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. To learn more about the Open Gaming License and the d20 SYSTEM license, please visit www.wizards.com/d20. 
   
  This is an official RPGA
  ® play document. To find out more about the RPGA and to learn more on how you can sanction and run DUNGEONS & 
  DRAGONS game events of all sizes, visit our website at www.rpga.com. 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, Player’s Handbook, Dungeon Master’s Guide, and 
  Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other countries. This material is protected under the copyright laws of the 
  United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written 
  permission of Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely 
  coincidental. © 2005 Wizards of the Coast, Inc and the adventure author or authors. 
   
  Visit the LIVING GREYHAWK website at www.rpga.com. 
  For questions specific to this document and your region please e-mail your triad point of contact (POC) at jay@viceandvillainy.org. For LIVING 
  GREYHAWK campaign questions email rpgahq@wizards.com. 
  BIS8-05 
   
   
   
   
  Necromancers on Ice 
  A One-Round D&D
  ® LIVING GREYHAWK
  TM  
  Bissel Regional Adventure 
  Version 1.2 
   
  by Jay and Crystal Babcock 
  Reviewers: Bissel Triad 
  Circle Reviewer: Steven Conforti 
  Playtesters: Chris Babcock, Phil Bonder, Bud Britton, Lee Burton, Jon Sedich 
   
   
   
  From the shadows, Bissel’s greatest enemy has planned a bid for control. The March’s heroes are trapped, far from 
  home, while the final insurrection begins. Can you fight your way free, and make a difference? Can you tell friend from 
  foe? A Bissel regional adventure for APLs 2-16, and Part 3 of That’s Rhomstaff! II, the Bissel finale. It is highly 
  recommended that all four parts be run in order, with the same character.  
   
  Resources: Complete Warrior [Andy Collins, David Noonan, Ed Stark], Libris Mortis [Andy Collins, Bruce R. Cordell], 
  Magic Item Compendium [Andy Collins, Eytan Bernstein, Frank Brunner, Owen K.C. Stephens, John Snead]. 
   
   
  
  BIS8-05 Necromancers on Ice 
   
  Page 1 
  RPGA
  ® SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA even from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK campaign—a worldwide, 
  ongoing D&D campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the table Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the table DM. You don’t have to be a 
  HERALD-LEVEL GM to run this adventure if you are not 
  the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK character. Second player and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2008. 
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com. 
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this adventure 
  as part of an RPGA-sanctioned event, reading beyond this 
  point makes you ineligible to do so. 
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies of 
  the following D&D books: Player’s Handbook, Dungeon 
  Master’s Guide, and the Monster Manual.  
  Throughout this adventure, text in bold italics provides 
  player information for you to paraphrase or read aloud 
  when 
  appropriate. 
  Sidebars 
  contain 
  important 
  information for you, including special instruction on 
  running the adventure. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Full information on NPCs 
  and monsters are given in the Appendices.  
  Along with this adventure you’ll find a RPGA Table 
  Tracking sheet. If you’re playing this adventure as part of 
  an RPGA-sanctioned event, complete and turn in this 
  sheet to your senior GM directly after play. You’ll also 
  find a LIVING GREYHAWK Adventure Record (AR).  
  LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To determine this 
  modified Average Party Level (APL) follow the steps 
  below: 
  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 dogs trained for war), other than 
  those brought by virtue of a class ability (such as 
  animal companions, familiars paladin’s mounts) or 
  the warhorse of a character with the Mounted 
  Combat feat, use the sidebar chart to determine the 
  number of levels you add to the sum of step one. 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.  
  3. 
  Sum the results of step 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. 
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs 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 can gain at the end of the adventure. If a player 
  
  BIS8-05 Necromancers on Ice 
   
  Page 2 
  character is three character levels or more either higher 
  or lower than the APL at which this adventure is being 
  played, that character receives only one-half of the 
  experience points and gold for the adventure. 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.  
   
  Furthermore, a PC who is four or more levels higher 
  than the highest APL supported by the adventure may 
  not play the adventure. 
   
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1
  st-level characters may find the 
  challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help protect 
  them, and fight for them. 
  TIME UNITS AND UPKEEP 
  This is a standard one-round Regional adventure, set in 
  Bissel. Characters native to Bissel pay one Time Unit per 
  round, all others pay two Time Units per round. 
   
  Adventurer’s Standard Upkeep costs 12 gp per Time 
  Unit. Rich Upkeep costs 50 gp per Time Unit. Luxury 
  Upkeep costs 100 gp 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 adventure. 
   
  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 
  This scenario is part of That’s Rhomstaff II, the Bissel 
  Finale. The story so far… 
  BIS8-03 Battle of the Bands 
  Estander the playwright lamented the fact that his plays 
  were not doing as well as those of his competition, and 
  asked the PCs to investigate. They found that the current 
  troupe in the limelight was getting their material from a 
  novice bard – or more importantly, that he was getting it 
  from a magical book he had found, a book that could tell 
  the future. 
   
  The PCs worked hard to insure that Estander’s 
  troupe would draft the young boy, carefully earning the 
  allegiance of other troupes in Calpius Craft. But then, 
  word got out about the boy and his talent, and the town 
  was consumed by gang fighting. 
   
  When the dust settled, Estander and the PCs came 
  out on top… but they were too late. They found the 
  young bard slain and the book missing. 
  BIS8-04 Flailing in the Dark 
  Hextorite cultists took control of the book of history not yet 
  written and headed for an abandoned keep in the Barrier 
  Peaks. This fortress – known as the Bodkin – was built on 
  the ruins of an old dwarven stronghold. Unbeknownst to 
  the builders, however, that dwarven stronghold was built 
  on the ruins of one of Vecna’s old safeholds. Within lay a 
  shadow gate – a device that the Archlich used to quickly 
  travel across his Sheldomar domain. 
   
  The Hextorites have long sought possession of these 
  gates – but their motives have never been explained. 
   
  The book itself appeared to be immune to divination, 
  but in obtaining it, the cultists had created an 
  opportunity. An object belonging to the murdered young 
  bard gave a magical trail that could be followed. A tracker 
  # 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 
  
  BIS8-05 Necromancers on Ice 
   
  Page 3 
  was quickly dispatched to find the book and its current 
  owners. He followed the trail north, past the borders of 
  the March, into the Barrier Peaks. He stumbled upon the 
  Hextorite excavation at the old Bodkin Keep, before he 
  was captured and killed. 
   
  The PCs managed to follow his trail to the Bodkin, 
  and witnessed a Hextorite force heading through the 
  portal. As they followed, they were captured by 
  Sil’C’Baoth and his yugoloth mercenaries. 
  Meanwhilst… 
  Larrangin, Chosen of Hextor and exiled former Margrave 
  of Bissel, knows that his arch-enemy Evard had many 
  clones. It seemed that the original had been destroyed at 
  the Battle under the Dome in CY 595. 
   
  However, when an undead army marched out of 
  Lake Hasra and into Ket, the Hextorites cast enough 
  divinations to give a deity a migraine. The results were 
  unambiguous – Evard had survived, asleep on the Plane 
  of Shadow. 
   
  They redoubled their efforts, and delved through 
  their newly-acquired gate… and right into the grasp of a 
  yugoloth patrol. Many Hextorites were killed, and the 
  book was lost. However, Larrangin survived, and he 
  already had the answer he needed. 
   
  The 
  remaining 
  Hextorites 
  found 
  Evard’s 
  mausoleum, and began breaking their way through the 
  wards protecting her. Soon, their reign would be 
  undisputed. 
  ADVENTURE SUMMARY 
  The PCs are prisoners in Sil’C’Baoth’s camp – free to do 
  what they please, as long as they don’t interfere or try to 
  leave. 
   
