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 
  Wizards of the Coast and the author.  To learn more about the Open Gaming License and the d20 SYSTEM license, please visit 
  www.wizards.com/d20. 
   
  This is an official RPGA
  ® play document. To find out more about the RPGA and to learn more on how you can sanction and run 
  DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, Player’s Handbook, Dungeon 
  Master’s Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc., in the US and other countries.  This material is 
  protected under the copyright laws of the United States of America.  Any reproduction or unauthorized use of the material or artwork 
  contained herein is prohibited without the express written permission of Wizards of the Coast, Inc. and the author. This product is a 
  work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental. © 2005 Wizards of the Coast, 
  Inc. 
   
  Visit the LIVING GREYHAWK website at www.rpga.com. 
  For rules questions specific to this document and the LIVING GREYHAWK campaign email rpgahq@wizards.com. 
  BIS5-02 
   
   
   
   
   
  Occupation 
   
  A 1-Round D&D® LIVING GREYHAWKTM  
  Bissel Regional Adventure 
  Version 1.1 
   
  by Raj Shah, Chad Brown, Tanis Oconnor, Nopalzin Torres 
   
   
   
  Evard has established control over Thornward, but now a fledgling resistance movement has reached 
  out, seeking aid.  Can you make contact with them and retrieve intelligence valuable to the March in 
  time? A Bissel regional adventure for APLs 2-12.   
  
  BIS5-02 Occupation 
   
  Page 1 
  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 record-
  keeping 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. 
   
  Keep in mind that you must have at least four 
  players (not counting the judge), for the game 
  session to be a sanctioned RPGA event. As well, 
  you cannot have more than six players participating 
  in the game. 
  Playing the Game  
   
   
   
   
  Instruct the players either to prepare their 
  characters to participate in the adventure before the 
  session begins, or wait until you read the 
  introduction, depending on the requirements of the 
  scenario as described in the introduction. 
   
  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 judge) 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 judge 
  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 bold italics. 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. 
  Tracking 
   
   
   
   
   
  After the players have completed the scenario or 
  the time allotted to run the scenario has run out, 
  the players and judge fill out the RPGA Tracking 
  Sheet.  The judge should complete the top of the 
  form and list his name and RPGA number.  The 
  players should each list their name and RPGA 
  number.  After the form is filled out it should be 
  given to the Event Coordinator. 
  LIVING GREYHAWK 
   
   
   
   
  This is a LIVING GREYHAWK Adventure.  As a LIVING 
  adventure it is expected that players bring their 
  own characters with them.  If players do not have 
  a LIVING GREYHAWK character generated, get a 
  copy of the current LIVING GREYHAWK character 
  generation guidelines, and a character sheet from 
  your convention coordinator or the RPGA Web 
  site, and then have any players without a 
  character create one.  Once all players have a 
  LIVING GREYHAWK character, play can begin. 
   
  Along with the other materials discussed in the 
  Preparation section above that you are assumed 
  to have in order to run a D&D game, it is also 
  recommended that you have a copy of the LIVING 
  GREYHAWK Gazetteer. 
  LIVING GREYHAWK Levels of Play  
   
  Because players bring their own characters to 
  LIVING 
  GREYHAWK 
  games, 
  this 
  adventure’s 
  
  BIS5-02 Occupation 
   
  Page 2 
  # 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 
   
   
  challenges are proportioned to the average 
  character level of the PCs participating in the 
  adventure. To determine the 
  Average Party Level (APL): 
  1. Determine 
  the 
  character 
  level for each of the PCs 
  participating 
  in 
  the 
  adventure. 
  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.  Nevertheless, if a character 
  has the Mounted Combat feat, he may bring a 
  single warhorse, light or heavy, with him in the 
  adventure and it will not count toward the APL 
  calculation. 
  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. 
  4. If you are running a table of six PCs, add one 
  to that average. 
  By following these four steps, you will have 
  determined the APL. Throughout this adventure, 
  APLs categorize the level of challenge the PCs will 
  face. APLS are given in even-numbered 
  increments. If the APL of your group falls on an 
  odd number, ask them before the adventure 
  begins whether they would like to play a harder or 
  easier adventure. Based on their choice, use 
  either the higher or the lower adjacent APL. 
   
  APL also affects the amount of experience 
  and gold a PC may gain at the end of the 
  adventure. If a player character is three character 
  levels or more either higher or lower than the APL 
  at which this adventure is being played, that 
  character will receive only one-half of the 
  experience points for the adventure.  Further, if the 
  PC is three character levels or more lower than 
  the APL at which this adventure is being played, 
  that PC will receive one-half gold for the adventure 
  as well.  This simulates the fact that either the PC 
  was not challenged as much as normal or relied 
  on 
  help 
  by 
  higher-level 
  characters 
  to 
  reach 
  the 
  objectives. 
   
  Further, a PC who is four 
  or more levels higher than 
  the highest APL supported 
  by the adventure may not 
  play the scenario unless the 
  highest APL supported by 
  the adventure is APL 12. 
   
  Note: LIVING GREYHAWK 
  adventures are designed for 
  APL 2 and higher. Four or 
  five 1st-level characters may 
  find 
  difficulty 
  with 
  the 
  challenges 
  in 
  a 
  LIVING 
  GREYHAWK adventure. If a 
  group is APL 1 there are two 
  things that the group can do 
  to help even the score. 
  1. Attempt to create a table of six 1st-level 
  characters, 
  or 
  try 
  to 
  enlist 
  higher-level 
  characters to play at that table. 
  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 move action (spoken 
  command) that may be attempted each round. 
  If the animal is wounded or has taken any 
  nonlethal damage or ability score damage, the 
  DC increases to 12. 
  Time Units and Upkeep  
   
   
  This is a standard 1-round Regional adventure, set 
  in Bissel.  Characters native to Bissel pay one 
  Time Unit per round, all others pay two Time Units 
  per round. 
   
  Adventurer’s Standard Upkeep costs 12gp per 
  Time Unit.  Rich Upkeep costs 50gp per Time 
  Unit.  Luxury Upkeep costs 100gp per Time Unit. 
  Characters that fail to pay at least Standard 
  Upkeep will retain temporary ability damage until 
  the 
  next 
  adventure, 
  must 
  buy 
  new 
  spell 
  component pouches and healer’s kits, and may 
  suffer other in-game penalties (or possibly gain in-
  game benefits) as may be detailed in this 
  scenario. 
  
  BIS5-02 Occupation 
   
  Page 3 
   
  A character who does not pay for at least 
  Standard Upkeep may also avoid the above-
  described penalties by living off the wild.  If the 
  character possesses four or more ranks in the 
  Survival skill and succeeds at a Survival check 
  (DC 20), the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, 
  may refill spell component pouches and healer’s 
  kits, and may restock up to 20 arrows or bolts if 
  the character has at least four ranks in Craft 
  (bowmaking).  The player is allowed to Take 10 on 
  this roll. 
   
  More information about Lifestyle and Upkeep 
  can be found in the “Lifestyle and Upkeep” section 
  of Chapter 3 of the LIVING GREYHAWK Campaign 
  Sourcebook. 
  Adventure Background 
  It is now early spring of 595, and with the winter’s 
  snow melting, the armies of Bissel and Evard the 
  Necromancer are beginning to lay plans for the 
  coming war. 
  Prior to invading Thornward, Evard has ordered 
  one of his key lieutenants, Nikal the Black, to 
  organize a spy network capable of committing 
  sabotage and wreaking havoc with Bissel’s supply 
  lines and general populace.  Nikal the Black has 
  spent the winter preparing his spies and his plans. 
  Meanwhile, a resistance movement has sprung up 
  in Thornward.  Its leader is a gnomish sorcerer 
  named Xur, who has been responsible for a 
  number of hit and run act of sabotage.  Recently, 
  Xur was tipped off that Nikal the Black is the head 
  of Evard’s spy network, and with the aid of a few 
  well placed bribes amongst Nikal’s competitors, 
  determined that Nikal has the master list of 
  Evard’s spy network somewhere within his home. 
  Through the Temple of Zilchus, Xur has made 
  contact with Bissel’s leaders, and asked that they 
  send a group of skilled adventurers north to try to 
  infiltrate Nikal’s home when it should be most 
  susceptible to entry – during Nikal’s weekly 
  meetings with Evard. 
  Unknown to Xur, Nikal’s spy network also has a 
  spy within the Temple of Zilchus in Pellak.  That 
  spy intercepted Xur’s message and has informed 
  Nikal of Xur’s plans.  Nikal plans to deal with the 
  PC intruders to his home quickly and efficiently, 
  and then devise some manner to uncover Xur’s 
  identity.   
  Adventure Summary 
  Encounter 1 
  The PCs begin in Pellak, having been summoned 
  to a meeting with General Cainlan Rashedra, 
  commander of the Bissel Free Companies.  Also 
  at the meeting are the head of the Bissel Knights 
  of the Watch, and the high priests of Heironeous 
  and Zilchus.  The PCs are introduced to the 
  mission and given a chance to ask any relevant 
  questions. 
  Encounter 2 
  The PCs arrive in the occupied city of Thornward 
  and are given a chance to explore the city for the 
  afternoon 
  Encounter 3 
  The PCs make contact with Xur, who gives them 
  the details of their mission 
  Encounter 4 
  The PCs make a detour to a cache of supplies left 
  by Xur, which will aid them in completing their 
  mission 
  Encounter 5 
  The PCs infiltrate the home of Nikal the Black, 
  fighting his guards and eventually Nikal the Black 
  to retrieve the list they have been sent after. 
  Preparation for Play 
  This module makes heavy use of new spells, feats 
  and monsters from the Complete series of books 
  as well as Libris Mortis.  DMs should make sure to 
  read Appendix Seven, which presents new these 
  new rules. 
  Introduction 
  It is now early spring of 595, and Bissel has 
  begun to shake off its winter fetters.  Over the 
  winter, the March has been focused on its 
  enemy, Evard, who now occupies the city of 
  Thornward with his undead and shadow 
  minions.  Small skirmishes have been fought, 
  along Bissel’s northern defenses, but no major 
  action has been taken.  The snow in northern 
  Bissel, measured in yards, not feet, has made 
  logistics a nightmare, and a storming of the 
  city impossible. 
  Evard, in the meanwhile, has been cunning in 
  his management of the situation.  Weeks after 
  
  BIS5-02 Occupation 
   
  Page 4 
  taking the city by surprise, he opened the 
  gates of the city, and allowed anyone who 
  wanted to leave to leave, with whatever they 
  could carry.  Thornward’s gates have remained 
  open, and commerce crucial to the March and 
  the Sheldomar has started again.  Politics is 
  one thing.  Money is different. 
  Refugees from the city describe not the mass 
  slaughter that was expected, but instead a city 
  that has had order imposed upon it, with a 
  heavy hand.  There is a strict curfew, and the 
  authorities of the city deal heavy-handed 
  justice according to a set of draconian rules.  
  Clerics of Hextor and Nerull lead patrols of 
  undead through the street, looking for those 
  foolish 
  enough 
  to 
  violate 
  the 
  laws 
  of 
  Thornward.  It is a city occupied by force.   
  Encounter One: We Need a 
  Few, Brave Souls 
  The PCs begin the adventure in the current capitol 
  of Bissel, Pellak.  Originally, plans were for the 
  majority of the government of Bissel to move back 
  to Thornward this spring.  However, the capture of 
  that city has left Pellak as the undisputed capitol 
  for now.   Use Encounter 1a if any PCs in the party 
  have played any module from BIS4-02 through 
  BIS4-08 (inclusive).  If no PCs in the party have 
  played any of those modules, use Encounter 1b 
  Encounter 1a – Time to Report 
  There is no doubting the fact that Pellak has 
  become a military city.  Almost all of the 
  available housing in the city has been 
  converted to barracks, and every open space 
  in the city is either covered with tents, or 
  soldiers drilling to fight the forces of Evard the 
  Necromancer.  Three battles of the Bissel 
  Army are preparing to head north to relieve the 
  front line forces that are keeping the foul 
  forces of the Necromancer from heading 
  further south.  
  Normally, you would steer clear of Pellak, 
  given how crowded it is and the fact that it 
  would be impossible to get anything done here 
  – unless you were on military business, which 
  it so happens you are. 
  Trudging through the mud, you head to the 
  headquarters of the Bissel Free Companies.  In 
  your hand you have the sealed packet from 
  General Cainlan Rashedra “requesting” your 
  presence.   Even though a warm bed and an 
  otherwise uneventful week would have suited 
  you better, you decided it wouldn’t be wise to 
  ignore his “invitation.” 
  Proceed to the “Meeting with General Rashedra” 
  section of Encounter 1. 
  Encounter 1b – We Need New Blood 
  As the March of Bissel prepares for war, many 
  have recognized it as an opportunity for 
  themselves.  Some have recognized it as a way 
  to aid the forces of good against an undeniable 
  evil, and a way to fulfill their duties.  Others 
  have realized that war means a chance at profit 
  and power.   
   
  No matter your motives, you have now found 
  yourselves caught in the flow.  This morning, 
  out of nowhere, a page presented himself at 
  your inn, with a written summons from General 
  Cainlan Rashedra.  The summons requested 
  you presence, in an hour’s time at the 
  headquarters of the Bissel Free Companies,  
  where General Rashedra would like to speak 
  with you “about an urgent matter”.  The note 
  also indicated something about compensation 
  for time spent.  So an hour later, you find 
  yourselves informing a polite butler as to your 
  business with General Rashedra. 
  Proceed to the “Meeting with General Rashedra” 
  section of Encounter 1 
  Encounter 1 – Meeting with General 
  Rashedra 
  The PCs will find themselves in a small waiting 
  room adjoining the offices of General Rashedra, 
  just off the main hallway of the building.  Give 
  them some time to introduce themselves, if they 
  haven’t already.    
  As the PCs wait, at two carriages will make their 
  way up to the house.  Give the PCs a Listen check 
  (DC 10) to hear the horses pull up.  Inquisitive 
  PCs can watch through the curtained window.  
  From the first carriage a lady in her forties exits 
  and strides up the steps and into the building.  A 
  Knowledge (local – Sheldomar) check of DC 10, of 
  a Knowledge (nobility) check of DC 15 will identify 
  the woman as Baroness Elina Luchelyn, a 
  member of the Margrave’s Council, and the 
  ranking Knight of the Watch in Bissel.  Knights of 
  the Watch, or PCs making a Knowledge (nobility) 
  check will know that Baroness Luchelyn’s full title 
  is “The Honorable, Just, Dutiful Beholder, Watcher 
  Baroness Elina Luchelyn of the Burning Stalks.”  
  Along with being a member of the Margrave’s 
  
  BIS5-02 Occupation 
   
  Page 5 
  Council, Baroness Luchelyn is also Bissel’s 
  Foreign Ambassador. 
  The second carriage is marked with the lightning 
  wielding fist, which is the mark of Heironeous.  An 
  elderly man in his sixties in helped out of the 
  carriage and up the steps by a woman in her early 
  thirties.  A Knowledge (local – Sheldomar) check, 
  DC 10, or a Knowledge (religion) check, DC 15, 
  will identify the man as High Priest Malto Adeur, 
  head of the church of Heironeous in Bissel, and 
  the woman as Jorollane of the Coins, High 
  Priestess of Zilchus in Bissel.   
  Once the NPCs have arrived, a butler will open the 
  doors to the waiting room and tell the PCs that 
  General Rashedra and his guests are ready to 
  receive the PCs.  Feel free to describe the three 
  other guests in the room. 
  You follow the butler down the hallway into the 
  offices of General Rashedra.  Almost every 
  surface is covered with paper – reports, 
  orders, and maps are strewn about the office 
  in controlled chaos.  Only one clear space 
  remains – a small circle of chairs in one corner 
  near the fire.  General Rashedra waves you 
  over to them.  As you approach, the three 
  other people in the room stand to greet you. 
  “Please come in.  If you have not met my 
  guests before, let me introduce them, though I 
  will not stand on ceremony and give you their 
  full titles.  “The Baroness Elina Luchelyn, head 
  of the Knights of the Watch in Bissel.  High 
  Priest Malto Adeur, head of the church of 
  Heironeous in Bissel, and High Priestess 
  Jorollane, head of the church of Zilchus in 
  Bissel.  Please have a seat.” 
  After the introductions have been made, 
  General 
  Rashedra 
  quickly 
  turns 
  to 
  the 
  business at hand. 
  “As everyone knows by now, Evard the 
  Necromancer has taken the city of Thornward 
  by force.  While we have been laying our plans 
  for an assault to retake the city, Evard has, 
  well, been shrewd.  He has opened the city 
  gates and allowed refugees to leave the city.  
  He has allowed trade to restart, and has put 
  out an open call for mercenaries to come to his 
  side.  While his laws are draconian, and his 
  undead and shadow allies roam the street, 
  Thornward has not turned into the scene of 
  mass slaughter we would have expected.  
  “Because of the relatively open policy Evard 
  has adopted, we have been able to make 
  contact 
  with 
  what 
  appears 
  to 
  be 
  an 
  underground resistance in Thornward.  We’re 
  not sure if we can trust them right now, but 
  they have smuggled out some important 
  intelligence over the past months.  
  “The leader of the resistance, a gnome named 
  Xur, has now made an offer to us.  He knows 
  the location of the headquarters of one of 
  Evard’s key lieutenants.  If we’re willing to 
  send in a force to infiltrate the headquarters, 
  Xur is willing to get that force there and help 
  get that force out of Thornward.” 
  If the PCs used Encounter 1a, and are familiar 
  with General Rashedra continue with the following: 
  “That’s where you come in.  I need a group 
  that I can trust to handle a tough assignment 
  to do this.” 
  If the PCs used Encounter 1b and are new to 
  Bissel or have not worked with General Rashedra 
  extensively read the following: 
  “That’s where you come in.  Evard is familiar 
  with many of the people to whom we would 
  normally send into a situation like this.  I need 
  a set of new faces who are willing to handle 
  this.” 
  Continue with the following 
  “So what do you say?  I’ll reward you as well 
  as I can after your return, and the March will be 
  in your debt.” 
  The PCs will probably have questions at this point. 
   Common questions and answers are outlined 
  below: 
  How do we get into Thornward? How do we 
  make contact with Xur?  
  A priest of Zilchus, Koren, will take you into 
  Thornward as part of his caravan.  Jorollane 
  has agreed to work out of the temple of 
  Zilchus in Thornward, so long as it does not 
  place any of her followers or the temple in 
  danger.   Xur usually makes contact with 
  Bissel’s agents via the temple of Zilchus, so 
  the temple in Thornward will arrange for you to 
  meet with him. 
  What is the intelligence we’re supposed to 
  retrieve? 
  Xur has indicated that this particular lieutenant 
  of Evard’s is responsible for his spies in 
  Bissel.  If we can find his records, then we 
  may be able to identify all of his agents.  We 
  
  BIS5-02 Occupation 
   
  Page 6 
  can them either eliminate them, or feed them 
  misinformation. 
  Do we know we can trust Xur? 
  No.  But the intelligence he has fed us has 
  been reliable to date.  There’s no reason to 
  trust him, but no reason not to.  Use your own 
  judgment.  
   
  Once the 
  PCs have finished asking 
  their 
  questions, High Priestess Jorollane will address 
  the PCs 
  “As my people will be responsible for getting 
  you into Thornward and safely to our temple, I 
  need a pledge from each of you that you will 
  keep a low profile while in the city.  There are 
  undead walking the street unmolested, and 
  from what I have heard, Evard’s followers 
  brook no insubordination.  If you feel that you 
  will be unable to control your activities, or will 
  need to attack the first evil-doer you see, you 
  should leave now.” 
  High 
  Priest Adeur clears 
  his throat. “I 
  understand that some of you will not stand by 
  idly if you see an act of evil committed.  As 
  Heironeous knows, all evil must be punished.  
  But he also teaches us that foolhardy attempts 
  at justice that are doomed from the start are 
  useless in his eyes.  Do you concur, Baroness 
  Luchelyn?” 
  “I do.  The Knights of the Watch have agents in 
  Thornward as well, and I have given them 
  orders to keep a low profile and to not engage, 
  unless in self-defense or unless it is needed to 
  complete their mission.  I would expect that 
  each of you would use the same caution while 
  in Thornward.” 
  Lady Jorollane speaks again, “When you 
  depart from here tomorrow morning, I would 
  expect that each of you is ready to follow 
  those rules of engagement.  If you do not think 
  that you can abide by that, let us know, and we 
  will excuse you from this mission.” 
  If the PCs wish, they can argue semantics with 
  Lady Jorollane, but she will not budge from her 
  requirements for the PCs.  If the PCs need to 
  consult with their local priests, or military 
  commanders, they can do so after the audience.  
  PCs that do so should receive confirmation that 
  keeping a low profile in Thornward is the best idea 
  for now, and that justice will be had in the long 
  term.    
  Once the PCs are done asking questions, General 
  Rashedra will end the interview 
  Standing, General Rashedra moves towards 
  the door.  “Koren will meet you at the temple of 
  Zilchus tomorrow morning.  For tonight, get 
  some rest and some food.  A solider never 
  knows the next time he will have a good meal 
  and a good bed.” 
  The PCs have the rest of the afternoon to 
  themselves.  If they choose, they can shop for 
  anything that they need.  PCs who wish to do 
  research, or find any rumors can roll a Gather 
  Information check.  Use the table below to 
  determine what they find out. 
  DC 12 or higher 
  • 
  Rumors state that the recent assassination 
  attempt on Regent Markavan (BIS5-01) was 
  part of a larger assassination plot intended to 
  wipe out the leadership structure of Bissel 
  • 
  Baroness Luchelyn has recently concluded a 
  tour of the realms of the Sheldomar Valley, 
  convincing 
  those 
  realms 
  that 
  Evard’s 
  occupation of Thornward was a matter internal 
  to Bissel and that foreign “assistance” was not 
  needed to remove him. 
  DC 20 or higher 
  • 
  [For members of the Mist Chameleons only] 
  Lady Imycina, head of the Mist Chameleons, 
  has issued a general order that the removal of 
  Evard is the first priority for her organization, 
  and the capture/return of the Margrave, while 
  still high priority should not be the focus of the 
  organization 
  • 
  [For members of the Bissel Free Companies] 
  General Rashedra and Baron Besselar have 
  begun to make inquiries about any information 
  pertaining to “The Sword of the Markavan 
  family” 
  DC 25 or higher 
  • 
  Prior to the Regent’s election, Lady Markavan 
  and General Rashedra met with the Baklunish 
  Brotherhood.  During that meeting, they 
  offered an olive branch that included a 
  permanent seat for the Baklunish on the 
  Margrave’s 
  Council. 
   
  The 
  Baklunish 
  Brotherhood refused the offer. 
   
