard the Necromancer, and dealt him a defeat 
  that the bards will sing about for years. 
  In retrospect, this battle should not have come 
  as a surprise to anyone.  After the attack on 
  Pellak in Coldeven, many rumors had Evard 
  relocating his base of operations to the Dim 
  Forest.  There were even rumors that Evard 
  was on his last legs – struggling after the loss 
  of his stronghold, Castle Calignosus when a 
  band of adventurers had destroyed it.  If the 
  attack on Pellak was truly a demonstration by 
  the Necromancer that he would not allow that 
  feat to go unpunished, then this attack was 
  surely meant as a way for him to demonstrate 
  that he was not defeated. 
  Five days ago, on the 15th of Reaping, a force 
  of undead, numbering in the thousands, 
  struck out of the Dim Forest, on the March’s 
  southern border.  They crossed Skogend in a 
  night, aimed directly at the city of Clunther.  
  The local militia of Skogend was quickly 
  overwhelmed, and the undead horde would 
  have reached Clunther the next night, save for 
  a small band of the Knights of the Watch and 
  the Bissel Free Companies.  Together, they 
  managed 
  to 
  locate 
  and 
  eliminate 
  the 
  necromancer leading the forward portion of 
  the undead army, throwing it into chaos, and 
  temporarily stopping it.  By the time the army 
  was brought back under control, there was a 
  legitimate force to face it. 
  Stories are being told in the inns of Clunther 
  that the Margrave was in the middle of 
  morning prayers in Pellak when he was told of 
  the undead incursion.  He was said to simply 
  have stood up, bowed to the altar of 
  Heironeous, and walked out of the service to 
  his warhorse.  Within an hour, according to 
  the story, he left the city of Pellak at the head 
  of a column of Knights of the Watch and the 
  Great Army.   
  What you do know, is that when you rushed 
  into Clunther, responding to the summons of 
  anyone able to fight, you found the Margrave 
  here, with two Battles of the Grand Army of 
  Bissel, and his three top generals – Baron 
  Steich Valiserat, Field Marshall of the Great 
  Army, Sir Jerius Greenblade, chief of staff of 
  the Knights of Watch in Bissel, and Lord 
  Cainlan Rashedra, head of the Bissel Free 
  Companies.   
  The next day, the 18th of Reaping, you found 
  yourself as part of a hastily arranged platoon, 
  in a Battle alongside the two Battles the 
  Margrave had led to Clunther.  There, on the 
  fertile plain south of Clunther on the banks of 
  the Shaala River, nearing the hour of dusk, the 
  Margrave drew his sword, and with his three 
  generals, led the charge against the undead 
  threatening the March. 
  In twenty minutes it was a rout.  In an hour, it 
  was over.  The forces of Bissel simply cut the 
  undead army down like a farmer reaping hay. 
  The sum total of casualties for the Army of 
  Bissel was twenty-four dead and fifty injured.  
  Evard not only had suffered a bloody nose, he 
  took a body blow – leaving more than three 
  thousand undead on the field.    
  Now, two days later, the cleanup is nearing an 
  end.  Rotating off guard duty, you and your 
  platoon 
  head 
  back 
  to 
  the 
  temporary 
  encampment the Army has setup.  The morale 
  of troops is high, and talk in camp this 
  morning was that the Margrave was going to 
  release many of the troops he had mobilized 
  as soon as the cleanup and consecration of 
  the battlefield had finished. 
  As you clear the picket line of the camp, a boy 
  in blue and black livery runs towards you. 
  Encounter One: Summons 
  Allow the PCs to introduce themselves if they 
  have not already.  They have all been serving in 
  the same platoon, and if they did not know each 
  other before the battle at Clunther, they should 
  now be familiar with each other.   
  The players should be able to boy as wearing the 
  colors of the Bissel Free Companies. Players who 
  played BIS4-02, “Two Halves of a Whole” will 
  recognize him as Kerik, page to Lord Cainlan 
  Rashedra.  The page will move to intercept the 
  party as soon as they enter the camp. 
  
  BIS4-02 Two Halves of a Whole 
   
  Page 6 
  The page runs up to you, somewhat out of 
  breath.   Gasping a bit, he bows to you and 
  says “Excuse me, sirs.  I guess I just caught 
  you at the right time.  If it please you, sirs, my 
  Lord Cainlan Rashedra, would like a word with 
  you all.  He apologizes for the inconvenience, 
  and told me to tell you that it is not a formal 
  occasion, and that even if you were coming off 
  duty, he would like to see you as soon as 
  possible.” 
  If the PCs follow Kerik, he will lead them to Lord 
  Rashedra’s tent, which is near the center of the 
  camp.  If the PCs wish time to clean up or make 
  themselves presentable, he will follow them to 
  their tents and wait.  If the PCs are quick, he will 
  be patient, but if they take more than half an hour, 
  he will beg them to hurry.  If they take more than 
  an hour, he will return to Lord Rashedra, and 
  guards will be dispatched to “escort” the PCs to 
  their meeting. Modify the rest of the encounter as 
  necessary. 
  Lord Rashedra’s tent is near the center of the 
  camp, and one could more accurately describe 
  is as a pavilion with a few other large tents 
  connected.  Two men wearing the Rashedra 
  livery of green and brown guard the doorway, 
  and there is a fair amount of traffic in and out 
  of the tent.   
  The inside of the pavilion is one large area.  A 
  large 
  table 
  with 
  maps 
  and 
  documents 
  dominates the middle of the space, and a 
  number of maps are hung on the canvas walls. 
   Footstools and field chairs make up the bulk 
  of furniture in the tent. 
  When you enter the tent, your eyes are 
  immediately drawn to the far side of the 
  crowded pavilion.  There, looking down at a 
  map, are the ruling triumvirate of the Grand 
  Army 
  of 
  Bissel 
  – 
  Baron 
  Valiserat, 
  Sir 
  Greenblade and Lord Rashedra.  With them 
  are two women you did not expect to see – 
  Lady Jasmine Besselar, fiancée of Lord 
  Rashedra, and a beautiful young woman, with 
  fine Suel features.  
  Players who successfully completed BIS4-03 
  “Face of the Enemy” will recognize the young 
  woman as Saralind (now Viscountess Saralind 
  Markavan), who they helped rescue from Castle 
  Calignosus.  
  As soon as Kerik makes his way to his master, 
  the group looks up at you.  Baron Valiserat 
  grins, and leaves the pavilion with Sir 
  Greenblade, who escorts the Suel woman out 
  on his arm.  Lord Cainlan tries to make his way 
  over, but is stopped by a lieutenant who 
  salutes crisply and begins to deliver a report.   
  If any of the players played BIS3-04 “First Comes 
  Marriage” and earned an influence point with the 
  Besselar family during that module, Lady Jasmine 
  will approach and converse with the PCs for a few 
  moments before Lord Cainlan joins them. 
  “My friends – it is good to see you again, safe 
  and sound.  Please, please, sit.” She waves at 
  some canvas chairs around a makeshift table – 
  “It is not the Besselar keep, but there’s no 
  reason to stand.  Let me pour you all some 
  refreshment as well.”  Lady Jasmine retrieves 
  a bottle of wine and some glasses from a 
  basket by the table.  
  Lady Jasmine will chit-chat with the PCs, as a 
  good host would, until Lord Cainlan arrives.  
  Below are some questions PCs may ask: 
  How are the wedding plans for Lady Jasmine 
  and Lord Cainlan proceeding? 
  The wedding is currently planned for the 
  following spring.  She and Lord Cainlan are 
  jokingly considering eloping just to get the 
  wedding over with and not to have to deal with 
  all the family obligations, but they will 
  probably go through with the formal wedding. 
  What is she doing here? 
  She was with Lord Cainlan in Pellak when 
  word of the attack reached the city.  As a 
  member of the free companies and a 
  lieutenant in the Army, she felt it was her duty 
  to come to Clunther.  As a medic, she was not 
  involved in any of the fighting, especially 
  given the light casualty count.  She is now 
  helping with the cleanup operation and will be 
  riding back to Pellak when Lord Cainlan wraps 
  up here. 
  Who was the woman who was talking with 
  her? 
  She is Viscountess Saralind Markavan. She 
  was recently rescued from a stronghold of 
  Evard and brought back to Pellak.  The 
  Margrave has named her to the Margrave’s 
  Council as his representative and has also 
  named her as his ward.  She has taken quite a 
  fancy with Sir Jerius, and Lady Jasmine hopes 
  that it will bloom into a true relationship 
  What is Viscountess Saralind doing here? 
  
  BIS4-02 Two Halves of a Whole 
   
  Page 7 
  She was with Lord Cainlan and Lady Jasmine 
  when the word came about the incursion.  She 
  decided to come to Clunther to lend any 
  support she could.  As this is more of a 
  military matter than a political matter, she has 
  decided to take a less visible role, leaving the 
  decision making to the Margrave and his three 
  generals 
   
  After a few minutes of conversation, Lord Cainlan 
  and the lieutenant will wander over to the PCs.   
  “Send a platoon of men to check it out, 
  Lieutenant.  But I don’t want them spending 
  too much time on this.  The local farmers 
  should be able to help them clear the 
  obstruction in the river.” Lord Cainlan tells the 
  young lieutenant trailing after him.   
  “Yes, sir” replies the lieutenant, snapping off a 
  smart salute and exiting the tent. 
  Lady Jasmine smiles at Lord Cainlan, kisses 
  him on the cheek, and says “I have a few 
  things to attend to, Cainlan.  I will be back 
  shortly.”  With that Lady Jasmine departs as 
  well. 
  Lord Cainlan takes a seat on the field chair 
  with you and smiles openly. “I see my page 
  has found you.  I’ve been besieged by 
  requests all day today, so I should probably 
  cut to the chase before some other fire needs 
  my attention. 
  “I received a report from a noble in Bandalar 
  that a large number of the monsters in the 
  Barrier Peaks have decided to come out of the 
  mountains and down onto the fields and farms 
  in the foothills in Bandalar and Dount.  
  Unfortunately, the Margrave and Field Marshall 
  Valiserat have called a large number of troops 
  from that region, so while the local militias can 
  probably handle what has been coming down 
  out of the mountains, I don’t want anything 
  bigger to surprise the locals.  They’re not sure 
  if it’s just because of the bad winter we’ve had, 
  or if there’s some concerted effort going on 
  here.  I definitely don’t want some kind of 
  Kettite expeditionary force coming out of the 
  mountains at a time like this.   
  “I’d like you to go up there and see what’s 
  going on.  If it’s nothing organized, then we’ll 
  let the local Barons deal with it, and if it’s still 
  a problem after this campaign is over, the 
  Army will send a force into the foothills to 
  clean up any problems.  If there is some 
  centralized will behind this, then investigate it 
  and deal with the problem if you can.  If 
  there’s an actual army in the mountains, well, 
  do what you can, but don’t get yourself killed. 
  “It shouldn’t take you more than a week to get 
  there and back – and the Army will not be 
  heading into the Dim Forest for at least that 
  long, so you won’t miss the action here.   
  “When you get back, I’ll see if I can convince 
  Valiserat to dig a few of the goodies the 
  Margrave has given to him for the Army and 
  we’ll make sure you all get a generous 
  allowance for hazard pay.”  Lord Cainlan 
  grins.  “What do you say?” 
  PCs may have the following questions: 
  What have the monsters been doing in 
  Bandalar and Dount? 
  Lord Cainlan will tell them that according the 
  reports he’s received – nothing much.  They 
  have mostly raided a few farmsteads for food 
  and such.  No one has been killed, though a 
  number of farmers have been driven out of 
  their homes. 
  What kind of monsters is he talking about? 
  Reports indicate orcs, hobgoblins, ogres and 
  the occasional giant.  Nothing too unusual for 
  the Barrier Peaks.  Also, nothing truly 
  organized – no war bands.  Apparently its 
  been a few tribes  
  How do we get there? 
  He’s arranged for horses here at the camp, if 
  the PCs do not have them.  If the PCs follow 
  the Shaala River north, they can get fresh 
  horses in Dountham.   
  What are the plans for the Army’s attack on 
  the Dim Forest? 
  At this time, Lord Cainlan is not at liberty to 
  talk about the Army’s plans.  He will assure 
  them that the action will not start without 
  them, as the Margrave has called in two more 
  Battles, the second of which is more than 
  three days away right now.  
  Assuming the PCs agree, Lord Cainlan will shake 
  each PC’s hand and provide them with letters that 
  will guarantee speedy passage as well as letters of 
  introduction that will guarantee the co-operation of 
  the local authorities in Bandalar and Dount.   
  