  Sil summons them, and inquires about the book – he 
  is bound to giving it to the necromancer’s forces, but 
  wants to know more. In the end, the PCs secure 
  permission to accompany the book as it is taken to the 
  Remnant forces. 
   
  The PCs learn that the Hextorites are seeking 
  Evard’s tomb. Galen Luchelyn uses the book to gain the 
  same information, and dispatches forces to stop the 
  cultists and awaken his mistress. 
   
  It becomes clear that the PCs need to stop both 
  groups. They break into Galen’s stronghold, and wrest 
  the book from his undead grip. 
   
  The PCs arrive at Evard’s tomb to find the wards 
  breeched, and the two forces in conflict. They face some 
  tough undead opponents, and witness the final coming of 
  Evard. 
  Introduction: Captured 
  Estimated Time: 10 minutes 
  The PCs are prisoners in Sil’C’Baoth’s camp, and are 
  introduced to the situation at hand. 
  Encounter 1: Malto’s Heroes 
  Estimated Time: 20 minutes 
  The PCs meet with Sil’C’Baoth. He agrees to let them 
  accompany the book to the Remnant forces. 
  Encounter 2: Motley Crew 
  Estimated Time: 20 minutes 
  The PCs travel with their guide to Shadow Thornward, 
  where they learn of the plot at hand. 
  Encounter 3: Decision Time 
  Estimated Time: 10 minutes 
  The PCs decide that they must get the book back, and get 
  the yugoloths to assist them. 
  Encounter 4: Reversal of Fortune 
  Estimated Time: 25 minutes 
  The PCs break into Thornward Keep, in pursuit of the 
  book. 
  Encounter 5: Final Death 
  Estimated Time: 35 minutes 
  The PCs fight Galen Luchelyn for the book of history not yet 
  written. 
  Encounter 6: Fast Break 
  Estimated Time: 10 minutes 
  The PCs use the book to head to Evard’s mausoleum. 
  They find the wards broken, and the two forces at odds. 
  Encounter 7: Smash and Grab 
  Estimated Time: 20 minutes 
  The PCs deal with a magical protection conjured by the 
  Hextorite forces. 
  Encounter 8: Breech? What Breech? 
  Estimated Time: 45 minutes 
  The PCs fight one of Evard’s powerful undead minions. 
  Conclusion: Back to Light 
  Estimated Time: 10 minutes 
  The PCs witness the return of Evard, the Necromancer. 
  Epilogue: Mixed Tidings 
  Estimated Time: 5 minutes 
  The final war for Bissel begins. 
  
  BIS8-05 Necromancers on Ice 
   
  Page 4 
  PREPARATION FOR PLAY 
  Before beginning play, ask to see if the PCs have either of 
  the following AR items: 
  • 
  BIS4-07 Legions of Extinction – Recognition of 
  Sil’C’Baoth 
  • 
  BIS4-07 Legions of Extinction – Respect of Sil’C’Baoth 
  If a PC has any of these items, they will have easier 
  relations with Sil’C’Baoth in Encounter 1. 
   
  Also check for the following items: 
  • 
  BIS4-03 Face of the Enemy – Deathmask of Evard 
  • 
  BIS5-04 Uncovered Truths – Marked by Evard 
  • 
  BIS7-01 It Always Rains on the Damned – Blades of 
  Ether 
  • 
  BIS7-IN5 Steady Currents Beneath Still Waters – Touch 
  of the Dread Spinner 
  If a PC has any of these items, he will be affected 
  peculiarly in Encounter 8. 
   
  The expected running time of this adventure is 3 
  hours, 30 minutes. If this is running during a standard 4-
  hour convention slot, this allows 25 minutes for 
  marshalling, and 5 minutes for paperwork distribution. 
  INTRODUCTION: CAPTURED 
  Estimated Time: 10 minutes 
  The patrons whisper in hushed tones to each other. 
  An intermission is a chance to socialize and stretch 
  the legs – but the mood is subdued, as the members 
  of the audience anxiously await the continuance of 
  the story. 
   
  The house lights are dimmed, and the patrons 
  quickly make their way back to their seats. Moments 
  later, the lights go completely dark. 
   
  There is a long silence. Then suddenly, a 
  woman’s voice shrieks in terror. All heads turn, and 
  eyes strain in the darkness – just making out a dark 
  silhouette slowly moving down the aisle. 
   
  Other patrons gasp as another of the creatures is 
  spotted – this time on the other side of the hall. 
  Then another, and another. Soon, it seems like every 
  aisle and walkway is filled with the forms, slowly 
  moving about in the dark. 
   
  Soft lights come alive around the stage, showing 
  the vague outline of a dark landscape. In the 
  distance, the tall towers of a castle can be seen. 
   
  The orchestra does not yet stir, but a single, 
  menacing voice echoes through the theater: 
  If you are old enough to remember Vincent Price’s 
  monologue in the Michael Jackson song Thriller, keep 
  that creepy tone in mind as you read this next section. If 
  not, get off my lawn. 
   
  “Plunging into darkened land 
   
  The midnight hour close at hand 
   
  Evil stalks, and waits for prey 
   
  And waits upon the coming day. 
   
   
  And whosoever shall be found 
   
  Without a soul yet darkness bound, 
   
  Must stand and face the lord of hell 
   
  And rot inside a corpse's shell 
   
   
  But an evil pall is in the air 
   
  The fear of all our greatest men 
   
  As grizzly ghouls from every tomb 
   
  Are closing in to seal their doom 
   
   
  And though they fight to stay alive 
   
  Their resolve begins to waver 
   
  For no mere mortal can resist 
   
  The evil of… the Necromancer.” 
  The PCs may wish to gather some information and 
  rumors before beginning the adventure. The following 
  are rumors they can pick up with a Gather Information 
  check that beats the DC listed. The truth or falsehood of 
  each rumor will be revealed with the passage of time. 
   
  The PCs may notice that rumors, at this point in 
  time, are fewer in number, and more difficult to obtain. 
  DC 15 
  • 
  A group of adventurers disappeared while tracking a 
  group of Hextorites into the Barrier Peaks, north of 
  Ebbernant. Several patrols that followed also 
  disappeared without a trace. 
  • 
  The recent Hextorite uprisings have become less 
  sporadic. It now would seem that they are openly 
  gathering an army. 
  • 
  Several townships, such as Sareden and Dountham, 
  have already fallen to Hextorite control. 
  DC 20 
  • 
  Thornward and Pellak have closed their gates, as 
  what remaining forces are left can be mustered and 
  called to action. 
  
  BIS8-05 Necromancers on Ice 
   
  Page 5 
  DC 25 
  • 
  Clerics of several smaller followings have reported 
  that their prayers and communes have gone 
  unanswered in the past weeks. 
  DC 30 
  • 
  The March of Swordfields – the new nation founded 
  within Ket’s borders by Steich Valiscerat, is 
  outfitting its armed forces. It’s possible that they are 
  taking advantage of the new imbalance, to try to 
  conquer their old homeland. 
  Once the PCs are done with rumors, continue with the 
  following: 
  The Plane of Shadow is a dark, subdued place 
  shrouded in perpetual midnight. The light cast by 
  your lantern is pale, barely illuminating the tents as 
  you pass by. It is as if the oppressive darkness seeks 
  to smother all memory of the light. 
   