  Once the PCs are ready, proceed to Encounter 2 
  
  BIS5-02 Occupation 
   
  Page 7 
  Encounter Two: Caravan 
  Duty  
  The PCs will now proceed to the occupied city of 
  Thornward.  In taking the city of Thornward, Evard 
  the Necromancer realized that he needed an 
  effective way to deal with the citizenry, as well as 
  some way to take advantage of the strategic trade 
  on which Thornward sits.  Therefore, rather than 
  closing the city off for an extended siege, Evard 
  has opened the gates of the city for the time being, 
  allowing refugees to flow south to Bissel, and 
  trade to continue moving through the city.  By 
  decreasing the taxes on trade, Evard has 
  managed to keep the volume at a normal level, 
  and has even managed to fill some of his coffers.   
  Evard has, however, imposed a rather draconian 
  set of laws on the remaining Thornward citizens, 
  as well as introducing his undead and shadow 
  minions as guards in the city.  DMs should 
  consider the city to have a lawful evil nature at this 
  point in time. 
  Laws of Thornward 
  • 
  The patrol leaders in Thornward are judge, 
  jury and executioner.  While some can be 
  bribed (at the DM’s discretion), most will be 
  efficient at dispensing justice according to the 
  laws of the land. 
  • 
  Drawing a weapon, or casting a spell with 
  intent to harm another is a capital offense. 
  • 
  The destruction of any “undead citizen” of 
  Thornward is a capital offense. 
  • 
  Aiding or abetting any organization that seeks 
  to overthrow Evard is a capital offense.  Really 
  cruel patrol leaders will apply this law liberally, 
  taking any backtalk or lack of co-operation 
  from suspects as a sign of sedition.  Among 
  the organizations considered “anti-Evard” are 
  the Bissel military, the Bissel Free Companies, 
  the Nightwatch and the Knights of the Watch.   
  • 
  Interfering with, or refusing to obey an order 
  given by a recognized authority is an offense 
  punishable by arrest.  PCs who are arrested 
  during the module should have the “Arrested 
  in Thornward” effect noted on their AR.  PCs 
  will need to spend 3 TUs and a hundred gold 
  pieces to bribe their way out of jail. 
  • 
  Most of the normal laws of Bissel are still 
  applicable as well (see the Bissel gazetteer for 
  more information).  Evard has waived the laws 
  about the worship of evil deities as well as the 
  practice of necromancy.  Conversely, he has 
  not put in any laws banning organized worship 
  of good deities, so all of the temples in 
  Thornward are still open, though under heavy 
  surveillance 
  Keeping a Low Profile 
  PCs who are in Thornward need to keep a low 
  profile, and the people remaining in the city will 
  tend to shun anyone who does not do so.  Apply 
  the following penalties as needed during the 
  module: 
  • 
  Any character who is visibly a follower of any 
  good god (through display of a holy symbol, or 
  spoken words) suffers a -2 circumstance 
  penalty to all Charisma based checks.  PCs 
  can make a DC 12 Disguise check (made 
  once for the entire module) to avoid this 
  penalty.   
  • 
  Any character that visibly shows membership 
  in the church of Heironeous, the Knights of the 
  Watch, the Bissel military, or the Bissel Free 
  Companies suffers a -6 circumstance penalty 
  to all Charisma based checks.  This penalty is 
  not applicable if the PC shows membership to 
  another 
  member 
  of 
  one 
  of 
  those 
  organizations.   
  The PC’s guide to Thornward, Koren, will inform 
  them of the above.  Once the PCs have prepared 
  themselves for entry into Thornward, read the 
  following: 
  Koren, as it turns out, is a true follower of 
  Zilchus.  In return for getting you into the city 
  of Thornward, he has used you, not only as 
  caravan guards, but as caravan workers.  You 
  are tired to bone and smell of horses and 
  worse when you collapse in a small room in 
  the temple of Zilchus in Thornward.  But you 
  have entered the city without incident. 
  The Thornward you saw as you made your way 
  to the temple seems almost surreal.  The 
  population of the city is probably around half 
  of what it normally is, but the people of the city 
  are trying to lead as normal lives as possible.  
  Normal against a backdrop of priests of Nerull, 
  the Whispered One, and even Hextor leading 
  patrols of skeletons, zombies and other 
  undead through the streets.  Evard’s banner of 
  the upside down rook hangs on many 
  buildings, and posters claiming that he is 
  doing this “for the future of his people” are on 
  every street corner.  Authorities have taken to 
  
  BIS5-02 Occupation 
   
  Page 8 
  wearing armbands with Evard’s mark so that 
  they can be easily identified, and apparently 
  some sympathizers have begun to as well. 
  Koren may have prepared you so that you 
  could keep a low profile, but nothing he said 
  really prepared you for the fact that Thornward 
  seems broken – almost willing to accept 
  Evard’s occupation. 
  Koren will tell the PCs that they will have the 
  afternoon of the day of their arrival to walk around 
  Thornward if they so desire.  There are three 
  patrols that are guarding the temple of Zilchus.  
  The patrols are not stopping people from entering 
  or exiting the temple, but simply keeping track of 
  activity at the temple.  If the PCs desire, they can 
  attempt to sneak out (roll some dice, but unless 
  the PCs are catastrophically stupid, they will 
  succeed). 
  Generic Patrol Lead: Male human, cleric (of 
  Nerull) 3 
  Generic Patrol: 10 human warrior skeletons.  See 
  Monster Manual p. 226. 
  If the PCs attack any of the patrols, at the temple, 
  or elsewhere, during this afternoon, more patrols 
  with higher level undead will arrive until the PCs 
  are taken by overwhelming force.  Remove these 
  PCs from play and contact the Bissel Triad for 
  more instruction. 
  PCs will find most of the sights of Thornward 
  closed to them.  If they desire to shop, they will 
  find that shops selling anything other than normal 
  goods (Table 7-8 in the Player’s Handbook, 
  excluding the Special Substances and Items, 
  Tools and Skill Kits and Spellcasting and Services 
  subtables) are closed per order of Evard.   
  PCs who wish to Gather Information will find most 
  of the inns open, though most of the patrons will 
  be quiet and not quick to open up to discussion.  
  Use the table below to determine what information 
  the PCs can glean.  
  DC 12 or higher 
  • 
  Most of the major shops have been closed by 
  order of Evard.  Any store, smith or merchant 
  that dealt in weapons, armor, spells, or 
  magical items had their inventory confiscated 
  by Evard’s minions 
  • 
  Although the occupation has put a lot of 
  pressure on the people of Thornward, Evard 
  has not been as tyrannical as many believed 
  he would be.  If people do not break the laws, 
  then there is relatively no difference in their 
  lives.  Many people call the situation “livable” 
  DC 20 or higher 
  • 
  [For members of the Mist Chameleons or 
  Nightwatch 
  only] 
  Sympathizers 
  within 
  Thornward are keeping an eye out for 
  revolutionaries 
  or 
  resistance 
  members.  
  Because of their close scrutiny, the Mist 
  Chameleons and the Nightwatch have been 
  very wary of making formal contact with the 
  resistance movement here.  Instead they have 
  begun setting up parallel operations, scouting 
  potential targets and gathering their own 
  intelligence 
  When the PCs return to the temple of Zilchus, 
  Koren will meet with them. 
  “Xur has made contact with us again.  He 
  wants to meet with you tonight at the Pale 
  Dragon Inn.  Said that you should ask the 
  bartender for some of the 591 Barrier Brew and 
  then wait.   The Pale Dragon is here in the old 
  Bissel quarter – only a couple of blocks away.” 
  Allow the PCs to prepare their tactics prior to 
  heading to Encounter 3. 
  Encounter Three: Contact 
  Following Koren’s directions, you arrive in 
  front of the Pale Dragon Inn, which is about a 
  five minute walk from the temple of Zilchus.  
  The inn appears to actually have a regular 
  clientele, 
  and 
  is 
  almost 
  full 
  tonight 
  – 
  something you haven’t seen yet in Thornward. 
  PCs outside the inn can roll a Spot check to 
  determine a few things 
  • 
  Spot DC 5:  There are two bouncers outside 
  the inn.  A second spot of DC 15 will tell a PC 
  that both bouncers are carrying concealed 
  weapons – a short sword and at least two 
  daggers each 
  • 
  Spot DC 10: There are two patrols at either 
  end of the block.  Both appear to be watching 
  the Pale Dragon Inn. 
  • 
  Spot DC 20: There are at least two figures on 
  the roof of the Pale Dragon.  They are not 
  easily visible unless one is standing in front of 
  the inn. 
  When the PCs approach the inn, the bouncers will 
  give them a once over before nodding them 
  through the door.   The inside of the Inn is well lit, 
  
  BIS5-02 Occupation 
   
  Page 9 
  and most of the tables are full.  A bard in the 
  corner is strumming a tune, and most people are 
  talking at their tables.  While not raucous, this inn 
  is the most lively one the PCs have seen during 
  their stay so far. 
  If the PCs follow protocol, they will approach the 
  barkeep, Willem, and order the 591 Barrier Brew, 
  as they have been told.  Willem will tell the PCs 
  that he’ll need to go down to the cellar to get a 
  bottle, and he’ll have it delivered to their table.  He 
  will then leave, going into the back and down to 
  the cellar. 
  Assuming the PC(s) who ordered is/are seated at 
  a table, after about five minutes, a gnome waiter 
  will make his way towards the table. 
  Cutting through the patrons in the crowded 
  inn, a short figure balancing a tray with a large 
  beer bottle and a number of steins approaches 
  your table. 
  “Coming through!  Watch it folks, I have one of 
  the reserve stock of Barrier Brew here, for 
  table seven!  Watch your feet!” 
  The bald gnome with an outrageous twirled 
  mustache and sharp goatee pulls up to your 
  table.  He uncorks the bottle, catching the first 
  spray of the brew in a stein.  The gnome pours 
  for you, handing steins around as needed.  
  After pouring, he shakes the bottle.  “Lucky 
  me!  Just a little left.”  He pulls a small, gnome 
  sized tin cup from his belt and pours himself a 
  drink.  Hopping up on an unused chair, he 
  raises his cup and says “Cheers!”  And in 
  sotto voce, he says calmly “You’re being 
  watched by at least five spies in the room.  
  Drink your beer, take the bottle, and do the 
  mission.” 
  Draining his cup loudly, the gnome smacks his 
  lips.  “Ah, just like Mama Foodle used to serve! 
  Enjoy!” And with that he hops off, grabs the 
  tray and heads back to the kitchen. 
  ALL APLs 
   
  Xur: male gnome; Sor 8; hp 32; Bluff +8, 
  Sense Motive +9 
  PCs who make a Spot Check of DC (15+APL) or a 
  Knowledge (local – Sheldomar) check of DC (20 
  +APL), or those who have Profession (brewing) 
  will note that label on the bottle of beer has been 
  applied inappropriately – it is crooked.  If the PCs 
  remove the label, they will find a note written on 
  the back of the label (Players’ Handout 1).  While 
  removing the label in the inn is a fairly obvious act, 
  there is no downside to doing so. 
  Once the PCs have the bottle label / note, they are 
  done in the inn.  The gnome waiter (Xur) will come 
  round to settle the ill, but will not attempt to direct 
  the PCs in any further manner.  The PCs can 
  return to the temple of Zilchus, or proceed to 
  Encounter 4. 
  Encounter Four:  The Supply 
  Cache 
  Per the instructions in Xur’s note, the PCs need to 
  enter Nikal the Black’s home in Thornward, at the 
  address indicated, and locate the folio in his study, 
  which contains his roster of spies.  Prior to doing 
  so, the PCs can head to the abandoned building 
  where Xur has left some additional supplies which 
  will aid the PCs, and which could affect the 
  outcome of the module.   
  PCs who venture to the location noted in Xur’s 
  note will find an abandoned shopfront.  PCs can 
  either make a DC (10+APL) Open Lock check to 
  get past the padlock on the front door, or break 
  through the wooden back door.   
   
  Wooden Door: 1 in. thick; hardness 5; hp 10; 
  AC 5; Break DC 18. 
  The supply cache can be found hidden in an 
  unlocked chest with a Search check (DC 10).  
  Within the chest, the PCs will find: 
  o 
  One medium sized patrol leader’s uniform. 
   The uniform has no rank, and is not a 
  perfect replica.  NPCs who make a Spot 
  check of DC 22 will become suspicious. 
  o 
  Six armbands.  The armbands depict the 
  upside down rook of Bissel.  Worn on the 
  right arm, they are the mark of Evard’s 
  sympathizers or authorities 
  o 
  Parchment, pen and ink.  This is so that 
  the PCs can copy the list from Nikal’s 
  study instead of stealing it outright.  
  Encounter Five: The Wasp 
  Nest 
  Nikal the Black’s chosen lodgings in the city of 
  Thornward are at the end of a cul de sac in the old 
  Bissel quarter.   PCs with Knowledge (local – 
  Sheldomar) can make a DC 25 check to realize 
  that his was once the home of the adjutant to the 
  Bissel ambassador. 
  
  BIS5-02 Occupation 
   
  Page 10 
  From the outside, the house is a two story stone 
  construction, sharing walls with the neighboring 
  houses to the left and right.  The roof is gabled, 
  and still covered with snow.  Behind the house is a 
  small yard, and the property is backed with the 
  sheer stone wall of a three story warehouse.  
  There are two entrances on the ground floor – the 
  front door, and a back door leading into the 
  kitchen. 
  The Fake Second Floor 
  The upper floor of Nikal’s home appears to be 
  dark, with heavy drapes drawn behind shuttered 
  windows.  This is a ruse, originally designed to 
  trap thieves who are looking for an easy mark.  
  The second floor of this building is entirely empty, 
  and does not actually connect to the ground floor 
  in anyway. The actual second floor of the house is 
  the second floor of another building in the Bissel 
  quarter, about seven blocks away.   
  PCs who attempt to enter the building via the roof 
  or the second floor will find themselves in an 
  empty space that takes up the entire second floor. 
   If any visible creature enters the second floor, the 
  defenders of the house will attack the intruders.   
  PCs who do fight the second floor defenders 
  should not be awarded additional XP for doing so. 
  APL 2 (EL 2) 
  Homunculi (2): hp 11 (each); See Monster 
  Manual p. 154 
  APL 4 (EL 4) 
  Shadow:  hp 19; See Monster Manual p. 221 
  Zombie, Troglodyte (2): hp 29 (each); See 
  Monster Manual p. 266 
  APL 6 (EL 6) 
  Shadows (3): hp 19 (each); See Monster Manual 
  p. 221 
  APL 8 (EL 8) 
  Greater Shadow: hp 58; See Monster Manual p. 
  221 
  APL 10 (EL 10) 
  Clay Golem: hp 90; See Monster Manual p. 134 
  APL 12 (EL 12) 
  Stone Golem: hp 107; See Monster Manual p. 
  136 
  Flesh Golem: hp 79; See Monster Manual p. 135 
   
  Room A – The Front Door 
  The front door of Nikal the Black’s home is 
  guarded by Ignor, a longtime lackey of Nikal.  
  Ignor’s responsibility is to welcome guests of 
  Nikal, and see to it that his master is informed of 
  their arrival.  Tonight, Ignor believes that his 
  master is away on business (not true, see below), 
  and therefore is not expecting any visitors. 
  The PCs can either attempt to enter the house 
  stealthily or by bluffing their way past Ignor.  If the 
  PCs attempt to tackle the front door, it is locked.  
  Its statistics are presented below 
   
  Strong Wooden Front Door:  2 in. thick; 
  hardness 5; hp 20; AC 5; Break DC 25; Open Lock 
  DC (15+APL).  
  If the PCs attempt to chop through the front door 
  without attempting to muffle the sound, this will 
  have two effects.  First Ignor will alert the shadar-
  kai from Room F to the PCs presence (but not 
  Nikal, as Ignor does not know of his presence). 
  Second, for every round that the PCs spend 
  breaking the door down, there is a 75% chance 
  that a generic patrol will arrive on the scene.  
  Once the first patrol arrives, there is a 50% chance 
  every other round that another patrol will arrive.   
  If the PCs attempt to bluff their way past Ignor, the 
  best way is to walk up to the door and knock.  
  Ignor will open a small sliding hatch in the door to 
  get a view of his visitors.  At this point, have the 
  lead PC roll a Bluff check against Ignor’s Sense 
  Motive check.  If the lead PC is in uniform give the 
  PC a +5 circumstance bonus.  For any PCs 
  wearing an armband, add and additional +1 to the 
  bonus.  Finally, if the lead PC uses the pass 
  phrase “Oval”, add an additional +10 to the score. 
   (Note, this gives a PC an overwhelming maximum 
  bonus of +21 to her Bluff check).  If Ignor fails his 
  Sense Motive check he will open the door and 
  usher the PCs into the Waiting Room (Room B).  
  Read the PCs the following: 
  After a minute of bolts being thrown and locks 
  being turned, the door finally opens, and you 
  see the source of the voice.  An elderly butler – 
  you guess his age must be around eighty – 
  greets you.  “Master Nikal is not in right now, 
  but if you wish, please come into the waiting 
  room.”  The butler waves you into the house, 
  closing the door behind you. 
  “Now what did you say your business here 
  was?” 
  
  BIS5-02 Occupation 
   
  Page 11 
  At this point, the PCs will either need to come up 
  with a good reason to be in the house or Ignor will 
  ask them to leave.  PCs can attempt another Bluff 
  check, but this time they will be without the 
  previous circumstance bonus.  If Ignor believes 
  the PCs, he will state that he believes his master 
  will be home within the hour, and that if the PCs 
  wait here, he will meet with them when he returns. 
   Ignor will then shuffle off to his own room and go 
  back to bed.   
  If Ignor does not believe the PCs, he will ask 
  again.  PCs can again attempt the Bluff check.  If 
  they fail again, Ignor will state that since his 
  master is not home currently, the PCs should call 
  again tomorrow morning, and show them the door. 
   At this point, Ignor is suspicious of the PCs, and 
  will have his hand on his alarm stone.  If the PCs 
  attempt to attack him, he will activate the alarm, 
  which will alert Nikal the Black to the PCs’ 
  presence via a mental alarm, and he should be 
  given an appropriate amount of time to prepare for 
  the PCs.  
  If the PCs manage to subdue or kill Ignor (he is 
  unarmed) before the second Bluff check, then the 
  rest of the house will remain unaware of their 
  presence (for the time being).  Once the PCs 
  threaten to use force, Ignor will not be co-
  operative. 
  ALL APLs 
  Ignor: male human Com 1; hp 3; Bluff +8; 
  Sense Motive +13 
  Room B – Waiting Room 
  This room contains the trophies of Nikal the 
  Black.  The walls are covered with fine 
  tapestries and bookcases overflowing with 
  tomes and scrolls line the walls.  A rich Kettite 
  rug dominates the center of the floor, with two 
  couches for seating.  As you draw closer to the 
  couches, you realize that they are not finished 
  in leather, but actually in human skin. 
  PCs who take the time to study the books in the 
  rooms will realize the Nikal the Black’s tastes are 
  fairly eccentric.  He has a fair number of books 
  dealing with necromancy, medicine and anatomy, 
  but also has books on botany, gardening, and 
  herbalism.  His collection is rounded out with a few 
  histories of the Sheldomar Valley.  None of the 
  tomes are really rare, and none are worth a few 
  silvers. 
  Aside from the books, there is nothing else of 
  interest in the room.  Players who attempt to loot 
  this room should be given a warning that carrying 
  this large a load of books with them would be 
  conspicuous at best.   
  Room C – Ignor’s Room 
  Ignor has his own room off the main hallway of the 
  first floor.  Aside from his bed, clothes, and 
  personal effects, he has a chest with some 
  mementos from his service to Nikal the Black.  At 
  the bottom of the chest is a vial of silversheen 
   
  Simple Locked Wooden Chest: 1 in. thick; 
  hardness 5; hp 10; AC 5; Break DC 18; Open 
  Locks (DC 10+APL) 
  ALL APLs: L: 0  gp, C: 0 gp, M: silversheen 
  (17 gp). 
  e PCs entered via the back door and managed to 
  not cause a commotion fighting the kitchen 
  objects, then Ignor can be found sleeping in his 
  bed.  If the PCs rouse Ignor from slumber, he will 
  attempt to use his alarm stone, which is in his 
  pocket.  (see Room A for more detail) 
  Room D – The Kitchen 
  At the back of the house is a large kitchen and 
  dining area.  PCs who wish to enter from the back 
  yard may do so via the back door. 
  Strong Wooden Back Door:  2 in. thick; 
  hardness 5; hp 20; AC 5; Break DC 25; Open Lock 
  DC (20+APL). 
  You open the door and find yourself in a 
  kitchen.  In one corner is an oven, an icebox, 
  and a small table with pots and pans.  In the 
  other is the eating area – a long wooden table 
  with a number of chairs and stools pushed up 
  against the wall.  Apparently Nikal the Black 
  also stores some of his trophies in here – 
  grotesque statues are lined up against the 
  back wall. 
  Nikal the Black has recently animated many of the 
  objects in the kitchen in order to aid Ignor with the 
  cooking chores.  If the PCs spend more than two 
  rounds in the kitchen, the objects will attack the 
  PCs, as only Ignor and Nikal should ever need to 
  be in the kitchen.   At higher levels, Nikal has 
  created golems to help with some of the work in 
  the kitchen. 
  APL 2 (EL 2) 
  Cast Iron Pot (2): Small Animated Object; hp 
  15 (each); See Monster Manual p. 13 
  
  BIS5-02 Occupation 
   
  Page 12 
  APL 4 (EL 4) 
  Cast Iron Pot (2): Small Animated Object; hp 
  15 (each); See Monster Manual p. 13 
  Steel Stool: Medium Animated Object; hp 31; 
  See Monster Manual p. 13 
  APL 6 (EL 6) 
  Steel Stools (3): Medium Animated Object; 
  hp 31 (each); See Monster Manual p. 13 
  Cast Iron Oven: Large Animated Object; hp 
  53; See Monster Manual p. 14 
  APL 8 (EL 8) 
  Steel Stools (3): Medium Animated Object; 
  hp 31 (each); See Monster Manual p. 13 
  Cast Iron Oven: Large Animated Object; hp 
  53; See Monster Manual p. 14 
  Wooden Table:  Large Animated Object; hp 
  53; See Monster Manual p. 14 
  Steel Icebox on Wheels: Huge Animated 
  Object; hp 84; See Monster Manual p.14 
  APL 10 (EL 10) 
  Cast Iron Oven: Large Animated Object; hp 
  53; See Monster Manual p. 14 
  Flesh Golems (3): hp 79 (each); See Monster 
  Manual p. 135 
  APL 12 (EL 12) 
  Clay Golems (2): hp 90 (each); See Monster 
  Manual p. 134 
  Flesh Golem: hp 79 (each); See Monster 
  Manual p. 135 
  Note:  Please be sure to apply the hardness rules 
  for each type of material for the animated objects. 
   See the PHB, p. 166, Table 9-9. 
  There is nothing else of interest in the kitchen 
  Room E – Teleporter Pad 
  In a small closet at the end of the main hallway is 
  a teleport pad, which takes the occupant of the 
  closet to the second floor of Nikal the Black’s 
  domicile. 
  The room is empty, and has no markings on the 
  floor or walls.  In order to operate the room, an 
  individual (or individuals) steps into the room and 
  close the door.   Upon closing the door, the 
  occupants of the room are teleported to the other 
  pad, where the occupant can open the door, 
  stepping out of a similar room on the “second” 
  floor.  
  Ignor is aware of the teleporter pad and its 
  function, but has been told by Nikal the Black to 
  never use it.  If the PCs charm Ignor, then can get 
  the information that stepping into the closet will 
  take them to Nikal, but Ignor is unaware of how to 
  get the pad to work.  
  Also, please note that the closet is only 5 feet to a 
  side, meaning that for more than one medium 
  sized PC to occupy it will require PCs to squeeze.  
  Room F – Second Floor Landing 
  At the other end of the teleporter pad is a landing 
  with two doors.  Unlike the rest of the house, the 
  landing is dimly lit, affording Nikal’s personal 
  bodyguards shadows to hide within. 
  If undetected, the shadar-kai will wait for two PCs 
  to arrive on the landing before attacking.   
  APL 2 (EL 5) 
   
  Trippy: male shadar-kai; hp 14; see Appendix 
  One. 
   