  BIS4-02 Two Halves of a Whole 
   
  Page 8 
  Any type of gear that the PCs may need for 
  mountain expeditions (mundane gear only, within 
  reason) can be obtained at the Army’s rear supply 
  depot, which is in Clunther. Before leaving 
  Clunther or the Army camp, the PCs may wish to 
  gather some information and rumors.  The 
  following are rumors that they can pick up with 
  Gather Information.  The truth or falsehood of 
  each rumor will be revealed with the passage of 
  time. 
   
  DC 15 
  • 
  Despite the tensions surrounding the 
  naming 
  of 
  Baron 
  Valiserat, 
  Sir 
  Greenblade and Lord Rashedra to their 
  posts, the Margrave has been working 
  well with them.  During the battle, Lord 
  Rashedra and the Margrave fought side 
  by side a number of times. 
  • 
  With the wedding date of Lord Rashedra 
  and Lady Besselar rapidly approaching, 
  the two have been the talk of the March.  
  The latest gossip though, focuses on the 
  budding 
  relationship 
  between 
  Sir 
  Greenblade 
  and 
  the 
  Viscountess 
  Markavan 
  • 
  [For 
  members 
  of 
  the 
  Bissel 
  Free 
  Companies only].  When Lord Rashedra 
  heard of the undead incursion, he 
  immediately sent word to specific groups 
  of the Bissel Free Companies to stay 
  where they were.  Fearing a surprise 
  attack in other areas of the March, he has 
  positioned his reserves near key cities. 
  DC 25 
  • 
  [For members of the Mist Chameleons 
  only]. Intelligence reports indicate that the 
  undead of the battle on the 18th were not 
  near the strength of the undead fought by 
  the smaller force on the 16th.  
  • 
  [For members of the Knights of the Watch 
  only].  One of the battles coming to 
  Clunther to reinforce the three already 
  here is being led by Lord Galen Luchelyn. 
   It will be Lord Luchelyn and Lord 
  Rashedra’s first meeting since the Grand 
  Ball at Baron’s Besselar’s keep last winter.  
  • 
  Rumors are that someone may have 
  possibly 
  known 
  about 
  the 
  undead 
  incursion before it actually happened.  
  The heroes who halted the undead force’s 
  advance towards Clunther on the night of 
  the 16th has only recently arrived in 
  Clunther, and were armed to the teeth, as 
  if they were expecting trouble. 
  DC 35 
  • 
  [For members of the Bardic Circle only].  
  Stories are being floated around the 
  March of a mysterious “man in black” who 
  has been sighted across the March in 
  discussions 
  with 
  various 
  influential 
  personages. 
  • 
  Rumors abound of top-level meetings 
  between members of the Margrave’s 
  Council and ambassadors from other 
  nations in the Sheldomar Valley about the 
  future of Thornward.   Some rumors even 
  have a diplomatic solution a few weeks 
  away.   
  Once the PCs have obtained the gear they need, 
  and made preparations for the journey north, 
  proceed to Encounter Two. 
  Encounter Two: Sqwik 
  Three days after your meeting with Lord 
  Cainlan, you find yourself on the road in the 
  foothills of the Barrier Peaks in the Barony of 
  Bandalar.  So far, your journey has been 
  uneventful.  After checking in with the local 
  authorities, you have decided to follow a not-
  often-used road towards the northwestern 
  edge of the barony.  Nothing though, seems 
  out of place.  The spring sun shines down 
  warmly, and the birds chirp in the few trees 
  along the road.  Finally, around mid-afternoon 
  you see the first sign of what could be trouble. 
   Cresting a hill, you see a young man running 
  up the hill towards you.  Farther off, about a 
  mile away, you see a farmhouse that appears 
  to be partially on fire.   
  The young man coming up the hill is named 
  Khorai.  He is Baklunish, and appears to be no 
  older than sixteen.  As soon as he sees the PCs, 
  he will stop, and then run right up to them. 
  “Please sirs!  You have to help!  My family’s 
  farm is being attacked!” The young man 
  points over his shoulder at the burning house. 
   “My family has taken cover in the fields, but if 
  you don’t stop those monsters, they will burn 
  down house and everything we own!  Please, 
  you have to help!” 
  
  BIS4-02 Two Halves of a Whole 
   
  Page 9 
  Although panicked, Khorai is not hysterical, and 
  will tell the PCs all that he knows that might be 
  useful: 
  • 
  His family managed to escape safely – his 
  mother took his younger sisters with her 
  into the crop fields.  His father is dead, 
  and his elder brothers are in the Army, 
  headed south 
  • 
  About an hour ago, some man-sized 
  monster charged out of the fields and 
  smashed through the front door of the 
  house.  They started tearing the place up. 
   Luckily, they did not attack the family. 
  Khorai has nothing to give the PCs if they are 
  looking for money.  If the PCs leave Khorai to his 
  luck, then proceed to Encounter Three. 
  If the PCs do help Khorai, it should not be hard for 
  them to kill or frighten off the monsters in the 
  house.  As the PCs approach the house, the 
  monsters will burst out the front door, and charge 
  the PCs 
  APL 4 (EL 2) 
  Gnolls (2): hp 14,14; see Monster Manual p. 130. 
  APL 6 (EL 2) 
  Gnolls (2): hp 14,14; see Monster Manual p. 130. 
  APL 8 (EL 3) 
  Gnoll: hp 14; see Monster Manual p. 130. 
  Bugbear: hp 21; see Monster Manual p. 29. 
  APL 10 (EL 3) 
  Gnoll: hp 14; see Monster Manual p. 130. 
  Bugbear: hp 21; see Monster Manual p. 29. 
  APL 12 (EL 3) 
  Gnoll: hp 14; see Monster Manual p. 130. 
  Bugbear: hp 21; see Monster Manual p. 29. 
   
  After the battle, PCs should be smart enough to 
  search the house.  If they do so, they will find a 
  skinny kobold hiding in a cupboard in the kitchen 
  of the house.  As soon as his hiding place is 
  discovered, the kobold, named Sqwik, will throw 
  himself at the ground before the PCs and beg for 
  mercy.  Sqwik speaks pretty decent common (for 
  a kobold), which he learned while serving as a 
  slave in the Kettite military. 
  “Noooo! Please don’t hurt poor Sqwik!  Sqwik 
  not mean to hurt anyone!  Sqwik just hungry!  
  Just looking for a dry place!  Pleeeaseee!” 
  If the PCs have mercy  (or look like they will have 
  mercy) on Sqwik, he will be quite grateful to them, 
  and answer any questions honestly and earnestly. 
  What were you doing with the [hobgoblins, 
  orcs, etc.] 
  “Sqwik was brought here by those smelly 
  nasty beasties.  Sqwik trapped by them 
  when Sqwik’s caves filled with water.  
  When their caves fill with water, they come 
  here looking for food.  
  How did you learn to speak Common? 
  “Sqwik always smart – Sqwik’s momma 
  told him so.  Sqwik learned to speak like 
  men when he used to work for man army.  
  Sqwik also learned to peel potatoes and 
  shine shoes too.” 
  Where is your cave? 
  “Sqwik cave and beasties cave was in 
  same deep cut in mountains.  But you no 
  go there now – all filled with water and 
  fishies with big teeth” 
  Where did the water come from? 
  “Sqwik not know.  Usually water come 
  from sky, but this time water come out of 
  caves.  Sqwik wake up one morning, find 
  fish in cave.  Sqwik happy, but then cave 
  full of water, and Sqwik not know how to 
  breathe water like fish.” 
  How do we get to your cave? 
  “Sqwik cave is in mountains.  Easiest way 
  back, is to go out door, cross field to 
  creek, and go up creek till you see tree hit 
  by lightning.  Turn onto trail there.  Follow 
  trail.  It take you no more time than it take 
  to cook a good pig stew.  But like Sqwik 
  say, Sqwik cave full of water.  Unless you 
  breathe like fish, you not going to be able 
  to go to Sqwik cave” 
  Once the PCs are done questioning Sqwik, they 
  will have a dilemma – what to do with him.  At an 
  appropriate moment, Khorai will take aside a PC 
  (he will start with a Baklunish PC, or a cleric) and 
  
  BIS4-02 Two Halves of a Whole 
   
  Page 10 
  tell him / her that his family will look after Sqwik if 
  the PCs so desire.  When given the choice of 
  being turned out into the wild or a chance to live 
  under a roof with hot meals, Sqwik will obviously 
  choose the latter and will sincerely give his word 
  that he will behave and follow the family’s orders. 
  Once the PCs are done questioning Sqwik, they 
  have enough information to proceed to Encounter 
  Three. 
  If the PCs dispatch swift justice on Sqwik and kill 
  him, then there is not much left to do here.  The 
  fire damage in the house is contained to one 
  room, and Khorai will tell the PCs that he and his 
  family will be able to fix it over the summer.  
  Khorai has no idea where the monster came from. 
   PCs with the Track feat can make a DC 20 
  Survival check to track the monsters, but will lose 
  the trail at a small creek about 1 mile from the 
  house.  Proceed to Encounter Three from here. 
  Any PC that promises mercy to Sqwik and then 
  allows him to be killed takes an immediate step 
  towards Evil.  If this means the character is now 
  an evil character, allow the player to finish the 
  module, and then remove the PC from the 
  campaign, and notify the Bissel Triad.  
   