  You can still tell that the other prisoners are 
  from your world, and not this one – a hint of color 
  still remains in their skin. Some of them came here 
  through the shadow gate, weeks ago, and were 
  quickly captured by the fiends that control the 
  camp. Others came looking for them… and found 
  the same fate. 
   
  You stop, and wait for two of the monstrous 
  brutes to pass by – one is a squat, canine creature 
  with armor plates and a barbed tongue. The other, a 
  tall, winged beast out of the worst of nightmares. 
  The latter glances at you, but neither pays you heed. 
   
  A brisk walk takes you across the encampment 
  to the tents where you and the other prisoners sleep. 
  You nod at the stocky dwarf near the entrance to one 
  large tent, and head inside. Several men are huddled 
  around a map of the encampment, scratched into 
  the dirt. They look up suddenly at your approach, 
  but relax when they recognize you. 
   
  One of the men – Rhiner Dall – waves for you to 
  come closer. 
   
  “We did pretty well this morning.” The grizzled 
  man passes you a flask of water, while pointing at a 
  spot near the edge of the map. “Silas managed to 
  find a blind spot in the wall. We could probably 
  squeeze someone through without being noticed, 
  and get them back in without too much trouble.” 
  Feel free to continue talking about logistical details, as 
  long as it interests the PCs. Rhiner Dall can relay the 
  following information: 
  • 
  He is Rhiner Dall, a quartermaster in the Great 
  Army, 1st Ebbernant. 
  • 
  All of the people here are prisoners, captured after 
  crossing into the Plane of Shadow by the yugoloths. 
  • 
  The first group of Bisselites that came here were 
  seeking some book. He does not know anything 
  more about it. 
  • 
  The yugoloths are mercenaries, fiends for hire. These 
  ones are currently allied with the Remnant forces of 
  Evard, here in the shadow plane. 
  • 
  The yugoloths have shown no desire to harm the 
  prisoners. In fact, they are allowed to roam freely 
  through the camp. Any attempt to interfere or leave, 
  however, would be dealt with harshly. 
  • 
  This freedom has given the prisoners a unique 
  position – they’ve been able to gather valuable 
  intelligence, to send back home. So while a true 
  escape might be possible, it has been undesirable. 
  • 
  Upon capturing the prisoners, the yugoloths 
  confiscated everyone’s equipment. Dall has a vague 
  idea of where it all may be kept, but he’s not willing 
  to compromise the operation, yet. 
  • 
  A few of the prisoners have caught a glimpse of the 
  leader of the yugoloths – a tall humanoid with a 
  wolf’s head. 
  The PCs may be curious about the properties of the Plane 
  of Shadow. If they succeed on a Knowledge [the planes] 
  check (DC 15) they know the information contained in 
  DM Aid: The Plane of Shadow. 
   
  The PCs may consider doing something foolish, like 
  trying to escape or fight the yugoloths. Use Rhiner Dall 
  to discourage any such idea… the yugoloths have their 
  equipment, and are great in number and strength. And 
  besides, this imprisonment is proving to be a valuable 
  opportunity for the forces of good. 
   
  Once the PCs are ready to move on, continue with 
  Encounter 1. 
  ENCOUNTER 1: MALTO’S 
  HEROES 
  Estimated Time: 20 minutes 
  Suddenly, there is a scratching sound at the tent 
  flap. The men within scramble to their feet, moving 
  cots and tucking away supplies. Within seconds, the 
  map is hidden, and the tent looks completely 
  normal. 
  
  BIS8-05 Necromancers on Ice 
   
  Page 6 
   
  Moments after the signal, the tent flap opens, 
  and a tall fiend enters. Long, clawed hands reach up 
  and pull back the cowl of its robe. His dark skin 
  seems to absorb the little light around him while its 
  protruding, yellow eyes rivet your attention to its 
  long face. 
  If the PCs succeed on a successful Knowledge [the 
  planes] check (DC 15) they can identify this creature as 
  an ultraloth, a powerful type of yugoloth. 
  The creature utters something in a terrible, guttural 
  tongue, then gestures at several of you. 
  If the PCs speak Infernal, they can translate what the 
  creature said as roughly “What is that smell?” 
  As it does so, you hear a voice in your head – a 
  commanding, powerful presence that is easily 
  distinguished from your own thoughts. 
   
  “You will come with me. The general wishes to 
  see you.” 
  When the PCs agree to follow the ultraloth, continue 
  with the following: 
  The fiend escorts you to the largest pavilion, and 
  leads you within. 
   
  Inside the tent is the very epitome of opulence. 
  Riches and objects of value from countless locales 
  around the planes decorate the pavilion. Some are 
  horrific (the desk made of human bones and 
  bedecked in preserved eyeballs), and others are 
  beautiful (a seven-foot golden statue of a dog-headed 
  celestial raising a sword to the heavens). 
   
  Behind the desk is a robed man dressed in 
  finery. Rings fill his fingers and wands hang from 
  his belt. The being would look just like any other 
  adventuring wizard you’d seen in your travels if it 
  weren’t for the fact that his head is that of a feral 
  wolf, with curved, bull-like horns coming out of its 
  skull. 
  If the PCs can succeed on a Knowledge [the planes] 
  check (DC 15) they can identify this creature as an 
  arcanaloth. (Although Sil is much more powerful than a 
  typical member of his race) 
   
  The creature nods as he looks you over. “Yes… 
  yes… welcome, little fleshies. I have been looking 
  forward to this,” he says to you with a smile. 
  This is Sil’C’Baoth (seel - CAH – bay - AUTH), the 
  arcanaloth leader of this yugoloth mercenary band. A foul 
  fiend thousands of years old, he has always offered his 
  services to the highest bidder (currently Evard, before 
  the necromancer’s death)…but he grows restless with 
  this current assignment. He is a charming being. He’s the 
  kind of person that it’s hard not to like…but he IS a fiend 
  and has the cruel streak to show it. 
   
  With his high Sense Motive score, he will likely 
  catch the PCs in any ruse they attempt. What may 
  surprise them, though, is that he doesn’t care. He is 
  growing bored, and sees them as his ticket to a little 
  excitement. He wants to know what their real purpose is 
  (but can respect them if they choose not to share), and 
  what news and stories they bring from Oerth…he has 
  had little to do since Evard was slain in CY 595. 
   
  Allow the PCs to role-play their conversations with 
  Sil’C’Baoth. He initially starts as quietly “hostile”. They 
  should get 3 checks (he’ll happily chat with them for 
  thirty minutes), and each check could move him closer to 
  “friendly”. The PCs should be able to modify their rolls 
  based on how they treat him: 
  • 
  Flattery will get them everywhere. Give them a 
  secret +2 bonus for each flattering remark they make 
  to him (max +6). 
  • 
  Should they mention any of the attacks his 
  yugoloths have performed, whether it be good or 
  bad, give them a +2 bonus to the roll. Sil’C’Baoth so 
  loves to hear about the aftermath of his work. 
  • 
  Sil’C’Baoth also loves magic and the strategy of war. 
  Should any PCs discuss it with him, give a +2 to the 
  roll. 
  • 
  If the speaker has the favor ‘Recognition of 
  Sil’C’Baoth’ from BIS4-07 Legions of Extinction, give 
  them a +2 bonus to the roll. If they have the ‘Respect 
  of Sil’C’Baoth’ item, give them a +4 bonus instead. 
  Ultimately, he wants to like the PCs, as they may shake 
  things up and bring some excitement to his current lot in 
  life. If the PCs still cannot get him to “friendly” in three 
  attempts, he’ll bore of them, and send them back into the 
  camp. The PCs will have failed. 
   