  Stabby: male shadar-kai Rog2; hp 23; see 
  Appendix One. 
   
  Boomer: male shadar-kai Sor3; hp 26; see 
  Appendix One. 
  APL 4 (EL 7) 
   
  Trippy: male shadar-kai Ftr2; hp 32; see 
  Appendix Two. 
   
  Stabby: male shadar-kai Rog3; hp 27; see 
  Appendix Two. 
   
  Boomer: male shadar-kai Sor5; hp 29; see 
  Appendix Two. 
  APL 6 (EL 9) 
   
  Trippy: male shadar-kai Ftr4; hp 50; see 
  Appendix Three. 
   
  Stabby: male shadar-kai Rog5; hp 36; see 
  Appendix Three. 
   
  Boomer: male shadar-kai Sor8; hp 37; see 
  Appendix Three. 
  APL 8 (EL 11) 
   
  Trippy: male shadar-kai Ftr6; hp 65; see 
  Appendix Four. 
   
  Stabby: male shadar-kai Rog5/Asn2; hp 45; 
  see Appendix Four. 
  
  BIS5-02 Occupation 
   
  Page 13 
   
  Boomer: male shadar-kai Sor10; hp 45; see 
  Appendix Four. 
  APL 10 (EL 13) 
   
  Trippy: male shadar-kai Ftr8; hp 82; see 
  Appendix Five. 
   
  Stabby: male shadar-kai Rog5/Asn4; hp 66; 
  see Appendix Five. 
   
  Boomer: male shadar-kai Sor12; hp 50; see 
  Appendix Five. 
  APL 12 (EL 15) 
   
  Trippy: male shadar-kai Ftr8/Exotic Wpn 
  Master2; hp 105; see Appendix Six. 
   
  Stabby: male shadar-kai Rog5/Asn6; hp 80; 
  see Appendix Six. 
   
  Boomer: male shadar-kai Sor14; hp 54; see 
  Appendix Six. 
  Treasure 
  APL 2 L: 47 gp C: 0 gp M: potion of barkskin 
  +2 x3(75 gp each), +1 studded leather (98 gp), 
  +1 gal-ralan x3 (70 gp each), ring of protection 
  +1 (167 gp) 
  APL 4 L: 64 gp C: 0 gp M: +1 chain shirt (140 
  gp), +1 studded leather (98 gp), +1 gal-ralan 
  x2 (75 gp each), +2 gal-ralan (209 gp), potion 
  of barkskin +3 x3 (50 gp each), gloves of 
  dexterity +2 (333 gp) 
  APL 6 L: 7 gp C: 0 gp M: +1 chain shirt (140 
  gp), +1 studded leather (98 gp), +1 spiked 
  chain (194 gp),  +1 gal-ralan  (70 gp) +2 gal-
  ralan (209 gp), +3 gal-ralan (467 gp), potion of 
  barkskin +3 x3 (50 gp each), gloves of 
  dexterity +2 (333 gp), cloak of charisma +2 
  (333 gp) 
  APL 8 L: 10 gp C: 0 gp M: +2 chain shirt (354 
  gp), +1 studded leather (98 gp), +1 spiked 
  chain (194 gp), +1 human-bane spiked chain 
  (694 gp), +2 gal-ralan x2 (209 gp each), +3 
  gal-ralan (467 gp), potion of barkskin +3 x3 
  (50 gp each), gloves of dexterity +2 (333 gp), 
  cloak of charisma +2 (333 gp), ring of 
  protection +2 (333 gp) 
  APL 10 L: 10 gp C: 0 gp M: +2 chain shirt (354 
  gp), +2 studded leather (348 gp), +1 spiked 
  chain of shock (694 gp), +1 human-bane 
  spiked chain (694 gp), +2 gal-ralan x2 (209 gp 
  each), +4 gal-ralan (833 gp), ring of protection 
  +1 x2 (333 gp), potion of barkskin +4 x3 (75 
  gp), gloves of dexterity +4 (1333 gp), cloak of 
  charisma +4 (1333 gp) 
  APL 12 L: 10 gp C: 0 gp M: +2 chain shirt (354 
  gp), +2 studded leather of shadow (660 gp), 
  +1 human-bane spiked chain x2 (694 gp),  
  ring of protection +2 x3 (333 gp each), +2 gal-
  ralan x2 (209 gp), +5 gal-ralan (1300 gp), 
  gauntlets of ogre power (333 gp), gloves of 
  dexterity +4 (1333 gp), cloak of charisma +4 
  (1333 gp), amulet of health +2 (333 gp), potion 
  of barkskin +5 x3 (400 gp each) 
  Room G – Nikal the Black’s Bedroom 
  Although Nikal the Black does not spend much 
  time sleeping, he has a sumptuously appointed 
  bedroom. 
  Nikal the Black’s personal bedroom is no 
  different than any of the other rooms you have 
  seen.  A large bed dominates the room, with 
  wardrobes overflowing with clothes, along one 
  wall.  More bookshelves crammed with books 
  line the other.  Looking south, you can see into 
  his personal bath.  
  PCs who search the room will find a chest with 
  some of Nikal’s less important items.   Otherwise 
  there is nothing else of importance in the room. 
  Room H – Nikal the Black 
  Opening the door, you find yourselves looking 
  down the length of a study.  Again, trophies 
  and mementos line the wall.  At the far end of 
  room, a man is seated behind a desk, watching 
  the door. 
  “Come in, come in.  I’ve been expecting you 
  for a while.  After all, what use is an 
  intelligence network that can’t even tell you 
  about who is in your own city? 
  “Actually, I would love to stay and chat, but 
  Evard is expecting me for a late night dinner, 
  and who am I to disappoint?  I guess we 
  should get this unpleasantness out of the 
  way.” 
  With that, he makes a sharp hand motion...  
  APL 2 (EL 5) 
   
  Nikal the Black: male human Clr3; hp 20; see 
  Appendix One. 
   
  Embalming 
  Fired 
  Human 
  Commoner 
  Zombies (2): hp 16 (each); See Monster Manual  
  p. 266 
   
  Brittleboned Human Warrior Skeletons (3): 
  hp 6 (each); See Monster Manual p. 226 
  
  BIS5-02 Occupation 
   
  Page 14 
  APL 4 (EL 7) 
   
  Nikal the Black: male human Clr5; hp 34; see 
  Appendix Two. 
   
  Murk (2): hp 19 (each); See Appendix Ten. 
   
  Embalming 
  Fired 
  Human 
  Commoner 
  Zombies (2): hp 16 (each); See Monster Manual  
  p. 266 
   
  Brittleboned Human Warrior Skeletons (3): 
  hp 6 (each); See Monster Manual p. 226 
  APL 6 (EL 9) 
   
  Nikal the Black: male human Clr5/Divine 
  Oracle4; hp 55; see Appendix Three. 
   
  Murk (2): hp 19 (each); See Appendix Ten. 
   
  Embalming 
  Fired 
  Human 
  Commoner 
  Zombies (2): hp 16 (each); See Monster Manual  
  p. 266 
   
  Brittleboned Human Warrior Skeletons (3): 
  hp 6 (each); See Monster Manual p. 226 
  APL 8 (EL 11) 
   
  Nikal the Black: male human Clr5/Divine 
  Oracle6; hp 65; see Appendix Four. 
   
  Murk (3): hp 19 (each); Appendix Ten. 
  APL 10 (EL 13) 
   
  Nikal the Black: male human Clr5/Divine 
  Oracle 8; hp 66; see Appendix Five. 
   
  Bleakborne: hp 52; See Appendix Ten. 
   
  Murk (2): hp 19 (each); See Appendix Ten. 
  APL 12 (EL 15) 
   
  Nikal the Black: male human Clr5/Divine 
  Oracle 10; hp 75; see Appendix Six. 
   
  Blaspheme: hp 147; See Appendix Ten. 
   
  Bleakborne: hp 52; See Appendix Ten. 
   
  DM’s Note: At APLs 2 and 4, the zombies and 
  skeletons with Nikal the Black have been prepared 
  with embalming fire and brittlebone.  Please refer 
  to Appendix Seven for more information 
   
  Preparation: If Ignor had managed to set of 
  his alarm stone and alert Nikal, the Nikal will start 
  the combat with all of the spells below already cast 
  upon himself.  If the PCs were exceptionally loud 
  fighting the shadar-kai in Room F, then Nikal will 
  have cast only the first spell on himself 
  APL 2: Bull's Strength, Protection from Good, 
  Shield of Faith 
  APL 4: Magic Vestment, Bull's Strength, 
  Protection from Good, Shield of Faith 
  APL 
  6: 
  Magic 
  Vestment, 
  Freedom 
  of 
  Movement, Bull's Strength, Shield of Faith 
  APL 
  8: 
  Magic 
  Vestment, 
  Freedom 
  of 
  Movement, Bull's Strength, Shield of Faith 
  APL 10: 
  Magic 
  Vestment, 
  Freedom of 
  Movement, Blade Barrier, Shield of Faith 
  APL 12: Veil of Undeath, Magic Vestment, 
  Freedom of Movement, Blade Barrier 
   
  Tactics: At APLs 2 and 4, Nikal will begin by 
  bolstering the undead in the room (Player’s 
  Handbook, p. 159) and then use profane lifeleech 
  or spells against the PCs.  At APLs 6 through 10, 
  Nikal will begin by bolstering undead in the room, 
  then use his Divine Metamagic to Quicken a 
  casting of sound burst (fell drain), followed by a 
  casting of righteous might. He will then use 
  profane lifeleech or spells against the PCs.   At 
  APL 12, Nikal will begin by bolstering undead in 
  the room, then use his Divine Metamagic to 
  Quicken a casting of unholy aura, followed by a 
  casting of sound burst (fell drain). He will then use 
  profane lifeleech or spells against the PCs. 
  Once the PCs have defeated Nikal, there is no 
  further threat to them.  A Search (DC 15+APL) of 
  his study will turn up a folio with a list of names 
  and cities in Bissel.  Nikal’s study is full of various 
  trophies and books (DM’s can feel free to use 
  poetic license to describe its contents).  Listed 
  below is the treasure found on Nikal and in his 
  study 
  Treasure 
  APL 2: L: 0 gp, C: 0 gp, M: cloak of resistance 
  +1 (83 gp). 
  APL 4: L: 0 gp, C: 0 gp, M: periapt of wisdom 
  +2 (333 gp). 
  APL 6: L: 0 gp, C: 0 gp, M: +2 full plate (471 
  gp), +1 scythe (193 gp), vest of resistance +1 
  (83 gp), periapt of wisdom +2 (333 gp), cloak 
  of charisma +2  (333 gp). 
  APL 8: L: 0 gp, C: 0 gp, M: +3 full plate (888 
  gp), +1 scythe (193 gp), vest of resistance +1 
  (83 gp), periapt of wisdom +2 (333 gp), cloak 
  of charisma +2 (333 gp). 
  APL 10: L: 0 gp, C: 0 gp, M: adamantine plate 
  +2 (1721 gp), +1 scythe (193 gp), vest of 
  resistance +2 (333 gp), periapt of wisdom +2 
  (333 gp), cloak of charisma +2 (333 gp). 
  
  BIS5-02 Occupation 
   
  Page 15 
  APL 12: L: 0 gp, C: 0 gp, M: adamantine full 
  plate +4 (2721 gp), +1 scythe (193 gp), vest of 
  resistance +2 (333 gp), periapt of wisdom +4 
  (1333 gp), cloak of charisma +2 (333 gp) 
  If the PCs take the original list from Nikal’s home, 
  use Conclusion A.  If the PCs copy the list, and 
  leave the original list, use Conclusion B. 
  Conclusion A – 
  Compromised Intelligence 
  Use this conclusion if the PCs stole the original list 
  from Nikal’s house.  Also, make sure to cross off 
  the “Intelligence Coup” section and rewards on the 
  AR. 
  With the list in hand, your exit from Thornward 
  was tense, but ultimately uneventful.  Once 
  again using the cover of caravan guards, you 
  returned to Pellak and turned over the list to 
  General Rashedra. 
  Within a couple of days though, it became 
  clear that your mission was not a total 
  success.  Once the master spy list had been 
  discovered missing, the spies themselves 
  went to ground.  The Mist Chameleons were 
  able to capture a few, but it was not the 
  strategic victory that was hoped for. 
  Still, General Rashedra has been gracious with 
  his payment and his rewards.  Hopefully the 
  few spies that were captured will uncover 
  enough leads to help the fight against Evard. 
  The End 
  Conclusion B – Intelligence 
  Coup 
  Use this conclusion if the PCs made a copy of 
  Nikal’s spy list and left the original in Nikal’s home. 
   Also, make sure to cross off the “Compromised 
  Intelligence” section and rewards on the AR. 
  With the list in hand, your exit from Thornward 
  was tense, but ultimately uneventful.  Once 
  again using the cover of caravan guards, you 
  returned to Pellak and turned over the list to 
  General 
  Rashedra. 
   
  As 
  you 
  departed 
  Thornward, you heard rumors that a high 
  ranking official in Evard’s hierarchy had been 
  assassinated, and that the prime suspects 
  were other officials who wanted his spot 
  Within a couple of days it became clear that 
  your mission was a smashing success.   
  Moving quickly, the Mist Chameleons and the 
  Nightwatch arrested almost a hundred of 
  Evard’s spies, and the interrogations have led 
  to the uncovering of numerous plots – some of 
  which were stopped with minutes left to spare.  
  General 
  Rashedra 
  has 
  been 
  more 
  than 
  gracious with his rewards in return for your 
  success.  Now, with Bissel at least temporarily 
  secure internally, the fight will soon be 
  brought directly to Evard. 
  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 Four – Room D 
  Defeat the kitchen help 
   
  APL 2: 60 xp. 
   
  APL 4: 120 xp. 
   
  APL 6: 180 xp. 
   
  APL 8: 240 xp. 
   
  APL 10: 300 xp. 
   
  APL 12: 360 xp. 
  Encounter Four – Room F 
  Defeat the shadar-kai guards 
   
  APL 2: 150 xp. 
   
  APL 4: 180 xp. 
   
  APL 6: 240 xp. 
   
  APL 8: 330 xp. 
   
  APL 10: 390 xp. 
   
  APL 12: 450 xp. 
  Encounter Four – Room H 
  Defeat Nikal the Black and his minions 
   
  APL 2: 150 xp. 
   
  APL 4: 180 xp. 
   
  APL 6: 240 xp. 
  
  BIS5-02 Occupation 
   
  Page 16 
   
  APL 8: 330 xp. 
   
  APL 10: 390 xp. 
   
  APL 12: 450 xp. 
  Story Award 
  Retrieved a copy of the spy list and left the original 
   
  APL 2: 45 xp. 
   
  APL 4: 63 xp. 
   
  APL 6: 90 xp. 
   
  APL 8: 113 xp. 
   
  APL 10: 135 xp. 
   
  APL 12: 158 xp. 
  Discretionary roleplaying award 
   
  APL 2: 45 xp. 
   
  APL 4: 62 xp. 
   
  APL 6: 90 xp. 
   
  APL 8: 112 xp. 
   
  APL 10: 135 xp. 
   
  APL 12: 157 xp  
  Total possible experience 
   
  APL 2: 450 xp. 
   
  APL 4: 675 xp. 
   
  APL 6: 900 xp. 
   
  APL 8: 1125 xp. 
   
  APL 10: 1350 xp. 
   
  APL 12: 1575 xp  
  Treasure Summary 
  During 
  an 
  adventure, 
  characters 
  encounter 
  treasure, usually finding it in the possession of their 
  foes.  Every encounter that features treasure has a 
  “treasure” section within the encounter description, 
  giving information about the loot, coins, and magic 
  items that make up the encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions.  Looting the bodies takes at 
  least 10 minutes per every 5 enemies, and if the 
  characters cannot take the time to loot the bodies, 
  they do not gain this gold.  If you feel it is 
  reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted 
  off by dungeon scavengers, removed from the 
  scene by the local watch, and so on), characters 
  may return to retrieve loot.  If the characters do not 
  loot the body, the gold piece value for the loot is 
  subtracted from the encounter totals given below. 
   
  The coin total is the number of gold pieces 
  each character gains if they take the coin available. 
   A normal adventuring party can usually gather this 
  wealth in a round or so.  If for some reason, they 
  pass up this treasure, the coin total is subtracted 
  from the encounter totals given below. 
   
  Next, the magic items are listed.  Magic item 
  treasure is the hardest to adjudicate, because they 
  are varied and because characters may want to use 
  them during the adventure.  Many times characters 
  must cast identify, analyze dweomer or similar spell 
  to determine what the item does and how to 
  activate it.  Other times they may attempt to use the 
  item blindly.  If the magic item is consumable (a 
  potion, scroll, magic bolts, etc.) and the item is used 
  before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for 
  unclaimed treasure from each encounter add it up 
  and that is the number of gold pieces a characters 
  total and coin value increase at the end of the 
  adventure.  Write the total in the GP Gained field of 
  the adventure certificate.  Because this is a 
  Regional scenario, characters may spend additional 
  Time Units to practice professions or create items 
  immediately after the adventure so this total may be 
  modified by other circumstances. 
   
  L = Looted gear from enemy; C = Coin, Gems, 
  Jewelry, and other valuables; M = Magic Items. 
  Encounter Four – Room C: 
  ALL APLs: L: 0 gp, C: 0 gp, M: silversheen (17 
  gp). 
  Encounter Four – Room F:   
  APL 2 L: 47 gp C: 0 gp M: potion of barkskin 
  +2 x3(75 gp each), +1 studded leather (98 gp), 
  +1 gal-ralan x3 (70 gp each), ring of protection 
  +1 (167 gp) 
  APL 4 L: 64 gp C: 0 gp M: +1 chain shirt (140 
  gp), +1 studded leather (98 gp), +1 gal-ralan 
  x2 (75 gp each), +2 gal-ralan (209 gp), potion 
  of barkskin +3 x3 (50 gp each), gloves of 
  dexterity +2 (333 gp) 
  APL 6 L: 7 gp C: 0 gp M: +1 chain shirt (140 
  gp), +1 studded leather (98 gp), +1 spiked 
  chain (194 gp),  +1 gal-ralan  (70 gp) +2 gal-
  
  BIS5-02 Occupation 
   
  Page 17 
  ralan (209 gp), +3 gal-ralan (467 gp), potion of 
  barkskin +3 x3 (50 gp each), gloves of 
  dexterity +2 (333 gp), cloak of charisma +2 
  (333 gp) 
  APL 8 L: 10 gp C: 0 gp M: +2 chain shirt (354 
  gp), +1 studded leather (98 gp), +1 spiked 
  chain (194 gp), +1 human-bane spiked chain 
  (694 gp), +2 gal-ralan x2 (209 gp each), +3 
  gal-ralan (467 gp), potion of barkskin +3 x3 
  (50 gp each), gloves of dexterity +2 (333 gp), 
  cloak of charisma +2 (333 gp), ring of 
  protection +2 (333 gp) 
  APL 10 L: 10 gp C: 0 gp M: +2 chain shirt (354 
  gp), +2 studded leather (348 gp), +1 spiked 
  chain of shock (694 gp), +1 human-bane 
  spiked chain (694 gp), +2 gal-ralan x2 (209 gp 
  each), +4 gal-ralan (833 gp), ring of protection 
  +1 x2 (333 gp), potion of barkskin +4 x3 (75 
  gp), gloves of dexterity +4 (1333 gp), cloak of 
  charisma +4 (1333 gp) 
  APL 12 L: 10 gp C: 0 gp M: +2 chain shirt (354 
  gp), +2 studded leather of shadow (660 gp), 
  +1 human-bane spiked chain x2 (694 gp),  
  ring of protection +2 x3 (333 gp each), +2 gal-
  ralan x2 (209 gp), +5 gal-ralan (1300 gp), 
  gauntlets of ogre power (333 gp), gloves of 
  dexterity +4 (1333 gp), cloak of charisma +4 
  (1333 gp), amulet of health +2 (333 gp), potion 
  of barkskin +5 x3 (400 gp each) 
  Encounter Four – Room H:   
  APL 2: L: 0 gp, C: 0 gp, M: cloak of resistance 
  +1 (83 gp). 
  APL 4: L: 0 gp, C: 0 gp, M: periapt of wisdom 
  +2 (333 gp). 
  APL 6: L: 0 gp, C: 0 gp, M: +2 full plate (471 
  gp), +1 scythe (193 gp), vest of resistance +1 
  (83 gp), periapt of wisdom +2 (333 gp), cloak 
  of charisma +2  (333 gp). 
  APL 8: L: 0 gp, C: 0 gp, M: +3 full plate (888 
  gp), +1 scythe (193 gp), vest of resistance +1 
  (83 gp), periapt of wisdom +2 (333 gp), cloak 
  of charisma +2 (333 gp). 
  APL 10: L: 0 gp, C: 0 gp, M: adamantine plate 
  +2 (1721 gp), +1 scythe (193 gp), vest of 
  resistance +2 (333 gp), periapt of wisdom +2 
  (333 gp), cloak of charisma +2 (333 gp). 
  APL 12: L: 0 gp, C: 0 gp, M: adamantine full 
  plate +4 (2721 gp), +1 scythe (193 gp), vest of 
  resistance +2 (333 gp), periapt of wisdom +4 
  (1333 gp), cloak of charisma +2 (333 gp) 
  Total Possible Treasure (Maximum Reward 
  Allowed) 
  APL 2: L: 47 gp, C: 0 gp, M: 633 gp – Total: 
  680 gp (450 gp). 
  APL 4: L: 64 gp, C: 0 gp, M: 1413 gp – Total: 
  1477 gp (650 gp). 
  APL 6: L: 7 gp, C: 0 gp, M: 3407 gp – Total: 
  3414 gp (900 gp). 
  APL 8: L: 10 gp, C: 0 gp, M: 5204 gp – Total: 
  5214 gp (1300 gp). 
  APL 10: L: 10 gp, C: 0 gp, M: 9811 gp – Total: 
  9821 gp (2300 gp). 
  APL 12: L: 10 gp, C: 0 gp, M: 13898 gp – 
  13908 Total:  gp (3300 gp). 
   
