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.  
   
  BIS3-02 
   
   
   
   
   
   
  Shadows in the Woods 
   
  A One-Round D&D LIVING GREYHAWK
  ®  
  Bissel Regional Adventure 
  Version 1.0 
   
  by Kevin P. Hogan and Steven Conforti 
  from an outline by Jed Harrington and Alex Lombardi 
   
   
  The Whispering Woods of Khartizanum are the source of numerous stories of hauntings and ghosts in the mists.  
  When a nearby village is beset by a strange occurrence, some brave Knights of the Watch enter the woods to 
  investigate.  When they don’t return, who will brave the haunted mists?  A Bissel regional adventure for APLs 2-12 and 
  Part One of The March of Shadows. 
  
  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 three 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. 
   
  Scoring 
   
   
   
   
   
  After the players have completed the scenario or the time 
  allotted to run the scenario has run out, the players and 
  DM score the game. The RPGA has three ways to score its 
  games. Consult your convention coordinator to determine 
  which method to use for this scenario: 
  1. 
  No-vote scoring: The players write their names and 
  RPGA numbers on the scoring packet grid. You fill 
  in the top of the grid. That is all. No one is rated. 
  This method is used for people who are just playing 
  for fun. 
  2. 
  Partial scoring: The players rate the game master and 
  the scenario on their player voting sheet, and 
  provide personal information, but don’t vote for 
  other players. The game master rates the scenario 
  and completes personal and event information, but 
  does not rate the players as a team or vote for players. 
  This method is used when there is no competition, 
  but the event coordinator wants information on how 
  the game masters are performing, or the game 
  master wants feedback on his or her own 
  performance. 
  3. 
  Voting: Players and game masters complete the 
  entire packet, including voting for best player. If this 
  method is used, be sure to allow about 15-20 minutes 
  for the players to briefly describe their characters to 
  the other players, and about 5-10 minutes for voting. 
  This method is used when the players want to know 
  who played the “best” amongst the group, or when 
  the adventure is run in tournament format with 
  winners and prizes.  
  When using voting, rank the players in order of your 
  voting choice while they are completing their forms, so 
  that you are not influenced by their comments on your 
  abilities. It’s a good idea to have the players vote while you 
  determine treasure and experience awards for the scenario.  
  BIS3-02 Shadows in the Woods 
   
  Page 2 
  
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
  After voting, give the Scoring Packet to your event 
  coordinator.  
   
  # 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 
  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, ant then have any players without a 
  character create on.  Once all players have a LIVING 
  GREYHAWK character, play can begin. 
  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. Three or four, or sometimes even five 
  1
  st-level characters may find difficulty with the challenges 
  in a LIVING GREYHAWK adventure. If your group is 
  APL 1 there are three things that you can do to help even 
  the score. 
  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 
   
   
  1. 
  Attempt to create a table of six 1
  st-level characters, or 
  try to enlist higher-level characters to play at that 
  table. 
  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): 
  2. 
  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. 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  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 fewer animals of this type, and animals 
  with different CRs are added separately. 
  Time Units and Upkeep 
   
   
   
  This is a one-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. 
  3. 
  Sum the results of 1 and 2, and divide by the number 
  of characters playing in the adventure.  Round to the 
  nearest whole number. 
  BIS3-02 Shadows in the Woods 
   
  Page 3 
  
  Is It a Full Moon?  
  Since the hazards of lycanthropy are a current part of the 
  LIVING GREYHAWK campaign, it may be necessary to 
  determine if this adventure takes place during a full 
  moon.  For game purposes, the full moon lasts three days 
  of each month. For a given scenario that does not state 
  the phase of the moon, roll 1d10 before play begins. On a 
  result of 1, the first day of the scenario is a night of the 
  full moon (roll 1d3 to determine where in the sequence 
  of three nights it falls). 
  Adventure Background 
  This scenario is the first part of The March of Shadows 
  series.  In the Whispering Woods, a misty and dangerous 
  forest in the center of the barony of Khartizanum, lies a 
  powerful gate to the Plane of Shadow.  The gate not only 
  allows passage to and from the Plane of Shadow; it is also 
  a mechanism by which a powerful spellcaster can imbue 
  creatures with the power of shadows (grant them the 
  Shadow Creature template from Manual of the Planes).  
  Operation of the gate requires a number of keys that were 
  scattered around the March of Bissel ages before the 
  nation was founded. 
  Two immensely powerful and evil forces have discovered 
  the existence of the gate and the location of some of the 
  keys.  One of these forces is Evard the Necromancer and 
  his minions.  He hopes to use the gate to create an army 
  of undead with the power of shadows that he can than 
  use to conquer Bissel.  Evard is not unaware, at this time, 
  of the second party seeking the keys to the gate nor has 
  he located the gate yet. 
  Oveliur, a powerful servant of Hextor, leads the second 
  force.  Oveliur has led a small cult of Hextorites in the 
  Dim Forest until they recently relocated to the 
  Whispering Woods after one of their power plays was 
  uncovered (see the Bissel regional A Walk in the 
  Woods).  Despite the setback the cult received during 
  their failed attempt to steal tax moneys from Dimhaven, 
  Oveliur has continued to plot against the Margrave and 
  his Heironean regime.  Very recently, Oveliur received 
  word from a figure high in the government of Bissel who 
  provided him with information on the shadow gate.  
  Oveliur does not know who this mysterious individual is, 
  but he has sworn to return the favor at a future date.   The 
  only thing Oveliur does know about the stranger is that 
  he hates the Heironeans as much as Oveliur does (The 
  identity of the stranger will be revealed in future Bissel 
  regional scenarios). 
  Oveliur has found the gate and the shadowy powers 
  residing near it.  He has made an alliance with them and 
  thus vastly increased the power of the Hextorites in 
  Bissel.  Oveliur hopes to use the gate as a trap to corrupt a 
  force of loyal Heironeans and turn them into shadow 
  creatures loyal to Hextor.  Oveliur is aware of Evard’s 
  pursuit of the keys and hopes to trick Evard’s minions 
  into assisting his own search for the keys and to use them 
  as bait to lure the Heironeans to the gate (once he has all 
  the keys to activate it). 
  Both forces have made deals with creatures tied to the 
  Plane of Shadow in their pursuit for control of the gate 
  and its keys.  Evard’s forces have made contact with a 
  group of Nightshades (see the MM) who wish to share 
  the gate with Evard and assist him in establishing a 
  necromantic kingdom here in Bissel.  Oveliur’s forces 
  have forged an alliance with a community of Shadar-Kai, 
  or shadow fey  (see the Fiend Folio), which have resided 
  at the gate since its creation, and with a force of 
  Darkweavers (see the Fiend Folio) that have resided near 
  the gate since it last opened.  Oveliur has extended his 
  limited resources as far as they can go, using money 
  donated by the mysterious traitor high in the Bissel 
  government to hire more Hextorite mercenaries to aid 
  the Shadar-Kai in their forays against nearby humanoids. 
   He also leads his own cultists on hunting expeditions to 
  secure “pets” for the Darkweavers.  For now, the alliances 
  are stable, but that could change at any time. 
  This 
  scenario 
  takes 
  place 
  in 
  Khartizanum, 
  a 
  predominantly Baklunish and Suloise barony.  The 
  Knights of the Watch have a strong presence here, but, 
  remarkably, they do not have the same day-to-day 
  conflicts with the Baklunish here as they do in other 
  baronies.  Khartizanum’s citizens dislike conflict and like 
  to be left quietly to their work. 
  Recently, a number of citizens have gone missing.  The 
  disappearances have all occurred near an area called the 
  Whispering Woods.  Most recently, a ghoul appeared out 
  of the woods and attacked the nearby village of Aarge.  
  Four Knights of the Watch went into the woods to track 
  the ghoul to its source.  They have yet to return as the 
  party arrives at the village.  PCs in the military have been 
  sent to investigate the disappearances on behalf of the 
  army (this scenario counts towards the military 
  requirement).  Other PCs might be at the village to assist 
  the Knights of the Watch with their investigation of the 
  disappearances or simply looking for adventure. 
  Juliak Zalinox, a necromancer aligned with Evard, has 
  been slowly building a force of undead in the woods, 
  centered on his tower.  He is hidden in the woods, 
  waiting for word from Evard to release his forces on the 
  unsuspecting citizens living near the woods.  He is also 
  guarding for Evard one of the magical keys to the gate. 
  BIS3-02 Shadows in the Woods 
   
  Page 4 
  
  Juliak recently made contact with another resident of the 
  woods, a mysterious individual (Oveliur) who has 
  provided Juliak with some useful knowledge from time 
  to time as well as lending Juliak an imp to act as Juliak’s 
  assistant.  Oveliur is fully aware of the key in Juliak’s 
  possession and sent the imp to Juliak to pretend to assist 
  Juliak until it can locate and steal the piece of the key in 
  Juliak’s keeping.  The imp caused the ghoul to be 
  accidentally released into the village to draw attention to 
  Juliak.  He hopes adventurers will come to battle Juliak, 
  and, in the ensuing chaos, he can find and steal the piece 
  of the key. 
  Some of Oveliur’s minions have been the other source for 
  recent disappearances near the woods.  They are trying to 
  keep anyone else from discovering the gate.  The PCs will 
  not encounter Oveliur at this time, but they do get into a 
  battle with one or more of his minions. 
  Adventure Summary 
  The PCs are summoned to meet with a member of the 
  Knights of the Watch.  It seems an undead creature was 
  spotted on the edge of a local village, Aarge (ahr-jay), and 
  a group of Knights sent in pursuit never returned.  The 
  PCs are asked to help find the knights and sent off into 
  the woods.   
  Once in the woods, the PCs have a chance to meet the 
  sole surviving knight and get some info about Juliak’s 
  tower.  They encounter some minions of Oveliur.  
  Following a trail, the PCs will find the tower and 
  confront some undead and their necromancer master 
  within.  Successful PCs will come away with a key to the 
  gate deep in the Whispering Woods.  PCs may earn 
  influence and accolades depending on how well they 
  achieve their mission. 
  Introduction 
  Recent days have seen numerous conflicts between 
  the Suloise and Baklunish citizens of Bissel.  Both 
  have had hard times since the wars and for the most 
  part, each blames the other.  The Knights of the 
  Watch, a primarily Suloise organ zation, have seen 
  unrest and dissidence spread among the Baklunish of 
  Bissel.  Most of it stems from the Margrave’s tax 
  pol cy regarding Baklunish citizens.   
  i
  i
  l
  l
  A 
  group 
  calling 
  themselves 
  the 
  Bak unish 
  Brotherhood has stood in opposition to the Knights 
  and some of the decisions of the Margrave.  Open 
  debates and arguments about the influence of the 
  Keoish King and the Knights have flared up as a 
  result of recent talks between Bissel and Keoland 
  meant to improve their trade relationship, a move the 
  Baklunish Brotherhood sees as step towards bringing 
  the March back into the empire and an excuse to 
  once again attack Lopolla to the north. 
  But no matter where in Bissel you go, you are sure to 
  find surprises.  The Barony of Khartizanum is no 
  exception.  Here the disputes of the Suloise and 
  Baklunish are scarcely noted despite the fact that the 
  two are the most predominant cultures in the Barony. 
   It seems the Knights of the Watch here are mindful 
  of the Bak unish suspicions and go out of their way to 
  make them feel at ease. 
  The Knight Commander of Khartizanum, Jerius 
  Greenblade, has a touch of Baklunish blood, his 
  grandmother being a descendant of one of the 
  original tribes to settle Bissel.  It is probably his 
  influence over his men rather than any other factor 
  that keeps the Knights mindful of the Baklunish 
  sensitivities. 
  It also doesn’t hurt that the general attitude of the 
  citizenry in this barony is one of “leave us alone so we 
  can get some real work done”. 
  Military PCs are on their way to the village of Aarge to 
  meet with Sir Greenblade.  He has requested assistance 
  from the military and the PCs have been provided in 
  response to that request.  For non-military PCs, Sir 
  Greenblade sent out a general call for assistance of any 
  able-bodied adventurer in the area.  In either case, the 
  PCs have been called upon to come to the town of Aarge 
  in Khartizanum to meet Sir Greenblade on a matter he 
  referred to as “of the utmost urgency and discretion”. 
  Encounter One: 
  Welcome to Aarge 
  The PCs have arrived in the barony and are meeting Sir 
  Jerius Greenblade in the village of Aarge, away from the 
  capital.  A small patrol of men-at-arms and a single knight 
  (Sir Aldren) spot the PCs on the road and challenge 
  them.  Once they are identified, the Knight points them 
  to the Rusty Roost, the local tavern and tells them he 
  shall inform Sir Greenblade of their arrival. 
  The Rusty Roost looks far rustier than you had 
  imagined.  A two-story wooden structure, the fairly 
  new attached stables look to be the sturdiest structure 
  in view.  The sign hangs crooked as the links of chain 
  holding that side have worn out and broken.  Even 
  the once proud looking rooster on the sign is faded 
  and weather worn.  The door looks as if a slight 
  breeze 
  will 
  blow 
  it 
  open 
  and 
  perhaps 
  the 
  establishment with it.  Why a Knight of the Watch 
  BIS3-02 Shadows in the Woods 
   