  Sil’C’Baoth is willing to share pretty much anything 
  he knows. However, he will NOT offer any information 
  up unless they ask first. For every question he answers, 
  he will ask one of them a question about their powers, 
  abilities or magic items, so that the flow of information 
  goes both ways. 
   
  Sil’C’Baoth particularly wants to know about the book 
  of history not yet written. A group of Hextorites came 
  through the shadow gate shortly before the first 
  Bisselites did. He suspects that both groups are 
  intertwined, and wants to know why. 
  
  BIS8-05 Necromancers on Ice 
   
  Page 7 
   
  Here are sample questions and answers for this 
  conversation: 
  Why are you here? “My men and I are currently in the 
  service of one Evard Markavan, necromancer and 
  something of a local celebrity in Bissel if I 
  understand correctly…” 
  What is Evard doing here? “Why planning for an 
  invasion of Bissel, of course.” 
  But wait… isn’t Evard dead? “Yes, of course. But death 
  does not nullify our contract. Many of Evard’s forces 
  remain in Shadow, and we must still serve their 
  purposes.” 
  Evard has forces here? “Yes… for simplicity, let us 
  refer to them as the Remnants. They remain under 
  the control of one of Evard’s generals. With her 
  death, they have sat stagnant, and have made no 
  move to continue her work. Pity.” 
  What general leads the Remnant forces? “The 
  vampire… Luchelyn, I believe he is called. A decent 
  general, if not a diplomat.” 
  What is your role in this? “Ah! This I can answer with 
  great authority. We were hired on as “specialists”. 
  My men and I can do things that his little fleshies 
  cannot. We bring a certain… panache to the 
  battlefield.” 
  How much are you being paid? “FAR more than you 
  can imagine…she really did have quite an eye for 
  magical trinkets and such. And a LOT of gold…” 
  Why are you sharing this all with us? “As I said…it gets 
  boring here. And besides, it’s not like a handful of 
  Primes like you can do much to affect things… 
  <grinning evilly>” 
  Why are you letting us roam free through the camp? 
  Why aren’t you torturing us, and such? “Too much 
  effort. And besides, our contract says no such thing. 
  Mind you, when we started out, we were full of 
  enthusiasm… we would have flayed you, just for the 
  sport of it. But now… why bother?” 
  Once the PCs have shifted Sil’C’Baoth to ‘Friendly’, 
  continue with the following: 
  Sil’C’Baoth opens a drawer of the macabre desk, and 
  withdraws a small, leather-bound book. “Enough 
  with the pleasantries. What can you tell me about 
  this?” 
  PCs that participated in BIS8-03 Battle of the Bands 
  immediately recognize the item as the book of history not 
  yet written, a rather powerful artifact, and the impetus for 
  this adventure. 
   
  Sil’C’Baoth can now answer the following questions: 
  What is that? “A powerful magic item, infused with 
  the power of divination.” 
  Where did you get it? “A group of fleshies came 
  through the shadow gate, just before the first of 
  your kind. They were stupid, and resisted. One of the 
  ones that we slew carried it.” 
  Why did the Hextorites have it? “I do not know, or 
  care. It is no longer theirs.” 
  What happened to the Hextorites that you didn’t slay? “A 
  number managed to flee. If we cared more, we would 
  have likely pursued them. We didn’t.” 
  What are you planning to do with the book? “Our 
  contract specifies that it must be handed over to 
  Evard or her lieutenants immediately. As such, it 
  will be sent to Thornward shortly.” 
  Can you just give the book to us? “No.” 
  The PCs should now be trying to find some way to 
  bargain for the book, or convince Sil not to send it to 
  Thornward. If so, continue with the following: 
  Sil’C’Baoth drums the arms of his throne with his 
  seven fingered hands, eyes narrowed to slits, 
  looking off into the distance. He abruptly rises, and 
  returns with a decanter of violet liquid. Wordlessly, 
  he fills a glass for each of you and places it on the 
  desk, before doing the same for himself. 
  The PCs may drink the wine without issue – it is 
  extremely strong, but not poisonous. If the PCs are 
  skeptical of Sil, it will only amuse him further. 
  As he sips the colorful beverage, the arcanaloth 
  scratches his furry chin with a long claw. His gaze 
  remains steady on you the entire time. 
   
  “Our contract with the Black Margrave is 
  explicit – I must deliver the book to her without 
  delay. However, we may be able to settle on an 
  arrangement…” 
   
  He gestures at the ultraloth that has been 
  silently standing near the entrance all this time. 
  “One of my most trusted – and powerful – men will 
  be taking the book to Thornward. You may 
  accompany him. In exchange, I demand two things: 
  assurance that you will not betray me; and any 
  information you come across is to be reported to me 
  immediately. I want to know what is going on, for 
  all involved.” He grins toothily. ”What do you say?” 
  
  BIS8-05 Necromancers on Ice 
   
  Page 8 
  Acceptance of these terms is the only way that 
  Sil’C’Baoth will allow the PCs to leave. If they agree, he 
  will place a geas upon each of them: 
  The fiend raises a clawed hand, and draws glowing 
  glyphs in the air with his fingers. 
   
  “You will accompany my man as he brings the 
  book to Thornward. You will not attempt to harm 
  him, or interfere with its delivery in any way.” 
   
  The glowing symbols expand into tendrils of 
  softly-glowing haze, which reach out to you and 
  envelope you. 
   
  ”You will not attempt to flee.” 
   
  The tendrils tighten around you, and you feel 
  the air squeezed out from your lungs. You struggle 
  to catch your breath. 
   
  “And you will inform me of any intelligence you 
  gain during the delivery. On the promise of your 
  souls.” 
   
  The bands of magic tighten one last time, before 
  their pressure is gone, and you are able to breathe 
  once more. You can still feel the weight of 
  Sil’C’Baoth’s missive on your soul. 
   
  The fiend grins wickedly. 
  Sil’C’Baoth will now return their equipment to them. 
  Once the PCs agree to travel with Dral’nagrateen and the 
  book, continue with Encounter 2. 
  All APLs 
  � Dral’Nagrateen: Ultraloth (Bluff +22, Sense 
  Motive +21); AL NE. 
  � Sil’C’Baoth: Arcanaloth Wiz17 (Bluff +15, Sense 
  Motive +29); AL NE. 
  ENCOUNTER 2: MOTLEY 
  CREW 
  Estimated Time: 20 minutes 
  Wandering the colorless plane of shadow, the world 
  around you seems to flow past. It takes hours rather 
  than days for you to begin to see the beginnings of 
  the Fals river basin. Less than three hours after 
  arriving, you think you are closing on the boundary 
  of Thornward. 
   
  Your fiendish companion stalks silently along 
  with you. Every so often, his deep voice appears in 
  your head. 
   
  “Keep up the pace, fleshies. We are almost 
  there.” He looks you over – or at least, you think he 
  is looking you over; it is difficult to tell where his 
  bulbous eyes are looking. “You will want to be subtle 
  when we arrive. You cannot afford mistakes.” 
  The ultraloth will look over the PCs, pointing out 
  obvious features that should be concealed, such as visible 
  holy symbols and Bissel uniforms. 
   