  Items for the Adventure 
  Record 
  Special 
  Compromised 
  Intelligence: 
  Although 
  your 
  mission was not a total success, General 
  Rashedra has compensated you well for your 
  service to the March.  You gain access 
  (Frequency: Adventure) to the following items: 
  wand 
  of 
  color 
  spray, 
  death 
  ward 
  armor 
  enhancement (CA), lesser choker of eloquence 
  (CV) 
  Intelligence Coup: Your efforts have led to a 
  smashing success for Bissel.  General Rashedra 
  has rewarded you well for your efforts.  You gain 
  access (Frequency: Adventure) to the following 
  items: wand of color spay, deadly precision 
  weapon enhancement (CV), death ward armor 
  enhancement (CA), lesser choker of eloquence 
  (CV), vest of resistance +3 (CA) 
  Influence with the Bissel Free Companies  
  (ALL APLs): For completing this mission, if the 
  PC is, or in the future becomes a member of the 
  Bissel Free Companies, he or she may spend this 
  Influence Point (mark it as used) during any 
  adventure to gain access (Freq: Adventure) to 
  purchase any single magic item in the DMG (other 
  than a Bag of Tricks) valued at 1500 gp or less.  
  Access is only granted to items that are legal in 
  the Living Greyhawk campaign.  A PC may spend 
  multiple Influence Points with the Bissel Free 
  Companies simultaneously to receive access to an 
  item of value less than or equal to the sum of the 
  value limits on the individual Influence Points. 
  
  BIS5-02 Occupation 
   
  Page 18 
  Influence Points with no explicit gp value 
  associated with them cannot be combined with 
  this Influence Point.  These Influence Points are 
  non-transferable and can only be spent by the 
  individual who received them 
  Gal-Ralan: When this cold-forged iron armband is 
  donned (taking up the spot where a bracer would 
  be worn), it pierces the wearer’s forearm with long 
  needles of the same metal. The device fixes its 
  wearer’s soul to her body but also causes never-
  ending pain. As long as a character wears a gal-
  ralan, she takes 1 point of Constitution damage 
  that cannot be healed by any means until after the 
  gal-ralan is removed. A gal-ralan provides its 
  wearer with a +1 to +2 resistance bonus on her 
  saving throws. This bonus increases by an 
  additional +2 against death effects, energy drains, 
  and effects that affect the wearer’s soul .  
  Caster Level: 5th; Prerequisites: Craft Wondrous 
  Item, resistance, caster level must be three times 
  that of the gal-ralan’s bonus; Market Price: 625 gp 
  (+1), 2,500 gp (+2); Weight: Negligible 
  Item Access 
  APL 2: 
  • 
  Silversheen (Adventure; DMG) 
  • 
  Potion of Barkskin +2 (Adventure; DMG) 
  • 
  Gal-Ralan +1 (Adventure; AR) 
  APL 4 (all of APL 2 plus the following): 
  • 
  Potion of Barkskin +3 (Adventure; DMG) 
  • 
  Gal-Ralan +2 (Adventure; AR) 
  APL 6 (all of APLs 2, 4 plus the following): 
  • 
  +2 Full Plate (Adventure, DMG) 
  • 
  Gal-Ralan +3 (Adventure; AR) 
  APL 8 (all of APLs 2, 4, 6 plus the following): 
  • 
  +2 Chain Shirt (Adventure; DMG) 
  • 
  +3 Full Plate (Adventure, DMG) 
  • 
  Ring of Protection +2 (Adventure, DMG) 
  • 
  Vest of Resistance +1 (Adventure, Complete 
  Arcane) 
  APL 10 (all of APLs 2, 4, 6, 8 plus the following): 
  • 
  +2 Studded Leather (Adventure; DMG) 
  • 
  Adamantine Full Plate +2 (Adventure; DMG) 
  • 
  Gal-Ralan +4 (Adventure; AR) 
  • 
  Potion of Barkskin +4 (Adventure, DMG) 
  • 
  Gloves of Dexterity +4 (Adventure, DMG) 
  • 
  Cloak of Charisma +4 (Adventure, DMG) 
  • 
  Vest of Resistance +2 (Adventure, Complete 
  Arcane) 
  APL 12 (all of APLs 2, 4, 6, 8, 10 plus the 
  following): 
  • 
  +2 Studded Leather of Shadow (Adventure; 
  DMG) 
  • 
  Adamantine Full Plate +4 (Adventure, DMG) 
  • 
  Amulet of Health +2 (Adventure, DMG) 
  • 
  Gal-Ralan +5 (Adventure, AR) 
  • 
  Potion of Barkskin +5 (Adventure, DMG) 
   
  
  BIS5-02 Occupation 
   
  Page 19 
  Appendix One – APL 2
  Encounter Four – Room F  
   
   
  Trippy: Male Shadar-kai; CR 1; Medium fey 
  (extraplanar); HD 3d6; hp 14; Init +3; Spd 30 ft.; 
  AC 17, touch 13, flat-footed 14 (+3 Dex, +4 
  chain shirt); Base Atk/Grp +1/+1; Atk +4 melee 
  (2d4+3/x2, spiked chain) or +4 ranged (1d6/x3, 
  shortbow); Full Atk +4 melee (2d4+3/x2, spiked 
  chain) 
  or 
  +4 
  ranged 
  (1d6/x3, 
  shortbow); 
  Space/Reach 5 ft./5 ft. (10 ft with spiked chain); 
  SA sneak attack +1d6; SQ Hide in plain sight, 
  shadow curse, superior low-light vision; AL NE; 
  SV Fort +2, Ref +7, Will +4 (+3 vs any save 
  involving death effects or energy drain); Str 14, 
  Dex 16, Con 11, Int 14, Wis 10, Cha 9. 
   
  Skills and Feats: Hide +9 (in shadowy 
  conditions +19), Listen +6, Move Silently +9, 
  Search +8, Spot +6, Survival +6 (+8 following 
  tracks); Exotic Weapon Proficiency (spiked 
  chain), Weapon Finesse, Weapon Focus (spiked 
  chain). 
   
  Possessions: chain shirt, spiked chain, 
  shortbow, 20 arrows, +1 gal-ralan. 
   
  Hide in Plain Sight (Su): As long as they 
  are not illuminated by natural daylight, the 
  daylight spell, or a similar magical light, shadar-
  kai can hide themselves from view in the open 
  while observed without anything to hide behind. 
   
  Shadow Curse (Su): Whenever a Shadar-
  Kai 
  is 
  stunned, 
  dazed, 
  staggered 
  or 
  unconscious, it must make a Will save DC 15, or 
  lose a part of its soul to the Plane of Shadow 
  (gain a negative level).  
  Stabby: Shadar-kai Rog2; CR 3; Medium fey 
  (extraplanar); HD 5d6; hp 23; Init +4; Spd 30 ft.; 
  AC 18, touch 14, flat-footed 14 (+4 Dex, +4 +1 
  studded leather); Base Atk/Grp +1/+1; Atk +4 
  melee (2d4+3/x2, spiked chain) or +5 ranged 
  (1d6/x3, 
  shortbow); 
  Full 
  Atk 
  +4 
  melee 
  (2d4+3/x2, spiked chain) or +5 ranged (1d6/x3, 
  shortbow); Space/Reach 5 ft./5 ft. (10 ft with 
  spiked chain); SA evasion, sneak attack +2d6, 
  trapfinding; SQ hide in plain sight, shadow 
  curse, superior low-light vision; AL NE; SV Fort 
  +2, Ref +11, Will +4 (+3 vs. any save involving 
  death effects or energy drain); Str 14, Dex 19, 
  Con 11, Int 11, Wis 10, Cha 9. 
   
  Skills and Feats: Hide +13 (in shadowy 
  conditions +23), Listen +8, Move Silently +13, 
  Search +9, Spot +8, Survival +6 (+8 following 
  tracks), Tumble +7; Combat Reflexes, Exotic 
  Weapon Proficiency (spiked chain), Weapon 
  Finesse. 
  Possessions: +1 studded leather, MW spiked 
  chain, shortbow, 20 arrows, +1 gal-ralan 
   
  Hide in Plain Sight (Su): As long as they 
  are not illuminated by natural daylight, the 
  daylight spell, or a similar magical light, shadar-
  kai can hide themselves from view in the open 
  while observed without anything to hide behind. 
   
  Shadow Curse (Su): Whenever a Shadar-
  Kai 
  is 
  stunned, 
  dazed, 
  staggered 
  or 
  unconscious, it must make a Will save DC 15, or 
  lose a part of its soul to the Plane of Shadow 
  (gain a negative level).  
  Boomer: Shadar-kai Sor3; CR 3; Medium fey 
  (extraplanar); HD 3d6+3d4; hp 26; Init +3; Spd 
  30 ft.; AC 14, touch 14, flat-footed 11 (+3 Dex, 
  +1 deflection); Base Atk/Grp +2/+2; Atk +2 
  melee (2d4/x2, spiked chain) or +5 ranged 
  (1d6/x3, shortbow); Full Atk +2 melee (2d4/x2, 
  spiked chain) or +5 ranged (1d6/x3, shortbow); 
  Space/Reach 5 ft./5 ft. (10 ft with spiked chain); 
  SA sneak attack +1d6, summon familiar; SQ 
  Hide in plain sight, shadow curse, superior low-
  light vision; AL NE; SV Fort +3, Ref +8(+3 vs. 
  death or energy drain effects), Will +6; Str 10, 
  Dex 16, Con 11, Int 10, Wis 9, Cha 15. 
   
  Skills and Feats: Concentration +6, Hide +9 
  (in shadowy conditions +19), Listen +7, Move 
  Silently +9, Search +6, Spot +7, Survival +5 (+7 
  following tracks); Alertness, Combat Casting, 
  Exotic Weapon Proficiency (spiked chain), Spell 
  Focus (evocation), Weapon Finesse. 
   
  Possessions: shortbow, 20 arrows, spiked 
  chain, +1 gal-ralan, ring of protection +1, potion 
  of displacement  
  Sorcerer Spells Known: (6/6, DC 12 + spell 
  level): 0th – acid splash, daze, detect magic, 
  light, resistance; 1st – enlarge person, mage 
  armor, magic missile 
   
  Familiar – Toad. As per Monster Manual p. 
  282, also with improved evasion, share spells, 
  empathic link. 
   
  Hide in Plain Sight (Su): As long as they 
  are not illuminated by natural daylight, the 
  daylight spell, or a similar magical light, shadar-
  kai can hide themselves from view in the open 
  while observed without anything to hide behind. 
  
  BIS5-02 Occupation 
   
  Page 20 
   
  Shadow Curse (Su): Whenever a Shadar-
  Kai 
  is 
  stunned, 
  dazed, 
  staggered 
  or 
  unconscious, it must make a Will save DC 15, or 
  lose a part of its soul to the Plane of Shadow 
  (gain a negative level). 
  Encounter Four – Room H 
   
   
  Nikal the Black: CR 3; Male human Cleric of 
  Nerull 3: Medium Humanoid; HD 3d8+3; hp 20; 
  Init +1; Spd 20 ft.; AC 19, touch 11, flat-footed 
  18 (+8 armor, +1 Dex); Base Atk/Grp: +2/+3; Atk 
  +4 melee (2d4+1/crit x4, masterwork scythe); 
  Full Atk +4 melee (2d4+1/crit x4, masterwork 
  scythe); SA spells; SQ Aura of Evil(Ex), Death 
  Touch(Su), 
  Spontaneous 
  Casting, 
  Rebuke 
  Undead(Su); AL NE; SV Fort +5, Ref +3, Will +7; 
  Str 12, Dex 12, Con 12, Int 10, Wis 16, Cha 12. 
   
  Skills 
  and 
  Feats: 
  Concentration 
  +7, 
  Knowledge (religion) +6, Spellcraft +6; Combat 
  Casting, Martial Weapon Proficiency (scythe), 
  Profane Lifeleech. 
   
  Possessions: 
  Masterwork 
  Full 
  Plate, 
  Masterwork Scythe, Cloak of Resistance +1 
   
  Cleric Spells Memorized: (4/3+1/2+1; base 
  DC=13 + Spell Level): 0th- Detect Magic, 
  Guidance, Read Magic, Resistance; 1st- Bane, 
  Cause Fear, Shield of Faith,  Protection from 
  Good*; 2nd- Blade of Pain and Fear, Bull's 
  Strength, Death Knell*  
   
  *Domain Spell. Domains: Evil (evil spells are 
  cast at +1 caster level), Death (You may use 
  death touch once per day.  Death touch is a 
  supernatural ability that produces a death effect. 
   You must succeed on a melee touch attack 
  against a living creature (using the rules for 
  touch spells).  When you touch, roll 1d6 per 
  cleric level you possess.  If the total at least 
  equals the creature’s current hit points, it dies 
  (no save)). 
   
  Rebuke Undead (Su): Rebuke 4 times per 
  day. Check 1d20+3, damage 2d6+4 
   
  
  BIS5-02 Occupation 
   
  Page 21 
  Appendix Two – APL 4
  Encounter Four – Room F 
  Trippy: Male Shadar-kai Ftr2; CR 3; Medium fey 
  (extraplanar); HD 3d6+2d10+5; hp 32; Init +3; 
  Spd 30 ft.; AC 18, touch 13, flat-footed 15 (+3 
  Dex, +5 chain shirt); Base Atk/Grp +3/+3; Atk +7 
  melee (2d4+3/x2, spiked chain) or +6 ranged 
  (1d6/x3, 
  shortbow); 
  Full 
  Atk 
  +7 
  melee 
  (2d4+3/x2, spiked chain) or +6 ranged (1d6/x3, 
  shortbow); Space/Reach 5 ft./5 ft. (10 ft with 
  spiked chain); SA sneak attack +1d6; SQ Hide in 
  plain sight, shadow curse, superior low-light 
  vision; AL NE; SV Fort +6, Ref +7, Will +4 (+3 vs 
  any save involving death effects or energy 
  drain); Str 14, Dex 16, Con 12, Int 14, Wis 10, 
  Cha 9. 
   
  Skills and Feats: Hide +10 (in shadowy 
  conditions +20), Intimidate +3, Listen +6, Move 
  Silently +10, Search +8, Spot +6, Survival +6 
  (+8 following tracks); Combat Expertise, Exotic 
  Weapon Proficiency (spiked chain), Improved 
  Trip, Weapon Finesse, Weapon Focus (spiked 
  chain). 
   
  Possessions: +1 chain shirt, MW spiked 
  chain, shortbow, 20 arrows, +1 gal-ralan, potion 
  of displacement. 
   
  Hide in Plain Sight (Su): As long as they 
  are not illuminated by natural daylight, the 
  daylight spell, or a similar magical light, shadar-
  kai can hide themselves from view in the open 
  while observed without anything to hide behind. 
   
  Shadow Curse (Su): Whenever a Shadar-
  Kai 
  is 
  stunned, 
  dazed, 
  staggered 
  or 
  unconscious, it must make a Will save DC 15, or 
  lose a part of its soul to the Plane of Shadow 
  (gain a negative level).  
  Stabby: Shadar-kai Rog3; CR 4; Medium fey 
  (extraplanar); HD 6d6; hp 27; Init +4; Spd 30 ft.; 
  AC 18, touch 14, flat-footed 14 (+4 Dex, +4 
  studded leather); Base Atk/Grp +2/+2; Atk +5 
  melee (2d4+3/x2, spiked chain) or +7 ranged 
  (1d6/x3, 
  shortbow); 
  Full 
  Atk 
  +5 
  melee 
  (2d4+3/x2, spiked chain) or +7 ranged (1d6/x3, 
  shortbow); Space/Reach 5 ft./5 ft. (10 ft with 
  spiked chain); SA evasion, sneak attack +3d6, 
  trapfinding, trap sense +1; SQ Hide in plain 
  sight, shadow curse, superior low-light vision; AL 
  NE; SV Fort +3, Ref +10, Will +5 (+3 vs. any 
  save involving death effects or energy drain, +1 
  vs. traps); Str 14, Dex 19, Con 11, Int 11, Wis 
  10, Cha 9. 
   
  Skills and Feats: Hide +14 (in shadowy 
  conditions +24), Jump +3, Listen +9, Move 
  Silently +14, Search +9, Spot +9, Survival +6 
  (+8 following tracks), Tumble +10; Combat 
  Reflexes, Deft Opportunist, Exotic Weapon 
  Proficiency (spiked chain), Weapon Finesse. 
   
  Possessions: +1 studded leather, MW 
  spiked chain, MW shortbow, 20 arrows, +1 gal-
  ralan, potion of cure light wounds. 
   
  Hide in Plain Sight (Su): As long as they 
  are not illuminated by natural daylight, the 
  daylight spell, or a similar magical light, shadar-
  kai can hide themselves from view in the open 
  while observed without anything to hide behind. 
   
  Shadow Curse (Su): Whenever a Shadar-
  Kai 
  is 
  stunned, 
  dazed, 
  staggered 
  or 
  unconscious, it must make a Will save DC 15, or 
  lose a part of its soul to the Plane of Shadow 
  (gain a negative level).  
  Boomer: Shadar-kai Sor5; CR 5; Medium fey 
  (extraplanar); HD 3d6+5d4; hp 29; Init +4; Spd 
  30 ft.; AC 14, touch 14, flat-footed 10 (+4 Dex); 
  Base Atk/Grp +3/+3; Atk +3 melee (2d4/x2, 
  spiked chain) or +7 ranged (1d6/x3, shortbow); 
  Full Atk +3 melee (2d4/x2, spiked chain) or +7 
  ranged (1d6/x3, shortbow); Space/Reach 5 ft./5 
  ft. (10 ft with spiked chain); SA sneak attack 
  +1d6, summon familiar; SQ Hide in plain sight, 
  shadow curse, superior low-light vision; AL NE; 
  SV Fort +4, Ref +10, Will +8(+4 vs. death or 
  energy drain effects); Str 10, Dex 18, Con 11, Int 
  10, Wis 9, Cha 16. 
   
  Skills and Feats: Concentration +8, Hide 
  +10 (in shadowy conditions +20), Knowledge 
  (arcana) +2, Listen +7, Move Silently +10, 
  Search +6, Spot +7, Survival +5 (+7 following 
  tracks); Alertness, Combat Casting, Exotic 
  Weapon Proficiency (spiked chain), Spell Focus 
  (evocation), Weapon Finesse. 
   
  Possessions: shortbow, 20 arrows, spiked 
  chain, +2 gal-ralan, gloves of dexterity +2, potion 
  of displacement, potion of barkskin +3.  
   
  Sorcerer Spells Known: (6/6/5, DC 13 + 
  spell level, +1 if evocation): 0th – acid splash, 
  daze, 
  detect 
  magic, 
  light, 
  read 
  magic, 
  resistance; 1st – shield, enlarge person, mage 
  armor, magic missile; 2nd – web, scorching ray. 
  
  BIS5-02 Occupation 
   
  Page 22 
   
  Familiar – Toad. As per Monster Manual p. 
  282, also with deliver touch spells, improved 
  evasion, share spells, empathic link, speak with 
  master 
   
  Hide in Plain Sight (Su): As long as they 
  are not illuminated by natural daylight, the 
  daylight spell, or a similar magical light, shadar-
  kai can hide themselves from view in the open 
  while observed without anything to hide behind. 
   
  Shadow Curse (Su): Whenever a Shadar-
  Kai 
  is 
  stunned, 
  dazed, 
  staggered 
  or 
  unconscious, it must make a Will save DC 15, or 
  lose a part of its soul to the Plane of Shadow 
  (gain a negative level). 
  Encounter Four – Room H 
   
   
  Nikal the Black: CR 5; Male human Cleric of 
  Nerull 5: Medium Humanoid; HD 5d8+5; hp 34; 
  Init +1; Spd 20 ft.; AC 19, Touch 11, Flat-Footed 
  18 (+8 armor, +1 Dex);  Base Atk/Grp: +3/+4; 
  Atk +5 melee (2d4+1/crit x4, masterwork 
  scythe); Full Atk +5 melee (2d4+1/crit x4, 
  masterwork scythe); SA spells; SQ Aura of 
  Evil(Ex), 
  Death 
  Touch(Su), 
  Spontaneous 
  Casting, Rebuke Undead(Su); AL NE; SV Fort 
  +6, Ref +2, Will +8; Str 12, Dex 12, Con 12, Int 
  10, Wis 18, Cha 14. 
   
  Skills 
  and 
  Feats: 
  Concentration 
  +9, 
  Knowledge (religion) +8, Spellcraft +8; Combat 
  Casting, Martial Weapon Proficiency (scythe), 
  Profane Lifeleech. 
   
  Possessions: 
  Masterwork 
  Full 
  Plate, 
  Masterwork Scythe, Periapt of Wisdom +2 
   
  Cleric Spells Memorized: (5/4+1/3+1/2+1; 
  base DC=14 + Spell Level): 0th- Detect Magic, 
  Guidance, Read Magic, Resistance, Virtue; 1st- 
  Bane, Cause Fear, Deathwatch, Shield of Faith, 
   Protection from Good*; 2nd- Blade of Pain and 
  Fear, Bull's Strength, Spiritual Weapon, Death 
  Knell*; 3rd- Bestow Curse, Magic Vestment, 
  Animate Dead* 
   
  *Domain Spell. Domains: Evil (evil spells are 
  cast at +1 caster level), Death (You may use 
  death touch once per day.  Death touch is a 
  supernatural ability that produces a death effect. 
   You must succeed on a melee touch attack 
  against a living creature (using the rules for 
  touch spells).  When you touch, roll 1d6 per 
  cleric level you possess.  If the total at least 
  equals the creature’s current hit points, it dies 
  (no save)). 
   
  Rebuke Undead (Su): Rebuke 5 times per 
  day. Check 1d20+4, damage 2d6+7 
  
  BIS5-02 Occupation 
   
  Page 23 
  Appendix Three – APL 6 
  Encounter Four – Room F 
  Trippy: Male Shadar-kai Ftr4; CR 5; Medium fey 
  (extraplanar); HD 3d6+4d10+7; hp 50; Init +3; 
  Spd 30 ft.; AC 18, touch 13, flat-footed 15 (+3 
  Dex, +5 chain shirt); Base Atk/Grp +5/+5; Atk +9 
  melee (2d4+6/x2, spiked chain) or +8 ranged 
  (1d6/x3, 
  shortbow); 
  Full 
  Atk 
  +9 
  melee 
  (2d4+6/x2, spiked chain) or +8 ranged (1d6/x3, 
  shortbow); Space/Reach 5 ft./5 ft. (10 ft with 
  spiked chain); SA sneak attack +1d6; SQ Hide in 
  plain sight, shadow curse, superior low-light 
  vision; AL NE; SV Fort +7, Ref +8, Will +5 (+3 vs 
  any save involving death effects or energy 
  drain); Str 14, Dex 16, Con 12, Int 14, Wis 10, 
  Cha 9. 
   