  Page 5 
  
  would want to conduct business here s highly n 
  question. 
  i
  i
   
  Opening the door, the inside looks much more 
  hospitable with a number of sturdy tables and a warm 
  hearth burning in on the far wall.  An oaken bar at 
  least 30 feet across is adorned with hand carved 
  patterns of exquisite craftsmanship.  The lacquering 
  looks to be well maintained and reflects the flickering
  firelight.  A rotund older woman slaps a rag over some 
  dusty chairs at the bar and greets you with a loud but 
  raspy cheer of “Well ‘ello and welcome!” 
  The owner and proprietor is a Suloise woman named 
  Helgarn.  She inherited the place when her husband 
  passed some years ago.  She is a friendly woman who 
  takes great pride in her hospitality.  Unfortunately she 
  doesn’t make much money on the place and can’t afford 
  to hire a hand to keep up the building.   
  Helgarn knows about the ghoul that attacked the village 
  and that there are missing knights but does not know 
  them personally.  She recalls her husband telling her that 
  the woods to the north were haunted and that he never 
  hunted in there because of it.  If asked if anyone knows 
  about the woods, she can point to a couple of trappers 
  that frequent the Roost but are not in at the moment.  
  They are Mete and Sheppard, a couple of locals that make 
  their way trading pelts.    
  The roost is scarcely a booming establishment and only 
  passersby and the occasional local stop by during the day. 
   At night, the Rusty Roost is a popular watering hole and 
  a number of locals drop in for a drink. 
  The PCs may wish to make small talk and ask about local 
  events, particularly the Whispering Woods or the 
  missing Knights.  Either role-play the information 
  exchange or have the PCs make Gather Information 
  checks (DC = 10 + the APL; give the PCs one rumor if 
  they make a successful check and one additional rumor 
  for every point by which they beat the DC).  Not all of 
  the rumors given are true. 
  Rumors: 
  • 
  The Whispering Woods are home to a large 
  population of giant spiders. (True – to the far 
  north, but not near the village) 
  • 
  An old woman can be seen in the mists at night 
  weeping for some unknown reason. (False) 
  • 
  The victims of evil necromancers haunt the 
  Woods. (True) 
  • 
  The Knights of the Watch are in Aarge because 
  of their belief that Evard has some presence in 
  the Woods. (Partially true – the Knights suspect 
  something is amiss in the woods but don’t 
  believe Evard is involved) 
  • 
  The hobgoblin hordes that have plagued Pellak 
  and eastern Bissel have been responsible for the 
  disappearances. (False) 
  • 
  The bodies of the dead walk the woods at night. 
  (True) 
  After the PC’s have had a chance to settle into the tavern, 
  Sir Greenblade arrives: 
  The door to the Rusty Roost creaks open with an 
  ironic creaking of the rusty hinges.  As you attention 
  is drawn to the sound, you witness the grand entrance 
  of a man wearing full plate armor and bearing the 
  standard of the Knights of the Watch in Bissel.  He is 
  fol owed by two others, one quite obviously a squire 
  and the other a young boy that appears to be his page, 
  carrying some waterskins and other items.  He 
  recognizes your group as the ones he seeks and makes 
  his way over. 
  l
   
   
  “Greetings friends and welcome to Khartizanum!  I 
  am Sir Jerius Greenblade of the Knights of the Watch 
  of Bissel.  I am truly glad you could come.” 
  If the PCs have influence with the Knights of the Watch 
  in Bissel or have otherwise distinguished themselves in 
  the Grand Army of Bissel, Sir Greenblade acknowledges 
  such and thanks them for their service. 
  Sir Greenblade continues, “I have asked you here 
  because, of late, no less than four Knights have gone 
  missing in the area in and around the Whispering 
  Woods.  I fear that something foul may be behind it 
  but I cannot spare additional men to investigate with
  all the talk of hobgoblins about.  Do you think you are 
  up to such a task?” 
  Sir Greenblade can provide the PCs with some details 
  regarding the Knights and the Woods. 
  The Knights were going into the Woods to investigate 
  the mysterious slaughtering of three goats.  A local 
  farmer claims to have seen a foul smelling creature that 
  looked like a man, hunched over with wicked claws and 
  teeth, attack the goats (it was a ghoul).  He ran in panic at 
  the sight and didn’t get a better look.  The Knights left 
  three days ago and there have been no signs of them 
  since. 
  BIS3-02 Shadows in the Woods 
   
  Page 6 
  
  Encounter Two: 
  Beggars in the Street 
  This encounter occurs as the PCs leave the Rusty Roost.  
  If the PCs do not leave (for some reason) until the middle 
  of the night, ignore this encounter. 
  As you head out of the Roost, you see several young 
  Bak unish children begging for coin from the locals 
  beside the tavern.  A young girl approaches you 
  “Please spare some coin for our family?  We couldn’t 
  afford the Margrave’s tax and lost our right of land.” 
  l
  l
  If the PCs inquire about the tax, Medina, the young girl, 
  explains that the Margrave’s high taxes on the Baklunish 
  were too much for the family to afford.  They were living 
  on a farm, giving the Baron his share of the crop and 
  keeping enough to live on, but, after a dreadful season, 
  there was little enough to bring to market to pay the tax.  
  The family owes 150 gp in back taxes and can regain their 
  right to the farm if the taxes are paid.   PCs giving Medina 
  the gold to buy the farm back receive an Influence Point 
  with the Baklunish of Bissel at the end of the scenario. 
  Encounter Three: 
  Saving the Knight 
  The PCs are given the location where the Knights 
  entered the woods.  There is an obvious, but rough trail 
  into the Woods to follow and it is fairly obvious that the 
  Knights followed this trail into the Woods (Search or 
  Wilderness Lore DC 8 to notice the Knights footprints).  
  It is less obvious, but still detectable (by those with the 
  Track feat), that they were following the ghoul’s 
  footprints into the Woods (Wilderness Lore DC 10 + the 
  APL).  About a mile into the woods, the Knights left the 
  main trail (as the ghoul had).  PCs who have been 
  following the footprints, rather than the trail, will notice 
  where the Knights left the trail.  Otherwise the PCs travel 
  for another two miles and find themselves outside the 
  woods a number of miles from the village and will have 
  to backtrack and search for the point where the Knights 
  left the trail. 
  After following the Knight’s trail for another three miles, 
  the PCs will reach a point where there are signs of recent 
  passage.  The four Knights (and the ghoul) all appeared to 
  have traveled to the east (deeper into the woods) three 
  days ago, but only one of them has returned this way.  
  That Knight appears to have headed west (rather than 
  south, the direction the PCs are coming from).  The PCs 
  can determine this information on a successful 
  Wilderness Lore check (DC 12 + the APL) if they have 
  the Track feat.  Otherwise, they simply see signs of lots of 
  travel to the east and one set of footprints heading to the 
  west. 
  If the PCs head east, they do not find Sir Ashlon, but do 
  encounter the creatures chasing him later in this 
  encounter.  If the PCs head west, the tracks proceed for 
  another half mile.  The tracks lead to the location where 
  the sole surviving knight, Sir Ashlon, has taken shelter 
  from the forces of Juliak and the creatures that most 
  recently attacked him (minion of Oveliur).  Sir Ashlon 
  has pulled some bushes and brush atop himself to hide 
  until he can recover sufficiently from his wounds to 
  finish his trip back to the village (Spot DC 10 to notice 
  him).  If the PCs approach in a non-hostile manner, Sir 
  Ashlon will reveal himself and ask for assistance.  
  Otherwise, he won’t reveal himself until spotted. 
  � Sir Ashlon, Male Human (Oeridian) Pal4 of 
  Heironeous: hp 1. 
  Sir Ashlon is in serious need of healing and will be most 
  pleased if the PCs offer to help.  His armor and weapons 
  have been ruined and he’s used all of his paladin abilities 
  up for the day.  Worse, his right arm was lost during the 
  battle he fought at the tower.  He’d like the PCs to heal 
  him and lend him a weapon so he can finish the trip to 
  the village and warn them of what is happening in the 
  Woods. 
  Sir Ashlon’s party found Juliak’s tower, but Sir Ashlon 
  was the only one in his party to survive the battle that 
  ensued.  He attempted to retreat to the village as he was 
  faced with overwhelming numbers of undead at the 
  tower (unbeknownst to Sir Ashlon, most of the undead 
  are no longer at the tower as they have been sent away 
  deeper into the Woods by Juliak), and he seemed to be 
  successful in evading the undead that pursued him.  
  However, he ran into a pack of evil creatures (see below) 
  that seemed to be patrolling the woods looking for 
  something.  They attacked him on sight, but he managed 
  to lose them in the woods as well. 
  “Oh, ‘tis the blessings of Heironeous that you have 
  found me.  I fear for this Barony and all of Bissel.  
  Some servant of evil has taken up in these woods and 
  unleashed a plague upon the countryside.  We were 
  ambushed by undead and then I was attacked by 
  strange creatures the likes of which I have only seen 
  in my nightmares before.  I beg of you to save my 
  fel ow Knights from the pain of becoming a part of 
  this undead scourge.” 
  Sir Ashlon saw a small tower made of deep black stone 
  (obsidian).  It was surrounded by a moat and guarded by 
  numerous undead creatures.  The tower is about a mile 
  and a half from to the east from where the PCs currently 
  stand and Sir Ashlon was smart enough to mark the trees 
  BIS3-02 Shadows in the Woods 
   