  The PCs will likely try to engage the ultraloth in 
  conversation as they travel. The following are sample 
  questions and answers: 
  Who are you? (telepathic) “I am Slayer of Defenseless 
  Fleshy Creatures.” 
  Who 
  are 
  you? 
  (vocal, 
  in 
  Infernal) 
  “I 
  am 
  Dral’Nagrateen.” You mentally recall Infernal verb 
  tenses, and translate his name roughly as ‘Slayer of 
  Defenseless Fleshy Creatures’. How quaint. 
  Can we have the book? “Sure.” 
  Really? “No.” 
  Why won’t you give it to us? “Because Sil’C’Baoth gave 
  me other instructions – to deliver it to Thornward 
  Keep.” 
  Couldn’t we just kill you and take it from you? “You 
  could try. You might even be powerful enough to 
  have a shot at it. But I am certainly powerful enough 
  to last a few moments… long enough to get away. 
  Then those bindings the general placed upon you 
  would activate, and you’d be crippled. You wouldn’t 
  have the trinket… or your skills… or the 
  satisfaction of killing me… or whatever it is that 
  you seek, by coming along.” 
  I thought you fiends were supposed to be mean, but 
  you’re aren’t so bad. Why is that? “Why pick on lesser 
  creatures, without good cause? Besides, I get the 
  feeling that I’ll get to kill something before the day 
  is over, just by keeping company with you.” 
  What do you think of Evard and the undead? “I grow 
  tired of this place. If there was a way for our forces 
  to return home, I would hunt it aggressively.” 
  Once the PCs are thoroughly creeped out by their 
  companion, proceed with the following: 
  Cresting a steep hill, you get your first glimpse of 
  your destination, and are stopped in your tracks. 
  Below you, in the bowl below the cliffs and spires of 
  Thornward, 
  is 
  assembled 
  a 
  sizeable 
  army 
  encampment. 
  
  BIS8-05 Necromancers on Ice 
   
  Page 9 
   
  The Remnant army extends as far as your eye 
  can see, and even at this distance, you can make out 
  some of the companies – nightstalkers, undead, 
  yugoloths, devils, mercenaries, and shadar-kai. 
  While the different troops are segregated from each 
  other, the overall encampment seems orderly. The 
  main road into Thornward below you is full of 
  traffic headed into and out of the encampment and 
  the city. 
   
  Your hellish companion swiftly guides you past 
  the gates, and into the streets of Thornward. The 
  experience is jarring. You walk down familiar 
  avenues through a familiar place, but small details 
  are different – the names of the shops and taverns, 
  the faces of the travelers passing by. Most 
  noticeably, the banner of the March that normally 
  hangs from the central tower of the Keep has been 
  replaced with the upside-down rook of the 
  Necromancer. Evard has been gone for years, and yet 
  her influence here can still be felt. 
   
  You are led to the central square of the city, and 
  through the gates of Thornward Keep. Many guards 
  stand alert at their posts, their uniforms bearing the 
  same inverted rook. They eye you warily, but do not 
  interfere. 
   
  Finally, you arrive in the throne room. Many 
  faces look with displeasure in your direction as you 
  enter. Foul undead creatures mingle with the living, 
  and you can even make out a few alien, extraplanar 
  forms. Shadows and ethereal forms flit through the 
  air above. 
   
  You notice, in particular, that the shadowy 
  throne sits empty. 
   
  “What have we here?” A deep, commanding 
  voice issues over the crowd, as the cloaked figure 
  steps into view. Beneath his cloak you can see the 
  glint of plate armor, and there is a great sword slung 
  across his back. You would mistake him for human, 
  if not for his unearthly, pale skin and glowing red 
  eyes. 
   
  Your yugoloth companion steps forward, and 
  bows slightly. He does not speak, but Galen reacts 
  just the same. 
   
  “Oh, he does, does he? Well, let’s have it, then.” 
  The vampire’s eyes narrow to slits. 
   
  The fiend retrieves the book from his robes, and 
  offers it to the other in silence. Galen hesitates a 
  moment before taking it. “What is this?” He flips 
  loosely through the pages, looking less than 
  enthusiastic. 
   
  Suddenly, Galen stops and looks squarely at the 
  fiend. “Interesting. This could prove to be of use. 
  Where did it come from?” 
   
  There is a long, silent pause. A furious look 
  begins to grow on the vampire’s face. “What?! When 
  was this? [pause] What were they doing here?” 
   
  The fiend takes a step away from the vampire, 
  again bowing slightly. This gesture doesn’t seem to 
  alleviate his frustration. 
   
  Galen pauses for a moment, and holds up the 
  book. “Well, it would seem we have the answer, right 
  here.” He flips open the Book of History Not Yet 
  Written, and produces a quill. He begins to write 
  within its pages. 
   
  “Why are… the Followers… of Hextor… in the 
  Shadow Realm…” 
   
  Galen finishes, and then peers silently at the 
  open pages. A look of shock crosses his face. 
   
  “It’s true… she yet lives…” 
   
  Several voices rise at once. Galen continues, a 
  determined look in his glowing eyes. 
   
  “The mistress… Months ago, an army of the 
  unliving climbed out of Lake Hasra. That was not 
  our doing… in fact, only the Black Margrave had 
  such power. Since then, we’ve suspected that it was 
  one of her clones that was killed, and not her. But 
  we’ve had no way to find her.” 
   
  The vampire paces back towards the throne. 
  “And now the cultists have brought us the means… 
  and are headed there, themselves.” 
   
  He turns to a nearby soldier. “Captain! Rally 
  your forces! Tonight we return Evard to her throne!”  
  Continue with Encounter 3. 
  ENCOUNTER 3: DECISION 
  TIME 
  Estimated Time: 10 minutes 
  The assembled crowd in the throne room springs to 
  life, leaving you to your own devices. 
   
  Your yugoloth companion turns towards the 
  exit of the throne room without fanfare. The eyes of 
  the many Remnant forces present follow your party 
  closely as you trail behind him. You can't help but 
  get the feeling that they would quickly destroy or 
  devour you if given the opportunity - or the nod 
  from their vampire general. 
  
  BIS8-05 Necromancers on Ice 
   
  Page 10 
   
  You are led back through the hallways to the 
  main gates, and the central square of the city. 
  At this point, the PCs should not be comfortable leaving 
  the book with Galen. They may be trying to devise a way 
  to get it back. If they don’t seem to be ‘getting it’, you may 
  need to influence them in that direction. 
   
  Continue with the following: 
  In the distance, you can hear the sounds of the 
  Remnant armies mustering, heading off in search of 
  their lost mistress. 
   
  While you are discussing your next steps, you 
  see the yugoloth’s face go momentarily blank (or at 
  least what you'd consider blank – it is difficult to 
  discern). His bulbous eyes refocus on you and in 
  your head you hear his commanding voice. 
   
  "The general is waiting to hear from you." 
   
  The fiend twirls a clawed finger in the air before 
  him. It shimmers in response, quickly coalescing 
  into the canine head of Sil’C’Baoth. 
   
  "Why, hello, my little fleshies.” The arcanaloth’s 
  voice fills the air as his lip curls into a smirk. 
  “Dral’Nagrateen has told me that his mission has 
  been fulfilled. What have you learned?" 
  Give the PCs a chance to impart to Sil'C'Baoth what 
  information they learned from Galen regarding Evard. If 
  they refuse to do so, have Sil gently remind them of their 
  obligation. 
   
  If the PCs do not seem to understand the whole 
  picture, raise the following points in conversation: 
  • 
  Evard the Necromancer was the major villain in 
  Bissel until CY 595. 
  • 
  Evard was fond of clones, and had many. 
  • 
  Evard was believed killed during the Battle of 
  Thornward in CY 595. Apparently, that was just 
  another clone. 
  • 
  Hextorite cultists have been noticed in Bissel for 
  many years. They’ve often been observed opposing 
  Evard and her forces. 
  • 
  Both the Hextorites and the Remnant forces are 
  currently looking for Evard’s current location, either 
  to help her or stop her. 
  Once the PCs have told Sil’C’Baoth everything and 
  understand the situation, continue with the following: 
  Sil’C’Baoth drums his fingers as he ponders the 
  situation. “It would seem that this current situation 
  is not conducive to either of our goals. Our contract 
  was with Evard – not with the vampire. I believe our 
  obligations here are complete.” 
   