  Skills and Feats: Hide +11 (in shadowy 
  conditions +21), Intimidate +5, Listen +6, Move 
  Silently +11, Search +8, Spot +7, Survival +6 
  (+8 following tracks); Combat Expertise, Combat 
  Reflexes, Exotic Weapon Proficiency (spiked 
  chain), 
  Improved 
  Trip, 
  Weapon 
  Finesse, 
  Weapon 
  Focus 
  (spiked 
  chain), 
  Weapon 
  Specialization (spiked chain). 
   
  Possessions: +1 chain shirt, +1 spiked 
  chain, +1 gal-ralan, potion of displacement, 
  shortbow, 20 arrows 
   
  Hide in Plain Sight (Su): As long as they 
  are not illuminated by natural daylight, the 
  daylight spell, or a similar magical light, shadar-
  kai can hide themselves from view in the open 
  while observed without anything to hide behind. 
   
  Shadow Curse (Su): Whenever a Shadar-
  Kai 
  is 
  stunned, 
  dazed, 
  staggered 
  or 
  unconscious, it must make a Will save DC 15, or 
  lose a part of its soul to the Plane of Shadow 
  (gain a negative level). 
  Stabby: Shadar-kai Rog5; CR 6; Medium fey 
  (extraplanar); HD 8d6; hp 36; Init +5; Spd 30 ft.; 
  AC 19, touch 15, flat-footed 14 (+5 Dex, +4 
  studded leather); Base Atk/Grp +4/+4; Atk +7 
  melee (2d4+4/x2, spiked chain) or +9 ranged 
  (1d6/x3, 
  shortbow); 
  Full 
  Atk 
  +7 
  melee 
  (2d4+4/x2, spiked chain) or +9 ranged (1d6/x3, 
  shortbow); Space/Reach 5 ft./5 ft. (10 ft with 
  spiked chain); SA evasion, sneak attack +4d6, 
  trapfinding, trap sense +1, uncanny dodge; SQ 
  Hide in plain sight, shadow curse, superior low-
  light vision; AL NE; SV Fort +4, Ref +13, Will +6 
  (+4 vs. any save involving death effects or 
  energy drain, +1 vs. traps); Str 14, Dex 20, Con 
  11, Int 11, Wis 10, Cha 9. 
   
  Skills and Feats: Disguise +3, Hide +16 (in 
  shadowy conditions +26), Jump +4, Listen +11, 
  Move Silently +16, Search +11, Spot +11, 
  Survival +6 (+8 following tracks), Tumble +12; 
  Combat Reflexes, Deft Opportunist, Exotic 
  Weapon Proficiency (spiked chain), Weapon 
  Finesse. 
   
  Possessions: +1 studded leather, +1 spiked 
  chain, shortbow, 20 arrows, +2 gal-ralan. 
   
  Hide in Plain Sight (Su): As long as they 
  are not illuminated by natural daylight, the 
  daylight spell, or a similar magical light, shadar-
  kai can hide themselves from view in the open 
  while observed without anything to hide behind. 
   
  Shadow Curse (Su): Whenever a Shadar-
  Kai 
  is 
  stunned, 
  dazed, 
  staggered 
  or 
  unconscious, it must make a Will save DC 15, or 
  lose a part of its soul to the Plane of Shadow 
  (gain a negative level). 
  Boomer: Shadar-kai Sor8; CR 7; Medium fey 
  (extraplanar); HD 3d6+8d4; hp 37; Init +4; Spd 
  30 ft.; AC 14, touch 14, flat-footed 10 (+4 Dex); 
  Base Atk/Grp +5/+5; Atk +5 melee (2d4/x2, 
  spiked chain) or +9 ranged (1d6/x3, shortbow); 
  Full Atk +5 melee (2d4/x2, spiked chain) or +9 
  ranged (1d6/x3, shortbow); Space/Reach 5 ft./5 
  ft. (10 ft with spiked chain); SA sneak attack 
  +1d6, summon familiar; SQ Hide in plain sight, 
  shadow curse, superior low-light vision; AL NE; 
  SV Fort +6, Ref +12, Will +11(+5 vs. death or 
  energy drain effects); Str 10, Dex 18, Con 11, Int 
  10, Wis 9, Cha 18. 
   
  Skills and Feats: Concentration +11, Hide 
  +10 (in shadowy conditions +20), Knowledge 
  (arcana) +5, Listen +7, Move Silently +10, 
  Search +6, Spot +7, Survival +5 (+7 following 
  tracks); Alertness, Combat Casting, Exotic 
  Weapon Proficiency (spiked chain), Extend 
  Spell, Spell Focus (evocation), Weapon Finesse. 
   
  Possessions: shortbow, 20 arrows, spiked 
  chain, +3 gal-ralan, gloves of dexterity +2, cloak 
  of charisma +2, 500 gp diamond dust. 
   
  Sorcerer Spells Known: (6/7/7/6/4, DC 14 + 
  spell level, +1 if evocation): 0th – acid splash, 
  daze, detect magic, light, prestidigitation, ray of 
  frost, read magic, resistance; 1st – shield, 
  enlarge person, mage armor, magic missile, true 
  
  BIS5-02 Occupation 
   
  Page 24 
  strike; 2nd – ray of enfeeblement, scorching ray, 
  web; 3rd – lightning bolt, fly; 4th – fire shield. 
   
  Familiar – Toad. As per Monster Manual p. 
  282, but also with deliver touch spells, improved 
  evasion, share spells, empathic link, speak with 
  master and toads 
   
  Hide in Plain Sight (Su): As long as they 
  are not illuminated by natural daylight, the 
  daylight spell, or a similar magical light, shadar-
  kai can hide themselves from view in the open 
  while observed without anything to hide behind. 
   
  Shadow Curse (Su): Whenever a Shadar-
  Kai 
  is 
  stunned, 
  dazed, 
  staggered 
  or 
  unconscious, it must make a Will save DC 15, or 
  lose a part of its soul to the Plane of Shadow 
  (gain a negative level). See Appendix. 
  Encounter Four – Room H 
   
   
  Nikal the Black: CR 9; Male human Cleric of 
  Nerull 5/Divine Oracle 4: Medium Humanoid; HD 
  5d8+5 + 4d6+4; hp 55; Init +1; Spd 20 ft.; AC 21, 
  Touch 11, Flat-Footed 21 (+10 armor, +1 Dex);  
  Base Atk/Grp: +5/+6; Atk +7 melee (2d4+2/crit 
  x4, +1 scythe); Full Atk +7 melee (2d4+2/crit x4, 
  +1 scythe); SA spells; SQ Aura of Evil(Ex), 
  Death 
  Touch 
  (Su), 
  Uncanny 
  Dodge(Ex), 
  Spontaneous Casting, Rebuke Undead(Su), 
  Scry Bonus(Su) +1, Prescient Sense(Ex), Trap 
  Sense(Ex) +1, Divination Enhancement (Ex); AL 
  NE; SV Fort +7, Ref +4, Will +14; Str 12, Dex 
  12, Con 12, Int 10, Wis 20, Cha 14. 
   
  Skills 
  and 
  Feats: 
  Concentration 
  +13, 
  Knowledge (religion) +15, Spellcraft +12; Martial 
  Weapon 
  Proficiency 
  (scythe), 
  Skill 
  Focus 
  (Knowledge 
  (religion)), 
  Divine 
  Metamagic 
  (Quicken Spell), Fell Drain, Profane Lifeleech. 
   
  Possessions: Full plate +2, Scythe +1, Vest 
  of Resistance +1, Periapt of Wisdom +2, Cloak 
  of Charisma +2 
   
  Cleric 
  Spells 
  Memorized:  
  (6/6+1/5+1/4+1/3+1/2+1; base DC=15 + Spell 
  Level): 0th- Detect Magic, Detect Poison, 
  Guidance, Read Magic, Resistance, Virtue; 1st- 
  Bane, Cause Fear, Deathwatch, Detect Undead, 
  Obscuring Mist, Shield of Faith,  Protection from 
  Good*; 2nd- Blade of Pain and Fear, Bull's 
  Strength, Desecrate, Sound Burst, Spiritual 
  Weapon, Death Knell*; 3rd- Bestow Curse, 
  Invisibility Purge, Magic Vestment, Speak with 
  Dead, Animate Dead*; 4th- Sound Burst (Fell 
  Drain), Divine Power, Freedom of Movement, 
  Unholy Blight*; 5th- Flame Strike, Righteous 
  Might, Slay Living* 
   
   
  *Domain Spell. Domains: Evil (evil spells are 
  cast at +1 caster level), Death (You may use 
  death touch once per day.  Death touch is a 
  supernatural ability that produces a death effect. 
   You must succeed on a melee touch attack 
  against a living creature (using the rules for 
  touch spells).  When you touch, roll 1d6 per 
  cleric level you possess.  If the total at least 
  equals the creature’s current hit points, it dies 
  (no save)). 
   
  Rebuke Undead (Su): Rebuke 5 times per 
  day. Check 1d20+4, damage 2d6+7 
   
  Prescient Sense (Ex): If Nikal makes a 
  successful Reflex saving throw against an attack 
  that 
  normally 
  inflicts 
  half 
  damage 
  on 
  a 
  successful save, he instead suffers no damage. 
   
  
  BIS5-02 Occupation 
   
  Page 25 
  Appendix Four – APL 8 
  Encounter Four – Room F 
  Trippy: Male Shadar-kai Ftr6; CR 7; Medium fey 
  (extraplanar); HD 3d6+6d10+9; hp 65; Init +3; 
  Spd 30 ft.; AC 20, touch 13, flat-footed 17 (+3 
  Dex, +6 chain shirt, +1 natural); Base Atk/Grp 
  +7/+7; Atk +11 melee (2d4+6/x2, spiked chain) 
  or +10 ranged (1d6/x3, shortbow); Full Atk 
  +11/+6 melee (2d4+6/x2, spiked chain) or 
  +10/+5 
  ranged 
  (1d6/x3, 
  shortbow); 
  Space/Reach 5 ft./5 ft. (10 ft with spiked chain); 
  SA sneak attack +1d6; SQ Hide in plain sight, 
  shadow curse, superior low-light vision; AL NE; 
  SV Fort +8, Ref +9, Will +6 (+3 vs any save 
  involving death effects or energy drain); Str 15, 
  Dex 16, Con 12, Int 14, Wis 10, Cha 9. 
   
  Skills and Feats: Craft (weaponsmithing) +5, 
  Hide 
  +12 
  (in 
  shadowy 
  conditions 
  +22), 
  Intimidate +6, Listen +7, Move Silently +12, 
  Search +8, Spot +7, Survival +6 (+8 following 
  tracks); Combat Expertise, Combat Reflexes, 
  Exotic Weapon Proficiency (spiked chain), 
  Improved Disarm, Improved Trip, Staggering 
  Strike, Weapon Finesse, Weapon Focus (spiked 
  chain), Weapon Specialization (spiked chain). 
   
  Possessions: +2 chain shirt, +1 spiked 
  chain, +1 gal-ralan, amulet of natural armor+1, 
  potion of displacement, shortbow, 20 arrows. 
   
  Hide in Plain Sight (Su): As long as they 
  are not illuminated by natural daylight, the 
  daylight spell, or a similar magical light, shadar-
  kai can hide themselves from view in the open 
  while observed without anything to hide behind. 
   
  Shadow Curse (Su): Whenever a Shadar-
  Kai 
  is 
  stunned, 
  dazed, 
  staggered 
  or 
  unconscious, it must make a Will save DC 15, or 
  lose a part of its soul to the Plane of Shadow 
  (gain a negative level). 
  Stabby: Shadar-kai Rog5/Asn2; CR 8; Medium 
  fey (extraplanar); HD 10d6; hp 45; Init +5; Spd 
  30 ft.; AC 19, touch 15, flat-footed 14 (+5 Dex, 
  +4 studded leather); Base Atk/Grp +5/+5; Atk +8 
  melee* (2d4+4/x2, spiked chain) or +10 ranged 
  (1d6/x3, 
  shortbow); 
  Full 
  Atk 
  +8 
  melee* 
  (2d4+4/x2, spiked chain) or +10 ranged (1d6/x3, 
  shortbow); Space/Reach 5 ft./5 ft. (10 ft with 
  spiked chain); SA death attack, evasion, poison 
  use, sneak attack +5d6, trapfinding, trap sense 
  +1, uncanny dodge; SQ Hide in plain sight, 
  shadow curse, superior low-light vision; AL NE; 
  SV Fort +3, Ref +15, Will +5 (+3 vs. any save 
  involving death effects or energy drain, +1 vs. 
  traps, +1 vs. poison); Str 14, Dex 20, Con 11, Int 
  11, Wis 10, Cha 9. 
   
  *+2 to attack and +2d6 to damage when 
  striking a human target. 
   
  Skills and Feats: Disguise +3, Hide +18 (in 
  shadowy conditions +28), Jump +7, Listen +11, 
  Move Silently +18, Search +11, Spot +11, 
  Survival +6 (+8 following tracks), Tumble +15; 
  Combat Reflexes, Deft Opportunist, Exotic 
  Weapon Proficiency (spiked chain), Staggering 
  Strike, Weapon Finesse. 
   
  Possessions: 
  +1 
  studded 
  leather, 
  +1 
  human-bane spiked chain, shortbow, 20 arrows, 
  +1 gal-ralan, potion of displacement. 
   
   
  Assassin Spells Known (1; save DC 11 + 
  spell level): 1st – critical strike, obscuring mist, 
  true strike. 
   
  Hide in Plain Sight (Su): As long as they 
  are not illuminated by natural daylight, the 
  daylight spell, or a similar magical light, shadar-
  kai can hide themselves from view in the open 
  while observed without anything to hide behind. 
   
  Shadow Curse (Su): Whenever a Shadar-
  Kai 
  is 
  stunned, 
  dazed, 
  staggered 
  or 
  unconscious, it must make a Will save DC 15, or 
  lose a part of its soul to the Plane of Shadow 
  (gain a negative level).  
  Boomer: Shadar-kai Sor10; CR 9; Medium fey 
  (extraplanar); HD 3d6+10d4; hp 45; Init +4; Spd 
  30 ft.; AC 16, touch 16, flat-footed 12 (+4 Dex, 
  +2 deflection); Base Atk/Grp +6/+6; Atk +6 
  melee (2d4/x2, spiked chain) or +10 ranged 
  (1d6/x3, shortbow); Full Atk +6 melee (2d4/x2, 
  spiked chain) or +10 ranged (1d6/x3, shortbow); 
  Space/Reach 5 ft./5 ft. (10 ft with spiked chain); 
  SA sneak attack +1d6, summon familiar; SQ 
  Hide in plain sight, shadow curse, superior low-
  light vision; AL NE; SV Fort +7, Ref +13, Will 
  +12(+5 vs. death or energy drain effects); Str 10, 
  Dex 18, Con 11, Int 10, Wis 9, Cha 19. 
   
  Skills and Feats: Concentration +11, Hide 
  +10 (in shadowy conditions +20), Knowledge 
  (arcana) +5, Listen +7, Move Silently +10, 
  Search +6, Spellcraft +4, Spot +7, Survival +5 
  (+7 
  following 
  tracks); 
  Alertness, 
  Combat 
  Casting, Energy Substitution (cold), Exotic 
  
  BIS5-02 Occupation 
   
  Page 26 
  Weapon Proficiency (spiked chain), Extend 
  Spell, Spell Focus (evocation), Weapon Finesse. 
   
  Possessions: shortbow, 20 arrows, spiked 
  chain, 750 gp of diamond dust, +3 gal-ralan, 
  gloves of dexterity +2, cloak of charisma +2, ring 
  of protection +2, potion of barkskin +4. 
  Sorcerer Spells Known: (6/7/7/7/7/3, DC 14 + 
  spell level, +1 if evocation): 0th – acid splash, 
  daze, 
  detect 
  magic, 
  light, 
  mage 
  hand, 
  prestidigitation, 
  ray 
  of 
  frost, 
  read 
  magic, 
  resistance; 1st – shield, enlarge person, mage 
  armor, magic missile, true strike; 2nd – bear’s 
  endurance, ray of enfeeblement, scorching ray, 
  web; 3rd – dispel magic, lightning bolt, fly; 4th – 
  Evard’s black tentacles, fire shield; 5th – cone of 
  cold. 
   
  Familiar – Toad. As per Monster Manual p. 
  282, but also with deliver touch spells, improved 
  evasion, share spells, empathic link, speak with 
  master and toads 
   
  Hide in Plain Sight (Su): As long as they 
  are not illuminated by natural daylight, the 
  daylight spell, or a similar magical light, shadar-
  kai can hide themselves from view in the open 
  while observed without anything to hide behind. 
   
  Shadow Curse (Su): Whenever a Shadar-
  Kai 
  is 
  stunned, 
  dazed, 
  staggered 
  or 
  unconscious, it must make a Will save DC 15, or 
  lose a part of its soul to the Plane of Shadow 
  (gain a negative level).  
  Encounter Four – Room H 
   
   
  Nikal the Black: CR 11; Male human Cleric of 
  Nerull 5/Divine Oracle 6: Medium Humanoid; HD 
  5d8+5 + 6d6+6; hp 65; Init +1; Spd 20 ft.; AC 22, 
  Touch 11, Flat-Footed 22 (+11 armor, +1 Dex);  
  Base Atk/Grp: +6/+7; Atk +8 melee (2d4+2/crit 
  x4, +1 scythe); Full Atk +8 melee (2d4+2/crit x4, 
  +1 scythe) and +3 melee (2d4+2/crit x4, +1 
  scythe); SA spells; SQ  Aura of Evil(Ex), Death 
  Touch (Su), Uncanny Dodge(Ex), Improved 
  Uncanny Dodge(Ex), Spontaneous Casting, 
  Rebuke 
  Undead(Su), 
  Scry 
  Bonus(Su) 
  +1, 
  Prescient 
  Sense(Ex), 
  Trap 
  Sense(Ex) 
  +2, 
  Divination Enhancement (Ex); AL NE; SV Fort 
  +8, Ref +5, Will +15; Str 12, Dex 12, Con 12, Int 
  10, Wis 20, Cha 14. 
   
  Skills 
  and 
  Feats: 
  Concentration 
  +15, 
  Knowledge (religion) +17, Spellcraft +14; Martial 
  Weapon 
  Proficiency 
  (scythe), 
  Skill 
  Focus 
  (Knowledge 
  (religion)), 
  Divine 
  Metamagic 
  (Quicken Spell), Fell Drain, Profane Lifeleech. 
  Possessions: Full plate +3, Scythe +1, Vest of 
  Resistance +1, Periapt of Wisdom +2, Cloak of 
  Charisma +2 
   
  Cleric 
  Spells 
  Memorized: 
  (6/7+1/5+1/5+1/4+1/3+1/1+1; base DC=15 + 
  Spell Level): 0th- Detect Magic, Detect Poison, 
  Guidance, Read Magic, Resistance, Virtue; 1st- 
  Bane, Cause Fear, Curse Water, Deathwatch, 
  Detect Undead, Obscuring Mist, Shield of Faith, 
   Protection from Good*; 2nd- Blade of Pain and 
  Fear, Bull's Strength, Desecrate, Sound Burst, 
  Spiritual Weapon, Death Knell*; 3rd- Bestow 
  Curse, Dispel Magic, Invisibility Purge, Magic 
  Vestment, Speak with Dead, Animate Dead*; 
  4th- Sound Burst (Fell Drain), Death Ward, 
  Divine Power, Freedom of Movement, Unholy 
  Blight*; 5th- Flame Strike, Righteous Might, 
  Unhallow, Slay Living*; 6th- Harm, Create 
  Undead* 
   
  *Domain Spell. Domains: Evil (evil spells are 
  cast at +1 caster level), Death (You may use 
  death touch once per day.  Death touch is a 
  supernatural ability that produces a death effect. 
   You must succeed on a melee touch attack 
  against a living creature (using the rules for 
  touch spells).  When you touch, roll 1d6 per 
  cleric level you possess.  If the total at least 
  equals the creature’s current hit points, it dies 
  (no save)). 
   
  Rebuke Undead (Su): Rebuke 5 times per 
  day. Check 1d20+4, damage 2d6+7 
   
  Prescient Sense (Ex): If Nikal makes a 
  successful Reflex saving throw against an attack 
  that 
  normally 
  inflicts 
  half 
  damage 
  on 
  a 
  successful save, he instead suffers no damage. 
  
  BIS5-02 Occupation 
   
  Page 27 
  Appendix Five – APL 10 
  Encounter Four – Room F 
  Trippy: Male Shadar-kai Ftr8; CR 9; Medium fey 
  (extraplanar); HD 3d6+8d10+11; hp 82; Init +3; 
  Spd 30 ft.; AC 20, touch 13, flat-footed 16 (+3 
  Dex, +6 chain shirt, +1 natural); Base Atk/Grp 
  +9/+11; 
  Atk 
  +14 
  melee 
  (2d4+6+1d6 
  electricity/x2, spiked chain) or +12 ranged 
  (1d6/x3, shortbow); Full Atk +14/+9 melee 
  (2d4+6+1d6 electricity /x2, spiked chain) or 
  +12/+7 
  ranged 
  (1d6/x3, 
  shortbow); 
  Space/Reach 5 ft./5 ft. (10 ft with spiked chain); 
  SA sneak attack +1d6; SQ Hide in plain sight, 
  shadow curse, superior low-light vision; AL NE; 
  SV Fort +9, Ref +9, Will +6 (+3 vs any save 
  involving death effects or energy drain); Str 15, 
  Dex 16, Con 12, Int 14, Wis 10, Cha 9. 
   
  Skills and Feats: Craft (weaponsmithing) +5, 
  Hide 
  +13 
  (in 
  shadowy 
  conditions 
  +23), 
  Intimidate +6, Listen +7, Move Silently +13, 
  Search +8, Spot +8, Survival +6 (+8 following 
  tracks); Combat Expertise, Combat Reflexes, 
  Exotic Weapon Proficiency (spiked chain), 
  Greater Weapon Focus (spiked chain) Improved 
  Disarm, 
  Improved 
  Trip, 
  Staggering 
  Strike, 
  Weapon Finesse, Weapon Focus (spiked chain), 
  Weapon Specialization (spiked chain). 
   
  Possessions: +2 chain shirt, +1 spiked chain 
  of shock, +1 gal-ralan, amulet of natural armor 
  +1, potion of displacement, shortbow, 20 arrows. 
   
  Hide in Plain Sight (Su): As long as they 
  are not illuminated by natural daylight, the 
  daylight spell, or a similar magical light, shadar-
  kai can hide themselves from view in the open 
  while observed without anything to hide behind. 
   