  Page 7 
  
  with his broken sword as he stumbled back so there is a 
  clear trail to follow to the tower. 
  The PCs can escort Sir Ashlon safely back to the village if 
  they desire.  If they do so, they encounter the following 
  creature(s) on their return to the Woods.  Otherwise, the 
  PCs encounter the following creature(s) right after Sir 
  Ashlon leaves by himself for the village (he does make it 
  back safely in this case as well).  This creature(s) is the 
  same one that attacked Sir Ashlon on his flight from the 
  tower.  It is a minion(s) of Oveliur that is patrolling the 
  Woods to keep nosy adventurers away from Oveliur’s 
  operations (and to push them in the direction of the 
  tower). 
  APL 2 (EL 3) 
  � Yeth Hound (1): hp 23; see Monster Manual. 
  APL 4 (EL 5) 
  � Shadow Mastiff (1): hp 33; see Monster Manual. 
  APL 6 (EL 7) 
  � Shadow Mastiffs (2): hp 33 each; see Monster 
  Manual. 
  APL 8 (EL 9) 
  � Shadow Mastiffs (2): hp 33 each; see Monster 
  Manual. 
  � Hellcat (1): hp 58; see Monster Manual. 
  APL 10 (EL 11) 
  � Shadow Mastiffs (4): hp 33 each; see Monster 
  Manual. 
  � Hellcats (2): hp 58 each; see Monster Manual. 
  APL 12 (EL 13) 
  � Shadow Mastiffs (5): hp 33 each; see Monster 
  Manual. 
  � Hellcats (3): hp 58 each; see Monster Manual. 
  � Darkweaver (1): hp 61; see Appendix I. 
  Tactics: The creature(s) is following Sir Ashlon’s trail (in 
  most cases by Scent), moving as quietly and stealthily as 
  possible.  The PCs are upwind of the creature.  Check 
  normally for surprise once the creature(s) and the PCs are 
  within range of one another.  The battle takes place in a 
  heavily wooded area so there are plenty of trees for the 
  combatants to hide behind or climb.  The tree cover 
  results in the battlefield being very dark and shadowy 
  (unless the PCs provide significant light of their own) as 
  very little light gets through the trees.  This will be of 
  advantage to any shadow mastiffs the PCs fight, but will 
  cause any hellcats they encounter to be easily visible.  If 
  the PCs provide any significant illumination (below the 
  level of a daylight spell), any hellcats will be invisible and 
  the shadow mastiffs will still be able to shadow blend.  
  Under the light of a daylight spell, any hellcats will be 
  invisible but the shadow mastiffs will no longer be able to 
  use their shadow blend ability. 
  After defeating the creatures, it is a simple matter of 
  following the trail markings (no check necessary) to find 
  the tower. 
  Encounter Four: 
  Tower Guards 
  Following the markings left by Sir Ash on, you make 
  your way deeper into the Whispering Woods.  
  Through the trees ahead you can see a 100-foot wide 
  clearing with a large black structure in the center.  
  Nearing the clearing’s edge you can see the structure 
  is a narrow black tower that appears to be made of 
  shiny black obsidian.  The tower appears to stand 
  some 50 feet high and only 30 feet in diameter with a 
  smooth top and no crenellations. 
  l
   
   
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  Around of the tower, about 20 feet from the base is a 
  shallow, 10-foot wide moat.  The moat appears to be 
  filled with stagnated black water.  Spann ng the moat 
  is a small series o  planks, about 5 feet wide in total. 
  Across from the planks is what appears to be the 
  tower entrance:  A door, appearing as if carved into 
  the stone itself, with a large iron door pull.   
  The PCs will note no activity or signs of movement in the 
  area around the tower.  Most of the necromancer’s forces 
  are away on a mission deep in the Woods.  Hidden in the 
  moat, are some minions of the necromancer.  They have 
  been instructed to attack if anyone attempts to cross the 
  moat without the necromancer’s personal escort.  Any 
  skeletons in this guard force are in pieces at the bottom 
  of the moat; they assemble in one full round (or in a 
  surprise round) and attack in the next round.  Unless the 
  PCs take special steps to search the black waters of the 
  moat, they will be surprised by the attack of the undead 
  within it. 
  If the PCs use the planks, the creatures will first attack 
  anyone on the plank and attempt to drag them into the 
  moat.  Anyone fighting in the moat (which is four feet 
  deep) has their movement reduced by ¼ if they attempt 
  to walk/run through the moat or they can swim at their 
  normal swim movement rate (Creatures smaller than 
  BIS3-02 Shadows in the Woods 
   
  Page 8 
  
  APL 12 (EL 14) 
  Medium must swim through the moat).  Anyone 
  standing in the moat cannot Tumble.  Those fighting in 
  the moat suffer a –2 penalty to attack and damage rolls 
  and loses their Dex bonus to AC due to the slippery muck 
  of the moat.  A successful Balance check (DC 15 + the 
  APL) can negate these penalties, but the check must be 
  made every round of fighting in the moat.  Any creature 
  with a natural Swim speed can also ignore these 
  penalties.  
  � Mohrgs (4): hp 126 each; see Monster Manual.  
  � Lacedons [abyssal ghouls] (2): hp 144 each; see 
  Appendix I. 
  Once the minions are defeated, the PCs are free to 
  approach the entrance.  Unless the PCs were 
  unbelievably loud during the combat, the inhabitants of 
  the tower will not be aware of their presence yet. 
  If the PCs cross by other means (teleportation, flying, 
  etc.), the guards will attack when the door is opened.  If 
  the PCs discover the undead first and attack them, the 
  undead will attack back in response. 
  Encounter Five: 
  Entering the Tower 
  The door is made of hard stone and is opened by tugging 
  on a large iron door pull. 
  APL 2 (EL 4) 
  � Skeletons, Medium (3): hp 9 each; see Monster 
  Manual. 
  � Locked Stone Door: 4 in. thick; hardness 8; hp 60; 
  Break DC 28; lock (hardness 15; hp 30; Open Locks DC 
  18 + the APL). 
  � Lacedons [ghouls] (3): hp 18 each; see Monster 
  Manual. 
  It is locked, trapped, and subject to an alarm spell (mental 
  alarm, password is “Juliak Zalinox”, caster level same as 
  Juliak’s [see Appendix I]).  At APL 6 and higher, the door 
  is arcane locked as well (caster level same as Juliak’s [see 
  Appendix I], +10 to the Break DC below). 
  APL 4 (EL 6) 
  � Skeletons, Large (3): hp 18 each; see Monster 
  Manual. 
  � Lacedons [ghasts] (2): hp 36 each; see Monster 
  Manual. 
  APL 2 (EL 1) 
  � Arrow Trap: CR 1; mechanical; proximity trigger; 
  manual reset; Atk +10 ranged (1d6/x3, arrow); Search DC 
  20; Disable Device DC 20. 
  APL 6 (EL 8) 
  � Lacedons [ghasts] (3): hp 36 each; see Monster 
  Manual. 
  APL 4 (EL 3) 
  � Lacedons [spellstitched ghasts] (2): hp 36 each; see 
  Appendix I. 
  � Poisoned Arrow Trap: CR 3; mechanical; touch 
  trigger; manual reset; Atk +12 ranged (1d8/x3 plus 
  poison, arrow); poison (large scorpion venom, DC 18 Fort 
  save resists, 1d6 Str/1d6 Str); Search DC 19; Disable 
  Device DC 15. 
  APL 8 (EL 10) 
  � Lacedons [ghasts] (3): hp 36 each; see Monster 
  Manual. 
  APL 6 (EL 5) 
  � Lacedons [spellstitched ghasts] (2): hp 36 each; see 
  Appendix I. 
  � Fusillade of Darts Trap: CR 5; mechanical; location 
  trigger; manual reset; Atk +18 ranged (1d4+1, dart); 
  multiple targets (1d8 darts per target within 10 feet of 
  door); Search DC 19; Disable Device DC 25. 
  � Mohrg (1): hp 126; see Monster Manual. 
  APL 10 (EL 12) 
  APL 8 (EL 7) 
  � Lacedons [spellstitched ghasts] (4): hp 36 each; see 
  Appendix I. 
  � Fusillade of Greenblood Oil Darts Trap: CR 7; 
  mechanical; location trigger; manual reset; Atk +18 
  ranged (1d4+1 plus poison, dart); poison (greenblood oil, 
  DC 13 Fort save resists, 1 Con/1d2 Con); multiple targets 
  (1d8 darts per target within 10 feet of door); Search DC 
  25; Disable Device DC 25. 
  � Mohrg (1): hp 126; see Monster Manual.  
  � Lacedon [abyssal ghoul] (1): hp 144; see Appendix I. 
  BIS3-02 Shadows in the Woods 
   
  Page 9 
  
  APL 10 (EL 9) 
  � Fusillade of Greenblood Oil Darts Trap: CR 7; 
  mechanical; location trigger; manual reset; Atk +18 
  ranged (1d4+1 plus poison, dart); poison (greenblood oil, 
  DC 13 Fort save resists, 1 Con/1d2 Con); multiple targets 
  (1d8 darts per target within 10 feet of door); Search DC 
  25; Disable Device DC 25. 
  � Evard’s Black Tentacles Trap: CR 7; magic device; 
  touch trigger (alarm); no reset; spell effect (Evard’s black 
  tentacles, 7
  th level wizard, 1d4+7 tentacles, Atk +7 melee 
  [1d6+4, tentacle]); multiple targets (up to 6 tentacles per 
  target within 5 feet of door); Search DC 29; Disable 
  Device DC 29. 
  APL 12 (EL 11) 
  � Fusillade of Greenblood Oil Darts Trap: CR 7; 
  mechanical; location trigger; manual reset; Atk +18 
  ranged (1d4+1 plus poison, dart); poison (greenblood oil, 
  DC 13 Fort save resists, 1 Con/1d2 Con); multiple targets 
  (1d8 darts per target within 10 feet of door); Search DC 
  25; Disable Device DC 25. 
  � Evard’s Black Tentacles Trap: CR 7; magic device; 
  touch trigger (alarm); no reset; spell effect (Evard’s black 
  tentacles, 7
  th level wizard, 1d4+7 tentacles, Atk +7 melee 
  [1d6+4, tentacle]); multiple targets (up to 6 tentacles per 
  target within 5 feet of door); Search DC 29; Disable 
  Device DC 29. 
  � Door Handle Smeared with Contact Poison Trap: 
  CR 9; mechanical; touch trigger; manual reset; poison 
  (black lotus extract, DC 20 Fort save resists, 3d6 Con/3d6 
  Con); Search DC 18; Disable Device DC 26. 
  Encounter Six: 
  Searching the Tower 
  On the other side of the door is a smal  sitting room, 
  only about 10 feet across with a lavish chair and 
  coffee table with a sterling silver tea set atop it.  The 
  far side of the room has a single door in it. 
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  The room has little of interest aside from the plush 
  furniture.  The furnishings in this room are magically 
  creations that disintegrate if removed from the tower.  
  On the other side of the door is a spiral staircase leading 
  up into the tower and down into a large chamber beneath 
  the tower. 
  If the PCs manage to enter the tower without alerting the 
  inhabitants of the tower, they have the opportunity to 
  search the upper floors of the tower before engaging the 
  necromancer and his forces (in the large chamber 
  beneath the tower).  If they did alert the inhabitants of 
  the tower, Juliak and his minions (see Encounter Seven) 
  will make preparations and ambush the PCs at the most 
  optimal time and location. 
  The rooms of the tower, upstairs from the sitting room, 
  are a study, a small kitchen with an eating table, and a 
  bedroom.  There is access to the roof of the tower via a 
  trap door at the end of the staircase. 
  If the PCs search the study, they can find Juliak’s 
  spellbook(s) (see Treasure Summary) hidden amongst 
  some insignificant books on a shelf (Search DC 16 + the 
  APL).  If they search the bedroom, they can find a letter 
  (Player Handout #1) from Evard to Juliak (Search DC 18 
  + the APL) in a secret drawer in the bedside table.  If they 
  search the kitchen, they can find the key (see Treasure 
  Summary) to the gate that Juliak is guarding for Evard in 
  a secret compartment under the table (Search DC 20 + 
  the APL). 
  Treasure: The DM is free to provide interesting and 
  unusual details but again, other than the spellbook(s), 
  key, and letter listed above, the items are part of the 
  tower’s magic and cannot be removed. 
  APL 2: L: 33 gp; C: 0 gp; M: 0 gp. 
  APL 4: L: 33 gp; C: 0 gp; M: 0 gp. 
  APL 6: L: 77 gp; C: 0 gp; M: 0 gp. 
  APL 8: L: 77 gp; C: 0 gp; M: 0 gp. 
  APL 10: L: 115 gp; C: 0 gp; M: 0 gp. 
  APL 12: L: 115 gp; C: 0 gp; M: 0 gp. 
  Encounter Seven: 
  The Necromancer 
  Modify this encounter if the PCs have already fought 
  Juliak and his minions elsewhere in the tower. 
  At the bottom of the spiral staircase stands a stone door; it 
  is not locked: 
  � Stone Door: 4 in. thick; hardness 8; hp 60; Break DC 
  28. 
  Stepping through the door you find yourself standing 
  in a large 60-foot square chamber with a 30-foot high 
  ceiling.  It looks as if it is some form o  workshop, but 
  some of the equipment is completely alien to you.  
  There are lab tables and bookshelves throughout the 
  room.  On two of the tables is what remains of two of 
  the three missing Knights.  They are missing large 
  pieces of their bodies and are obviously no longer 
  living.  In a pile in one corner of the room is the 
  other missing Knight, or at least an assortment of his 
  body parts. 
  BIS3-02 Shadows in the Woods 
   