  He looks you over for a long moment in silence. 
  “You have been most helpful to me. Most helpful. If 
  you wish it, Dral’Nagrateen will help you get safely 
  back home.” 
   
  The image in the air shimmers, and disappears. 
  The PCs may decide to go home at this point. The 
  ultraloth will escort them to the Bodkin shadow gate 
  without incident. If they choose to do so, however, the 
  adventure is over. 
   
  It should be pretty obvious that the PCs need to get 
  involved. If they express interest in doing so, the 
  ultraloth can relay the following information: 
  • 
  Galen has already used the book of history not yet 
  written to get the information he needs to find Evard. 
  Taking the book from him now will not stop that. 
  • 
  However, if the PCs can take the book, they can 
  likely ask it the same questions, and find Evard’s 
  mausoleum on their own. Not to mention, keep it 
  from being used further by the forces of evil. 
  • 
  Galen is unlikely to let the book of history not yet 
  written far out of his grasp. It is most likely in his 
  chambers. 
  • 
  Dral’Nagrateen knows where Galen’s chambers are 
  within the Keep. He can get the PCs there, past the 
  Keep guards. 
  • 
  Dral’Nagrateen will not steal the book, or kill Galen 
  for them. If they want to do either of those things, 
  they are on their own. 
  If the PCs wish to head after the book, continue with 
  Encounter 4. 
  ENCOUNTER 4: REVERSAL OF 
  FORTUNE 
  Estimated Time: 25 minutes 
  "Very well. There are two ways to get to Galen from 
  here - the long way and the short way. The long way 
  will put you - and me - in harm's way multiple times. 
  The path through winding hallways, affording the 
  Remnant forces ample time to discover us.” 
   
  “The short way is a little more... unconventional. 
  It will limit our exposure - but that exposure will be 
  more dangerous I suspect." 
  
  BIS8-05 Necromancers on Ice 
   
  Page 11 
   
  Without 
  waiting 
  for 
  your 
  response, the 
  yugoloth heads back towards the entrance to 
  Thornward Keep. 
  Once the PCs decide to go after him, continue with the 
  following:  
  Hurrying to keep up with him, you notice that the 
  guards posted near the entrance are different than 
  those from just a short time before. While they eye 
  you as warily as their predecessors, they make no 
  motion to raise an alarm at your entrance into the 
  Keep.  
   
  The yugoloth walks purposefully, turning down 
  various hallways as if he knew exactly where he was 
  going. The Remnant forces that you pass shrink to 
  the edges of the hallway to get out of your way. 
  Continue with the Location A subsection, below. 
   
  Location A – Puzzle Door 
   
  Without pause, the yugoloth opens a door on 
  the left side of the hall and steps through. Following 
  behind, you find yourself in a supply storeroom. 
  Moving a few crates away from the far wall, he 
  points out a hidden door. 
   
  Looking closer at the door, you see it has a large 
  padlock holding it shut. 
  The lock is partially rusted, and so is more difficult to 
  open that usual. It can be opened with an Open Lock 
  check (DC 25). 
   
  The hidden door, however, is made of wood and is 
  easily bypassed through sheer brutality. 
   
  Once the PCs get past the door, continue with the 
  Location B subsection, below. 
   
  Location B – The Library 
  Pulling open the hidden door, it appears that the 
  way continues to be blocked. A woven black cloth 
  covers the doorway. 
  If the PCs push against the cloth, they will find it to be 
  loose.  The cloth is actually the back of a tapestry that 
  covers the hidden door in the room the PCs will be 
  entering. If the PCs do not think to push against the 
  cloth, Dral'Nagrateen will stride forward, chuckle in their 
  minds and push aside the tapestry. Once the way is clear, 
  continue with the following: 
  Stepping beneath the tapestry, you find yourself in a 
  library. Shelves line the walls with all manner of 
  books. Your yugoloth guide leads you through 
  winding aisles - you'd swear you were actually 
  doubling-back at some points but can't be absolutely 
  sure. Leading you into a dead end, you suddenly 
  suspect he has gotten you lost. 
   
  The yugoloth steps up to the wall in front of 
  you. He makes a few motions with his hands and red 
  light flares for a moment before him. When the 
  light fades, nothing seems to have changed. 
   
  Bulbous yellow eyes turn to you. “Hurry!” says 
  the voice in your mind. 
  If the PCs succeed on a Spellcraft check (DC 20) they can 
  tell that the yugoloth just cast a passwall spell. 
   
  While the wall does not appear any different, 
  physical inspection will reveal that it is now 
  insubstantial. The PCs can freely walk through. Let them 
  figure this out on their own, for comedic value. 
   
  Once the PCs decide to step through the wall, 
  continue with the Location C subsection, below: 
   
  Location C – Map Chamber 
  The room beyond the passable wall is completely 
  dark. 
  The PCs either need darkvision, or a light source, to 
  continue. PCs that can see find candle niches in the wall 
  that can be lit to assist their comrades. 
   
  Once they can see, continue with the following: 
  The sole feature of this room is a long table, upon 
  which is a large and heavily-detailed relief map. 
  If the PCs take a moment to look at the map, read the 
  following: 
  Looking closely at the map, you see it is actually two 
  side-by-side maps - almost identical. Flags have been 
  marked at various places on both maps, but there is 
  no indication as to what these flags actually 
  represent. Both appear to represent the March of 
  Bissel. 
  If the PCs succeed at a Knowledge [geography], 
  Knowledge [local – Sheldomar Valley Metaregion], or 
  Knowledge [the planes] check (DC 15) they can 
  recognize that one map is Bissel on the Prime Material 
  Plane, and one is Bissel on the Shadow Plane. 
   
  After the PCs have had a moment to look at the map, 
  continue with the following: 
  
  BIS8-05 Necromancers on Ice 
   
  Page 12 
  From the far end of the room, the darkest corner of 
  shadow begins to move towards your group. As if 
  pulling the darkness with it, a huge humanoid 
  figure steps from the wall where it had been 
  standing guard. Its long clawed fingers almost reach 
  the floor and its sinewy muscle is covered in 
  smooth, hairless skin the color of night. 
  A successful Knowledge [religion] check (DC 15) will 
  identify this is a nightwalker. Some high-level PCs may 
  wish to eradicate this threat on their own. However, 
  Dral'Nagrateen feels this is his chance to alleviate his 
  boredom. Continue with the following: 
  The yugoloth sees the foul creature, and leaps to the 
  attack with blinding speed. The two come together 
  in a mass of limbs and bodies. In a manner of 
  seconds, the yugoloth has gained the upper hand, its 
  blade protruding from the nightwalker’s chest. The 
  huge form slumps to the ground. 
  There is only one door out of this room. Once the PCs 
  decide to head that way, continue with the Location D 
  subsection, below: 
   
  Location D – Guard Post 
  You throw the door open and stride into the next 
  room, stopping short. Several Remnant guards sit 
  around a table playing cards or otherwise not at 
  attention. They stare at you, with looks of 
  bewilderment. 
  Force the PCs to decide, quickly, how they plan to react. 
  They may deal with this situation in any number of ways; 
  they may try to bluff their way by, or they may resort to 
  violence, or many other such options. 
   