  Shadow Curse (Su): Whenever a Shadar-
  Kai 
  is 
  stunned, 
  dazed, 
  staggered 
  or 
  unconscious, it must make a Will save DC 15, or 
  lose a part of its soul to the Plane of Shadow 
  (gain a negative level).  
  Stabby: Shadar-kai Rog5/Asn4; CR 10; Medium 
  fey (extraplanar); HD 12d6+12; hp 66; Init +5; 
  Spd 30 ft.; AC 21, touch 16, flat-footed 16 (+5 
  Dex, +5 studded leather, +1 ring of protection); 
  Base Atk/Grp +7/+9; Atk +10 melee* (2d4+4/x2 
  plus poison, spiked chain) or +12 ranged 
  (1d6/x3, shortbow); Full Atk +10/+5 melee* 
  (2d4+4/x2 plus poison, spiked chain) or +12/+7 
  ranged (1d6/x3, shortbow); Space/Reach 5 ft./5 
  ft. (10 ft with spiked chain); SA death attack, 
  evasion, poison use, sneak attack +6d6, 
  trapfinding, trap sense +1, uncanny dodge; SQ 
  Hide in plain sight, shadow curse, superior low-
  light vision; AL NE; SV Fort +6, Ref +17, Will +7 
  (+4 vs. any save involving death effects or 
  energy drain, +1 vs. traps, +2 vs. poison); Str 
  14, Dex 20, Con 12, Int 11, Wis 10, Cha 9. 
   
  *+2 to attack and +2d6 to damage when 
  striking a human target. 
   
  Skills and Feats: Disguise +3, Hide +20 (in 
  shadowy conditions +30), Jump +7, Listen +13, 
  Move Silently +20, Search +11, Spot +13, 
  Survival +6 (+8 following tracks), Tumble +15; 
  Close-Quarters Fighting, Combat Reflexes, Deft 
  Opportunist, Exotic Weapon Proficiency (spiked 
  chain), Staggering Strike, Weapon Finesse. 
   
  Possessions: 
  +2 
  studded 
  leather, 
  +1 
  human-bane spiked chain, +2 gal-ralan, potion 
  of displacement, ring of protection +1, vial of 
  purple worm poison (1 dose), shortbow, 20 
  arrows. 
   
  Assassin Spells Known (3/1; save DC 11 + 
  spell level): 1st – critical strike, obscuring mist, 
  true strike; 2nd – cat’s grace, fire shuriken, 
  invisibility (swift). 
   
   
  Poison: The spiked chain is coated with 
  purple worm poison (Fort DC 24; 1d6 Str/2d6 
  Str). The poison is only delivered on the first 
  successful hit. 
   
  Hide in Plain Sight (Su): As long as they 
  are not illuminated by natural daylight, the 
  daylight spell, or a similar magical light, shadar-
  kai can hide themselves from view in the open 
  while observed without anything to hide behind. 
   
  Shadow Curse (Su): Whenever a Shadar-
  Kai 
  is 
  stunned, 
  dazed, 
  staggered 
  or 
  unconscious, it must make a Will save DC 15, or 
  lose a part of its soul to the Plane of Shadow 
  (gain a negative level).  
  Boomer: Shadar-kai Sor12; CR 11; Medium fey 
  (extraplanar); HD 3d6+12d4; hp 50; Init +5; Spd 
  30 ft.; AC 17, touch 17, flat-footed 12 (+5 Dex, 
  +2 deflection); Base Atk/Grp +7/+7; Atk +7 
  melee (2d4/x2, spiked chain) or +12 ranged 
  (1d6/x3, shortbow); Full Atk +7/+2 melee 
  (2d4/x2, spiked chain) or +12/+7 ranged 
  (1d6/x3, shortbow); Space/Reach 5 ft./5 ft. (10 ft 
  with spiked chain); SA sneak attack +1d6, 
  summon familiar; SQ Hide in plain sight, shadow 
  
  BIS5-02 Occupation 
   
  Page 28 
  curse, superior low-light vision; AL NE; SV Fort 
  +10, Ref +17, Will +15(+6 vs. death or energy 
  drain effects); Str 10, Dex 20, Con 11, Int 10, 
  Wis 9, Cha 21. 
   
  Skills and Feats: Concentration +13, Hide 
  +11 (in shadowy conditions +21), Knowledge 
  (arcana) +5, Listen +7, Move Silently +11, 
  Search +6, Spellcraft +6, Spot +7, Survival +5 
  (+7 
  following 
  tracks); 
  Alertness, 
  Combat 
  Casting, Energy Substitution (cold), Exotic 
  Weapon Proficiency (spiked chain), Extend 
  Spell, Greater Spell Focus (evocation) Spell 
  Focus (evocation), Weapon Finesse. 
   
  Possessions: shortbow, 20 arrows, spiked 
  chain, 750 gp of diamond dust, +4 gal-ralan, 
  gloves of dexterity +4, cloak of charisma +4, ring 
  of protection +2, potion of barkskin +4. 
  Sorcerer Spells Known: (6/8/7/7/7/6/3, DC 15 + 
  spell level, +2 if evocation): 0th – acid splash, 
  daze, 
  detect 
  magic, 
  light, 
  mage 
  hand, 
  prestidigitation, 
  ray 
  of 
  frost, 
  read 
  magic, 
  resistance; 1st – shield, enlarge person, mage 
  armor, magic missile, true strike; 2nd – bear’s 
  endurance, invisibility, ray of enfeeblement, 
  scorching ray, web; 3rd – dispel 
  magic, 
  displacement, lightning bolt, fly; 4th – dimension 
  door, Evard’s black tentacles, fire shield; 5th – 
  cone of cold, teleport; 6th – chain lightning. 
   
  Familiar – Toad. As per Monster Manual p. 
  282, but also with deliver touch spells, improved 
  evasion, share spells, empathic link, speak with 
  master and toads, SR 17. 
   
  Hide in Plain Sight (Su): As long as they 
  are not illuminated by natural daylight, the 
  daylight spell, or a similar magical light, shadar-
  kai can hide themselves from view in the open 
  while observed without anything to hide behind. 
   
  Shadow Curse (Su): Whenever a Shadar-
  Kai 
  is 
  stunned, 
  dazed, 
  staggered 
  or 
  unconscious, it must make a Will save DC 15, or 
  lose a part of its soul to the Plane of Shadow 
  (gain a negative level).  
  Encounter Four – Room H 
   
   
  Nikal the Black: CR 13; Male human Cleric of 
  Nerull 5/Divine Oracle 8: Medium Humanoid; HD 
  5d8 + 8d6; hp 66; Init +1; Spd 20 ft.; AC 21, 
  Touch 11, Flat-Footed 21 (+10 armor, +1 Dex);  
  Base Atk/Grp: +7/+7; Atk +8 melee (2d4+1/crit 
  x4, +1 scythe); Full Atk +8 melee (2d4+1/crit x4, 
  +1 scythe) and +3 melee (2d4+1/crit x4, +1 
  scythe); SA spells; SQ DR 3(adamantine armor), 
  Aura of Evil(Ex), Death Touch (Su), Uncanny 
  Dodge(Ex), Improved Uncanny Dodge(Ex), Trap 
  Sense(Ex) +3,  Spontaneous Casting, Rebuke 
  Undead(Su), Scry Bonus(Su) +1, Prescient 
  Sense(Ex), Divination Enhancement (Ex); AL 
  NE; SV Fort +8, Ref +6, Will +18; Str 11, Dex 
  12, Con 10, Int 10, Wis 22, Cha 14. 
   
  Skills 
  and 
  Feats: 
  Concentration 
  +16, 
  Knowledge (religion) +19, Spellcraft +16; Extra 
  Turning, Martial Weapon Proficiency (scythe), 
  Skill 
  Focus 
  (Knowledge 
  (religion)), 
  Divine 
  Metamagic (Quicken Spell), Fell Drain, Profane 
  Lifeleech. 
   
  Possessions: Adamantine full plate +2, 
  Scythe +1, Vest of Resistance +2, Periapt of 
  Wisdom +2, Cloak of Charisma +2 
   
  Cleric 
  Spells 
  Memorized: 
  (6/7+1/7+1/5+1/5+1/4+1/3+1/1+1; base DC=16 
  + Spell Level): 0th- Detect Magic, Detect Poison, 
  Guidance, Read Magic, Resistance, Virtue; 1st- 
  Bane, Cause Fear, Curse Water, Deathwatch, 
  Detect Undead, Obscuring Mist, Shield of Faith, 
   Protection from Good*; 2nd- Blade of Pain and 
  Fear, Bull's Strength, Darkness, Desecrate, 
  Shatter, Sound Burst, Spiritual Weapon, Death 
  Knell*; 3rd- Bestow Curse, Dispel Magic, 
  Invisibility Purge, Magic Vestment, Speak with 
  Dead, Animate Dead*; 4th- Sound Burst (Fell 
  Drain), Death Ward, Divine Power, Freedom of 
  Movement, Poison, Unholy Blight*; 5th- Flame 
  Strike, Righteous Might, Spell Resistance, 
  Unhallow, Slay Living*; 6th- Blade Barrier, 
  Dispel Magic(Greater), Harm, Create Undead*; 
  7th- Destruction, Blasphemy* 
   
  *Domain Spell. Domains: Evil (evil spells are 
  cast at +1 caster level), Death (You may use 
  death touch once per day.  Death touch is a 
  supernatural ability that produces a death effect. 
   You must succeed on a melee touch attack 
  against a living creature (using the rules for 
  touch spells).  When you touch, roll 1d6 per 
  cleric level you possess.  If the total at least 
  equals the creature’s current hit points, it dies 
  (no save)). 
   
  Rebuke Undead (Su): Rebuke 5 times per 
  day. Check 1d20+4, damage 2d6+7 
   
  Prescient Sense (Ex): If Nikal makes a 
  successful Reflex saving throw against an attack 
  that 
  normally 
  inflicts 
  half 
  damage 
  on 
  a 
  successful save, he instead suffers no damage. 
   
  
  BIS5-02 Occupation 
   
  Page 29 
  Appendix Six – APL 12 
  Encounter Four – Room F 
  Trippy: Male Shadar-kai Ftr8/EWM2; CR 11; 
  Medium fey (extraplanar); HD 3d6+10d10+26; 
  hp 105; Init +3; Spd 30 ft.; AC 19, touch 13, flat-
  footed 16 (+3 Dex, +6 chain shirt); Base Atk/Grp 
  +11/+14; Atk +18 melee (2d4+6/x2, spiked 
  chain) or +14 ranged (1d6/x3, shortbow); Full 
  Atk +16/+11/+6/+16 melee* (2d4+6/x2, spiked 
  chain) or +12/+7 ranged (1d6/x3, shortbow); 
  Space/Reach 5 ft./5 ft. (10 ft with spiked chain); 
  SA exotic reach, flurry of strikes, sneak attack 
  +1d6; SQ Hide in plain sight, shadow curse, 
  superior low-light vision; AL NE; SV Fort +14, 
  Ref +10, Will +7 (+3 vs any save involving death 
  effects or energy drain); Str 18, Dex 16, Con 14, 
  Int 14, Wis 10, Cha 9. 
   
  *+2 on attacks and +2d6 on damage when 
  attacking a human foe. The full attack block 
  uses the Flurry of Strikes ability described 
  below. 
   
  Skills and Feats: Craft (weaponsmithing) +5, 
  Hide 
  +14 
  (in 
  shadowy 
  conditions 
  +24), 
  Intimidate +11, Listen +8, Move Silently +14, 
  Search +8, Spot +8, Survival +6 (+8 following 
  tracks); Combat Expertise, Combat Reflexes, 
  Deft Opportunist, Exotic Weapon Proficiency 
  (spiked chain), Greater Weapon Focus (spiked 
  chain) 
  Improved 
  Disarm, 
  Improved 
  Trip, 
  Staggering Strike, Weapon Finesse, Weapon 
  Focus (spiked chain), Weapon Specialization 
  (spiked chain). 
   
  Possessions: +2 chain shirt, +1 human-bane 
  spiked chain, +2 gal-ralan, gauntlets of ogre 
  power, 
  amulet 
  of 
  health 
  +2, 
  potion 
  of 
  displacement, shortbow, 20 arrows. 
   
  Exotic Reach (Ex): When wielding a spiked 
  chain, the character may make an attack of 
  opportunity against a foe that provokes such an 
  attack even if the foe has cover (but not total 
  cover). 
   
  Flurry of Strikes (Ex): The character can 
  elect to take a use a full attack action to make a 
  flurry of strikes. When doing so, he may make 
  one extra attack in the round at his full base 
  attack bonus, but this attack takes a –2 penalty, 
  as does any attack made in that round and until 
  the exotic weapon master’s next turn. 
   
  Hide in Plain Sight (Su): As long as they 
  are not illuminated by natural daylight, the 
  daylight spell, or a similar magical light, shadar-
  kai can hide themselves from view in the open 
  while observed without anything to hide behind. 
   
  Shadow Curse (Su): Whenever a Shadar-
  Kai 
  is 
  stunned, 
  dazed, 
  staggered 
  or 
  unconscious, it must make a Will save DC 15, or 
  lose a part of its soul to the Plane of Shadow 
  (gain a negative level).  
  Stabby: Shadar-kai Rog5/Asn6; CR 10; Medium 
  fey (extraplanar); HD 14d6+28; hp 80; Init +5; 
  Spd 30 ft.; AC 22, touch 17, flat-footed 17 (+5 
  Dex, +5 studded leather, +2 ring of protection); 
  Base Atk/Grp +8/+10; Atk +11 melee* (2d4+4/x2 
  plus poison, spiked chain) or +13 ranged 
  (1d6/x3, shortbow); Full Atk +11/+6 melee* 
  (2d4+4/x2 plus poison, spiked chain) or +13/+8 
  ranged (1d6/x3, shortbow); Space/Reach 5 ft./5 
  ft. (10 ft with spiked chain); SA death attack, 
  evasion, improved uncanny dodge, poison use, 
  sneak attack +7d6, trapfinding, trap sense +1, 
  uncanny dodge; SQ Hide in plain sight, shadow 
  curse, superior low-light vision; AL NE; SV Fort 
  +5, Ref +16, Will +6 (+2 vs. any save involving 
  death effects or energy drain, +1 vs. traps, +3 
  vs. poison); Str 14, Dex 20, Con 12, Int 11, Wis 
  10, Cha 9. 
   
  *+2 to attack and +2d6 to damage when 
  striking a human target. 
   
  Skills and Feats: Disguise +3, Hide +27 (in 
  shadowy conditions +37), Jump +7, Listen +15, 
  Move Silently +22, Search +11, Spot +15, 
  Survival +6 (+8 following tracks), Tumble +15; 
  Close-Quarters Fighting, Combat Reflexes, Deft 
  Opportunist, Exotic Weapon Proficiency (spiked 
  chain), Staggering Strike, Weapon Finesse. 
   
  Possessions: shortbow, 20 arrows, +2 
  studded leather of shadow, +2 gal-ralan, ring of 
  protection +2, amulet of health +2, potion of 
  displacement, vial of purple worm poison (1 
  dose). 
   
  Assassin Spells Known (3/3/1; save DC 11 
  + spell level): 1st – critical strike, obscuring mist, 
  true strike; 2nd – cat’s grace, fire shuriken, 
  invisibility (swift); 3rd – deeper darkness, false 
  life, magic circle against good. 
   
  Poison (Ex): The spiked chain is coated with 
  purple worm poison (Fort DC 24; 1d6 Str/2d6 
  Str). The poison is only delivered on the first 
  successful hit. 
  
  BIS5-02 Occupation 
   
  Page 30 
   
  Hide in Plain Sight (Su): As long as they 
  are not illuminated by natural daylight, the 
  daylight spell, or a similar magical light, shadar-
  kai can hide themselves from view in the open 
  while observed without anything to hide behind. 
   
  Shadow Curse (Su): Whenever a Shadar-
  Kai 
  is 
  stunned, 
  dazed, 
  staggered 
  or 
  unconscious, it must make a Will save DC 15, or 
  lose a part of its soul to the Plane of Shadow 
  (gain a negative level).  
  Boomer: Shadar-kai Sor14; CR 13; Medium fey 
  (extraplanar); HD 3d6+14d4; hp 54; Init +5; Spd 
  30 ft.; AC 18, touch 18, flat-footed 13 (+5 Dex, 
  +3 deflection); Base Atk/Grp +8/+8; Atk +8 
  melee (2d4/x2, spiked chain) or +13 ranged 
  (1d6/x3, shortbow); Full Atk +8/+3 melee 
  (2d4/x2, spiked chain) or +13/+8 ranged 
  (1d6/x3, shortbow); Space/Reach 5 ft./5 ft. (10 ft 
  with spiked chain); SA sneak attack +1d6, 
  summon familiar; SQ Hide in plain sight, shadow 
  curse, superior low-light vision; AL NE; SV Fort 
  +10, Ref +17, Will +16(+7 vs. death or energy 
  drain effects); Str 10, Dex 20, Con 11, Int 10, 
  Wis 9, Cha 22. 
   
  Skills and Feats: Concentration +13, Hide 
  +11 (in shadowy conditions +21), Knowledge 
  (arcana) +5, Listen +7, Move Silently +11, 
  Search +6, Spellcraft +6, Spot +7, Survival +5 
  (+7 
  following 
  tracks); 
  Alertness, 
  Combat 
  Casting, Energy Substitution (cold), Exotic 
  Weapon Proficiency (spiked chain), Extend 
  Spell, Greater Spell Focus (evocation) Spell 
  Focus (evocation), Sudden Maximize, Weapon 
  Finesse. 
   
  Possessions: shortbow, 20 arrows, spiked 
  chain, 750 gp of diamond dust, +5 gal-ralan, 
  gloves of dexterity +4, cloak of charisma +4, ring 
  of protection +3, potion of barkskin +4. 
  Sorcerer Spells Known: (6/8/8/7/7/7/6/3, DC 16 
  + spell level, +2 if evocation): 0th – acid splash, 
  daze, 
  detect 
  magic, 
  light, 
  mage 
  hand, 
  prestidigitation, 
  ray 
  of 
  frost, 
  read 
  magic, 
  resistance; 1st – shield, enlarge person, mage 
  armor, magic missile, true strike; 2nd – bear’s 
  endurance, invisibility, ray of enfeeblement, 
  scorching ray, web; 3rd – dispel 
  magic, 
  displacement, lightning bolt, fly; 4th – dimension 
  door, Evard’s black tentacles, fire shield, 
  stoneskin; 5th – baleful polymorph, cone of cold, 
  teleport; 6th – chain lightning, disintegrate; 7th – 
  energy ebb. 
   
  Familiar – Toad. As per Monster Manual p. 
  282, but also with deliver touch spells, improved 
  evasion, share spells, empathic link, speak with 
  master and toads, SR 17, scry from familiar. 
   
  Hide in Plain Sight (Su): As long as they 
  are not illuminated by natural daylight, the 
  daylight spell, or a similar magical light, shadar-
  kai can hide themselves from view in the open 
  while observed without anything to hide behind. 
   
  Shadow Curse (Su): Whenever a Shadar-
  Kai 
  is 
  stunned, 
  dazed, 
  staggered 
  or 
  unconscious, it must make a Will save DC 15, or 
  lose a part of its soul to the Plane of Shadow 
  (gain a negative level).  
  Encounter Four – Room H 
   
   
  Nikal the Black: CR 15; Male human Cleric of 
  Nerull 5/Divine Oracle 10: Medium Humanoid; 
  HD 5d8 + 10d6; hp 75; Init +1; Spd 20 ft.; AC 23, 
  Touch 11, Flat-Footed 23 (+12 armor, +1 Dex);  
  Base Atk/Grp: +8/+8; Atk +9 melee (2d4+1/crit 
  x4, +1 scythe); Full Atk +9 melee (2d4+1/crit x4, 
  +1 scythe) and +4 melee (2d4+1/crit x4, +1 
  scythe); SA spells; SQ DR 3(adamantine armor), 
  Aura of Evil(Ex), Death Touch (Su), Uncanny 
  Dodge(Ex), Improved Uncanny Dodge(Ex), Trap 
  Sense(Ex) +3,  Spontaneous Casting, Rebuke 
  Undead(Su), Scry Bonus(Su) +1, Prescient 
  Sense(Ex), 
  Divination 
  Enhancement 
  (Ex), 
  Immune to Surprise(Ex); AL NE; SV Fort +9, Ref 
  +7, Will +20; Str 11, Dex 12, Con 10, Int 10, Wis 
  24, Cha 14. 
   
  Skills 
  and 
  Feats: 
  Concentration 
  +18, 
  Knowledge (religion) +21, Spellcraft +18; Extra 
  Turning, Martial Weapon Proficiency (scythe), 
  Skill Focus (Knowledge (religion)), Quicken 
  Turning, Divine Metamagic (Quicken Spell), Fell 
  Drain, Profane Lifeleech. 
   
  Possessions: Adamantine full plate +4, 
  Scythe +1, Vest of Resistance +2, Periapt of 
  Wisdom +4, Cloak of Charisma +2 
   
  Cleric 
  Spells 
  Memorized: 
  (6/7+1/7+1/7+1/5+1/5+1/4+1/3+1/1+1; 
  base 
  DC=17 + Spell Level): 0th- Detect Magic, Detect 
  Poison, Guidance, Read Magic, Resistance, 
  Virtue; 1st- Bane, Cause Fear, Curse Water, 
  Deathwatch, Detect Undead, Obscuring Mist, 
  Shield of Faith, Protection from Good*; 2nd- 
  Blade of Pain and Fear, Bull's Strength, 
  Darkness, Desecrate, Shatter, Sound Burst, 
  Spiritual Weapon, Death Knell*; 3rd- Bestow 
  Curse, Contagion, Deeper Darkness, Dispel 
  Magic, Invisibility Purge, Magic Vestment, Speak 
  with Dead, Animate Dead*; 4th- Sound Burst 
  
  BIS5-02 Occupation 
   
  Page 31 
  (Fell 
  Drain), 
  Death 
  Ward, 
  Divine 
  Power, 
  Freedom of Movement, Poison, Unholy Blight*; 
  5th- Flame Strike, Insect Plague, Righteous 
  Might, Spell Resistance, Unhallow, Slay Living*; 
  6th- 
  Antilife 
  Shell, 
  Blade 
  Barrier, 
  Dispel 
  Magic(Greater), Harm, Create Undead*; 7th- 
  Destruction, 
  Repulsion, 
  Scrying(Greater), 
  Blasphemy*; 8th- Veil of Undeath, Unholy Aura* 
   
  *Domain Spell. Domains: Evil (evil spells are 
  cast at +1 caster level), Death (You may use 
  death touch once per day.  Death touch is a 
  supernatural ability that produces a death effect. 
   You must succeed on a melee touch attack 
  against a living creature (using the rules for 
  touch spells).  When you touch, roll 1d6 per 
  cleric level you possess.  If the total at least 
  equals the creature’s current hit points, it dies 
  (no save)). 
   
  Rebuke Undead (Su): Rebuke 9 times per 
  day. Check 1d20+4, damage 2d6+7 
   
  Prescient Sense (Ex): If Nikal makes a 
  successful Reflex saving throw against an attack 
  that 
  normally 
  inflicts 
  half 
  damage 
  on 
  a 
  successful save, he instead suffers no damage. 
   