  Encounter Three:  Water, 
  Water Everywhere 
  DM’s Note:  It is possible, that between 
  Encounters Three and Encounter Five, the PCs 
  may wish to turn around and head back to 
  Clunther, with the information that they have.  If 
  they do so, proceed to the “Alternate Conclusion 
  immediately” 
  A. If the PCs did not talk to Sqwik, or chose not to 
  follow his directions, read the following: 
  For hours now, you have scoured the foothills 
  of the Barrier Peaks.  Aside from the few 
  monsters at the farmhouse, you have seen 
  nothing.  Running out of time, and out of 
  patience, you are almost about to turn around, 
  when you stumble on something.  On the 
  banks of a small creek, next to the shattered 
  stump of a tree long ago hit by lightning, you 
  find a trail.  What should be just another game 
  trail, instead shows significant and recent use. 
   The tracks lead directly into the creek, 
  meaning you cannot follow them, but you can 
  follow them back to where they originated, to 
  see if that sheds any clues. 
  Proceed directly to the narrative marked “C” 
  B. If the PCs did talk to Sqwik, and learned of the 
  location of his flooded cave, read the following 
  and then process to the narrative marked “C”: 
  Leaving Sqwik with Khorai and his family, you 
  follow his direction towards his flooded cave 
  and possibly a clue as to why monsters have 
  been coming out of the Barrier Peaks.  Sure 
  enough, his directions lead you to the trail by 
  the stump of a burned tree.  The trail shows 
  significant and recent use. The tracks lead 
  directly into the creek, meaning you cannot 
  follow them, but you can follow them back to 
  where they originated, to see if that sheds any 
  clues. 
  C. PCs with the Track skill can roll a DC (15+APL) 
  check to determine that the tracks on the trail are 
  made by humanoid monsters – mostly hobgoblins, 
  but with a few other humanoid types mixed in.  
  Proceed with the boxed text below 
  As the trail heads up into the mountains, it 
  becomes the bottom of a small valley.  An 
  hour later, the small valley is now a very deep 
  valley, with the walls looming more than a 
  hundred feet above your heads.  And then the 
  trail simply stops, and you have found a 
  “clue” – a smooth wall of stone rises from the 
  ground at your feet up to the top of the valley. 
   Far above you, on the top of the wall, 
  something metallic glitters in the low evening 
  sun.  
  PCs can roll a DC 10 Spellcraft check to realize 
  that the wall in front of them is magical. A DC 20 
  Spellcraft check will tell a PC it is a wall of stone 
  spell.  The dam (as it is holding back a massive 
  amount of water on the other side) is actually a 
  number of walls of stone melded together.  Each 
  wall of stone spell was cast at 16th level.  
  If PCs dig at the base of the dam, they will find it 
  extends some fifty feet into the ground.  At a 
  depth of around fifty feet, water from the other 
  side of the wall will begin to fill the hole they have 
  dug. 
  PCs who roll a DC (15+APL) Spot check, or a DC 
  (12+APL) Search check, if Searching, will notice a 
  way to scale the side of the valley wall.  It appears 
  that quite a few creatures have used these 
  handholds to either climb up or climb down.  
  Climbing the wall using the handholds requires a 
  
  BIS4-02 Two Halves of a Whole 
   
  Page 11 
  DC 15 Climb check.  Use of appropriate climbing 
  equipment will reduce this to a DC 5 Climb check. 
  If, for some inexplicable reason, the PCs decide to 
  breach the dam without checking what is on the 
  other side of the dam first, the results will be 
  catastrophic for the PCs.  As per the wall of stone 
  spell (PHB p. 300), the dam has sixty hit points 
  and hardness eight per five foot square. (It is 4 
  inches thick, 15 feet wide at the base, 100 feet 
  wide at the top, and 100 feet high).  Any physical 
  breach of the dam will cause the water pressure 
  on the other side to instantaneously destroy the 
  dam.  PCs within fifty feet of the ground will 
  immediately take 20d4 points of damage (no 
  save), and 20d4 points of damage (no save) for 
  each round they remain within the water’s flow, for 
  a maximum of 10 rounds.  PCs fifty or more feet 
  above ground level of the valley, but within the 
  valley, will take 10d4 points of damage (Reflex 
  Save DC 20 for half), and 10d4 points of damage 
  (Reflex Save DC 20) for a maximum of 10 
  rounds.   
  Once the PCs scale the dam, or the valley wall, 
  read the following 
  Standing on a small outcropping at a height 
  equal with the top of the wall, your eyes sweep 
  over a sight that is truly unbelievable.  The 
  wall to your right is not just a wall – it is a 
  dam.  On this side, going back as far as you 
  can see, is a gigantic lake of water.  What once 
  was probably a valley in the mountains is now 
  a massive reservoir of water.  The water level 
  is only a foot below the top of the wall and the 
  natural ledge upon which you stand.   
  Almost as unbelievable as the lake is what 
  appears to be filling it.  About a half a mile 
  away, over the widest, and you guess deepest 
  point in the lake, is a giant blue edged portal, 
  out 
  of 
  which 
  water 
  is gushing at an 
  unbelievable rate.  As the stream of water 
  pours into the lake, you swear you see 
  movement in the water column, and you 
  definitely see fish leaping out of the water in 
  the distance. 
  On the opposite shore of the lake, about a 
  hundred 
  feet 
  away, 
  you 
  see 
  another 
  outcropping, similar to the one on which you 
  stand.  It could be a trick of the evening light, 
  but you would swear that some of the stones 
  on that ledge are giving off a strange green 
  glow.  
  Finally, resting on the top of the four-inch 
  wide stone wall, about fifty feet from where 
  you stand, is a metal box.  From this distance, 
  it appears to be two feet wide, about a foot 
  high, and probably four feet in length. 
  Observant PCs (DC 15 Spot check) will notice, 
  after a few minutes of watching, that the overall 
  water level in the lake is not rising, even though 
  the portal is pouring more water into the reservoir 
  than the Shaala River would.   PCs with the 
  Survival skill can make a DC 15 check to realize 
  that it given the rate at which water is filling the 
  lake, it would have taken more than a month to fill 
  this valley with water.  
  If the PCs decide to scout out the lake, they will 
  find that it extends about a mile, and at its 
  maximum width, it is about five hundred yards 
  across.  At the far end of the lake, there is another 
  dam capping the valley, which has roughly the 
  same dimensions and statistics as the dam 
  described above. 
  PCs who wish to check out either the box on top 
  of the dam or the green glowing stones will need 
  to find a way to cross the lake.   Observant PCs 
  (DC 20 Spot check) will realize that there is a 
  ledge about two feet wide and a foot below the 
  water level, which can help with a crossing 
  attempt.  Nothing in the water will attack the PCs, 
  though DMs may want to roll a few dice for 
  psychological effect. 
  The Box 
  Dealing with the box on the top of the dam is  not 
  actually necessary to completing the module,  but 
  it is highly encouraged as it will affect the future of 
  the campaign in Bissel. 
  The metallic box located at the top of the midpoint 
  of the dam is actually a bomb, designed to go off 
  at a set time and destroy the dam, releasing the 
  water in the lake.  The box features a riddle on it’s 
  top side which the PCs must solve in order to 
  open it and deactivate the device. 
  Using the ledge, the PCs should be able to easily 
  inspect the box.   Size small or smaller creatures 
  will have difficulty reading the top of the box, but 
  normal PCs should not have any difficulty (the top 
  of the box is two feet above the ledge on which 
  PCs can stand).   
  Once the PCs are close enough to inspect the 
  box, read the following 
  Inspecting the box, you come to the realization 
  that this is no ordinary box.   As best as you 
  
  BIS4-02 Two Halves of a Whole 
   
  Page 12 
  can determine, the box is made out of the rare 
  metal adamantite.  Furthermore, it appears to 
  be embedded within the stone wall upon 
  which it is placed.  Four blue gems are placed 
  in the corners of the top of the box, and there 
  appears to be some writing on the lid as well. 
  Give the players Player Handout 1, which contains 
  the text of the riddle scribed on the top of the box. 
   In order to successfully open the box, players will 
  need to pour a handful sand on the top of the box 
  for the box to open.  There is no other way to 
  open the box.  If the PCs can cause enough 
  damage to break the box (it has 60 hitpoints and 
  hardness 3, the bomb will go off, and the dam will 
  burst.  Any PC who is not flying or levitating 
  should be treated as per the rules of breaching the 
  dam above).   A handful of sand can easily be 
  scraped from either of the outcroppings on the 
  lake’s shore, or even from the floor of the valley at 
  the base of the dam. 
  When the PCs do so, the lid of the box pops open 
  with a audible click.  Read the following to them 
  once they open the lid fully. 
  Peering inside the box, you see a complex set 
  of tubes and liquids, a switch, and a dial of 
  some sort.  On the right side of the box is a 
  large glass bulb full of a dark liquid, or what 
  you presume is a liquid.  On the left side of the 
  box is a similar bulb filled with a white liquid.  
  Separating the two is a switch of some sort.  
  Above the switch, there is a small green gem, 
  which is gently glowing. There are no words 
  that you can see. 
  A DC (20+APL) Disable Device check will allow a 
  PC to realize that at some point in time, the two 
  liquids will mix – possibly when some type of 
  signal is received – and that may cause a large 
  explosion. In order to disable the bomb, all the 
  PCs need to do is flick the switch from it’s current 
  on position to the off position.  A (DC 25+APL) 
  Disable Device check will allow a PC to realize 
  this.   
  Smashing one of the bulbs of liquid will not 
  disable the device fully.  If they smash both of the 
  bulbs, or attempt to destroy or remove the green 
  gem, the liquids will mix, and the bomb will go off 
  (see previous text for the effects of the bomb 
  going off).  The only other option is for the PCs to 
  teleport the device to another location.  Only a 
  teleport spell will allow the PCs to safely detach 
  the device from the dam. 
  The far side of the lake 
  Using the ledge, PCs should be able to easily 
  cross the lake to the outcropping on the far side. 
  Read the following as they arrive there: 
  Nearing the outcropping, you can now see 
  that the faint green glow you noticed from the 
  other side of the lake was no figment of your 
  imagination.  The glow appears to be 
  emanating from three spherical stones, which 
  have been placed on the edge of a 10 foot 
  diameter circle etched into the stone of the 
  outcropping.  
  The circle is a teleportation circle, which the Ur-
  Flan have put in place to help with traveling 
  across the Barrier Peaks to their other reservoirs 
  in the moments just before their attack. A DC 29 
  Spellcraft check will enable a PC to identify the 
  spell.  Otherwise, the PCs are on their own to 
  figure out the use of the circle.  Once the PCs 
  step into the circle, they are teleported to 
  Encounter Four.  
  Encounter Four: Running 
  Behind Schedule 
  PCs who step through the teleportation circle at 
  the end of Encounter Three are whisked to a 
  similar circle in an unknown location in the Barrier 
  Peaks.  If they wish, they can step out of the circle 
  and back into it to be teleported back to the 
  location of Encounter Three. 
  Once the party has arrived at this second location, 
  read them the following: 
  After 
  a 
  mild 
  disorientation, 
  you 
  collect 
  yourself and look at your surroundings.  You 
  are still in the mountains, and given that the 
  sun does not appear any lower than it was 
  when you left your previous location, you 
  think you are still somewhere in the Barrier 
  Peaks.  This time however, you are standing 
  on a small rocky island, about twenty feet in 
  diameter, in the middle of a lake of water, 
  which appears to have been created by the 
  flooding of another mountain valley.  To the 
  east and west, you can see a shoreline, 
  perhaps two hundred yards away in either 
  direction.   About a half a mile to the south, a 
  portal similar to the one you discovered 
  previously stands open, pouring water into 
  this lake.  A hundred yards to the north 
  appears to be another island in the lake, 
  perhaps thirty feet in diameter. Just beyond 
  that, you can make out a stone wall which you 
  