  Page 10 
  
  � Shadow Asp (1): hp 9; see Appendix I. 
  If the PCs have not met Juliak and he was not aware of 
  their presence before they opened the door: 
  APL 4 (EL 7) 
  Your gaze is suddenly drawn to a cackling, babbling 
  creature that stands no higher than your knees.  It 
  resembles a small man but has bat like wings and a 
  great nose.  Sitting atop a stack of books it points at 
  you and laughs “Master…. we have guests.”  A man in
  black robes quickly peers around a bookcase and his 
  brow furls with irritation. 
  � Juliak Zalinox, male human (Baklunish) Nec5: hp 
  25; see Appendix I. 
   
   
  � Imp (1): hp 18; see Monster Manual. 
  � Shadow Asps (2): hp 9 each; see Appendix I. 
  � Shadow (1): hp 27; see Monster Manual. 
  If the PCs have not met Juliak and he was aware of their 
  presence before they opened the door: 
  APL 6 (EL 9) 
  You have little time to take in the room, however, as 
  you are suddenly attacked by the inhabitants of the 
  room.     
  � Juliak Zalinox, male human (Baklunish) Nec7: hp 
  35; see Appendix I. 
  � Imp (1): hp 18; see Monster Manual. 
  If caught unaware of the PCs, Juliak was actually busy 
  preparing the corpses of the Knights to be brought back 
  in undeath.  The necromancer is most irritated by the 
  intrusion and will not surrender or flee under any 
  circumstances, fearing his master more than death. 
  � Shadows (2): hp 27 each; see Monster Manual. 
  � Wraith (1): hp 45; see Monster Manual. 
  APL 8 (EL 11) 
  Not all of the necromancer’s forces are in the tower at the 
  moment, so the PCs do stand a chance of defeating Juliak. 
   The imp will defend Juliak (but not to his death), unless 
  he sees an opportunity to steal the key and flee with it 
  (assuming the PCs already have it with them).  If Juliak is 
  close to defeat, the imp will head invisibly upstairs and 
  try to find the key before the PCs. 
  � Juliak Zalinox, male human (Baklunish) Nec9: hp 
  45; see Appendix I. 
  � Imp (1): hp 18; see Monster Manual. 
  � Wraiths (2): hp 45 each; see Monster Manual. 
  � Spectre (1): hp 63; see Monster Manual. 
  If Juliak is defeated before the imp can get away or is 
  slain, it will try and work a deal with the PCs basically 
  telling them whatever it thinks they want to hear.  It will 
  offer them some information about Evard if they bring 
  up his name in questioning. (Mostly things that everyone 
  knows: he’s very active and got quite a grudge with 
  Bissel… and that he never goes anywhere without his 
  new little bodyguards: a pack of albino dwarves with big, 
  saucer eyes…).  It will do anything it can to get the key 
  and return to Oveliur with it. 
  APL 10 (EL 13) 
  � Juliak Zalinox, male human (Baklunish) Nec11: hp 
  55; see Appendix I. 
  � Imp (1): hp 18; see Monster Manual. 
  � Wraiths (4): hp 45 each; see Monster Manual. 
  � Spectres (2): hp 63 each; see Monster Manual. 
  APL 12 (EL 15) 
  This chamber is under the effects of a permanent 
  desecrate spell (as a 9
  th level caster).  All Charisma checks 
  to turn undead suffer a –3 profane penalty.  Undead in 
  the chamber gain a +1 profane bonus to attack rolls, 
  damage rolls, and saving throws, and they gain +1 hit 
  points per HD (this is not reflected in their current stat 
  blocks). 
  � Juliak Zalinox, male human (Baklunish) Nec13: hp 
  65; see Appendix I. 
  � Imp (1): hp 18; see Monster Manual. 
  � Wraiths (4): hp 45 each; see Monster Manual. 
  � Spectres (2): hp 63 each; see Monster Manual. 
  � Devourer (1): hp 108; see Monster Manual. 
  APL 2 (EL 5) 
  Treasure: Juliak’s possessions and some gold in a pouch 
  on one of the bookshelves is the only treasure here. 
  � Juliak Zalinox, male human (Baklunish) Nec3: hp 
  15; see Appendix I. 
  APL 2: L: 3 gp; C: 50 gp; M: cloak of resistance +1 (83 gp), 
  ring of protection +1 (167 gp), wand of magic missile 
  � Imp (1): hp 18; see Monster Manual. 
  BIS3-02 Shadows in the Woods 
   
  Page 11 
  
  1
  st level caster (63 gp), scroll of shield (2 gp), scroll of 
  mage armor (2 gp), scroll of protection from arrows 
  (13 gp), scroll of cat’s grace (13 gp), scroll of 
  invisibility (13 gp). 
  APL 4: L: 3 gp; C: 100 gp; M: cloak of resistance +1 (83 
  gp), ring of protection +1 (167 gp), amulet of natural 
  armor +1 (167 gp), wand of magic missile 3
  rd level 
  caster (188 gp), scroll of shield (2 gp), scroll of mage 
  armor (2 gp), scroll of protection from arrows (13 
  gp), scroll of cat’s grace (13 gp), scroll of invisibility 
  (13 gp), scroll of displacement (31 gp), scroll of haste 
  (31 gp). 
  APL 6: L: 3 gp; C: 150 gp; M: cloak of resistance +1 (83 
  gp), ring of protection +1 (167 gp), amulet of natural 
  armor +1 (167 gp), wand of magic missile 3
  rd level 
  caster (188 gp), scroll of shield (2 gp), scroll of mage 
  armor (2 gp), scroll of protection from arrows (13 
  gp), scroll of cat’s grace (13 gp), scroll of improved 
  invisibility (58 gp), scroll of displacement (31 gp), 
  scroll of haste (31 gp), scroll of Evard’s black 
  tentacles (58 gp), scroll of stoneskin (79 gp). 
  APL 8: L: 3 gp; C: 200 gp; M: cloak of resistance +1 (83 
  gp), ring of protection +1 (167 gp), amulet of natural 
  armor +1 (167 gp), headband of intellect +2 (333 gp), 
  wand of magic missile 5
  th level caster (313 gp), scroll 
  of shield (2 gp), scroll of mage armor (2 gp), scroll of 
  protection from arrows (13 gp), scroll of cat’s grace 
  (13 gp), scroll of improved invisibility (58 gp), scroll 
  of displacement (31 gp), scroll of haste (31 gp), scroll 
  of Evard’s black tentacles (58 gp), scroll of stoneskin 
  (79 gp), scroll of mind fog (94 gp). 
  APL 10: L: 3 gp; C: 250 gp; M: cloak of resistance +2 (333 
  gp), ring of protection +1 (167 gp), amulet of natural 
  armor +1 (167 gp), headband of intellect +2 (333 gp), 
  ring of counterspells (333 gp), wand of magic missile 
  7
  th level caster (438 gp), scroll of shield (2 gp), scroll 
  of mage armor (2 gp), scroll of protection from 
  arrows (13 gp), scroll of cat’s grace (13 gp), scroll of 
  improved invisibility (58 gp), scroll of displacement 
  (31 gp), scroll of haste (31 gp), scroll of Evard’s black 
  tentacles (58 gp), scroll of stoneskin (79 gp), scroll of 
  mind fog (94 gp), scroll of true seeing (158 gp). 
  APL 12: L: 3 gp; C: 300 gp; M: cloak of resistance +2 (333 
  gp), ring of protection +2 (667 gp), amulet of natural 
  armor +2 (667 gp), headband of intellect +4 (1,333 
  gp), ring of counterspells (333 gp), wand of magic 
  missile 7
  th level caster (438 gp), scroll of shield (2 gp),
  scroll of mage armor (2 gp), scroll of protection from 
  arrows (13 gp), scroll of cat’s grace (13 gp), scroll of 
  improved invisibility (58 gp), scroll of displacement 
  (31 gp), scroll of haste (31 gp), scroll of Evard’s black 
  tentacles (58 gp), scroll of stoneskin (79 gp), scroll of 
  mind fog (94 gp), scroll of true seeing (158 gp), scroll 
  of spell turning (190 gp), scroll of forcecage (315 gp), 
  planar fork (shadow) (17 gp). 
  Conclusion 
  If the PCs rescued the bodies of the slain Knights of the 
  Watch members, they gain an Influence Point with the 
  Knights of the Watch of Bissel and Sir Ashlon will be 
  happy to sponsor any of them into the Knights of the 
  Watch.  A group of Nightwatch members have arrived in 
  town just before the PCs return.  They will grill the PCs 
  on their findings, if given the opportunity.  If they are 
  told about the magical piece of key, they will attempt to 
  convince the PCs to turn it over to them.  The Knights of 
  the Watch will do the same.  But the PCs may also choose 
  to keep it for themselves.  The Nightwatch will ask the 
  PCs to turn over Juliak’s spellbook(s) to them.  Those who 
  do so will receive an Influence Point with the 
  Nightwatch (the judge should cross the spellbook(s) out 
  on the Adventure Record). 
   