  Immune to Surprise (Ex): Nikal can always 
  take a standard action during a surprise round, 
  unless he is physically restrained from doing so.
  
  BIS5-02 Occupation 
   
  Page 32 
  Appendix Seven- New Items
  New Items 
  Brittlebone 
  Source: Libris Mortis p. 73 
  This unguent must be spread over a set bones before animation as a skeleton.  The ointment reduces the 
  skeleton's natural armor by 2 points (to a minimum of 0), but when the skeleton is destroyed, its bones 
  splinter and fly apart, sending shards in all directions.  Any creature within the skeleton's reach takes 1 
  point of piercing damage per HD of the skeleton (Reflex DC 15 half; minimum 1 point). 
   Spreading brittlebone over a creature's bones requires a full-round action. A single flask of the substance 
  is sufficient for a single creature of Medium size or smaller.  A Large creature requires two flasks, a Huge 
  creature four flasks, a Gargantuan creature eight flasks, and a Colossal creature sixteen flasks. 
  Cost: 30gp; Weight: 8 oz.; Craft DC: DC 20 (alchemy) 
   
  Embalming Fire 
  Source: Libris Mortis p. 73 
  This bitter-smelling liquid must be poured over a corpse and allowed to soak for at least 1 minute before 
  the corpse is animated as a zombie.  Once animated, if the zombie takes even a single point of damage, 
  it bursts into blue flame for 1 minute.  This fire does no damage to the zombie, but its attacks during that 
  time deal an additional 1d6 points of fire damage. 
       Spreading embalming fire over a creature's body requires a full-round action.  A single flask of the 
  substance is sufficient for a single creature of Medium size or smaller.  A Large creature requires two 
  flasks, a Huge creature four flasks, a Gargantuan creature eight flasks, and a Colossal creature sixteen 
  flasks. 
    Cost: 20gp; Weight: 8 oz.; Craft DC: DC 20 (alchemy) 
  
  BIS5-02 Occupation 
   
  Page 33 
  Appendix Eight - New Feats 
   
  Close Quarters Fighting 
  Source: Complete Warrior p. 97 
  You are skilled at fighting at close range and resisting grapple attempts 
   
  Prerequisites: Base attack bonus +3 
   
  Benefit: You can an attack of opportunity whenever an enemy attempts to grapple you, even if the 
  enemy has a feat or special ability that you normally bypass the attack.  If you deal damage with this 
  attack, the enemy fails to start the grapple unless it has the Improved Grapple feat or a special ability 
  such as improved grab.  If the enemy has such an ability, you may add the damage you deal as a bonus 
  on your opposed check to resist being grappled.  This feat does not give you extra attacks of opportunity 
  during a round or allow you to make an attack of opportunity when you would be denied one for being 
  surprised, helpless or in a similar situation 
  For example, an ogre attempts to grapple Tordek. Tordek gains an attack of opportunity, hits and cause 
  damage.  Since the ogre does not have any sort of grappling special ability or feat, it fails to start a 
  grapple.  Then an ankheg – a creature with the improved grab special ability – attempts to grapple 
  Tordek.  He takes an attack of opportunity, hits, and deals 10 points of damage to the creature.  Tordek 
  then adds +10 to his opposed check to resist being grappled. 
   
  Normal: Creatures with Improved Grapple, improved grab, or similar feats or special abilities do not 
  provoke attacks of opportunity when they attempt to start a grapple 
   
  Special: A fighter may select Close-Quarters Fighting as one of his fighter bonus feats. 
   
  Deft Opportunist 
  Source: Complete Adventurer p. 106 
  You are prepared for the unexpected 
   
  Prerequisites: Dex 15, Combat Reflexes 
   
  Benefit: You get a +4 bonus on attack rolls when making attacks of opportunity 
   
  Divine Metamagic [Divine] 
  Source: Complete Divine, p. 80 
  You can channel energy into some of your divine spells to make them more powerful. 
   
  Prerequisites: Ability to turn undead or rebuke undead 
   
  Benefit:  When you take this feat, choose a metamagic feat that you already have.  The feat applies 
  only to that metamagic feat.  As a free action, you can take energy from turning or rebuking undead and 
  use it to apply a metamagic feat to spells that you know.  You must spend one turn or rebuke attempt, 
  plus an addition attempt for each level increase in the metamagic feat you’re using.  For example, Jozan 
  the cleric could sacrifice three turn attempts to empower a holy smite he’s casting.  Because you’re using 
  positive or negative energy to augment your spells, the spell slot for the spell doesn’t change. 
   
  Fell Drain [Metamagic] 
  Source: Libris Mortis p. 26 
  
  BIS5-02 Occupation 
   
  Page 34 
  Living foes damaged by your spell also gain a negative level. 
   
  Benefit: You can alter a spell that deals damage to foes so that any living creature that is dealt 
  damage also gains a negative level. If the subject has at least as many negative levels as Hit Dice, it dies. 
  Assuming the subject survives, the negative level disappears (without requiring a Fortitude save) after a 
  number of hours equal to your caster level (maximum 15). A fell draining spell uses up a spell slot two 
  levels higher than the spell's actual level. 
   
  Improved Toughness 
  Source: Libris Mortis p. 27 
  You are significantly tougher than normal 
   
  Prerequisites:  Base Fortitude save bonus +2 
   
  Benefit: You gain a number of hit points equal to your current Hit Dice.  Each time you gain a Hit Die 
  (such as by gaining a level), you gain 1 additional hit point.  If you lose a Hit Die (such as by losing a 
  level), you lose 1 hit point permanently 
   
  Profane Lifeleech [Divine] 
  Source: Libris Mortis p. 29. 
  You can channel negative energy to draw the life force from nearby living creatures. 
   
  Prerequisite: Ability to rebuke undead. 
   
  Benefit: As a standard action, you can spend two of your rebuke attempts to deal 1d6 points of 
  damage to all living creatures within a 30-foot burst. This effect can't reduce any creature's current hit 
  points to less than 0. You are healed of an amount of damage equal to the total amount of hit points that 
  you drain from affected creatures, but this healing does not allow you to exceed your full normal hit point 
  total. 
  Special: This feat deals no damage to constructs or undead. 
   
  Quicken Turning [Divine] 
  Source: Complete Divine, p. 84 
  You can turn or rebuke undead with a moment’s thought 
   
  Prerequisites: Ability to turn undead or rebuke undead 
   
  Benefit: You can turn or rebuke undead as a free action.  You may still make only one turning 
  attempt per round. 
   
  Staggering Strike 
  Source: Complete Adventurer p. 112 
  You can deliver a wound that hampers an opponent’s movement 
   
  Prerequisites: Base attack bonus +6, sneak attack 
   
  Benefits: If you deal damage with a melee sneak attack, you can also deliver a wound that limits 
  your foe’s mobility. For 1 round (or until the target is the beneficiary of a DC 15 Heal check or any magical 
  healing that restores at least 1 hit point, whichever comes first), your target is treated as if it were 
  staggered, even if its nonlethal damage doesn’t exactly equal its current hit point. A target can resist this 
  
  BIS5-02 Occupation 
   
  Page 35 
  effect by making a successful Fortitude save (DC equal to damage dealt). Multiple staggering strikes on 
  the same creature do not stack. This feat has no effect on creatures not subject to sneak attack damage.
  
  BIS5-02 Occupation 
   
  Page 36 
  Appendix Nine – New Spells 
  Blade of Pain and Fear 
  Source: Libris Mortis p. 63 
  Evocation 
  Level: Assassin 2, blackguard 1, cleric 2, Deathbound 2, sorcerer/wizard 2 
  Components: V,S,DF 
  Casting Time: 1 standard action 
  Range: 0 ft. 
  Effect: Swordlike column of gnashing teeth 
  Duration: 1 min./level (D) 
  Saving Throw: Will partial 
  Spell Resistance: Yes 
  A 3-foot-long column of disembodied gnashing teeth springs forth from your hand, screaming and 
  chanting with unholy vigor. You make melee touch attacks with this blade of pain and fear. The blade 
  deals 1d6 points of damage +1 point per two caster levels (maximum +10). Your strength modifier does 
  not apply to the damage. A creature that you successfully deal damage to must also make a saving throw 
  or become frightened. 
   
  Critical Strike 
  Source: Complete Adventurer p. 145 
  Divination 
  Level: Assassin 1, sorcerer/wizard 1 
  Components: V 
  Casting Time: 1 swift action 
  Range: Personal 
  Target: You 
  Duration: 1 round 
  While this spell is in effect, your melee attacks are more likely to strike a foe’s vital areas.  Whenever you 
  make a melee attacks against a flanked for or against a foe denied its Dexterity bonus, you deal an extra 
  1d6 points of damage, your weapon’s threat range is doubled (as if under the effect of keen edge), and 
  you gain a +4 insight bonus on rolls made to confirm critical hits.  The increased threat range granted by 
  this spell doesn’t stack with any other effect that increases your weapon’s threat range.  Creatures 
  immune to sneak attacks are immune to the extra damage dealt by your attacks. 
   
  Energy Ebb 
  Source: Libris Mortis p. 64 
  Necromancy [Evil] 
  Level: Cleric 7, sorcerer/wizard 7 
  Duration: 1 round / level 
  
  BIS5-02 Occupation 
   
  Page 37 
  Saving Throw: Fortitude negates; see text 
  This spell functions like enervation (see page 226 of Player’s Handbook), except the creature struck gains 
  negative levels over an extended period. 
  You point your finger and utter the incantation, releasing a black needle of crackling negative energy that 
  suppresses the life force of any living creature it strikes.  You must make a ranged touch attack to hit.  If 
  the attack succeeds, the subject initially gains one negative level, then continues to gain another negative 
  level each round thereafter as her life force slowly bleeds away.  The drain can only be stopped by a 
  successful Heal check (DC 23) or the application of a heal, restoration, or greater restoration spell.   
  If the black needle strikes an undead creature, that creature gains 4d4x5 temporary hit points that last for 
  up to 1 hour.  
   
  Fire Shuriken 
  Source: Complete Arcane, p. 107 
  Evocation [Fire] 
  Level: Assassin 2, wu jen 2 (fire) 
  Components: V,S,M 
  Casting Time: 1 standard action 
  Range: 0 ft. 
  Effect:  One magical shuriken / 3 levels 
  Duration: Instantaneous 
  Saving Throw: None 
  Spell Resistance: Yes 
  This spell creates shuriken formed of magic fire that you can throw as a normal ranged attack at any 
  target within range.  You are automatically considered proficient with the fire shuriken, which have a 
  range increment of 10 feet, threaten a critical hit on a roll of 19-20, and deal 3d6 points of fire damage on 
  a successful hit (though you and your possessions take no damage as the shuriken are thrown).  Any 
  additional damage dealt by the fire shuriken (including Strength and sneak attack bonuses) is also fire 
  damage.  The shuriken disappear when they hit, so they cannot get fire to combustibles or damage 
  objects.   
  You can create one fire shuriken per three caster levels, up to a maximum of six at 18th level 
  Material Component: A shuriken coated with pine sap and sulfur 
   
  Invisibility, Swift 
  Source: Complete Adventurer, p. 153 
  Illusion (Glamer) 
  Level:  Assassin 2, bard 2 
  Components: V 
  Casting Time: 1 swift action 
  Range: Personal 
  Target: You 
  Duration: 1 round 
  
  BIS5-02 Occupation 
   
  Page 38 
  This spell functions like invisibility (see page 245 of the Player’s Handbook), except as noted above. 
   
  Veil of Undeath 
  Source: Libris Mortis p. 72 
  Necromancy [Evil] 
  Level: Cleric 8, sorcerer/wizard 8 
  Components: V,S,M 
  Casting Time: 1 standard action 
  Range: Personal 
  Target: You 
  Duration: 10 min./level 
  You gain many of the traits common to undead creatures. While the spell lasts, you have immunity to 
  mind-affecting spells and abilities, poison, sleep, paralysis, stunning, disease, death, extra damage from 
  critical hits, nonlethal damage, death from massive damage, ability drain, energy drain, fatigue, 
  exhaustion, damage to physical ability scores, and any effect requiring a Fortitude save, unless it is 
  harmless or affects objects. You need not breathe, eat, or sleep. 
  For the duration of the spell, your Con becomes -. You lose any bonus hit points gained from having a 
  Con bonus (this can't reduce hit points to fewer than 1 per HD). If your Con modifier is normally a penalty, 
  you don't gain any hit points by casting this spell.  
  Like an undead creature, you are damaged by cure spells and healed by inflict spells. 
  You don't actually gain the undead type by casting this spell. 
  Material Component: A black sapphire worth 1,000 gp 
   
  
  BIS5-02 Occupation 
   
  Page 39 
  Appendix Ten – New Monsters 
  Please note that all Libris Mortis monsters have had the errata updates applied to them. 
  BLASPHEME  
  Source: Libris Mortis, p. 85 
  Medium Undead 
  Hit Dice: 18d12+30 (147 hp) 
  Initiative: +1 
  Speed: 40 ft. (8 squares) 
  Armor Class: 20 (+1 Dex, +9 natural), touch 11, flat-footed 19 
  Base Attack/Grapple: +9/+18 
  Attack: Bite +18 melee (1d8+13 plus blasphemous contact) 
  Full Attack: Bite +18 melee (1d8+13 plus blasphemous contact) 
  Space/Reach: 5 ft./5 ft. 
  Special Attacks: Blasphemous contact, erratic charge 
  Special Qualities: Darkvision 60 ft., damage reduction 5/slash, immunity to cold, inescapable craving, 
  undead traits 
  Saves: Fort +6, Ref +7, Will +13 
  Abilities: Str 28, Dex 12, Con -, Int 5, Wis 15, Cha 10 
  Skills: Listen +10, Spot+10, Survival +7 
  Feats: Improved Natural Attack (bite), Improved Toughness%, Toughness (4), Track 
  Environment: Cold plains or cold hills 
  Organization: Solitary or pair 
  Challenge Rating: 9 
  Treasure: None 
  Alignment: Always neutral evil 
  Advancement: 19-36 HD (Medium) 
  Level Adjustment: - 
  % New feat described on page 27. 
    Appearing similar to a corpse that has been dug up and surgically modified, this creature stands nearly 7 
  feat tall, but is extraordinarily thin.  Its arms are extra long, hanging nearly to mid-calf.  Its head is wide 
  and wedge-shaped, with a split mouth that opens wider than that of a normal humanoid.  Its teeth glitter 
  like shards of black, steaming ice. 
    Crafted in bygone days by power-mad wizards searching to create the perfect undead guardians, 
  blasphemes still roam forgotten areas, seeking to destroy nonevil creatures with their blasphemous bite.  
  They are most likely to be encountered near ruins of ancient cities where magic was valued more highly 
  than personal liberty or morals.  If the secret of creating or calling a blaspheme into the world still exists, it 
  is buried in just such a location. 
  
  BIS5-02 Occupation 
   
  Page 40 
    Each blaspheme is created with parts from multiple ancient corpses, with teeth specially harvested from 
  sacrifices to evil powers.  However, blasphemes are not hulking, slow-moving constructs; rather, they are 
  lithe and deadly, aware of their surroundings and capable of directing their own actions. 
    Blasphemes stand just under 7 feet tall and weight about 190 pounds. 
    Blasphemes speak Common. 
  Combat 
    A blaspheme resonates with evil power, the focus of which is concentrated in its teeth.  Thus 
  blasphemes charge into combat in almost every situation, attempting to bite their victims as quickly as 
  possible. 
    Blasphemous Contact (Su): Each time a blaspheme bites a nonevil creature, the creature is dazed for 
  1 round and takes 1d6 points of Strength damage.  There is no saving throw against this effect. 
    Erratic charge (Ex): When a blaspheme charges, it can make one turn of up to 90 degrees during its 
  movement.  All other restrictions on charges still apply.  For instance, it cannot pass through a square that 
  blocks or slows movement, or one that contains a creature.  A blaspheme must have line of sight to a 
  targeted opponent at the start of its turn. 
    Inescapable Craving: A blaspheme has an inescapable craving (see the Undead Metabolism section in 
  Chapter 1) for Strength, which it satisfies by using its blasphemous contact ability. 
   
  BLEAKBORNE  
  Source: Libris Mortis p. 86 
  Medium Undead 
  Hit Dice: 8d12 (52 hp) 
  Initiative: +3 
  Speed: 30 ft. (6 squares) 
  Armor Class: 27 (+3 Dec, +14 natural), tough 13, flat-footed 24 
  Base Attack/Grapple: +4/+10 
  Attack: Slam +10 melee (1d6+9 plus 2d6 cold) 
  Full Attack: Slam +10 melee (1d6+9 plus 2d6 cold) 
  Space/Reach: 5 ft./5 ft. 
  Special Attacks: Cold to the touch, create spawn, heat-draining aura 
  Special Qualities: Contingent Healing 10, darkvision 60 ft., diet dependent, fire lover, undead traits, +2 
  turn resistance 
  Saves: Fort +2, Ref+7, Will +8 
  Abilities: Str 22, Dex 16, Con -, Int 14, Wis 14, Cha 15 
  Skills: Diplomacy +6, Hide +11, Intimidate +10, Listen +12, Search +10, Sense Motive +8, Spot +12 
  Survival +2 (+4 following tracks) 
  Feats: Alertness, Combat Reflexes, Lightning Reflexes 
  Environment: any 
  Organization: Solitary 
  Challenge Rating: 7 
  
  BIS5-02 Occupation 
   
  Page 41 
  Treasure: None 
  Alignment: Always neutral evil 
  Advancement: 6-10 HD (Medium) 
  Level Adjustment: - 
    This frigid corpse is so cold that it is frosted with icy crystals.  Sensing the warmth of life, it shambles 
  eagerly toward its victims. Its eyes reflect the vacuum of the void, its touch chills to the bone, and its very 
  presence seems to drain the heat from your pores. 
    When inactive, a bleakborn appears to be nothing but a humanoid corpse, slain either by bitterly cold 
  conditions (or if in a warmer environment, as if by a magical cold attack so potent that the corpse still 
  sparkles with ice crystals).  However, whenever any living creature comes to within 30 feet of an inactive 
  bleakborn, the warmth and life of the interloper revive the undead creature, giving it purpose and an icy 
  semblance of life. 
    Bleakborns are also referred to as Moil zombies in some lesser-known tomes about undead, in 
  supposed reference to the cursed city in which they first arose.  A bleakborn is not marked by direct 
  violence; rather, it looks like a humanoid that has been flash-frozen, with discoloration and some ruptured 
  flesh showing here and there.  A bleakborn stands a little over 6 feet tall and weighs between 150 and 
  230 pounds. 
    Bleakborns speak Common and their own language (called Moilian). 
  Combat 
    A bleakborn actively moves toward living creatures, attempting to keep them within range of its heat-
  draining aura.  If possible, a bleakborn pummels a living creature with its ice-cold limbs, hoping to deprive 
  its victim of all warmth and life. 
    Cold to the Touch (Su): The touch of a bleakborn deals 2d6 points of cold damage. Each 3 points of 
  cold damage dealt heals a bleakborn of 1 point of damage.  If this amount of healing would cause a 
  bleakborn to exceed its full normal hit point total, it gains any excess as temporary hit points.  These 
  temporary hit points last for up to 1 hour. Anyone who hits a bleakborn in melee also takes 1d6 points of 
  cold damage, unless wielding a reach weapon. 
    Contingent Healing: A bleakborn only heals when within range of a living creature that it can affect with 
  its heat-draining aura.  Even if brought to 0 hit points or less, a bleakborn eventually heals if a living 
  creature wanders within 30 feet of the bleakborn's remains, automatically triggering its heat-draining aura. 
   As long as affect creatures are within its heat-draining aura, a bleakborn's _contingent healing_ remains 
  active. 
    A bleakborn does not have immunity to cold.  While a bleakborn doesn't take cold damage from its own 
  abilities, it can take cold damage from another of its kind. 
    Create Spawn (Su): Any humanoid slain by a bleakborn becomes a normal zombie in 1d4 rounds.  
  These spawn are under the command of the bleakborn that created them and remain enslaved until its 
  destruction.  They do not possess any of the abilities that had in life. 
    Sometimes a newly created spawn becomes a bleakborn instead of a mere zombie, though the wiles of 
  the dark gods determine such instances (that is, the DM decides when this occurs). 
    Diet Dependent: Bleakborns are diet dependent upon warmth, which they gain through their heat-
  draining aura, as described below. 
    Fire Lover (Su): A magical fire attack a bleakborn of 1 point of damage for each 3 points of damage the 
  attack would otherwise deal.  If this amount of healing would cause bleakborn to exceed its full normal hit 
  point total, it gains any excess as temporary hit points.  These temporary hit points last for up to 1 hour. 
  For example, a bleakborn hit by a _fireball_ that would normally deal 18 points of damage instead gains 6 
  hit points.  A bleakborn makes no saving throws against fire effects. 
  
  BIS5-02 Occupation 
   
  Page 42 
    Heat-Draining Aura (Su): All living creatures (except those immune to cold damage) that approach 
  within 30 feet of a bleakborn are subject to its heat-draining aura.  Victims must make a DC 16 Fortitude 
  save.  If they fail, they take 2d6 hit points of cold damage per round as their living heat is sucked away, 
  but if they succeed, they lose only 1d6 hit points per round that they remain in the radius.  Should a 
  bleakborn kill a humanoid creature with its heat-draining aura, the victim rises again as a bleakborn 
  spawn. The save DC is Charisma-based. 
   
  MURK  
  Source: Libris Mortis p. 112 
  Medium Undead (Incorporeal) 
  Hit Dice: 3d12 (19 hp) 
  Initiative: +2 
  Speed: Fly 30 ft. (6 squares) (good) 
  Armor Class: 13 (+2 Dex, +1 deflection), touch 13, flat-footed 11 
  Base Attack/Grapple: +1/- 
  Attack: Incorporeal touch +3 melee (1d6 Wis) 
  Full Attack: Incorporeal touch +3 melee (1d6 Wis) 
  Space/Reach: 5 ft./5 ft. 
  Special Attacks: Confer negative level, Wisdom damage 
  Special Qualities: Darkvision 60 ft., incorporeal traits, inescapable craving, undead traits 
  Saves: Fort +1, Ref +3, Will +4 
  Abilities: Str -, Dex 15, Con -, Int 7, Wis 13, Cha 12 
  Skills: Hide +8, Listen +7, Search +4, Spot +7 
  Feats: Alertness, Combat Reflexes 
  Environment: Any 
  Organization: Solitary, pair, gang (3-5), or cluster (6-11) 
  Challenge Rating: 3 
  Treasure: None 
  Alignment: Always Chaotic evil 
  Advancement: 4-9 HD (Medium) 
  Level Adjustment: - 
    The wavering silhouette of a humanoid materializes.  Its reaching, half-seen hand threatens to snag your 
  soul. 
    A murk is an incorporeal, free-roaming blot of undead essence with a nugget of sentience.  It exists to 
  spread gloom and, when possible, drain life energy. 
    Most murks are no more than 6 feet tall.  They cannot speak intelligibly. 
  Combat 
  Murks haunt tombs, crypts, cemeteries, and other places where undead roam. 
  