  BIS4-02 Two Halves of a Whole 
   
  Page 13 
  surmise is a dam.  The northern island appears 
  to have some sort of growth and rubble on it, 
  which obscures your view of the dam. 
  From their current location, the PCs cannot see 
  the bomb device (which is located on the dam, but 
  is on the far side of the northern island) or another 
  teleportation circle, which is on the northern island 
  behind the rubble. 
  PCs who make a (DC 15+APL) spot check will 
  realize that there is some sort of bridge 
  connecting the two islands.  The bridge is roughly 
  two feet under the surface of the water, is five feet 
  wide and appears to be made of smooth stone.   
  The valley itself is approximately 500 feet deep    
  As the PCs arrive on the island, Joraemus, a druid 
  in the Ur-Flan is finishing his preparation of this 
  area.  He has just set the timer on the bomb, and 
  was making his way to the teleportation circle 
  when his animal familiar notified him of the PCs’ 
  presence.   Joraemus has now taken cover in the 
  growth on the northern island, and has come up 
  with a desperate plan to stop the party from 
  getting through the teleportation circle on the 
  northern island and disrupting the Ur-Flan ritual at 
  the next lake. 
  At APL 4, Joraemus will wait for the PCs to get to 
  the northern end of the bridge before launching 
  his attack.  He will order his shark to harass the 
  back of the party, which should still be on the 
  bridge in the water, while he launches himself at 
  the front of the party. 
  At APLs 6 and higher, Joraemus will order his 
  shark and allies in the lake to attack the party 
  when they are at the midpoint of the bridge.  
  Joraemus will use call lightning at the beginning of 
  the battle against and flying PCs to get them to 
  touch down (allowing his water based allies to 
  attack).  He will then use his range spells before 
  leaving the northern island to engage the PCs on 
  the bridge (if needed).  
  Should any of the PCs be knocked or dragged off 
  the bridge, refer to Appendix 2 for rules about 
  underwater combat.   
  APL 4 (EL 5) 
  Joraemus: male human; Drd 3; hp 23; See 
  Appendix 1 
  Shark: hp 21; See Appendix 1 
  APL 6 (EL 7) 
  Joraemus: male human; Drd 5; hp 38; See 
  Appendix 1 
  Shark: hp 32; See Appendix 1 
  Ogre, Merrow: hp 29; see Monster Manual p. 199 
  APL 8 (EL 9) 
  Joraemus: male human; Drd 7; hp 53; See 
  Appendix 1 
  Shark, Large: hp 38; See Appendix 1 
  Orca: hp 88; see Monster Manual p. 283 
  APL 10 (EL 1 
  1) 
  Joraemus: male human; Drd 9; hp 68; See 
  Appendix 1 
  Crocodile, Giant: hp 75; See Appendix 1 
  Orca (2): hp 88,88; see Monster Manual p. 283 
  APL 12 (EL 13) 
  Joraemus: male human; Drd 11; hp 83; See 
  Appendix 1 
  Crocodile, Giant: hp 75; See Appendix 1 
  Shark, Dire: hp 156; see Monster Manual p. 64 
   
  The PCs managed to run into Joraemus because 
  he was running behind in his preparations.  His 
  delay is due to the fact that he was approached by 
  an agent of the Ur-Flan with important last minute 
  details on Evard’s preparations in the city of 
  Clunther, and a potential double-cross in the 
  making.  The details are written on a note that the 
  PCs can retrieve if they manage to defeat 
  Joraemus and they are capable of searching his 
  corpse (if his body is destroyed or lost, then the 
  note is lost as well).  If the PCs do find the note, 
  hand them Player’s Handout 2.   
  After the battle with Joraemus, PCs who circle the 
  northern island will find another metallic box on 
  the dam wall.  In this case, the northern island 
  extends right up to the dam wall, and PCs can 
  easily stand on the island and examine the box.  
  (The top of the dam is about two hundred feet 
  above the valley floor below).  The box is similar 
  to the box described in Encounter 3, and the 
  effects of damaging or destroying it are exactly as 
  listed before (the northern island will collapse 
  
  BIS4-02 Two Halves of a Whole 
   
  Page 14 
  when the dam is breached).  PCs examining the 
  box should be given Player Handout 3, which 
  describes the riddle on the lid of the box.   
  In order to open the lid of the box, the PCs will 
  need to a handful of plant roots on the lid of the 
  box.  The PCs can easily find roots by tearing up 
  the vegetative growth on the northern island.  
  Once they place a handful of roots on the lid of 
  the box, it will partially open. At APLs 6 and 
  higher, it is trapped 
  APL 6 
  Inflict Light Wounds Trap: CR 2; magic device; 
  touch trigger, automatic reset; spell effect (inflict 
  light wounds, 1st-level cleric, 1d8+1, DC 11 Will 
  save half damage); Search DC 26; Disable Device 
  DC 26.  
  APL 8 
  Lightning Bolt Trap: CR 4; magic device, touch 
  trigger; automatic reset; spell effect (lighting bolt, 
  5th level wizard, 5d6 electricity, DC 14 Reflex save 
  half damage); Search DC 28; Disable Device DC 
  28. 
  APL 10 
  Flame Strike Trap: CR 6; magic device, touch 
  trigger; automatic reset; spell effect (flame strike, 
  91h level cleric, 9d6 fire, DC 17 Reflex save half 
  damage); Search DC 30; Disable Device DC 30.  
  APL 12 
  Flame Strike Trap: CR 8; magic device, touch 
  trigger; automatic reset; spell effect (flame strike, 
  151h level druid, 15d6 fire, DC 19 Reflex save half 
  damage); Search DC 32; Disable Device DC 32. 
  Note: Damage dealt by the trap should NOT be 
  applied to the box or its contents.   
  Read the following to them once they open the lid 
  fully.  If the PCs did not open the box from 
  Encounter Three, adjust the text appropriately. 
  Opening the box, you find almost the same 
  contents as the contents of the box at the 
  previous lake.  This time however, the green 
  gem is glowing much brighter. 
  A DC (20+APL) Disable Device check will allow a 
  PC to realize that at some point in time, the two 
  liquids will mix – possibly when some type of 
  signal is received – and that may cause a large 
  explosion. In order to disable the bomb, all the 
  PCs need to do is flick the switch from it’s current 
  on position to the off position.  A (DC 25+APL) 
  Disable Device check will allow a PC to realize 
  this.   
  Smashing one of the bulbs of liquid will not 
  disable the device fully.  If they smash both of the 
  bulbs, or attempt to destroy or remove the green 
  gem, the liquids will mix, and the bomb will go off 
  (see previous text for the effects of the bomb 
  going off).  The only other option is for the PCs to 
  teleport the device to another location.  Only a 
  teleport spell will allow the PCs to safely detach 
  the device from the dam. 
  The Teleportation Circle 
  A quick search (DC 10+APL Search check) of the 
  northern island will reveal a circle etched in the 
  ground.  Although there are no green glowing 
  stones here, the teleportation circle is swept clean 
  and should be easy for the PCs to find.  Once the 
  PCs step through, proceed to Encounter Five 
  Encounter Five: The Calm 
  Before the Storm 
  PCs who step through the teleportation circle from 
  Encounter Four find themselves in a third 
  unknown location. As with the previous circle, they 
  can step back into the circle at this location and 
  return to the circle they departed from at the 
  previous lake.   
  Once the party has arrived at this location, read 
  the following: 
  Expecting to find yet another lake of water, 
  you find yourself mildly surprised to be on an 
  exposed ledge somewhere in the mountains, 
  looking the side of a cliff face at a deep, 
  waterless valley.  Gale force winds whip 
  around 
  you, 
  and 
  the 
  temperature 
  is 
  significantly lower, with a thin layer of snow 
  crunching under foot.  Over the howling wind, 
  you feel, more than hear, a tremendous crash 
  somewhere from around the other side of the 
  mountain.  As you try to protect yourself from 
  exposure to the wind, your eyes make out a 
  trail that heads in that direction. 
  PCs are facing a severe wind (see DMG, p. 95), 
  which makes flying almost impossible, and will 
  adversely affect ranged attacks.  Small creatures 
  will be knocked down, and medium creatures will 
  be checked. 
  
  BIS4-02 Two Halves of a Whole 
   
  Page 15 
  The trail shows a significant amount of traffic from 
  booted humanoid feet.  PCs with the Track feat 
  can make a DC (15+APL) Survival check to 
  determine that somewhere between ten and thirty 
  humanoid creatures have passed this way within 
  the last day, all of whom were headed up the trail 
  away from the teleportation circle. 
  The PCs will need to walk up the trail, which will 
  be slow going.   Once the party attempts to move 
  up the trail, read the following: 
  Forcing your way up the trail against the wind 
  takes a tremendous amount of effort.  Almost 
  every other step, the mountain seems to shake 
  with an impact of some sort, sending small 
  stones showering down from above you.  For 
  a torturous ten minutes you force yourself to 
  put foot in front of foot, inching your way up 
  the trail, which is now barely two feet wide.  
  Suddenly, almost as if stumbling through a 
  doorway, you pass into an area of stillness, 
  where there is no wind. 
  As 
  you 
  catch 
  your 
  balance, 
  another 
  shockwave rattles the mountain.  As the sound 
  and feeling passes, you hear voices coming 
  from below you.  Taking cover against the 
  rock wall of the mountain face you peer 
  around the corner. 
  Ahead of you is a large ledge – probably some 
  fifty feet wide and sixty feet in length.  If the 
  two reservoirs you have just seen could be 
  termed lakes, then the one you are looking at 
  right now would be better categorized as a 
  sea.  As far at the eye can see, there is water.  
  You count at least three blue portals, filling 
  the body of water.  There is no dam here that 
  you can see, but on the far side of the ledge, 
  near the water’s edge, there is another metallic 
  box, much larger than the ones you have seen 
  before. 
  You eyes sweep over the sight in just a 
  second, as they are quickly drawn to the 
  figures assembled on the ledge in front of you. 
   Four figures, all robed in green and brown 
  stand on the ledge in a protective circle.  In 
  their center, stands another, taller figure, who 
  is speaking with a smaller figure, clad only in 
  black.  
  “One of your order is missing Khemtar,” says 
  the figure in black.  Another shockwave rattles 
  the mountain. 
  “Irrelevant.  We are ready.  Are you ready to 
  hold up your side of the bargain?” responds 
  the tall figure in green and brown, presumably 
  named Khemtar. 
  “I’ve already held up more than my share.  
  What sacrifice have you made, druid?” sneers 
  the figure in black. 
  “Plundering tombs and sacrificing undead is 
  no great cost for you.  Giving up some scrolls 
  from your private collection so we could build 
  the dams and open the portals to the Plane of 
  Water is a minimal cost compared to the lives 
  we have sacrificed to put this in place.  And 
  your sacrifice has come at a cost to us, has in 
  not?” returns Khemtar.  “But soon, our 
  enemies will be washed away, and we will rule 
  this cleansed land.  The Margrave, the Knights 
  of the Watch, Rashedra and Besselar, even 
  their new mouse, the so called Viscountess 
  Saralind – all will be gone, thanks to the Ur-
  Flan.” Again, another shockwave rattles the 
  mountain. 
  “Saralind?  What are talking about fool?” 
  There is an edge of urgency in the voice of the 
  figure in black. 
  “Viscountess Saralind?  Surely you know 
  about her – she is with the Margrave’s army at 
  Clunther.  Another pet of the Margrave that 
  will be destroyed!” gloats Khemtar. 
  “You fool Khemtar! Why did you not tell me?  
  She cannot be harmed – she WILL not be 
  harmed! You had best pray to your gods that 
  she is not harmed, or I will flay the flesh from 
  your bones personally!” The figure in black 
  turns away and makes a hand motion.  Before 
  any of the others can make counter the spell, 
  he disappears. 
  “Where did he go!  Find him!” yells Khemtar 
  yells at his followers. 
  “My lord!  Intruders!” yells one of the figures, 
  pointing in your direction. 
  Khemtar stares in your direction.  “Let them 
  try and stop us.  It is already too late for Evard 
  to interfere, and our pets will handle the rest.  
  Come my children, and let us prepare for the 
  next phase. Avernum!”  With a sweeping hand 
  motion, Khemtar activates a spell and the 
  figures on the ledge disappear.   
  Another shockwave rattles the mountain side.  
  