  However, the PCs have entered from a room that the 
  guards did not anticipate being a threat – the only folks 
  that go to the map room are those that belong there. So 
  while they are startled, they are not alarmed. The PCs can 
  simply walk on by, without a word, if they so choose. 
   
  If the PCs do anything stupid, a few guards will run 
  off to sound an alarm, while the others attack and are 
  slaughtered. This doesn’t impact the PCs or their mission, 
  but should change the tone of this section. 
   
  Once the PCs bypass the guards, continue with the 
  Location E subsection, below. 
   
  Location E – Hallway 
  Exiting into the hallway outside the guard room, the 
  yugoloth leads you a short distance to a T-
  intersection. Each end of the intersection ends in a 
  doorway. Motioning to the right passage, the 
  yugoloth's deep voice enters your head for what may 
  be the last time. 
   
  "Through that door lies Galen's chambers. This 
  is where he will be weakest – at rest. I don't believe 
  you have any chance of success - but if you do, this is 
  the best opportunity you'll have.” 
   
  “I can not accompany you inside, as that would 
  be against my orders." 
  At APLs 2 and 4, he will lend the PCs a bit of assistance. 
  Read the following: 
  "I do not think you are prepared for what you will 
  face. You do not have the tools to take on a vampire 
  lord, even in a weakened state. Give me your 
  weapons.” 
  Dral’Nagrateen will accept up to three of the PC’s melee 
  weapons. Alternatively, he can upgrade fifty pieces of 
  ammunition, in place of one weapon. 
  The yugoloth withdraws a small flask of silvery 
  liquid from his robes, and pours the contents over 
  your weapons. Noxious fumes fill the air, and they 
  take on a silvery sheen. 
   
  He then chants a few syllables in the infernal 
  tongue, and your weapons begin to exude a soft, red 
  light. 
   
  “Take these – now you will have a sporting 
  chance." 
  The treated weapons are now granted a +1 enhancement 
  bonus, and are treated as silver, for the duration of the 
  next encounter. 
   
  Regardless, continue with the following: 
  The yugoloth steps back into the shadows, 
  concealing himself from view. 
  Once the PCs are ready to enter Galen’s sanctum, 
  continue with Encounter 5. 
  ENCOUNTER 5: FINAL DEATH 
  Estimated Time: 35 minutes 
  The door to the inner sanctum swings silently open. 
  The chamber before you is elegantly decorated, as 
  one would expect the bedroom of some noble of 
  great esteem. Velvet drapery of deep crimson adorns 
  the walls, and the dim candlelight reflects on the 
  polished armor and shields that adorn the alcoves. 
  
  BIS8-05 Necromancers on Ice 
   
  Page 13 
   
  Along the far wall, a wooden coffin rests 
  solemnly upon a marble dais. 
  Galen has been alerted by the presence of the PCs, and is 
  in gaseous form. Once the PCs enter the room, continue 
  with the following: 
  As you continue, a deep voice fills the air. 
   
  “I see that one meeting is not enough for you.” 
  Glowing red eyes appear in mid-air before the dais. 
  “Now you invade my privacy. You are either very 
  brave, or very foolish.” A dark body coalesces around 
  the eyes. “Perhaps both. You will pay for this 
  transgression.” 
  Refer to DM Aid: Map #1 – Galen’s Sanctum. 
   
  Creatures: Galen begins the combat in corporeal 
  form, in front of his coffin. The book of history not yet 
  written is in his possession. 
   
  Several other undead creatures emerge from the 
  adjoining chambers once the fight begins. 
  APL 2 (EL 5) 
  � Galen Luchelyn (Weakened), Male Vampire 
  Ftr2: hp 18; see Appendix 1. 
  � Ghouls (2): hp 18; see Monster Manual, page 118. 
  APL 4 (EL 7) 
  � Galen Luchelyn, Male Vampire Ftr4: hp 36; 
  see Appendix 2. 
  � Owlbear Skeletons (2): hp 45 each; see Monster 
  Manual, page 225. 
  APL 6 (EL 9) 
  � Galen Luchelyn, Male Vampire Ftr6: hp 54; 
  see Appendix 3. 
  � Vampire Spawn (2): hp 39 each; see Monster 
  Manual, page 253. 
  APL 8 (EL 11) 
  � Galen Luchelyn, Male Vampire Ftr8: hp 72; 
  see Appendix 4. 
  � Mummys (3): hp 75 each; see Monster Manual, 
  page 190. 
  APL 10 (EL 13) 
  � Galen Luchelyn, Male Vampire Ftr10: hp 90; 
  see Appendix 5. 
  � Bodaks (2): hp 81 each; see Monster Manual, page 
  28. 
  APL 12 (EL 15) 
  � Galen Luchelyn, Male Vampire Ftr12: hp 108; 
  see Appendix 6. 
  � Bodaks (4): hp 81 each; see Monster Manual, page 
  28. 
  APL 14 (EL 17) 
  � Galen Luchelyn, Male Vampire Ftr14: hp 126; 
  see Appendix 7. 
  � Dread Wraiths (3): hp 144 each; see Monster 
  Manual, page 257. 
  APL 16 (EL 19) 
  � Galen Luchelyn, Male Vampire Ftr16: hp 144; 
  see Appendix 8. 
  � Mummy Lords (3): hp 132 each; see Monster 
  Manual, page 190. 
   
  Disadvantages: There are a few factors in play that 
  make this combat possible at low levels: 
   
  APL 2: The PCs enter the combat with some 
  weapons that can bypass Galen’s damage reduction. Galen 
  does not have access to his energy drain ability. Galen’s 
  sword is in its scabbard, on the far side of the room. 
   
  APL 4: The PCs enter the combat with some 
  weapons that can bypass Galen’s damage reduction. 
  Galen’s sword is in its scabbard, on the far side of the 
  room. 
   
  APL 6 and above: The PCs are on their own. 
  Treasure: Galen has the following treasure on his person: 
  APL 2: L: 65 gp, C: 3 gp, M: potion of inflict moderate 
  wounds x2 (25 gp each), potion of enlarge person (20 gp), 
  potion of shield of faith +2 (4 gp), oil of magic weapon (4 
  gp), The Book of History Not Yet Written (1,784 gp). 
  APL 4: L: 35 gp, C: 3 gp, M: +1 breastplate (112 gp), oil 
  of magic weapon (4 gp), potion of bull’s strength (25 gp), 
  potion of enlarge person (20 gp), potion of inflict moderate 
  wounds x2 (25 gp each), potion of shield of faith +2 (4 
  gp), The Book of History Not Yet Written (1,784 gp). 
  APL 6: L: 6 gp, C: 3 gp, M: +1 breastplate (112 gp), +1 
  greatsword (195 gp), potion of bull’s strength (25 gp), 
  potion of enlarge person (20 gp), potion of inflict moderate 
  wounds x2 (25 gp each), potion of shield of faith +2 (4 
  gp), The Book of History Not Yet Written (1,784 gp). 
  APL 8: L: 10 gp, C: 3 gp, M: +1 breastplate (112 gp), +1 
  greatsword (195 gp), gauntlets of ogre power (333 gp), 
  potion of enlarge person (20 gp), potion of inflict moderate 
  