   
  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 Three 
  Defeat the minion of Oveliur 
   
   
  APL 2 – 90 xp; 
   
  APL 4 – 150 xp; 
   
  APL 6 – 210 xp; 
   
  APL 8 – 270 xp; 
   
  APL 10 – 330 xp; 
   
  APL 12 – 390 xp. 
  Encounter Four 
  Defeat the tower guards 
   
   
  APL 2 – 120 xp; 
   
  APL 4 – 180 xp; 
   
  APL 6 – 240 xp; 
   
  APL 8 – 300 xp; 
   
   
  APL 10 – 360 xp; 
   
  APL 12 – 420 xp. 
  Encounter Seven 
  Defeat Juliak and his minions 
   
   
  APL 2 – 150 xp; 
   
  APL 4 – 210 xp; 
   
  APL 6 – 270 xp; 
  BIS3-02 Shadows in the Woods 
   
  Page 12 
  
   
  APL 8 – 330 xp; 
   
  APL 10 – 390 xp; 
   
  APL 12 – 450 xp. 
  Discretionary Role-playing Award 
  Judge may allocate up to the following for good role-
  playing 
   
  APL 2 – 90 xp; 
   
  APL 4 – 135 xp; 
   
  APL 6 – 180 xp; 
   
  APL 8 – 225 xp; 
   
  APL 10 – 270 xp; 
   
  APL 12 – 315 xp. 
  Total Possible Experience 
   
  APL 2 – 450 xp; 
   
  APL 4 – 675 xp; 
   
  APL 6 – 900 xp; 
   
  APL 8 – 1,125 xp; 
   
  APL 10 – 1,350 xp; 
   
  APL 12 – 1,575 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 Six: 
   
  APL 2: L: 33 gp; C: 0 gp; M: 0 gp. 
   
  APL 4: L: 33 gp; C: 0 gp; M: 0 gp. 
   
  APL 6: L: 77 gp; C: 0 gp; M: 0 gp. 
   
  APL 8: L: 77 gp; C: 0 gp; M: 0 gp. 
   
  APL 10: L: 115 gp; C: 0 gp; M: 0 gp. 
   
  APL 12: L: 115 gp; C: 0 gp; M: 0 gp. 
  Encounter Seven: 
   
  APL 2: L: 3 gp; C: 50 gp; M: 356 gp. 
   
  APL 4: L: 3 gp; C: 100 gp; M: 710 gp. 
   
  APL 6: L: 3 gp; C: 150 gp; M: 892 gp. 
   
  APL 8: L: 3 gp; C: 200 gp; M: 1,444 gp. 
   
  APL 10: L: 3 gp; C: 250 gp; M: 2,310 gp. 
   
  APL 12: L: 3 gp; C: 300 gp; M: 4,832 gp. 
  Total Possible Treasure (Maximum Reward 
  Allowed) 
  APL 2: L: 36 gp; C: 50 gp; M: 356 gp  - Total: 442 gp 
  (400 gp). 
  APL 4: L: 36 gp; C: 100 gp; M: 710 gp  - Total: 846 gp 
  (600 gp). 
  APL 6: L: 80 gp; C: 150 gp; M: 892 gp  - Total: 1,122 gp 
  (800 gp). 
  APL 8: L: 80 gp; C: 200 gp; M: 1,444 gp  - Total: 1,724 
  gp (1,250 gp). 
  BIS3-02 Shadows in the Woods 
   
  Page 13 
  
  APL 10: L: 118 gp; C: 250 gp; M: 2,310 gp  - Total: 
  2,678 gp (2,100 gp). 
  APL 12: L: 118 gp; C: 300 gp; M: 4,832 gp  - Total: 
  5,250 gp (3,000 gp). 
  Special 
  � Influence Point with the Knights of the Watch 
   
  This PC possesses an influence point with the 
  Knights of the Watch in Bissel.  Please contact the 
  Bissel triad for additional information. 
  � Influence Point with the Baklunish of Bissel 
   
  This PC possesses an influence point with the 
  Baklunish citizens of Bissel.  It may be used to 
  influence any NPC or NPC organization of Baklunish 
  descent.  Please contact the Bissel triad for additional 
  information. 
  � Influence Point with the Nightwatch 
   
  This PC possesses an influence point with the 
  Nightwatch of Bissel.  Please contact the Bissel triad for 
  additional information. 
  � Strange Key of Obsidian 
   
  This PC has acquired a strange object that appears to 
  be some sort of magical key.  It is made from obsidian 
  and resists all attempts to damage it.  It radiates strong 
  transmutation magic.  It has no gp value and weighs ½ 
  lb. 
  � Juliak’s Spellbook I 
   
  1
  st—[alarm, burning hands, cause fear, chill touch, 
  mage armor, magic missile, negative energy ray (Tome & 
  Blood), protection from good, ray of enfeeblement, 
  shield]; 2
   
  i
  nd—[arcane lock, blindness/deafness, ghoul 
  touch, mirror image, scare, spectral hand]; 3
  rd—[dispel 
  magic, haste, hold person, lightning bolt, slow, vampiric 
  touch]. 
   
  Market Price: 400 gp; Weight: 3 lbs. 
  � Juliak’s Spellbook II 
   
  4
  th—[bestow curse, contagion, enervation, fear, mass 
  resist elements (Tome & Blood), Otiluke’s dispelling 
  screen (Tome & Blood), phantasmal killer]; 5
  th—[animate 
  dead, feeblem nd, magic jar, spiritwall (Tome & Blood), 
  teleport]. 
   
  Market Price: 530 gp; Weight: 3 lbs. 
  � Juliak’s Spellbook III 
   
  6
  th—[acid fog, circle of death, disintegrate, flesh to 
  stone]; 7
  th—[finger of death, plane shift, prismatic spray]. 
   
  Market Price: 450 gp; Weight: 3 lbs. 
  � Planar Fork (Shadow) 
   
  This small piece of metal has shadows upon its 
  surface that are constantly moving.  This item can be used 
  as the necessary focus for the spell plane shift.  This 
  particular fork only allows travel to the Plane of Shadow. 
   
  Market Price: 200 gp; Weight: - lbs. 
  Items for the Adventure Record 
  Item Access 
  APL 2: 
  � Juliak’s Spellbook I (Adventure, see above) 
  � Wand of Magic Missile (Adventure, 1
  st level 
  caster, DMG) 
  APL 4 (APL 2 Items plus): 
  � Wand of Magic Missile (Adventure, 3
  rd level 
  caster, DMG) 
  APL 6 (APL 2 & 4 Items plus): 
  � Juliak’s Spellbook II (Adventure, see above) 
  � Scroll of Improved Invisibility (Adventure, 7
  th 
   
  level caster, DMG) 
  � Scroll of Evard’s Black Tentacles (Adventure, 7
  th
  level caster, DMG) 
  � Scroll of Stoneskin (Adventure, 7
  th level caster, 
  DMG) 
  APL 8 (APL 2 & 4 & 6 Items plus): 
  � Headband of Intellect +2 (Adventure, DMG) 
  � Wand of Magic Missile (Adventure, 5
  th level 
  caster, DMG) 
  � Scroll of Mind Fog (Adventure, 9
  th level caster, 
  DMG) 
  APL 10 (APL 2 & 4 & 6 & 8 Items plus): 
  � Juliak’s Spellbook III (Adventure, see above) 
  � Cloak of Resistance +2 (Adventure, DMG) 
  � Wand of Magic Missile (Adventure, 7
  th level 
  caster, DMG) 
  � Ring of Counterspells (Adventure, DMG) 
  � Scroll of True Seeing (Adventure, 11
  th level 
  caster, DMG) 
  APL 12 (APL 2 & 4 & 6 & 8 & 10 Items plus): 
  � Headband of Intellect +4 (Adventure, DMG) 
  � Ring of Protection +2 (Adventure, DMG) 
  � Amulet of Natural Armor +2 (Adventure, DMG) 
  BIS3-02 Shadows in the Woods 
   
  Page 14 
  
  � Scroll of Spell Turning (Adventure, 13
  th level 
  caster, DMG) 
  � Scroll of Forcecage (Adventure, 13
  th level caster, 
  DMG) 
  � Planar Fork (Shadow) (Adventure, see above) 
   
   
  BIS3-02 Shadows in the Woods 
   
  Page 15 
  
  Appendix I: NPCS 
   
  Shadow Strands (Su): At will, a darkweaver can 
  create an aura of weblike, supernatural, semisolid shadow 
  that emanates outward from it in a 60-foot spread.  A 
  darkweaver can see normally through the shadow 
  strands, but other creatures have great difficulty doing so. 
   Each full 5 feet of shadow strands grants one-quarter 
  concealment.  Thus a creature in the shadow strands 10 
  feet away from another creature would have one-half 
  concealment, and a creature in the shadow strands 20 feet 
  away would have total concealment.  A creature in the 
  shadow strands has no concealment from creatures with 
  5 feet.  Creatures with darkvision suffer these effects, and 
  the shadow strands even baffle blindsight, but true seeing 
  allows a creature to see normally through them. 
  Encounter Three: 
  Darkweaver: CR 10; Medium Aberration (Extraplanar); 
  HD 9d8+9; hp 61; Init +4 (Dex); Spd 20 ft., Climb 20 ft.; 
  AC 26 (touch 18, flat-footed 22) [+4 Dex, +8 natural, +4 
  deflection]; Atk +10 melee (1d4+3, 4 tentacle rakes) and 
  +5 melee (1d6+3 plus Str damage, bite); Face/Reach 5 ft. 
  by 5 ft./5 ft. (10 ft. with tentacles); SA improved grab, 
  shadow strands, spell-like abilities, Strength damage; SQ 
  all-around vision, cold resistance 10. darkvision 60 ft., 
  damage reduction 5/+1, fast healing 3, shadow jump, 
  shadowstuff armor, sunlight vulnerability, tentacle 
  regeneration; SR 16; AL NE; SV Fort +4, Ref +7, Will +9; 
  Str 17, Dex 18, Con 12, Int 15, Wis 16, Cha 17. 
   
  Any creature that enters this area can freely move 
  towards the darkweaver, but any attempt to move in any 
  other direction is resisted by the semisolid strands.  A 
  creature attempting to move in such a fashion must make 
  a Str check or an Escape Artist check; the creature can 
  move away from the darkweaver 5 feet for each full 5 
  points by which the check result exceeds 10.  If a creature 
  is adjacent to the darkweaver (within 5 feet), it can move 
  freely so long as it remains adjacent to the darkweaver.  A 
  creature protected by a freedom of movement spell is 
  immune to the constraining effects of the shadow 
  strands.  The darkweaver can move about as it wishes and 
  bring the area of the shadow strands with it.  Creatures 
  are not affected by the darkweaver’s moving the strands, 
  but the direction towards the darkweaver will likely 
  change.  Creatures within the strands do not need to 
  guess in which direction the darkweaver lies; it becomes 
  immediately obvious when they try to move.  When a 
  creature without freedom of movement attempts to move 
  against the strands, the darkweaver is immediately aware 
  of its location even if it cannot see the creature due to 
  invisibility.  Darkweavers are immune to other 
  darkweaver’s strands and can see through them. 
   
  Skills and Feats: Climb +18, Concentration +7, Hide 
  +21, Listen +10, Move Silently +11, Search +9, Spot +10; 
  Alertness, Combat Reflexes, Power Attack, Weapon 
  Finesse. 
   
  Description: Darkweavers are sinister and alien 
  beings from the Plane of Shadow.  Every darkweaver 
  resides in a thicket of writhing, supernatural shadows, 
  and a creature must delve into the benighted depths of 
  this darkness to find the darkweaver.  At the center of 
  this area, a curious explorer might catch a glimpse of a 
  spiderlike form that is wreathed in protective shifting 
  darkness.  Darkweavers speak Abyssal, Common, and 
  Infernal.  A darkweaver relies heavily on its ability to 
  shroud the battlefield in a web of shadow.  Capable of 
  seeing through the shadows it creates, a darkweaver 
  prefers to hide in the effect and lure prey in with 
  suggestion.  If prey refuses to enter the shadow strands, a 
  darkweaver relies on darkness and confusion to make the 
  creature hesitate while it moves the area of shadow 
  strands over it.  When a creature is close to the center of 
  the effect, the darkweaver rears up and lashes out with its 
  front four tentacles, hoping to ensnare the foe and sap its 
  strength. 
   