  BIS4-02 Two Halves of a Whole 
   
  Page 16 
  The Ur-Flan druids, always expecting some sort of 
  duplicity by Evard, have summoned a number of 
  creatures to the water’s edge for protection. 
  Although the Ur-Flan have left, the creatures are 
  still waiting, and will attack as soon as the PCs 
  begin to cross the ledge.   Throughout the battle, 
  reinforce with the players that shockwaves 
  continue to rattle the mountainside, growing in 
  intensity as the battle continues. 
  Tactics: 
  While 
  the 
  Water 
  Elemental 
  will 
  ferociously attack the PCs, the Tojanidas will use 
  their ink sprays to disable a PC and then drag her 
  underwater, where the Tojanida has a greater 
  advantage (See Appendix 2 for rules on 
  underwater combat).  Due to the size of the ledge 
  the PCs are standing on, while the Water 
  Elemental can move across all of the area, it will 
  be out of contact with water should it move more 
  than ten feet from the water’s edge as depicted on 
  Map 1.   
  APL 4 (EL 7) 
  Water Elemental, Medium: hp 30; see Monster 
  Manual p. 98 
  Tojanida, Adult: hp 45; see Monster Manual p. 
  243 
  APL 6 (EL 9) 
  Water Elemental, Large (2): hp 68, 68; see 
  Monster Manual p. 98 
  Tojanida, Adult (2): hp 45, 45; see Monster 
  Manual p. 243 
  APL 8 (EL 10) 
  Water Elemental, Huge (2): hp 152, 152; see 
  Monster Manual p. 98 
  Tojanida, Adult (2): hp 45, 45; see Monster 
  Manual p. 243 
  APL 10 (EL 12) 
  Water Elemental, Greater (2): hp 199, 199; see 
  Monster Manual p. 98 
  Tojanida, Elder: hp 127; see Monster Manual p. 
  243 
  APL 12 (EL 14) 
  Water Elemental, Elder (2): hp 228, 228; see 
  Monster Manual p. 98 
  Tojanida, Elder (2): hp 127, 127; see Monster 
  Manual p. 243 
   
  The Box 
  The PCs may attempt to split up and send 
  someone 
  to 
  deal 
  with 
  the 
  metallic 
  box.    
  Unfortunately, the box is not a control device, but 
  actually the Ur-Flan’s payment to Evard for 
  executing the plan.  Read the following when a PC 
  gets close enough to the box to examine it 
  This box is not only larger than the other 
  boxes you have seen - it is markedly different. 
   There are not gems and no riddle etched on 
  its lid.  Instead, the lid appears to be simply 
  removable. 
  The box is not trapped, and if a PC opens the lid, 
  they will find it containing a number of coins, 
  scrolls, potions and other items.  It does not 
  contain the mechanism for the destruction of the 
  dam containing this reservoir.  Instead, the Ur-
  Flan have set some of the creatures in the water 
  itself to destroying the dam.   
  Aftermath 
  As soon as the PCs deal with the creatures that 
  attack read the following: 
  As you drop the last of the creatures that came 
  out of the water to attack you, there is a 
  massive shockwave.   A small wave crosses 
  the surface of the water and drenches you.  
  Then, from somewhere across the water, you 
  hear the sound of stone rending and then 
  giving away.  At your feet the waterline 
  recedes precipitously and then the water level 
  before you drops, first an inch, then a foot, 
  and then tens of feet.  Before you, the 
  reservoir of water empties.  Cold, wet, and 
  helpless, you watch the water drain away… 
  Encounter Six: The Days 
  After 
  The Ur-Flan have successfully launched the first 
  part of the attack against Bissel.  Using a number 
  of hidden reservoirs created over the past months 
  in the Barrier Peaks, they have launched a 
  massive tidal wave down the Shaala River.  The 
  magnitude of destruction along the River will be 
  determined outside of this module, based, in part, 
  on the success of the PCs to defuse the bombs at 
  the first two dams they came across.  However, 
  
  BIS4-02 Two Halves of a Whole 
   
  Page 17 
  what is known is that the city of Clunther, and 
  almost all of its inhabitants have been lost, 
  covered now in almost a hundred feet of water.   
  Adjust the text below appropriately if the PCs 
  have magical means to work their way out of the 
  Barrier Peaks.     
  It takes you nearly a day to pick your way back 
  down to the foothills of the Barrier Peaks.  As 
  the teleportation circle fails to work, you 
  follow the simplest way – the route the water 
  took out of the mountains, to the Shaala River, 
  which is still flooding its banks due to the 
  continued influx of water through the open 
  portals. 
  As you enter the foothills of the Barrier Peaks, 
  the devastation wrought by the immense wave 
  of water is plainly evident.  Everything within a 
  mile of the Shaala’s banks has simply been 
  swept away.  There is no trace of the 
  farmhouse or farm that you passed earlier.  
  Heading south the devastation continues.  
  There is nothing alive near the Shaala.  Trees, 
  houses, and bodies mark the edge of the 
  water’s wash. Fish as large as whales flounder 
  in the shallow points of the river.  
  When you reach the city of Dountham, it is a 
  scene of chaos.  The docks of the city have 
  been swept downriver, and half of the city is 
  flooded.  A small tent city of refugees has 
  sprung up on the east side of the city, and 
  soldiers are everywhere – policing the city, 
  helping with refugees, and clearing rubble.  
  Still, as the waters of the Shaala edge back to 
  their new norm, it appears that Dountham will 
  be able to rebuild. 
  It is not so with Clunther. 
  Two days of hard riding after the flood was 
  released, you crest a hill that once overlooked 
  the city of Clunther. 
  All that is there now is water, a huge lake, 
  some twenty miles wide, filled with the water 
  of the reservoirs the Ur-Flan had built in the 
  Barrier Peaks. 
  The city of Clunther is no more. 
  Circling the lake, you see refugees and 
  soldiers picking through the debris, looking 
  for survivors who may have been able to 
  escape the massive wave of water that swept 
  through the city.  On the southern bank of the 
  lake, much of the Army’s encampment has 
  either been flooded or washed away.  A ragtag 
  tent city has been built on the lake’s edge, and 
  you see a makeshift mortuary, where families 
  look 
  through 
  the 
  water 
  bloated 
  dead, 
  searching for the bodies of their family and 
  friends. 
  Following the directions you gather from 
  soldiers and others you meet, you make your 
  way towards the new command post for the 
  army, located in a copse of trees on a hill.  As 
  you dismount, you hear a voice from behind 
  you say, “Praise the gods, at least you’re 
  safe.”  You turn to see the Lady Jasmine 
  Besselar, dirty and tired, cradling an infant.   
  “Cainlan has been looking for you.” 
  Lady Jasmine will bring the PCs to a small tent 
  where they can rest while they wait for Lord 
  Cainlan.  After dispatching a guard to find Lord 
  Cainlan, she will answer what questions she can 
  What happened? 
  Two days ago, as the Margrave was preparing 
  his troops around Clunther, without warning, a 
  massive wave of water coming down the 
  Shaala River hit the city.  Within minutes, the 
  shallow valley surrounding the city began to 
  flood.  Within an hour, Clunther was 
  underwater.  There were some survivors, such 
  as the infant she is holding, but most of the 
  inhabitants of the city, including the battle that 
  was in it, were lost. 
  Why did the valley flood?   
  Apparently, the Shaala River was obstructed 
  downriver.  This may have been why Evard 
  launched his attack in the first place.  The 
  Margrave is afraid of removing the obstruction 
  now, for fear that releasing the water from the 
  lake will do more harm to the other lands on 
  the banks of the Shaala as well as to Bissel’s 
  neighbors. 
  Is the Margrave okay? 
  The Margrave, Lord Cainlan, Sir Greenblade, 
  Baron Valiserat and Viscountess Saralind all 
  survived, with minor injuries.  All of them have 
  been involved in the rescue efforts, which are 
  now transitioning to cleanup efforts.   
  After the PCs have asked Lady Jasmine one or 
  two questions, Lord Cainlan will arrive.  
  Ducking his head, Lord Cainlan Rashedra 
  enters the tent.  He is a different man than 
  when you last saw him.  He is obviously tired, 
  
  BIS4-02 Two Halves of a Whole 
   
  Page 18 
  approaching exhaustion, and no longer so 
  self-confident.  He kisses his fiancé, and sits 
  down. 
  “The Council?” she asks him before he can 
  say anything. 
  “They have agreed with the Margrave.  Martial 
  law will be declared tonight.  The entire Army 
  will be mobilized by week’s end.”   
  “So it begins.” Lady Jasmine shrugs. “What 
  other news?” 
  “They found Galen’s body, Jasmine,” Lord 
  Cainlan says, simply.  Lady Jasmine nods her 
  head, squeezes his shoulder, and leaves the 
  tent silently. 
  Lord Cainlan turns to you. “Tell me you know 
  something about what caused this.  The 
  Margrave would have us believe that it is 
  entirely the work of the Necromancer.  But I 
  don’t agree with him.  This is beyond his 
  powers.  Did you find anything in the north 
  that can shed some light on what happened 
  here?” 
  Lord Cainlan will allow the PC party to debrief him 
  on what they found, asking questions as 
  appropriate.  If the PCs recovered the note from 
  Joraemus’ body, he will examine it and hold on to 
  it, as it is an important clue.  If the PCs ask 
  questions about Viscountess Saralind, he will tell 
  them that the Margrave, the Margrave’s Council, 
  and just about everyone knows that she is the 
  sister of Evard, given that both Evard and 
  Saralind were children of the deceased Baron 
  Markavan of Rhypthorne.  Given Evard’s reaction, 
  he will ensure that Viscountess Saralind’s guards 
  are doubled.  
  Once the PCs are done telling their story, move to 
  the Conclusion. 
  Conclusion 
  Wearily, Lord Cainlan stands.  “This note does 
  not bode well for us.  It means that there is a 
  second act to this which has not been played 
  out yet.”  He pauses, staring off into the 
  distance.  “I want you to stay close.   My father 
  and Jasmine’s father will deal with the portals 
  in the Barrier Peaks, but I may need your help 
  dealing with this plot.  When I send word to 
  you, please come as fast as you can. 
  “Until then, go and rest.  I will make sure that 
  the rewards I promised make their way to you, 
  and that you are commended for your actions 
  today.   Until then, may the gods look over 
  you.” 
  True to his words, Lord Cainlan does in fact 
  make sure that your efforts do not go 
  unrewarded.  In the days following the 
  disaster, now labeled the “Deluge” by the 
  residents of Bissel, the dead whose bodies 
  can be found are blessed and buried, and 
  there is a poignant ceremony for those lives 
  lost in the Deluge.  
  No accurate death count can be confirmed, 
  but general estimates put the number between 
  three and four thousand dead.  Neither the 
  waters of the lake nor the swollen waters of 
  the Shaala receded, and so, the lake has been 
  named “Hasra” for the Baklunish word for 
  “loss”.    
  The songs the bards had sung for the great 
  victory at Clunther have faded to silence.  
  There is no joy here – only sorrow.  And a few 
  souls know that the full hand has not yet 
  played out.  Khemtar and the Ur-Flan are still 
  at work in Bissel.  The Necromancer, who may 
  be allied with them, has yet to strike again.  
  Lurking at the edge of your vision, all you can 
  see are shadows. 
   