  BIS5-02 Occupation 
   
  Page 43 
  Confer Negative Level (Su): Any humanoid reduced to Wisdom 0 by a murk (see Wisdom damage, 
  below) gains one negative damage.  The DC is 12 for the Fortitude save to remove a negative level.  the 
  save DC is Charisma-based.  When a murk bestows a negative level on a victim, it gains 5 temporary hit 
  points (10 on a critical hit).  These temporary hit points last for up to 1 hour. 
    A murk that bestows a negative level on a 1 HD creature kills the creature, which becomes a murk under 
  the control of its killer within 1d4 rounds. 
    Inescapable Craving: A murk has an inescapable craving (see the Undead Metabolism section in 
  Chapter 1) for Wisdom and life force, which it satisfies by using its Wisdom damage and confer negative 
  level abilities. 
    Wisdom Damage (Su): The touch of a murk deals 1d6 points of Wisdom damage to a living foe. 
   
  SHADAR-KAI (Shadow Fey)  
  As presented in Fiend Folio, pages 150-151, including official updates for the 3.5 rules 
  Medium-Size Fey (Extraplanar) 
  Hit Dice: 3d6 (10 hp) 
  Initiative: +3 
  Speed: 30 ft 
  AC: 16 (+3 Dex, +3 studded leather); touch 13, flat-footed 13 
  Base Attack / Grapple: +1 / +1 
  Attack: Spiked chain +4 melee, or shortbow +4 ranged 
  Full Attack: Spiked chain +4 melee, or shortbow +4 ranged 
  Damage: Spiked chain 2d4, shortbow 1d6 (x3 crit) 
  Space / Reach: 5 ft / 5 ft (reach 10 ft with spiked chain) 
  Special Attacks: Sneak attack +1d6 
  Special Qualities: Hide in plain sight, shadow curse, superior low-light vision 
  Saves: Fort +2, Ref +7, Will +4 
  Abilities: Str 10, Dex 16, Con 12 (11), Int 11, Wis 10, Cha 9 
  Skills: Hide +8 (+18), Listen +8, Move Silently +8, Search +6, Spot +8, Survival +6 (+8 following tracks) 
  Feats: Alertness, Exotic Weapon Proficiency (spiked chain) (B), Weapon Finesse 
  Languages: Common, Elven, Sylvan 
  Climate / Terrain: Any forest and underground (Plane of Shadow) 
  Organization: Solitary, patrol (3-6), or raid (7-12) 
  Challenge Rating: 1 
  Treasure: +1 gal-ralan plus standard (the listed Constitution score of 11 includes the gal-ralan damage) 
  Alignment: Usually neutral evil 
  Advancement: By character class 
   
  
  BIS5-02 Occupation 
   
  Page 44 
  The shadar-kai, or shadow fey, are a race of bitter, determined creatures whose souls are poisoned by 
  shadow. Gray-skinned and dark-eyed, the slender shadar-kai stand slightly taller than average humans, 
  and their soft movements exude grace and uncanny stealth. Shadow follows the shadar-kai wherever 
  they go. Shadows cast by the folds of their clothing seem deeper than those on humanoids, and a 
  shadar-kai can seemingly fade out of sight by simply stepping into any common shadow. The shadar-kai 
  prefer light weapons suited for grace and agility, especially spiked chains. Many shadar-kai favor a variety 
  of piercings and tattoos. 
  Long ago, the shadar-kai thought to “preserve” the world from the rising humanoid races. Skilled in 
  shadow magic, the shadar-kai made a pact with a dark power of the Plane of Shadow to cast the world 
  into an endless twilight in which the shadow fey would rule supreme. But the experiment went awry, and 
  the shadar-kai were left bound in the Plane of Shadow, cursed to lose their souls in its dark depths. This 
  shadow curse affects shadar-kai to this day, and every member of the race is engaged in a lifelong 
  struggle to stave off inevitable doom. 
  The continuous pull of the Plane of Shadow has left the shadar-kai grim and embattled. Few races 
  understand the plight of the shadow fey. Even the temporary solutions the shadar-kai have found leave 
  them struggling with constant pain, making them vicious. Their willingness to commit acts of cruelty and 
  violence has increased with each generation. 
  COMBAT 
  Blessed and cursed with a great affinity for the Plane of Shadow, the shadar-kai are subtle and deceptive. 
  They steal without being detected when they can, striking from ambush when necessary. Spellcasters 
  among the shadar-kai favor shadow and illusion magic, and few groups of the shadow fey are without a 
  powerful spell-casting leader. Skilled at stealth and gifted with visual acuity greater than that of most other 
  creatures, the shadar-kai have little trouble making sure that combat occurs on their terms. 
  The shadar-kai described in the statistics block wears a +1 gal-ralan (see Shadar-Kai Items, below). 
  Sneak Attack (Ex): Anytime a shadar-kai’s target is denied a Dexterity bonus, or when the target is 
  flanked by the shadar-kai, the shadar-kai deals an additional 1d6 points of damage on a successful melee 
  attack. This damage stacks with sneak attack damage from other sources, such as rogue levels. 
  Hide in Plain Sight (Su): Shadar-kai can use the Hide skill even while being observed. As long as they 
  are not illuminated by natural daylight, the daylight spell, or a similar magical light, shadar-kai can hide 
  themselves from view in the open without having anything to actually hide behind. 
  Shadow Curse (Su): The Plane of Shadow exerts a tremendous pull on a shadar-kai’s soul, which is only 
  tenuously connected to its mortal body. Any time a shadar-kai is stunned, dazed, staggered, or 
  unconscious (other than from natural sleep), the shadow fey must make a Will save (DC 15) or lose a 
  portion of her soul to the Plane of Shadow. The shadar-kai must also attempt a save any time she 
  removes a gal-ralan, if she has one (see Shadar-Kai Items, below). 
  A shadar-kai with a damaged soul gains one negative level that cannot be removed until she restores her 
  soul completely. If exposed to another event that requires a save against the shadow curse, a shadar-kai 
  may gain additional negative levels. A shadar-kai on the Plane of Shadow can transfix her soul to her 
  body again with a greater restoration spell. A shadar-kai on the Material Plane (or elsewhere) must use a 
  wish or miracle spell to restore her soul. 
  A shadar-kai afflicted with the shadow curse cannot be raised from the dead or resurrected, and cannot 
  gain experience. The touch of the shadow curse galls a shadar-kai, filling her heart with an icy emptiness 
  that eventually drives all but the most determined individuals to capitulate and leave the Material Plane 
  altogether. 
  A shadar-kai who goes to the Plane of Shadow and remains there ameliorates the effects of the shadow 
  curse and suffers no ill effects. However, if she leaves the Plane of Shadow without restoring her soul, 
  she suffers the effects of the shadow curse again until she returns to the Plane of Shadow or restores her 
  soul as described above.. 
  Superior Low-Light Vision (Ex): Shadar-kai have extraordinary vision in low-light circumstances. They 
  can see four times as far as a human in low-light conditions. 
  
  BIS5-02 Occupation 
   
  Page 45 
  Skills: Shadar-kai have a +10 racial bonus on Hide checks made in dark or shadowy conditions (anything 
  other than daylight or the area of a daylight spell). 
  Fey Traits: Remember that the shadar-kai are of the Fey creature type, not Humanoid, so they are 
  immune to spells that only affect Humanoids, including charm person, dominate person, and hold person 
  (but not hold monster). Although many Fey have Damage Reduction that is only negated by cold iron, the 
  shadar-kai do not share this trait, perhaps because most of them spend their lives with their bodies 
  permanently pierced by enchanted cold iron in the form of their gal-ralan and thus lose any natural 
  resistance to being damaged. 
  Dismissal and Banishment: Although the shadar-kai are not Outsiders (they are Fey), they are 
  considered Extraplanar creatures (they are partially native to the Plane of Shadow).  
  SHADAR-KAI ITEMS 
  The shadow curse haunts every aspect of shadar-kai culture, and remaining on the Material Plane is a 
  constant struggle for these creatures. Most shadar-kai use a gal-ralan (described below) to fix their souls 
  to their bodies and stave off the shadow curse. 
  Gal-Ralan: When this cold-forged iron armband is donned (taking up the spot where a bracer would be 
  worn), it pierces the wearer’s forearm with long needles of the same metal. The device fixes its wearer’s 
  soul to her body but also causes never-ending pain. As long as a character wears a gal-ralan, she takes 1 
  point of Constitution damage that cannot be healed by any means until after the gal-ralan is removed. 
  A gal-ralan provides its wearer with a +1 to +5 resistance bonus on her saving throws. This bonus 
  increases by an additional +2 against death effects, energy drains, and effects that affect the wearer’s 
  soul (such as the shadow curse). For example, a +2 gal-ralan provides a +4 resistance bonus against 
  these effects, a +3 gal-ralan provides a +5 resistance bonus against these events, and so on. 
  Caster Level: 5th; Prerequisites: Craft Wondrous Item, resistance, caster level must be three times that of 
  the gal-ralan’s bonus; Market Price: 625 gp (+1), 2,500 gp (+2), 5,600 gp (+3), 10,000 gp (+4), or 15,600 
  gp (+5). Weight: negligible. 
  Blackstone Rune: Shadar-kai overcome by the shadow curse often make use of a blackstone rune. The 
  rune is a complex sigil drawn on a small, glossy stone. On command, a blackstone rune allows its bearer 
  to plane shift between the Plane of Shadow and the Material Plane (in either direction), along with up to 
  50 pounds of objects. A blackstone rune can be used three times before its magic fades.  
  A lesser version of the blackstone rune also exists: this variety allows travel in only one direction, from the 
  Plane of Shadow back to the Material Plane, and it has but one charge. 
  Caster Level: 9th; Prerequisites: Craft Wondrous Item, plane shift; Market Price: 3,300 gp (blackstone 
  rune) or 550 gp (lesser blackstone rune); Weight: negligible. 
  Night Extract: When thrown or dropped, one vial of this magic liquid reduces the ambient light level to 
  that of starlight in a 20-foot radius. Magical light still functions in the area (and counters the effect), but 
  torches, lanterns, sunrods, and other mundane light sources are suppressed until removed from the area. 
  The DC of Spot checks made against targets within the night extract’s area increases by +10, although 
  creatures with darkvision or superior low-light vision ignore this increase, and creatures with low-light 
  vision gain a +5 bonus on Spot checks made in starlight. The night extract provides concealment (20% 
  miss chance) against creatures with low-light vision, and no concealment against creatures with 
  darkvision or superior low-light vision. The effect lasts for 10 minutes. 
  Caster Level: 1st; Prerequisites: Craft Wondrous Item, light; Market Price: 50 gp; Weight: negligible. 
   
  
  BIS5-02 Occupation 
   
  Page 46 
  Appendix Eleven – Prestige Classes 
  Divine Oracle 
  Source: Complete Divine p. 34 
  Some people call them mad, and certainly some divine oracles are driven insane by the visions they see. 
   Some people doubt their words; indeed some divine oracles are destined never to be believed.  
  Wherever the deities are known to speak to mortals, some mortals hear their voices with a unique clarity 
  and gain insight into the past, the present and the future by virtue of their unusual status.  Divine oracles 
  are such mortals, blessed – or cursed – by visions from their deities. 
  All divine oracles are spellcasters, and most were clerics or druids before adopting the divine oracle 
  prestige class.  Whatever their other classes, all divine oracles share a particular devotion to the 
  Divination school of magic, having mastered all available means to catch glimpses of the future. 
  Hit Die: d6 
  Requirements 
  To qualify to become a divine oracle, a character must fulfill the following criteria 
  Skill: Knowledge (religion) 8 ranks 
  Feat: Skill Focus (Knowledge [religion]) 
  Spells: Able to cast at least 2 divination spells 
  Class Skills 
  The divine oracle’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Heal 
  (Wis), Intimidate (Cha), Knowledge (arcane) (Int), Knowledge (religion) (Int), Professions (Wis), and 
  Spellcraft (Int).  See Chapter 4 of the Player’s Handbook for skill descriptions. 
  Skill Points at Each Level: 2+Int modifier 
  Class Features 
  All of the following are class features of the divine oracle prestige class 
  Weapon and Armor Proficiency: Divine oracles gain no weapon or armor proficiencies 
  Spells per Day / Spells Known: A divine oracle continues advancing in spellcasting ability as well as 
  gaining the abilities of her new class.  This when a new divine oracle level is gained, the character gains 
  new spells per day (and spells known, if applicable) as if she had also gained a level in whatever 
  spellcasting class she belonged to before she added the prestige class. She does not, however, gain any 
  other benefit a character of that class would have gained (improved chance of controlling or rebuking 
  undead, wild shape ability, and so on).  This essentially means that he adds the level of divine oracle to 
  the level of whatever other spellcasting class the character has, then determines spells per day 
  accordingly.  For example, if Cassandra, a 10th level cleric, gains a level as a divine oracle, she gains new 
  spells as if she had risen to 11th level as a cleric, but uses the other divine oracle aspects of level 
  progression such as base attack bonus and save bonuses.  If she next gains a level as a cleric, making 
  her an 11th level cleric / 1st level divine oracle, she gains spells as if she had risen to 12th level as a cleric. 
  If a character had more than one spellcasting class before she became a divine oracle, the player must 
  decide which class to adding each level of divine oracle for the purpose of determining spells per day and 
  spells known. 
  Oracle Domain:  Upon adopting the divine oracle class, the character gains access to the Oracle 
  domain, described in Chapter 7 of Complete Divine. The character gains the granted power associated 
  with the domain (+2 caster level for divination spells) and can choose the spells in that domain as her 
  daily domain spells. 
  
  BIS5-02 Occupation 
   
  Page 47 
  Scry Bonus (Su): A divine oracle adds a +1 sacred bonus to the save DC of all her divination (scrying) 
  spells. 
  Prescient Sense (Ex): Beginning at 2nd level, if a divine oracle makes a successful Reflex saving throw 
  against an attack that normally inflicts half damage on a successful save (such as a red dragon’s fiery 
  breath or a fireball spell), she instead takes no damage, since her prescience allowed her to get out of the 
  way faster.  This form of evasion works no matter what armor the divine oracle wears, unlike the evasion 
  ability used by monks and rogues. 
  Trap Sense (Ex): At 2nd level, the divine oracle gains an intuitive sense that alerts her to danger from 
  traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against 
  attacks by traps.  This increases to +2 at level 5, and +3 at level 8. 
  Divination Enhancement (Ex):  Beginning at 3rd level, a divine oracle may roll twice and take the better 
  result when using divination spells such as augury or divination. 
  Uncanny Dodge (Ex): Starting at 4th level, a divine oracle gains the ability to react to danger before her 
  sense would normally allow her to do so.  The divine oracle retains her Dexterity modifier to AC (if any) 
  regardless of being caught flat-footed or struck by an invisible attacker.  (She still loses her Dexterity 
  modifier to AC if immobilized).  
  Improved Uncanny Dodge (Ex): At 6th level and higher, the divine oracle can no longer be flanked, since 
  she can react to opponents on opposite sides of her as easily as she can react to a single attacker.  This 
  defense denies rogues the ability to use flank attacks to sneak attack the divine oracle.  The exception to 
  this defense is when the attacker has at least 4 more rogue levels than the target has divine oracle levels. 
  If a character already has levels of a class that could gain uncanny dodge, the levels from the classes 
  that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character. 
  Immune to Surprise (Ex): At 10th level, the divine oracle’s sensitivity to danger is so great that she is 
  never surprised.  She can always take a standard action during a surprise round, unless she is physically 
  restrained from doing so.  If there is no surprise round, then this ability doesn’t help 
  Class 
  Level 
  Base  
  Attack Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Special 
  Spells per Day 
  1st 
  +0 
  +0 
  +0 
  +2 
  Oracle domain, 
  scry bonus 
  +1 level of existing class 
  2nd 
  +1 
  +0 
  +0 
  +3 
  Prescient sense, 
  trap sense +1 
  +1 level of existing class 
  3rd 
  +1 
  +1 
  +1 
  +3 
  Divination 
  enhancement 
  +1 level of existing class 
  4th 
  +2 
  +1 
  +1 
  +4 
  Uncanny dodge 
  (Dex bonus to 
  AC) 
  +1 level of existing class 
  5th 
  +2 
  +1 
  +1 
  +4 
  Trap Sense +2 
  +1 level of existing class 
  6th 
  +3 
  +2 
  +2 
  +5 
  Improved 
  uncanny dodge 
  (can’t 
  be 
  flanked) 
  +1 level of existing class 
  7th 
  +3 
  +2 
  +2 
  +5 
  -- 
  +1 level of existing class 
  8th 
  +4 
  +2 
  +2 
  +6 
  Trap Sense +3 
  +1 level of existing class 
  9th 
  +4 
  +3 
  +3 
  +6 
  -- 
  +1 level of existing class 
  10th 
  +5 
  +3 
  +3 
  +7 
  Immune 
  to 
  surprise 
  +1 level of existing class 
  
  BIS5-02 Occupation 
   
  Page 48 
  Exotic Weapon Master  
  Source: Complete Warrior p. 30 
  Characters of any race or background can become exotic weapon masters; the only real requirement is 
  commitment and perseverance. Nevertheless, most exotic weapon masters are human, because 
  members of that race have the most exposure to new cultures and thus the most opportunity to take up 
  exotic weapons. 
  Hit Die: d10. 
  Requirements 
  To qualify to become an exotic weapon master, a character must fulfill the following criteria. 
  Base Attack Bonus: +6. 
  Skills: Craft (weaponsmithing) 3 ranks. 
  Feats: Exotic Weapon Proficiency (any exotic weapon); Weapon Focus (any exotic weapon). 
  Special: Races that have familiarity with an exotic weapon (such as the dwarf’s familiarity with the 
  dwarven waraxe and the dwarven urgrosh) are considered to have the Exotic Weapon Proficiency feat for 
  the purpose of meeting the requirements of this class. 
  Class Skills 
  The exotic weapon master’s class skills (and the key ability for each skill) are Craft (Int), Intimidate (Cha), 
  and Profession (Int). See Chapter 4 of the Player’s Handbook for skill descriptions. 
  Skill Points at Each Level: 2 + Int modifier. 
  Class 
  Level 
  Base 
  Attack 
  Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Special 
  1st 
  +1 
  +2 
  +0 
  +0 
  Exotic weapon stunt 
  2nd 
  +2 
  +3 
  +0 
  +0 
  Exotic weapon stunt 
  3rd 
  +3 
  +3 
  +1 
  +1 
  Exotic weapon stunt 
  Class Features 
  All of the following are class features of the exotic weapon master prestige class. 
  Weapon and Armor Proficiency: Exotic weapon masters gain no proficiency with any armor or weapon. 
  Exotic Weapon Stunt (Ex): At each level, an exotic weapon master learns a special trick that he can use 
  with the exotic weapon for which he has the Weapon Focus feat. He must select the trick learned when 
  he gains the level, and once selected, the choice cannot later be changed. He can’t select the same stunt 
  more than once. 
  Close-Quarters Ranged Combat: A character who knows this stunt doesn’t provoke an attack of 
  opportunity when using an exotic ranged weapon. 
  Double Weapon Defense: When wielding an exotic double weapon with both hands, the character gains a 
  +1 shield bonus to AC. 
  Exotic Reach: When wielding an exotic weapon with reach, the character may make an attack of 
  opportunity that provokes such an attack even if the foe has cover (but not total cover). 
  Exotic Sunder: When wielding a one-handed or two-handed exotic weapon, the character deals an extra 
  1d6 points of damage on a successful sunder attempt. 
  Flurry of Strikes: When wielding an exotic double weapon or a spiked chain with both hands, the 
  character can elect to use a full attack action to make a flurry of strikes. When doing so, he may make 
  
  BIS5-02 Occupation 
   
  Page 49 
  one extra attack in the round at his full attack bonus, but this attack takes a –2 penalty, as does each 
  other attack made in that round and until the exotic weapon master’s next turn. The extra attack may be 
  with either end of the double weapon. 
  Ranged Disarm: The character can make a disarm attempt even on a ranged attack. Such an attack 
  provokes no attack of opportunity (except as normal for using a ranged weapon). For the purpose of this 
  disarm attempt, treat the character’s ranged weapon as a light weapon. If the character fails the disarm 
  attempt, the defender can’t attempt to disarm him. 
  Show Off: As a standard action, the character can display his mastery with an exotic weapon and 
  confound his opponent. The character may make an Intimidate check (see the skill description on page 
  76 of the Player’s Handbook), the opponent becomes shaken (-2 penalty on attack rolls, ability checks, 
  and saving throws) for 1 round per class level of the exotic weapon master. 
  Stunning Blow: The character can throw an exotic weapon with no penalty on the attack roll, even if it isn’t 
  designed to be thrown (such as an orc double axe or a spiked chain). When he throws a double weapon, 
  only one end of the weapon (character’s choice) can strike the target. Exotic weapons thrown in this way 
  have a range increment of 10 feet. 
  Twin Exotic Weapon Fighting: When wielding the same light exotic weapon in each hand, the character is 
  treated as having the Two-Weapon Fighting feat. If he already has the feat, the penalties on attack rolls 
  are lessened to –1 for both the primary hand and the off hand when fighting in this manner. 
  Trip Attack: The character can use a one-handed or a two-handed exotic weapon to make a trip attack. If 
  he is tripped during his own trip attempt, he can drop the weapon to avoid being tripped. If the exotic 
  weapon already allows its wielder to make trip attacks, the character instead adds a +2 bonus on any trip 
  attempt. 
  Uncanny Blow: When wielding a one-handed exotic melee weapon in two hands, the character can focus 
  the power of his attack so that he deals extra damage equal to his Strength bonus x2 instead of his 
  Strength bonus x1-1/2. If he has the Power Attack feat, he treats the weapon as two-handed for purposes 
  of determining his bonus on damage rolls. 
   
   
  
  BIS5-02 Occupation 
   
  Page 50 
  DM Map 1 Nikal the Black’s Home 
  First Floor 
   
  Second Floor 
  1 square = 5 ft. 
  1 square = 5 ft. 
  
  BIS5-02 Occupation 
   
  Page 51 
  Player Handout #1 
  Nikal the Black is responsible for Evard’s spy network.  Somewhere in his study he 
  keeps the “master list” of his spies.  You need to find that list.   
  Nikal’s headquarters is in the back of Wallack Lane - #144.  Based on our 
  observation of the building, Nikal usually has an appointment with the 
  Necromancer every Waterday.  He is usually attended most of his personal 
  bodyguard at these meetings. Tonight should be no different. 
  In order to help you out, I have left a cache of supplies at an abandoned store – 
  333 Kieen Way.  It includes a way to copy the list, as well as a disguise.  Use the 
  disguise and the password “Oval” to get through Nikal’s front door. 
  Good luck 
  X 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/EXTRAS/Greyhawk/Living Greyhawk - RPGA/BIS (March of Bissel)/BIS5-02 Occupation (3E).pdf