  Spell-like Abilities (Sp): 3/day – confusion, 
  darkness, suggestion, tongues, web; 1/day – shadow walk. 
   Caster level 13
  th; save DC 13 + spell level. 
   
  Improved Grab (Ex): If a darkweaver hits an 
  opponent that is at least one size category smaller than 
  itself with a tentacle rake attack, it deals normal damage 
  and attempts to start a grapple as a free action without 
  provoking an attack of opportunity (grapple bonus +9).  If 
  it gets a hold, it automatically hits with its bite, dealing 
  1d6+3 points of damage and 2d4 points of Strength 
  damage.  Thereafter, the darkweaver has the option to 
  conduct the grapple normally or simply use its tentacle to 
  grapple the opponent (-20 penalty on grapple check, but 
  the darkweaver is not considered grappled).  In either 
  case, each successful grapple check it makes during 
  successive rounds automatically deals bite damage. 
   
  Strength Damage (Su): Any creature bitten by a 
  darkweaver takes 2d4 points of Str damage (or 4d4 on a 
  critical hit).  Darkweavers eat by sapping a victim’s 
  Strength. 
   
  Fast Healing (Ex): As long as it has at least 1 hit 
  point, a darkweaver regains lost hit points at the rate of 3 
  per round.  Fast healing does not restore hit points lost 
  from thirst or suffocation, and it does not allow a 
  darkweaver to regrow or reattach lost body parts. 
   
  Shadow Jump (Su): A darkweaver can travel 
  between shadows as if by means of a dimension door.  
  BIS3-02 Shadows in the Woods 
   
  Page 16 
  
   
  Skills and Feats: Climb +6, Escape Artist +8, Hide +8, 
  Intuit Direction +3, Jump +6, Listen +8, Move Silently +7, 
  Search +6, Spot +8; Multiattack, Weapon Finesse (bite). 
  The limitation is that the magical transport must begin 
  and end in an area of at least some shadow.  The 
  darkweaver can shadow jump up to a total of 320 feet per 
  day; this amount can be split up among many jumps in 
  10-foot increments.  Thus, a darkweaver that shadow 
  jumps 35 feet would use up 40 feet of its shadow jump 
  limit for the day.  A darkweaver in its shadow strands 
  always has enough shadow to jump from unless a light 
  source as bright as a daylight spell is brought within 5 
  feet of it. 
   
  Stench (Ex): The stink of death and corruption 
  surrounding these creatures is sickening.  Those within 
  10 feet must succeed at a Fort save (DC 15) or be wracked 
  with nausea, suffering a –2 circumstance penalty to all 
  attacks, saves, and skill checks for 1d6+4 minutes. 
   
  Paralysis (Ex): Those hit by a ghast’s bite or claw 
  attack must succeed at a Fort save (DC 15) or be paralyzed 
  for 1d6+4 minutes.  Even elves are vulnerable to this 
  paralysis. 
   
  Shadowstuff Armor (Su): A darkweaver is shrouded 
  in semisolid armor of shadowstuff that grants it a +4 
  deflection bonus to AC and a +10 circumstance bonus to 
  Hide checks (included in the statistics above).  The 
  shadowstuff armor does not provide concealment, nor 
  does it provide sufficient shadow for the shadow jump 
  ability.  The armor disappears in an antimagic field, but it 
  returns as soon as the darkweaver is out of the field. 
   
  Create Spawn (Su): Humanoid victims of a 
  spellstitched ghast that are not devoured by the creature 
  rise as ghasts in 1d4 days. 
   
  Undead: Immune to mind-influencing effects, 
  poison, sleep, paralysis, stunning, and disease.  Not 
  subject to critical hits, subdual damage, ability damage, 
  energy drain, or death from massive damage.  The 
  creature has darkvision 60’. 
   
  Sunlight Vulnerability (Ex): When exposed to 
  sunlight or to a light equivalent to a daylight spell, a 
  darkweaver takes a –2 morale penalty on all attacks, saves, 
  checks, and damage rolls.  In addition, it does not regain 
  hit points from its fast healing ability.  A darkweaver’s 
  shadow strands provide the creature total concealment 
  from light that is outside the shadow strands’ area.  Any 
  magical light source within the shadow strands must be 
  within 5 feet of the darkweaver to affect it because of the 
  concealment the shadow strands provide. 
   
  Spell-like Abilities: 2/day – glitterdust, magic 
  missile, Melf’s acid arrow, negative energy ray (Tome & 
  Blood); 1/day – fireball, lightning bolt; as 4
  th level 
  sorcerer; save DC 13 + spell level. 
  Lacedon (Abyssal Ghoul): CR 10; Medium Undead 
  (Extraplanar); HD 16d12; hp 144; Init +7 (Dex, Improved 
  Initiative); Spd 40 ft., Swim 30 ft.; AC 27 (touch 13, flat-
  footed 27) [+3 Dex, +14 natural]; Atk +15 melee (1d4+7 
  plus disease, 2 front claws) and +13 melee (2d4+3 plus 
  disease, rear claws); SA disease, improved grab, sneak 
  attack +5d6, Wisdom drain 1d6; SQ acid resistance 20, 
  blindsight 90 ft., cold resistance 20, deathwatch, 
  electricity immunity, fire resistance 20, uncanny dodge, 
  undead traits; SR 20; AL CE; SV Fort +5, Ref +10, Will 
  +12; Str 25, Dex 16, Con -, Int 14, Wis 15, Cha 18. 
   
  Tentacle Regeneration (Ex): Foes can attack a 
  darkweaver’s tentacles, but only when those appendages 
  are actually holding an opponent.  A tentacle has an AC 
  of 27 (touch 19) and can withstand 20 points of damage.  
  The loss of a tentacle does not harm the creature (that is, 
  the damage does not apply against its hit point total), and 
  it regrows the limb within a day. 
   
  All-Around Vision (Ex): A darkweaver can see in all 
  directions at once.  Because of this, it has a +4 racial bonus 
  on Search and Spot checks, and it cannot be flanked. 
   
  Skills and Feats: Balance +20, Climb +20, Hide +20, 
  Jump +23, Move Silently +20, Tumble +20; Dodge, 
  Improved Initiative, Lightning Reflexes, Mobility, 
  Multiattack, Spring Attack. 
   
  Skills: A darkweaver has a +8 racial bonus on Climb 
  checks and can always choose to take 10 on Climb 
  checks, even when rushed or threatened. 
   
  Description: An abyssal ghoul looks similar to a 
  common ghoul in that it is a warped humanoid figure 
  with bestial features.  A foot long tongue dangles from 
  the creature’s mouth, trailing into smoky incorporeality 
  at its tip.  Though an abyssal ghoul is blind, its other 
  senses allow it to perceive prey around it.  Abyssal ghouls 
  speak Abyssal. 
  Encounter Four: 
  Lacedon (Spellstitched Ghast): CR 4; Medium Undead; 
  HD 4d12; hp 36; Init +2 (Dex); Spd 30 ft., Swim 30 ft.; AC 
  16 (touch 12, flat-footed 14) [+2 Dex, +4 natural]; Atk +4 
  melee (1d8+1 and paralysis, bite) and +1 melee (1d4 and 
  paralysis, 2 claws); SA stench, paralysis, create spawn, 
  spell-like abilities; SQ undead, turn resistance +4, damage 
  reduction 5/+1; SR 18; AL CE; SV Fort +3, Ref +5, Will +8; 
  Str 13, Dex 15, Con -, Int 13, Wis 14, Cha 16. 
   
  Disease (Ex): Any creature hit by an abyssal ghoul’s 
  front claw or rear claws attack must succeed on a Fort 
  save (DC 18) or contract demon fever.  After an 
  incubation period of 1 day, the disease deals 1d6 Con 
  damage.  Each day after contracting demon fever, the 
  creature must succeed on another Fort save (DC 18) or 
  take the same damage.  Each time it is damaged by the 
  BIS3-02 Shadows in the Woods 
   
  Page 17 
  
  disease, the creature must immediately succeed on 
  another Fort save (DC 18) or one point of the Con 
  damage taken becomes Con drain instead.  After making 
  a successful Fort save against the Con damage on each of 
  two consecutive days, the creature recovers. 
   
  Improved Grab (Ex): If an abyssal ghoul hits an 
  opponent its size or smaller with both front claws, it deals 
  normal damage and attempts to start a grapple as a free 
  action without provoking an attack of opportunity 
  (grapple bonus +15).  If it gets a hold, it can attempt to 
  pin and use its Wisdom drain ability on its next grapple 
  check.  Alternatively, the abyssal ghoul has the option to 
  conduct the grapple normally or simply use its front 
  claws to grapple the opponent (-20 penalty on grapple 
  check, but the abyssal ghoul is not considered grappled).  
  In either case, each successful grapple check it makes 
  during successive rounds automatically deals from both 
  front claws. 
   
  Sneak Attack (Ex): Anytime an abyssal ghoul’s 
  target is denied a Dex bonus, or when a target is flanked 
  by an abyssal ghoul, the ghoul deals an additional 5d6 
  points of damage on a successful melee attack. 
   
  Wisdom Drain (Su): If an abyssal ghoul successfully 
  pins a living opponent, it can drain 1d6 points of Wisdom 
  with its smoky tongue on the same action.  Each round 
  thereafter that the pin is maintained, the ghoul 
  automatically drains an additional 1d6 Wisdom.  A 
  creature reduced to 0 Wisdom by an abyssal ghoul 
  becomes unconscious until at least 1 point of Wisdom is 
  restored. 
   
  Blindsight (Ex): An abyssal ghoul is blind, but it 
  maneuvers and fights as well as a sighted creature by 
  using scent and vibration to ascertain its surroundings.  
  This ability enables it to discern objects and creatures 
  within 90 feet.  An abyssal ghoul usually does not need to 
  make Spot or Listen checks to notice creatures within 
  range of its blindsight. 
   
  Deathwatch (Sp): This ability functions like the 
  spell, except that it is always active and an abyssal ghoul 
  always knows how near death all creatures within 90 feet 
  of it are.  Because of this knowledge, it often pauses to kill 
  creatures near death (those with 3 or fewer hit points 
  remaining) before moving on to attack healthier foes. 
   
  Uncanny Dodge (Ex): An abyssal ghoul retains its 
  Dex bonus to AC even when flat-footed or struck by an 
  invisible attacker.  In addition, it cannot be flanked 
  except by a rogue of 20
  th level or higher. 
   
  Undead: Immune to mind-affecting effects, poison, 
  sleep, 
  paralysis, 
  stunning, 
  disease, 
  death effects, 
  necromantic effects (unless they specifically affect 
  undead), and any effect that requires a Fort save unless it 
  also works on objects.  Not subject to critical hits, subdual 
  damage, ability damage, ability drain, or death from 
  massive damage.  An abyssal ghoul cannot be raised, and 
  resurrection works only if it is willing. 
  Encounter Seven: 
  Shadow Asp: CR 1; Tiny Magical Beast; HD 1d10+2; hp 
  9; Init +5 (Dex); Spd 30 ft., Climb 10 ft.; AC 19 (touch 17, 
  flat-footed 14) [+2 size, +5 Dex, +2 natural]; Atk +8 melee 
  (1d3-2 plus poison, bite); SA create spawn, poison; SQ 
  darkvision 60 ft., incorporeal form, low-light vision; AL 
  N; SV Fort +4, Ref +7, Will +1; Str 7, Dex 21, Con 15, Int 
  4, Wis 12, Cha 10. 
   