  To Be Finished…. 
  Alternate Conclusion(s) 
  Use the Alternate Conclusion if the PCs attempt to 
  return to Clunther prior to the events in Encounter 
  Five.  In this case, they are able to reach the city 
  of Clunther prior to Deluge, but are caught in the 
  flood while in the city, and barely manage to 
  survive.  PCs who receive this conclusion receive 
  XP only for the Encounters they participated in, 
  and do not receive any treasure for the module. 
  You wake up to the sound of bird chirping and 
  the warm feeling of the sun on your face.  For 
  a moment, it actually feels pleasant.  Then, the 
  sound 
  of 
  waves 
  brings 
  your 
  memories 
  crashing back to you.  You force yourself to sit 
  up and that’s when you see you are actually 
  on a banks of a lake, surrounded by uprooted 
  trees and debris.  From somewhere behind 
  you, you hear someone shout “Hey, there’s 
  something moving down there!”  Then the 
  nausea makes you pass out again. 
  
  BIS4-02 Two Halves of a Whole 
   
  Page 19 
  Later, in the clerics’ tent, you are able to piece 
  together what happened.  Having seen what 
  you had seen in the Barrier Peaks, you 
  decided to turn back and report to Lord 
  Cainlan.  You had made it back to Clunther, 
  where the streets were clogged with people 
  and soldiers when the screams started. The 
  last thing your remember seeing was a 
  massive wall of water rising above you.   You 
  woke up on the banks of the lake under which 
  the city of Clunther is submerged.   They call 
  the lake “Hasra,” after the Baklunish word for 
  “loss”.  Over three thousand lives were lost in 
  Clunther alone, so the name seems apt.  
  The Margrave has declared martial law, and at 
  least two battles of Army are still at Clunther, 
  cleaning up and helping the refugees and 
  survivors of the Deluge.  But rumors say that 
  the Army is waiting for something else to 
  happen… 
  To be Finished… 
   
  The End 
  Experience Point Summary 
  To award experience for this adventure, add up 
  the values for the objectives accomplished. Then 
  assign the experience award.  Award the total 
  value (objectives plus roleplaying) to each 
  character. 
  Encounter Two 
  Did the PCs drive off the monsters that invaded 
  Khorai’s house? 
   
  APL 4 – 60 xp. 
   
  APL 6 – 60 xp. 
   
  APL 8 – 90 xp. 
   
  APL 10 – 90 xp. 
   
  APL 12 – 90 xp. 
   
  Encounter Two - Roleplay  
  Did the PCs talk to Sqwik and get information 
  about the water and the location of Sqwik’s cave? 
   
  APL 4 – 60 xp. 
   
  APL 6 – 90 xp. 
   
  APL 8 – 120 xp. 
   
  APL 10 – 150 xp. 
   
  APL 12 – 180 xp. 
   
  Encounter Three 
  Did the PCs solve the riddle on the box and 
  defuse the bomb? 
   
  APL 4 – 60 xp. 
   
  APL 6 – 60 xp. 
   
  APL 8 – 60 xp. 
   
  APL 10 – 60 xp. 
   
  APL 12 – 60 xp. 
   
  Encounter Four 
  Did the PCs defeat Joraemus and his allies? 
   
  APL 4 – 150 xp 
   
  APL 6 – 210 xp. 
   
  APL 8 – 270 xp. 
   
  APL 10 – 330 xp. 
   
  APL 12 – 390 xp. 
   
   
  Encounter Four 
  Did the PCs solve the riddle on the box, disarm 
  the trap and defuse the bomb? 
   
  APL 4 – 60 xp. 
   
  APL 6 – 120 xp. 
   
  APL 8 – 180 xp. 
   
  APL 10 – 240 xp. 
   
  APL 12 – 300 xp. 
   
  Encounter Five 
  Did the PCs defeat the Ur-Flan’s pets? 
   
  APL 4 – 210 xp. 
   
  APL 6 – 270 xp. 
   
  APL 8 – 300 xp. 
   
  APL 10 – 360 xp. 
   
  APL 12 – 420 xp 
   
  Discretionary Roleplaying Award 
  Judge may allocate up to the following for good 
  role-playing 
   
   
  APL 4 – 75 xp. 
   
  APL 6 – 90 xp. 
  
  BIS4-02 Two Halves of a Whole 
   
  Page 20 
   
  APL 8 – 105 xp. 
   
  APL 10 – 120 xp. 
   
  APL 12 – 135 xp. 
   
  Total Possible Experience 
   
  APL 2 – 450 xp. 
   
  APL 4 – 675 xp. 
   
  APL 6 – 900 xp. 
   
  APL 8 – 1125 xp. 
   
  APL 10 – 1350 xp. 
   
  APL 12 – 1575 xp. 
  Treasure Summary 
  During 
  an 
  adventure, 
  characters 
  encounter 
  treasure, usually finding it in the possession of 
  their foes.  Every encounter that features treasure 
  has a “treasure” section within the encounter 
  description, giving information about the loot, 
  coins, and magic items that make up the 
  encounter’s treasure. 
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all 
  their earthly possessions.  Looting the bodies 
  takes at least 10 minutes per every 5 enemies, 
  and if the characters cannot take the time to loot 
  the bodies, they do not gain this gold.  If you feel it 
  is reasonable that characters can go back to loot 
  the bodies, and those bodies are there (i.e., not 
  carted off by dungeon scavengers, removed from 
  the scene by the local watch, and so on), 
  characters may return to retrieve loot.  If the 
  characters do not loot the body, the gold piece 
  value for the loot is subtracted from the encounter 
  totals given below. 
  The coin total is the number of gold pieces each 
  character gains if they take the coin available.  A 
  normal adventuring party can usually gather this 
  wealth in a round or so.  If for some reason, they 
  pass up this treasure, the coin total is subtracted 
  from the encounter totals given below. 
  Next, the magic items are listed.  Magic item 
  treasure is the hardest to adjudicate, because they 
  are varied and because characters may want to 
  use them during the adventure.  Many times 
  characters must cast identify, analyze dweomer or 
  similar spell to determine what the item does and 
  how to activate it.  Other times they may attempt 
  to use the item blindly.  If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) 
  and the item is used before the end of the 
  adventure, its total is subtracted from the 
  adventure totals below. 
  Once 
  you 
  have 
  subtracted 
  the 
  value for 
  unclaimed treasure from each encounter add it up 
  and that is the number of gold pieces a characters 
  total and coin value increase at the end of the 
  adventure.  Write the total in the GP Gained field 
  of the adventure certificate.  Because this is a 
  Regional 
  scenario, 
  characters 
  may 
  spend 
  additional Time Units to practice professions or 
  create items immediately after the adventure so 
  this total may be modified by other circumstances. 
  L:  Looted gear from enemy 
  C:  Coin, Gems, Jewelry, and other valuables 
  M:  Magic Items (sell value)  
  Encounter Four: 
   
  APL 4: L: 20 gp; C: 40 gp; M: cloak of 
  resistance +1 (83 gp); scimitar +1(193 gp). 
   
  APL 6: L: 20 gp; C: 40 gp; M: cloak of 
  resistance +1 (83 gp); scimitar +1 (193 gp); shell 
  armor +1 (98 gp). 
   
  APL 8: L: 20 gp; C: 40 gp; M: cloak of 
  resistance +2 (333 gp); scimitar +1 (193 gp); shell 
  armor +1 (98 gp); large wooden shield +1 (96 gp). 
   
  APL 10: L: 20 gp; C: 40 gp; M: cloak of 
  resistance +2 (333 gp); scimitar +2 (693 gp); shell 
  armor +2 (378 gp); large wooden shield +2 (346 
  gp). 
   
  APL 12: L: 20 gp; C: 40 gp; M: cloak of 
  resistance +2 (333 gp); scimitar +2 (693 gp); shell 
  armor +2 (378 gp); large wooden shield +2 (346 
  gp); ring of protection +2 (667 gp). 
  Encounter Five: 
   
  APL 4: L: 0 gp; C: 200 gp; M: potion of water 
  breathing (63 gp); ring of swimming (208 gp), rod 
  of metamagic enlarge, lesser (250 gp), dust of 
  dryness, Quaal’s feather token – anchor, Quaal’s 
  feather token – swan boat, elixir of swimming. 
   
  APL 6: L: 0 gp; C: 350 gp; M: potion of water 
  breathing (63 gp); ring of swimming (208 gp), rod 
  of metamagic enlarge, lesser (250 gp); elemental 
  gem – water (188 gp); scroll of wall of stone 
  (arcane) (94 gp), dust of dryness, Quaal’s feather 
  token – anchor, Quaal’s feather token – swan 
  boat, elixir of swimming. 
  
  BIS4-02 Two Halves of a Whole 
   
  Page 21 
   
  APL 8: L: 0 gp; C: 500 gp; M: potion of water 
  breathing (63 gp); ring of swimming (208 gp), rod 
  of 
  metamagic 
  empower, 
  lesser 
  (750 
  gp); 
  elemental gem – water (188 gp); scroll of wall of 
  stone (arcane) (94 gp); gloves of swimming and 
  climbing (520 gp), dust of dryness, Quaal’s feather 
  token – anchor, Quaal’s feather token – swan 
  boat, elixir of swimming. 
   
  APL 10: L: 0 gp; C: 1000 gp; M: potion of 
  water breathing (63 gp); ring of swimming, 
  improved (), rod of metamagic empower, lesser 
  (750 gp); elemental gem – water (188 gp); scroll of 
  wall of stone (arcane) (94 gp); gloves of swimming 
  and climbing (520 gp); decanter of endless water 
  (750 gp), dust of dryness, Quaal’s feather token – 
  anchor, Quaal’s feather token – swan boat, elixir 
  of swimming. 
   
  APL 12: L: 0 gp; C: 2000 gp; M: potion of 
  water breathing (63 gp); ring of swimming, 
  improved (), rod of metamagic empower, lesser 
  (750 gp); elemental gem – water (188 gp); scroll of 
  wall of stone (arcane) (94 gp); gloves of swimming 
  and climbing (520 gp); decanter of endless water 
  (750 gp); pearl of the sirines (1275 gp), dust of 
  dryness, Quaal’s feather token – anchor, Quaal’s 
  feather token – swan boat, elixir of swimming. 
  Encounter Six (Completing the Mission) 
   
  APL 4: L: 300 gp; C: 0 gp; M: 0 gp. 
   
  APL 6: L: 400 gp; C: 0 gp; M: 0 gp. 
   
  APL 8: L: 500 gp; C: 0 gp; M: 0 gp. 
   
  APL 10: L: 750 gp; C: 0 gp; M: 0 gp. 
   
  APL 12: L: 1000 gp; C: 0 gp; M: 0 gp. 
  Total Possible Treasure (Maximum Reward 
  Allowed) 
   
  APL 4: L: 20 gp; C: 540 gp; M: 822 gp) – 
  Total: 650 gp (650 gp). 
   