  Skills and Feats: Climb +6, Hide +16, Listen +7, 
  Move Silently +6, Spot +7; Weapon Finesse. 
   
  Description: Shadow asps are darker versions of their 
  more common reptilian cousins.  They measure 4 feet 
  long and seem nearly translucent.  They originated on 
  the Plane of Shadow.  They prefer to bite and run, 
  striking from walls, floors, and ceilings. 
   
  Create Spawn (Su): A creature slain by a shadow 
  asp’s poison rises as a shadow in 1d2 days.  Such a shadow 
  is considered uncontrolled, but it is bound to the area, 
  usually a tomb or crypt, as a guardian, unable to stray 
  more than 100 feet from the spot where it was spawned. 
   
  Poison (Ex): A shadow asp delivers its poison (Fort 
  DC 12 negates) with each successful bite attack.  Initial 
  and secondary damage are the same (1d6 Str). 
   
  Incorporeal Form (Su): A shadow asp can become 
  incorporeal for up to 1 hour per day.  It can activate this 
  ability at will (a free action) and the time of use need not 
  be continuous.  While incorporeal, the asp’s AC is 17 (+2 
  size, +5 Dex).  The shadow asp cannot deal damage to 
  corporeal opponents while incorporeal. See the MM for 
  details on the effects of being incorporeal. 
   
  Skills: A shadow asp has a +10 racial bonus on Hide 
  checks due to its natural camouflage, and a +5 racial 
  bonus due to its natural vigilance. A shadow asp has a +8 
  racial bonus on Climb checks and can always choose to 
  take 10 on Climb checks, even when rushed or 
  threatened. 
  APL 2 
  Juliak Zalinox, Male Human (Baklunish) Nec3:  CR 3; 
  Medium Humanoid; HD 3d4+6; hp 15; Init +2 (Dex); Spd 
  30 ft.; AC 14 (touch 14, flat-footed 11) [+3 Dex, +1 ring]; 
  Atk +0 melee (1d6-1, club) or +3 ranged (1d8/19-20, lt. 
  crossbow); SA spells; AL LE; SV Fort +4, Ref +4, Will +7; 
  Str 8, Dex 14, Con 14, Int 16, Wis 14, Cha 8. 
   
  Skills and Feats: Concentration +8, Knowledge 
  (arcana) +9, Knowledge (Bissel history) +9, Knowledge 
  (the Planes) +9, Knowledge (undead) +9, Spellcraft +9; 
  Combat Casting, Scribe Scroll, Spell Focus (necromancy, 
  transmutation). 
  BIS3-02 Shadows in the Woods 
   
  Page 18 
  
   
  Possessions: cane (club), light crossbow, 20 bolts, 
  spell component pouch, cloak of resistance +1, ring of 
  protection +1, wand of magic missile 1
  st level caster, scroll 
  of shield, scroll of mage armor, scroll of protection from 
  arrows, scroll of cat’s grace, scroll of invisibility. 
   
  Spells Prepared (4/3+1/2+1; base DC = 13 + spell 
  level, 15 + spell level for necromancy and transmutation 
  spells): 0- [detect magic, mage hand, prestidigitation, read 
  magic]; 1
  st-[magic missile, negative energy ray (Tome & 
  Blood) x2, ray of enfeeblement*]; 2
  nd-[blindness/deafness, 
  mirror image, scare*]. * bonus necromancy spell. 
  APL 4 
  Juliak Zalinox, Male Human (Baklunish) Nec5:  CR 5; 
  Medium Humanoid; HD 5d4+10; hp 25; Init +2 (Dex); 
  Spd 30 ft.; AC 15 (touch 14, flat-footed 12) [+3 Dex, +1 
  ring, +1 amulet]; Atk +1 melee (1d6-1, club) or +4 ranged 
  (1d8/19-20, lt. crossbow); SA spells; AL LE; SV Fort +4, 
  Ref +4, Will +8; Str 8, Dex 14, Con 14, Int 17, Wis 14, Cha 
  8. 
   
  Skills and Feats: Concentration +10, Knowledge 
  (arcana) +11, Knowledge (Bissel history) +11, Knowledge 
  (the Planes) +11, Knowledge (undead) +11, Spellcraft +11; 
  Combat Casting, Craft Wand, Scribe Scroll, Spell Focus 
  (necromancy, transmutation). 
   
  Possessions: cane (club), light crossbow, 20 bolts, 
  spell component pouch, cloak of resistance +1, ring of 
  protection +1, amulet of natural armor +1, wand of magic 
  missile 3
  rd level caster, scroll of shield, scroll of mage 
  armor, scroll of protection from arrows, scroll of cat’s 
  grace, scroll of invisibility, scroll of displacement, scroll 
  of haste. 
   
  Spells Prepared (4/4+1/3+1/2+1; base DC = 13 + spell 
  level, 15 + spell level for necromancy and transmutation 
  spells): 0- [detect magic, mage hand, prestidigitation, read 
  magic]; 1
  st-[cause fear, magic missile, negative energy ray 
  (Tome & Blood) x2, ray of enfeeblement*]; 2
  nd-
  [blindness/deafness, mirror image, scare*, spectral hand]; 
  3
  rd-[dispel magic, hold person, vampiric touch*]. * bonus 
  necromancy spell. 
  APL 6 
  Juliak Zalinox, Male Human (Baklunish) Nec7:  CR 7; 
  Medium Humanoid; HD 7d4+14; hp 35; Init +2 (Dex); 
  Spd 30 ft.; AC 15 (touch 14, flat-footed 12) [+3 Dex, +1 
  ring, +1 amulet]; Atk +2 melee (1d6-1, club) or +5 ranged 
  (1d8/19-20, lt. crossbow); SA spells; AL LE; SV Fort +5, 
  Ref +5, Will +9; Str 8, Dex 14, Con 14, Int 17, Wis 14, Cha 
  8. 
   
  Skills and Feats: Concentration +12, Knowledge 
  (arcana) +13, Knowledge (Bissel history) +13, Knowledge 
  (the Planes) +13, Knowledge (undead) +13, Spellcraft +13; 
  Combat Casting, Craft Wand, Greater Spell Focus 
  (necromancy), Scribe Scroll, Spell Focus (necromancy, 
  transmutation). 
   
  Greater Spell Focus (from Tome & Blood): 
  Choose a school of magic to which you have already 
  applied the Spell Focus feat.  Your magic spells of that 
  school are now even more potent than before.  Add +4 to 
  the DC of saving throws against spells from the school of 
  magic you select to focus on.  This supersedes (does not 
  stack with) the bonus from Spell Focus. 
   
  Possessions: cane (club), light crossbow, 20 bolts, 
  spell component pouch, cloak of resistance +1, ring of 
  protection +1, amulet of natural armor +1, wand of magic 
  missile 3
  rd level caster, scroll of shield, scroll of mage 
  armor, scroll of protection from arrows, scroll of cat’s 
  grace, 
  scroll 
  of 
  improved 
  invisibility, 
  scroll 
  of 
  displacement, scroll of haste, scroll of Evard’s black 
  tentacles, scroll of stoneskin. 
   
  Spells Prepared (4/5+1/4+1/3+1/1+1; base DC = 13 + 
  spell level, 15 + spell level for transmutation spells, 17 + 
  spell level for necromancy spells): 0- [detect magic, mage 
  hand, prestidigitation, read magic]; 1
  st-[cause fear, magic 
  missile x2, negative energy ray (Tome & Blood) x2, ray of 
  enfeeblement*]; 2
  nd-[blindness/deafness, ghoul touch, 
  mirror image, scare*, spectral hand]; 3
  rd-[dispel magic, 
  hold person, lightning bolt, vampiric touch*]; 4
  th-
  [enervation*, Otiluke’s dispelling screen (Tome & 
  Blood)]. * bonus necromancy spell. 
  APL 8 
  Juliak Zalinox, Male Human (Baklunish) Nec9:  CR 9; 
  Medium Humanoid; HD 9d4+18; hp 45; Init +2 (Dex); 
  Spd 30 ft.; AC 15 (touch 14, flat-footed 12) [+3 Dex, +1 
  ring, +1 amulet]; Atk +3 melee (1d6-1, club) or +6 ranged 
  (1d8/19-20, lt. crossbow); SA spells; AL LE; SV Fort +6, 
  Ref +6, Will +10; Str 8, Dex 14, Con 14, Int 18 (20), Wis 
  14, Cha 8. 
   
  Skills and Feats: Concentration +14, Knowledge 
  (arcana) 
  +17, 
  Knowledge 
  (Bissel 
  geography) 
  +7, 
  Knowledge (Bissel history) +17, Knowledge (the Planes) 
  +17, Knowledge (undead) +17, Spellcraft +17; Combat 
  Casting, Craft Wand, Greater Spell Focus (necromancy, 
  transmutation), Scribe Scroll, Spell Focus (necromancy, 
  transmutation). 
   
  Greater Spell Focus (from Tome & Blood): 
  Choose a school of magic to which you have already 
  applied the Spell Focus feat.  Your magic spells of that 
  school are now even more potent than before.  Add +4 to 
  the DC of saving throws against spells from the school of 
  magic you select to focus on.  This supersedes (does not 
  stack with) the bonus from Spell Focus. 
   
  Possessions: cane (club), light crossbow, 20 bolts, 
  spell component pouch, cloak of resistance +1, ring of 
  protection +1, amulet of natural armor +1, headband of 
  intellect +2, wand of magic missile 5
  th level caster, scroll 
  BIS3-02 Shadows in the Woods 
   
  Page 19 
  
  of shield, scroll of mage armor, scroll of protection from 
  arrows, scroll of cat’s grace, scroll of improved 
  invisibility, scroll of displacement, scroll of haste, scroll 
  of Evard’s black tentacles, scroll of stoneskin, scroll of 
  mind fog. 
   
  Spells Prepared (4/6+1/5+1/4+1/3+1/2+1; base DC = 
  15+ spell level, 19 + spell level for necromancy and 
  transmutation spells): 0- [detect magic, mage hand, 
  prestidigitation, read magic]; 1
  st-[magic missile x3, 
  negative energy ray (Tome & Blood) x2, protection from 
  good, ray of enfeeblement*]; 2
  nd-[blindness/deafness x2, 
  ghoul touch*, mirror image, spectral hand x2]; 3
  rd-[dispel 
  magic, hold person, lightning bolt, slow, vampiric 
  touch*]; 
  4
  th-[contagion*, 
  enervation 
  x2, 
  Otiluke’s 
  dispelling screen (Tome & Blood)]; 5
  th-[feeblemind, 
  magic jar*, spiritwall (Tome & Blood)]. * bonus 
  necromancy spell. 
  APL 10 
  Juliak Zalinox, Male Human (Baklunish) Nec11:  CR 
  11; Medium Humanoid; HD 11d4+22; hp 55; Init +2 
  (Dex); Spd 30 ft.; AC 15 (touch 14, flat-footed 12) [+3 Dex, 
  +1 ring, +1 amulet]; Atk +4 melee (1d6-1, club) or +7 
  ranged (1d8/19-20, lt. crossbow); SA spells; AL LE; SV 
  Fort +7, Ref +7, Will +12; Str 8, Dex 14, Con 14, Int 18 
  (20), Wis 14, Cha 8. 
   