  APL 6: L: 20 gp; C: 790 gp; M: 1202 gp) – 
  Total: 900 gp (900 gp). 
   
  APL 8: L: 20 gp; C: 1040 gp; M: 4348 gp) – 
  Total: 1300 gp (1300 gp). 
   
  APL 10: L: 20 gp; C: 1790 gp; M: 4348 gp) – 
  Total: 2300 gp (2300 gp). 
   
  APL 12: L: 20 gp; C: 3040 gp; M: 6290 gp) – 
  Total: 3300 gp (3300 gp). 
   
  Items for the Adventure 
  Record 
  Item Access 
  APL 4: 
  � Ring of swimming (DMG, Adventure) 
  � Rod of metamagic enlarge, lesser (DMG, 
  Adventure) 
  � Shell Armor (A&EG) 
  � Dust of Dryness (DMG) 
  � Quaal’s Feather Token – Anchor (DMG) 
  � Quaal’s Feather Token – Swan Boat 
  (DMG) 
  � Elixir of Swimming (DMG) 
   
  APL 6 (all items from APL 4 plus): 
  � Shell Armor +1 (Adventure, A&EG) 
  � Water Elemental Gem (DMG, Adventure) 
  � Arcane scroll of Wall of Stone (9th level 
  caster, DMG, Adventure) 
   
  APL 8 (all items from APL 4, 6 plus): 
  � Gloves of Swimming and Climbing (DMG, 
  Adventure) 
  � +2 Scimitar (DMG) 
  � Cloak of Resistance +2 (DMG) 
   
  APL 10 (all items from APL 4, 6, 8 plus): 
  � Shell Armor +2 (Adventure, A&EG) 
  � Decanter 
  of 
  Endless 
  Water 
  (DMG, 
  Adventure) 
  � +2 Heavy Wooden Shield (DMG) 
  � Ring of Swimming, Improved (DMG) 
   
  APL 12 (all items from APL 4, 6, 8, 10 plus): 
  � Ring of protection +2 (DMG, Adventure) 
  � Pearl of the sirines (DMG, Adventure) 
  
  BIS4-02 Two Halves of a Whole 
   
  Page 22 
  � Amulet of Natural Armor +2 (DMG) 
   
  Items for the Adventure 
  Record (Specials) 
  Shell Armor 
  This armor is created out of specially treated 
  tortoise shells and more exotic sea life.  The 
  armormaking process softens the shells, making 
  them far more pliable and likely to bend instead of 
  shatter when struck.  Shell armor includes a 
  breastplate, shoulder guards, and even gauntlets 
  created from smaller and smaller shells.  Druids 
  can wear shell armor without losing access to their 
  spells or class features.  Shell armor is considers 
  medium armor, provides an armor bonus of +3, 
  with a max dex bonus of +3, an armor check 
  penalty of –2, Arcane Spell failure of 20%, and 
  weighs 20 lbs.  Market value: 25 gp.  
  (Arms and Equipment Guide, p 17)  
  Influence 
  with 
  the 
  Bissel 
  Free 
  Companies  (ALL APLs) 
  For completing this mission, if the PC is, or in the 
  future becomes a member of the Bissel Free 
  Companies, he or she may spend this Influence 
  Point (mark it as used) during any adventure to 
  gain access (Freq: Adventure) to purchase any 
  single magic item in the DMG (other than a Bag of 
  Tricks) valued at 1500 gp or less.  Access is only 
  granted to items that are legal in the Living 
  Greyhawk campaign.  A PC may spend multiple 
  Influence Points with the Bissel Free Companies 
  simultaneously to receive access to an item of 
  value less than or equal to the sum of the value 
  limits on the individual Influence Points. Influence 
  Points with no explicit gp value associated with 
  them cannot be combined with this Influence 
  Point. 
   
  These 
  Influence 
  Points 
  are 
  non-
  transferable and can only be spent by the 
  individual who received them. 
  Lord Cainlan’s Reward 
  For completing this mission, the PC is given 
  access to one of the following items.  The item is 
  available for purchase after any Bissel regional or 
  Sheldomar Valley regional adventure and the PC 
  must still purchase the item at the market price 
  listed.   Once the PC has used this access reward, 
  it should be crossed off the AR permanently 
  � Cloak of Displacement, Minor (DMG) 
  � Ring of the Ram (DMG) 
  � Necklace of Fireballs Type IV (DMG) 
  � Weapon Upgrade, Ghost Touch (DMG) 
  � Bag of Holding, Type II (DMG)  
   
  
  BIS4-02 Two Halves of a Whole 
   
  Page 23 
  Appendix 1  - NPCs 
  Encounter  4 
  APL 4 
  Joraemus: Male Human Druid 3; CR 3; Medium 
  Humanoid; HD 3d8+6; hp 23; Init +5 (+1 Dex, 
  +4 Improved Initiative); Spd 20 ft.; AC 16 (+1 
  Dex, +3 shell armor, +2 large wooden shield), 
  touch 11, flat-footed 15; Base Atk +2; Grp +3; 
  Atk +4 melee (1d6+2 18-20/x2 scimitar +1); Full 
  Atk +4 melee (1d6+2 18-20/x2 scimitar); SA 
  spells; SQ Animal companion (Medium shark), 
  Nature Sense, Wild Empathy; AL Neutral Evil; 
  SV Fort +5, Ref +5, Will +7; Str 12, Dex 12, 
  Con 14, Int 10, Wis 16, Cha 10 
  Skills and Feats: Handle Animal +6, Knowledge 
  (nature) +10, Spot +9, Survival +11, Swim +1; 
  Combat Casting, Improved Initiative, Lightning 
  Reflexes 
  Possessions: robes, scimitar +1, shell armor, 
  large wooden shield, spell component pouch, 
  cloak of resistance +1 
  Druid Spells Prepared (4/3/2;  
  base DC = 13 + 
  spell level): 0- create water, know direction, 
  resistance, virtue; 1st- cure light wounds, 
  obscuring mist, produce flame; 2nd- flame 
  blade, heat metal 
  Shark (animal companion): CR2; Medium 
  Animal (Aquatic); HD 5d8+3; hp 21; Init +2 (+2 
  Dex); Spd swim 60 ft.; AC 17 (+2 Dex, +5 
  natural), touch 12, flat-footed 15; Base Atk +3; 
  Grp +4; Atk +5 melee (1d6+2 bite); Full Atk +5 
  melee (1d6+2 bite); Space/Reach 5 ft./5 ft.; SQ 
  Blindsense, keen scent; AL Neutral; SV Fort +4, 
  Ref +5, Will +2; Str 14, Dex 16, Con 13, Int 1, 
  Wis 12, Cha 2 
  Skills and Feats: Listen +6, Spot +6, Swim +9 
  (can always choose to take 10); Alertness, 
  Weapon Finesse, Evasion 
  Blindsense (Ex): A shark can locate creatures 
  underwater within a 30-foot radius. This ability 
  works only when the shark is underwater. 
  Keen Scent (Ex): A shark can notice creatures 
  by scent in a 180-foot radius and detect blood in 
  the water at ranges of up to a mile. 
  APL 6 
  Joraemus: Male Human Druid 5; CR 5; Medium 
  Humanoid; HD 5d8+10; hp 38; Init +5 (+1 Dex, 
  +4 Improved Initiative); Spd 20 ft.; AC 17 (+1 
  Dex, +4 shell armor, +2 large wooden shield), 
  touch 11, flat-footed 16; Base Atk +3; Grp +4; 
  Atk +5 melee (1d6+2 18-20/x2 scimitar); Full 
  Atk +5 melee (1d6+2 18-20/x2 scimitar); SA 
  spells; SQ Animal companion (Medium shark), 
  Nature Sense, Wild Empathy; AL Neutral Evil; 
  SV Fort +7, Ref +3, Will +8; Str 12, Dex 12, 
  Con 14, Int 10, Wis 17, Cha 10 
  Skills and Feats: Handle Animal +8, Knowledge 
  (nature) +12, Spot +11, Survival +13, Swim +3; 
  Combat Casting, Improved Initiative, Natural 
  Spell 
  Possessions: robes, scimitar +1, shell armor +1, 
  large wooden shield, spell component pouch, 
  cloak of resistance +1 
  Druid Spells Prepared (5/4/3/2; base DC = 13 + 
  spell level): 0- create water, guidance, know 
  direction, resistance, virtue; 1st- cure light 
  wounds, longstrider, obscuring mist, produce 
  flame; 2nd- bull's strength, heat metal, summon 
  swarm; 3rd- call lightning, snare 
  
  BIS4-02 Two Halves of a Whole 
   
  Page 24 
  Shark (animal companion): CR2; Medium 
  Animal (Aquatic); HD 5d8+3; hp 32; Init +2 (+2 
  Dex); Spd swim 60 ft.; AC 18 (+3 Dex, +5 
  natural), touch 12, flat-footed 13; Base Atk +3; 
  Grp +4; Atk +5 melee (1d6+2 bite); Full Atk +5 
  melee (1d6+2 bite); Space/Reach 5 ft./5 ft.; SQ 
  Blindsense, keen scent; AL Neutral; SV Fort +4, 
  Ref +5, Will +2; Str 14, Dex 16, Con 13, Int 1, 
  Wis 12, Cha 2 
  Skills and Feats: Listen +6, Spot +6, Swim +9 
  (can always choose to take 10); Alertness, 
  Weapon Finesse, Evasion 
  Blindsense (Ex): A shark can locate creatures 
  underwater within a 30-foot radius. This ability 
  works only when the shark is underwater. 
  Keen Scent (Ex): A shark can notice creatures 
  by scent in a 180-foot radius and detect blood in 
  the water at ranges of up to a mile.  
  APL 8 
  Joraemus: Male Human Druid 7; CR 7; Medium 
  Humanoid; HD 7d8+14; hp 53; Init +5 (+1 Dex, 
  +4 Improved Initiative); Spd 20 ft.; AC 18 (+1 
  Dex, +4 shell armor, +3 large wooden shield), 
  touch 11, flat-footed 17; Base Atk +5; Grp +6; 
  Atk +8 melee (1d6+3 18-20/x2 scimitar +2); Full 
  Atk +8 melee (1d6+3 18-20/x2 scimitar+2); SA 
  spells; SQ Animal companion (Medium shark), 
  Nature Sense, Wild Empathy; AL Neutral Evil; 
  SV Fort +9, Ref +5, Will +10; Str 12, Dex 12, 
  Con 14, Int 10, Wis 17, Cha 10 
  Skills 
  and 
  Feats: 
  Handle 
  Animal 
  +10, 
  Knowledge (nature) +14, Spot +13, Survival 
  +15, Swim +7; Combat Casting, Improved 
  Initiative, 
  Natural 
  Spell, 
  Weapon 
  Focus 
  (scimitar) 
  Possessions: robes, scimitar +2, shell armor +1, 
  large wooden shield +1, spell component pouch, 
  cloak of resistance +2 
  Druid Spells Prepared (6/5/4/3/1; base DC = 13 
  + spell level): 0- create water, cure minor 
  wounds, guidance, know direction, resistance, 
  virtue; 1st- cure light wounds, longstrider, magic 
  fang, obscuring mist, produce flame; 2nd- bear's 
  endurance, bull's strength, heat metal, summon 
  swarm; 3rd- call lightning, poison, snare; 4th- 
  flame strike 
  Shark (animal companion):CR 2; Large Animal 
  (Aquatic); HD 9d8+7; hp 38; Init +6 (+2 Dex, +4 
  Improved Initiative); Spd swim 60 ft.; AC 18 (-1 
  size, +3 Dex, +6 natural), touch 11, flat-footed 
  13; Base Atk +6; Grp +13; Atk +8 melee (1d8+5 
  bite); Full Atk +8 melee (1d8+5 bite); 
  Space/Reach 10 ft./5 ft.; SQ Blindsense, keen 
  scent; AL Neutral; SV Fort +8, Ref +7, Will +3; 
  Str 18, Dex 16, Con 13, Int 1, Wis 12, Cha 2 
  Skills and Feats: Listen +8, Spot +7, Swim +11 
  (can always choose to take 10); Alertness, Great 
  Fortitude, Improved Initiative, Evasion 
  Blindsense (Ex): A shark can locate creatures 
  underwater within a 30-foot radius. This ability 
  works only when the shark is underwater. 
  Keen Scent (Ex): A shark can notice creatures 
  by scent in a 180-foot radius and detect blood in 
  the water at ranges of up to a mile.  
  APL 10 
  Joraemus: Male Human Druid 9; CR 9; Medium 
  Humanoid; HD 9d8+18; hp 68; Init +5 (+1 Dex, 
  +4 Improved Initiative); Spd 20 ft.; AC 22 (+1 
  Dex, +5 shell armor, +4 large wooden shield, +2 
  amulet of natural armor), touch 11, flat-footed 
  21; Base Atk +6/+1; Grp +7; Atk +10 melee 
  (1d6+3 18-20/x2 scimitar); Full Atk +10 melee 
  (1d6+3 18-20/x2 scimitar) +5 melee (1d6 +3 18-
  20/x2 
  scimitar); 
  SA 
  spells; 
  SQ 
  Animal 
  companion (Giant crocodile), Nature Sense, 
  Wild Empathy; AL Neutral Evil; SV Fort +10, 
  Ref +8, Will +12; Str 12, Dex 12, Con 14, Int 10, 
  Wis 18, Cha 10 
  Skills 
  and 
  Feats: 
  Handle 
  Animal 
  +12, 
  Knowledge (nature) +16, Spot +16, Survival 
  +18, Swim +9; Combat Casting, Improved 
  Initiative, Lightning Reflexes, Natural Spell, 
  Weapon Focus (scimitar) 
  Possessions: robes, scimitar +2, shell armor +2, 
  large wooden shield +2, spell component pouch, 
  cloak of resistance +2 
  Druid Spells Prepared (6/5/5/4/3/1; base DC = 
  14 + spell level): 0- create water, cure minor 
  wounds, guidance, know direction, resistance, 
  virtue; 1st- cure light wounds, longstrider, magic 
  fang, obscuring mist, produce flame; 2nd- bear's 
  endurance, bull's strength, heat metal, resist 
  energy, summon swarm; 3rd- call lightning, 
  poison, quench, snare; 4th- dispel magic, flame 
  strike, spike stones; 5th- call lightning storm 
  
  BIS4-02 Two Halves of a Whole 
   
  Page 25 
  Giant Crocodile (animal companion): CR 4; 
  Huge Animal; HD 9d8+28; hp 75; Init +2 (+2 
  Dex); Spd 20 ft., swim 30 ft.; AC 19 (-2 size, +2 
  Dex, +9 natural), touch 9, flat-footed 15; Base 
  Atk +6; Grp +22; Atk +12 melee (2d8+13 bite) 
  or +12 melee (1d12+13 tail slap); Full Atk +12 
  melee (2d8+13 bite) or +12 melee (1d12+13 tail 
  slap); Space/Reach 15 ft./10 ft.; SA Improved 
  Grab; SQ Hold breath, low-light vision; AL 
  Neutral; SV Fort +9, Ref +6, Will +3; Str 28, 
  Dex 13, Con 19, Int 1, Wis 12, Cha 2 
  Skills and Feats: Hide +1, Listen +5, Spot +5, 
  Swim +16; Alertness, Endurance, Skill Focus 
  (Hide), Evasion 
  APL 12 
  Joraemus: Male Human Druid 11; CR 11; 
  Medium Humanoid; HD 11d8+22; hp 83; Init +5 
  (+1 Dex, +4 Improved Initiative); Spd 20 ft.; AC 
  24  (+1 Dex, +5 shell armor, +4 large wooden 
  shield, +2 amulet of natural armor, +2 ring of 
  protection), touch 13, flat-footed 23; Base Atk 
  +8/+3; Grp +9; Atk +12 melee (1d6+3 18-20/x2 
  scimitar); Full Atk +12 melee (1d6+3 18-20/x2 
  scimitar) +7 melee (1d6+3 18-20/x2 scimitar); 
  SA spells; SQ Animal companion (Giant 
  crocodile), Nature Sense, Wild Empathy; AL 
  Neutral Evil; SV Fort +11, Ref +8, Will +13; Str 
  12, Dex 12, Con 14, Int 10, Wis 18, Cha 10 
  Skills 
  and 
  Feats: 
  Handle 
  Animal 
  +14, 
  Knowledge (nature) +18, Spot +18, Survival 
  +20, Swim +11; Combat Casting, Improved 
  Initiative, Lightning Reflexes, Natural Spell, 
  Weapon Focus (scimitar) 
  Possessions: robes, scimitar +2, shell armor +2, 
  large wooden shield +2, spell component pouch, 
  cloak of resistance +2, amulet of natural armor 
  +2, ring of protection +2 
  Druid Spells Prepared (6/6/5/5/4/2/1; base DC = 
  14 + spell level): 0- create water, cure minor 
  wounds, guidance, know direction, resistance, 
  virtue; 1st- cure light wounds, faerie fire, 
  longstrider, magic fang, obscuring mist, produce 
  flame; 2nd- bear's endurance, bull's strength, 
  heat metal, resist energy, summon swarm; 3rd- 
  call lightning, poison, quench, snare, water 
  breathing; 4th- control water, dispel magic, 
  flame 
  strike, 
  spike 
  stones; 
  5th- 
  baleful 
  polymorph, call lightning storm; 6th- greater 
  dispel magic 
  Giant Crocodile (animal companion): CR 4; 
  Huge Animal; HD 9d8+28; hp 75; Init +2 (+2 
  Dex); Spd 20 ft., swim 30 ft.; AC 19 (-2 size, +2 
  Dex, +9 natural), touch 9, flat-footed 15; Base 
  Atk +6; Grp +22; Atk +12 melee (2d8+13 bite) 
  or +12 melee (1d12+13 tail slap); Full Atk +12 
  melee (2d8+13 bite) or +12 melee (1d12+13 tail 
  slap); Space/Reach 15 ft./10 ft.; SA Improved 
  Grab; SQ Hold breath, low-light vision; AL 
  Neutral; SV Fort +9, Ref +6, Will +3; Str 28, 
  Dex 13, Con 19, Int 1, Wis 12, Cha 2 
  Skills and Feats: Hide +1, Listen +5, Spot +5, 
  Swim +16; Alertness, Endurance, Skill Focus 
  (Hide), Evasion 
   
  
  BIS4-02 Two Halves of a Whole 
   
  Page 26 
  Appendix 2– Underwater Combat Rules 
  Combat Adjustments Underwater 
  Condition 
  Slashing or 
  Bludgeoning 
  Atk/Dmg 
  Claw, Bite or Tail 
  Atk/Dmg 
  Movement 
  Off Balance?4 
  Freedom of 
  Movement 
  Normal / Normal 
  Normal / Normal 
  Normal 
  No 
  Has a swim speed 
  -2 / Half 
  Normal 
  Normal 
  No 
  Successful Swim 
  Check 
  -2 / Half1 
  -2 / Half 
  Quarter or Half2 
  No 
  Firm footing3 
  -2 / Half 
  -2 / Half 
  Half 
  No 
  None of the above 
  -2 / Half 
  -2 / Half 
  Normal 
  Yes 
  1 A creature without a freedom of movement effects or a swim speed makes grapple checks underwater 
  at a –2 penalty, but deals damage normally when grappling. 
  2 A successful Swim check lets a creature move one-quarter its speed as a move action or one-half its 
  speed as a full-round action 
  3 Creatures have firm footing when walking along the bottom, braced against a ship’s hull or the like.  A 
  creature can only walk along the bottom if it wars or carries enough gear to weigh itself down – at least 
  16 pounds for Medium creatures, twice that for each size category larger than Medium, half that for each 
  size category smaller than Medium 
  4 Creatures flailing about in the water (usually because they failed their Swim checks) have a hard time 
  fighting effectively.  An off-balance creature loses its Dexterity bonus to Armor Class, and opponents 
  gains a +2 bonus on attacks against it 
   
  For the purposes of this module, the water in Encounters Three, Four and Five should be considered to 
  be rough, nonflowing water, requiring a Swim Check of DC 15. 
  Drowning 
  Any character can hold her breath for a number of rounds equal to twice her Constitution score. After this 
  period of time, the character must make a DC 10 Constitution check every round in order to continue 
  holding her breath. Each round, the DC increases by 1.  
  When the character finally fails her Constitution check, she begins to drown. In the first round, she falls 
  unconscious (0 hp). In the following round, she drops to –1 hit points and is dying. In the third round, she 
  drowns. 
  
  BIS4-02 Two Halves of a Whole 
   
  Page 27 
  Map 1 – The Final Ledge – Encounter 5 
    
  1 Box = 5 Feet 
  
  BIS4-02 Two Halves of a Whole 
   
  Page 28 
  Player Handout 1 – Encounter 3 
  Walks in the wind 
  Runs in the rain 
  Makes dry oceans in the sun 
  Counts time, stops clocks 
  Swallows kingdoms, gnaws rocks 
  Spread a handful across my face and I will open 
   
   
  
  BIS4-02 Two Halves of a Whole 
   
  Page 29 
  Player Handout 2 
  Joraemus, 
  I send you interesting information.  First and foremost, the Necromancer is taking his time 
  moving the final of his devices into the city.  I do not know if this because of a true delay or 
  because he is not as committed to our plan as he would make us believe.  Second, I hope that 
  our timelines are still intact – the Margrave, Viscountess Saralind, Valiserat, Greenblade and the 
  younger Rashedra are all here.  What irony is would be to use them against their own country.  
  Even if the Necromancer aids us no further, we have the power in place here to execute the next 
  phase of our plan, if you and Khemtar can finish the preparations quickly. 
   
  Olvan 
   
  
  BIS4-02 Two Halves of a Whole 
   
  Page 30 
  Player Handout 3 – Encounter 4 
  Deep, deep, do they go. 
  Spreading out as they go. 
  Never needing any air. 
  They are sometimes as fine as hair. 
  Spread a handful across my face and I will open 
   
   
  
  BIS4-02 Two Halves of a Whole 
   
  Page 31 
  Critical Events Summary 
  1. Did the PCs defuse the first bomb (Encounter 3)? 
  2. Did the PCs find the note on Joraemus’ body (Encounter 4)? 
  3. Did the PCs defuse the second bomb (Encounter 4)? 
  4. Did the PCs receive the normal conclusion or the alternate conclusion? 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Greyhawk/Sheldomar Valley/Bissel/BIS4-04 - Such a Great Weight of Water.pdf