  Skills and Feats: Concentration +16, Knowledge 
  (arcana) 
  +19, 
  Knowledge 
  (Bissel 
  geography) 
  +9, 
  Knowledge (Bissel history) +19, Knowledge (the Planes) 
  +19, Knowledge (undead) +19, Spellcraft +19; Combat 
  Casting, Craft Wand, Greater Spell Focus (necromancy, 
  transmutation), Scribe Scroll, Spell Focus (necromancy, 
  transmutation), Spell Penetration. 
   
  Greater Spell Focus (from Tome & Blood): 
  Choose a school of magic to which you have already 
  applied the Spell Focus feat.  Your magic spells of that 
  school are now even more potent than before.  Add +4 to 
  the DC of saving throws against spells from the school of 
  magic you select to focus on.  This supersedes (does not 
  stack with) the bonus from Spell Focus. 
   
  Possessions: cane (club), light crossbow, 20 bolts, 
  spell component pouch, cloak of resistance +2, ring of 
  protection +1, amulet of natural armor +1, headband of 
  intellect +2, ring of counterspells (dispel magic in the 
  ring), wand of magic missile 7
  th level caster, scroll of 
  shield, scroll of mage armor, scroll of protection from 
  arrows, scroll of cat’s grace, scroll of improved 
  invisibility, scroll of displacement, scroll of haste, scroll 
  of Evard’s black tentacles, scroll of stoneskin, scroll of 
  mind fog, scroll of true seeing. 
   
  Spells Prepared (4/6+1/5+1/5+1/4+1/3+1/1+1; base 
  DC = 15 + spell level, 19 + spell level for necromancy and 
  transmutation spells): 0- [detect magic, mage hand, 
  prestidigitation, read magic]; 1
  st-[magic missile x3, 
  negative energy ray (Tome & Blood) x2, protection from 
  good, ray of enfeeblement*]; 2
  nd-[blindness/deafness x2, 
  ghoul touch*, mirror image, spectral hand x2]; 3
  rd-[dispel 
  magic x2, hold person, lightning bolt, slow, vampiric 
  touch*]; 4
  th-[enervation x2*, mass resist elements (Tome 
  & Blood) x2, Otiluke’s dispelling screen (Tome & 
  Blood)]; 5
  th-[feeblemind, magic jar* x2, spiritwall (Tome 
  & Blood)]; 6
  th-[acid fog, circle of death*]. * bonus 
  necromancy spell. 
  APL 12 
  Juliak Zalinox, Male Human (Baklunish) Nec13:  CR 
  13; Medium Humanoid; HD 13d4+26; hp 65; Init +6 
  (Dex, Improved Initiative); Spd 30 ft.; AC 17 (touch 15, 
  flat-footed 14) [+3 Dex, +2 ring, +2 amulet]; Atk +5/+0 
  melee (1d6-1, club) or +8 ranged (1d8/19-20, lt. 
  crossbow); SA spells; AL LE; SV Fort +8, Ref +8, Will +13; 
  Str 8, Dex 14, Con 14, Int 19 (23), Wis 14, Cha 8. 
   
  Skills and Feats: Concentration +19, Knowledge 
  (arcana) +22, Knowledge (Bissel geography) +14, 
  Knowledge (Bissel history) +22, Knowledge (the Planes) 
  +22, Knowledge (undead) +22, Spellcraft +22; Combat 
  Casting, Craft Wand, Greater Spell Focus (necromancy, 
  transmutation), Improved Initiative, Scribe Scroll, Spell 
  Focus (necromancy, transmutation), Spell Penetration. 
   
  Greater Spell Focus (from Tome & Blood): 
  Choose a school of magic to which you have already 
  applied the Spell Focus feat.  Your magic spells of that 
  school are now even more potent than before.  Add +4 to 
  the DC of saving throws against spells from the school of 
  magic you select to focus on.  This supersedes (does not 
  stack with) the bonus from Spell Focus. 
   
  Possessions: cane (club), light crossbow, 20 bolts, 
  spell component pouch, cloak of resistance +2, ring of 
  protection +2, amulet of natural armor +2, headband of 
  intellect +4, ring of counterspells (dispel magic in the 
  ring), wand of magic missile 7
  th level caster, scroll of 
  shield, scroll of mage armor, scroll of protection from 
  arrows, scroll of cat’s grace, scroll of improved 
  invisibility, scroll of displacement, scroll of haste, scroll 
  of Evard’s black tentacles, scroll of stoneskin, scroll of 
  mind fog, scroll of true seeing, scroll of spell turning, 
  scroll of forcecage, planar fork (Shadow). 
   
  Spells Prepared (4/6+1/6+1/5+1/5+1/4+1/3+1/1+1; 
  base DC = 16 + spell level, 20 + spell level for necromancy 
  and transmutation spells): 0- [detect magic, mage hand, 
  prestidigitation, read magic]; 1
  st-[magic missile x3, 
  negative energy ray (Tome & Blood) x2, protection from 
  good, ray of enfeeblement*]; 2
  nd-[blindness/deafness x3, 
  ghoul touch*, mirror image, spectral hand x2]; 3
  rd-[dispel 
  magic x2, hold person, lightning bolt, slow, vampiric 
  touch*]; 4
  th-[bestow curse, enervation x2*, mass resist 
  elements (Tome & Blood) x2, Otiluke’s dispelling screen 
  (Tome & Blood)]; 5
  th-[feeblemind x2, magic jar* x2, 
  BIS3-02 Shadows in the Woods 
   
  Page 20 
  
  spiritwall (Tome & Blood)]; 6
  th-[acid fog, circle of death*, 
  disintegrate, flesh to stone]; 7
  th-[finger of death*, plane 
  shift]. 
  * 
  bonus 
  necromancy 
  spell.
   
   
  BIS3-02 Shadows in the Woods 
   
  Page 21 
  
  Appendix II:  Spells from Tome & Blood 
  Negative Energy Ray (from Tome & Blood) 
  Necromancy 
  Level: Sor/Wiz 1 
  Components: V, S, M 
  Casting Time: 1 action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Effect: Ray 
  Duration: Instantaneous 
  Saving Throw: Will half (see text) 
  Spell Resistance: Yes 
   A ray of negative energy projects from your pointing 
  finger.  You must succeed at a ranged touch attack with 
  the ray to deal damage to a target.  The ray deals 1d6 
  points of damage to a living creature. 
   For every two extra levels of experience past 1
  st, you 
  deal an extra 1d6 points of damage.  You deal 2d6 at 3
  rd 
  level, 3d6 at 5
  th level, 4d6 at 7
  th level, and a maximum of 
  5d6 points of damage at 9
  th level or higher. 
   Since undead are powered by negative energy, this 
  spell cures them of a like amount of damage, rather 
  than harming them. 
   
  Material Component: A mirror, which you break. 
  Mass Resist Elements (from Tome & Blood) 
  Abjuration 
  Level: Clr 3, Drd 3, Sor/Wiz 4 
  Targets: Once creature/level, no two of which can be 
  more than 30 ft. apart 
   As resist elements, except that it affects multiple 
  creatures. 
  Otiluke’s Dispelling Shield (from Tome & 
  Blood) 
  Abjuration 
  Level: Sor/Wiz 4 
  Components: V, S, M 
  Casting Time: 1 action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Effect: Wall whose area is up to one 10-ft. square/level 
  or sphere or hemisphere with a radius of up to 1 
  ft./level 
  Duration: 1 minute/level (D) 
  Saving Throw: None 
  Spell Resistance: No 
   You create an opaque, immobile, shimmering screen 
  of violet energy.  Any creature or unattended object 
  passing through the screen is affected by a targeted 
  dispel magic cast at your caster level. 
   You make a dispel check against the spell or against 
  each ongoing spell currently in effect on the object or 
  creature.  A dispel check is 1d20+1 per caster level 
  (maximum +10) against a DC of 11 + the spell’s caster 
  level.  The screen has no effect on any items a creature 
  carries.  If an unattended magic item passes through 
  the screen, you make a dispel check against the item’s 
  caster level.  If you succeed, all the item’s magical 
  properties are suppressed for 1d4 rounds. 
   Spell effects that are not operating on objects or 
  creatures cannot pass through the screen.  A 
  disintegrate or successful dispel magic spell removes 
  Otiluke’s dispelling screen, while an antimagic field 
  suppresses it. 
   Material Component: A sheet of fine lead crystal. 
  Spiritwall (from Tome & Blood) 
  Necromancy 
  Level: Sor/Wiz 5 
  Components: V, S, M 
  Casting Time: 1 action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Effect: Wall whose area is up to one 10-ft. square/level 
  or sphere or hemisphere with a radius of up to 1 
  ft./level 
  Duration: 1 minute/level (D) 
  Saving Throw: None 
  Spell Resistance: No 
   This spell creates an immobile, swirling mass of 
  greenish-white forms that looks like tortured spirits.  
  One side of the wall, selected by you, emits a low 
  groaning that causes creatures within a 60-foot spread 
  to make a Will save or flee in panic for 1d4 rounds (this 
  is a sonic fear effect). 
   The barrier is semimaterial and opaque, providing 
  total concealment.  It block magical effects and 
  provides nine-tenths cover against physical attacks.  
  Creatures can easily move through a spiritwall, but at a 
  cost.  A living creature that merely touches the wall 
  takes 1d10 point of damage as its life force is disrupted. 
   A living creature that actually passes through the wall 
  takes 1d10 points of damage, as above, and must make a 
  successful Fort save or receive one negative level. 
   Material Component: A clear, faceted gemstone.
  BIS3-02 Shadows in the Woods 
   
  Page 22 
  
  Player Handout #1 
   
  Juliak, 
   
  Your faithful service will be remembered, but any failure at your tasks and you 
  will rue the day you met me.  Continue to amass your army and await my signal.  
  Continue to search the Woods for other keys or further leads to the location of the 
  Gate.  Once I have all of the keys and control the Gate, I shall unleash a force 
  upon this March like none have seen.  A shadowy doom will befall all of my 
  enemies. 
  Other plans go well.  I’ve struck a fatal blow to the heart of Bissel and the fools 
  don’t know it yet.  Who would have thought those accursed derro would hold the 
  key to my revenge upon this pathetic land.  But, if not for the recipe in their tome, 
  I would never have been able to weave such a powerful curse.  Such a vile irony, 
  such a glorious and treacherous betrayal awaits those fool Barons. 
   
  Your Dark Master, 
  E 
  BIS3-02 Shadows in the Woods 
   
  Page 23 
  
  BIS3-02 Shadows in the Woods 
   
  Page 24 
  Shadows in the Woods 
  Critical Events Summary 
  For Tables Running in May, June, or July of 2003 
   
  1. Did the PCs rescue Sir Ashlon? 
   
   
  2. Did the PCs recover the bodies of the Knights from 
  the tower? 
   
   
  3. Did the PCs recover the key to the gate? 
   
   
  4. Did the PCs recover the letter from Evard? 
   
   
  5. Did the PCs defeat Oveliur’s minion(s)? 
   
   
  6. Did the PCs defeat Juliak? 
   
   
  If you run this event in May, June, or July of 2003, please e-mail the results from this sheet to Matt Pennington, Bissel 
  Triad POC, bisselpoc@adelphia.net, by Aug 15, 2003. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/EXTRAS/Greyhawk/Living Greyhawk - RPGA/BIS (March of Bissel)/BIS3-02 Shadows in the Woods (3E).pdf