  BIS8-05 Necromancers on Ice 
   
  Page 14 
  wounds x2 (25 gp each), potion of shield of faith +2 (4 
  gp)The Book of History Not Yet Written (1,784 gp). 
  APL 10: L: 14 gp, C: 3 gp, M: +1 breastplate (112 gp), +1 
  wounding greatsword (1,529 gp), gauntlets of ogre power 
  (333 gp), potion of enlarge person (20 gp), potion of inflict 
  serious wounds (62 gp), potion of protection from arrows 
  10/magic (25 gp), potion of shield of faith +2 (4 gp), The 
  Book of History Not Yet Written (1,784 gp). 
  APL 12: L: 14 gp, C: 3 gp, M: +1 breastplate (112 gp), +1 
  wounding greatsword (1,529 gp), boots of speed (1,000 
  gp), gauntlets of ogre power (333 gp), potion of enlarge 
  person (20 gp), potion of inflict serious wounds (62 gp), 
  potion of protection from arrows 10/magic (25 gp), potion 
  of shield of faith +2 (4 gp), The Book of History Not Yet 
  Written (1,784 gp). 
  APL 14: L: 14 gp, C: 3 gp, M: +1 wounding greatsword 
  (1,529 gp), boots of speed (1,000 gp), breastplate of 
  command (2,116 gp), gauntlets of ogre power (333 gp), 
  potion of enlarge person (20 gp), potion of inflict serious 
  wounds (62 gp), potion of protection from arrows 
  10/magic (25 gp), potion of shield of faith +2 (4 gp), The 
  Book of History Not Yet Written (1,784 gp). 
  APL 16: L: 14 gp, C: 3 gp, M: boots of speed (1,000 gp), 
  breastplate of command (2,116 gp), gauntlets of ogre 
  power (333 gp), large +1 wounding greatsword (1,529 
  gp), potion of enlarge person (20 gp), potion of inflict 
  serious wounds (62 gp), potion of protection from arrows 
  10/magic (25 gp), potion of shield of faith +2 (4 gp), ring 
  of protection +4 (2,666 gp), The Book of History Not Yet 
  Written (1,784 gp). 
  Developments: The PCs do not need to kill the undead 
  to succeed in this combat; they only need to obtain the 
  book of history not yet written from Galen. If they do so, they 
  earn access to it on the Adventure Record: 
  � The Book of History Not Yet Written: You have 
  recovered the magical tome that started this whirlwind 
  adventure, and may now choose what to do with it. 
   
  Write a question within the blank pages of this book, 
  and within seconds it is replaced by the answer – 
  although it is always presented in some cryptic verse. In 
  all ways, this is identical to a divination spell. 
   
  Unfortunately, excessive use has damaged the book. 
  Attempting to use it more than once per day results in its 
  immediate and irrevocable destruction. 
   
  Many Bisselites died to recover this artifact. Use it 
  wisely. 
   
  Strong divination; cannot be crafted; Price 21,410 gp. 
   
  If the PCs do manage to kill Galen, he is forced back into 
  gaseous form and reforms within his coffin. They then 
  have the opportunity to kill him once and for all. If they 
  do so, they receive the Blood of the Fallen item on the 
  Adventure Record: 
  � Blood of the Fallen: You have slain Galen Luchelyn, 
  the vampire lord commanding the Remnant forces, and 
  returned home with some of his blood. His aunt, the 
  Baroness Elina Luchelyn, will be able to have him 
  resurrected, improving Bissel’s odds in the battles ahead. 
   
  As well, she has personally rewarded you. This 
  counts as an influence point with the Knights of the 
  Watch. You may spend this favor to obtain access 
  (Frequency: Adventure) to any one standard weapon or 
  fifty pieces of ammunition, made from any one of the 
  following materials – steel, cold iron, adamantine, or 
  alchemical silver – with a +1 enhancement bonus and any 
  one bane enchantment. For example, you could gain 
  access to a +1 bane [undead] cold iron long sword, or a +1 bane 
  [construct] adamantine heavy mace. Mark this favor as 
  USED once it is expended. 
   
  Once the PCs are in possession of the book, continue 
  with Encounter 6. 
  ENCOUNTER 6: FAST BREAK 
  Estimated Time: 10 minutes 
  You make your way out of Thornward Keep with all 
  speed. Finally getting a moment of peace, you look 
  down at the nondescript leather tome in your hands. 
   
  It seems odd to think of how many people have 
  died because of this thing. 
  The natural course of action would be for the PCs to use 
  the book to seek Evard’s mausoleum. When they choose 
  to do so, continue with the following: 
  You open the pages of the book, and begin to write. 
   
  Two days later, you find yourself trudging 
  through a constricted gorge. You arrive at a 
  darkened ridge, the narrow passage opening out to a 
  larger valley. Your torchlight catches upon a feature 
  of the otherwise plain landscape – an ominous 
  mausoleum, set deep within this hidden gap. 
   
  The rocky walls at the entrance are scorched and 
  blackened, the residue of an epic arcane conflict. 
   
  The valley is full of fighting soldiers – flail-
  wielding knights of Hextor, and vile undead of the 
  Remnant army. Flashes of light ripple through the 
  air as implausible amounts of magic are flung 
  around. 
  
  BIS8-05 Necromancers on Ice 
   
  Page 15 
  The PCs can approach this situation in any manner they 
  wish – subtly, or with guns blazing. The armies are 
  powerful, but are generally preoccupied with each other. 
   
  If the PCs approach the entrance to the mausoleum, 
  read the following: 
  As you approach the entrance to the mausoleum, 
  you witness a fierce battle taking place within the 
  antechamber. Dread wraiths twist and flow through 
  the air, sucking the life out of several Hextorite 
  knights. 
   
  Suddenly, dark energy erupts from the center of 
  the pack, and the wraiths flee in terror. 
   
  You catch a quick glimpse of the cleric 
  responsible – a tall and sturdy fighting man of 
  mixed Oeridian-Suel blood. His dark brown hair 
  comes to a sharp widows peak, and he carries 
  himself with a tangible bearing of nobility and 
  strength, but as he turns towards you, the dark 
  creases on his face show the malevolence and hatred 
  that are carried by Larrangin, Chosen of Hextor, the 
  former Margrave of Bissel. 
   
  Seconds later, the group has disappeared deeper 
  into the mausoleum. 
  The PCs now receive the Face of the Enemy item on the 
  Adventure Record: 
  � Face of the Enemy: You have seen Larrangin, the 
  Chosen of Hextor and former Margrave of Bissel, at the 
  head of the Hextorite forces in the Plane of Shadow. This 
  does not bode well. 
   
  Once the PCs are ready to enter the mausoleum, 
  continue with Encounter 7. 
  ENCOUNTER 7: SMASH AND 
  GRAB 
  Estimated Time: 20 minutes 
  You make your way through the marble halls of the 
  mausoleum. Everywhere, the scene is the same – 
  Hextorite and Remnant soldiers, locked in mortal 
  battle. 
   
  You see no signs of Larrangin or his entourage. 
   
  Without warning, you stumble into a large 
  chamber. At the far end of the room, large stone 
  doors, covered with elaborate runes, block further 
  passage. The doors pulse with dark energy. 
   
  At almost the same moment, a group of 
  Hextorites charges in from a door opposite you. 
  They hesitate for only a moment, before moving to 
  attack. 
  Refer to DM Aid: Map #2 – Evard’s Mausoleum. 
   
  This encounter is not actually intended to be a 
  combat – it is actually a trap. 
   
  Stats are not provided for the Hextorites. Roll a 
  single initiative roll. When that initiative comes up, a 
  Hextorite knight will charge across the room at the PCs, 
  setting off the trap. If the PCs cross the chamber first, the 
  trap is activated earlier. 
   
  Once the trap is tripped, stop the ‘combat’, and start 
  the trap. Disregard the Hextorites from this point 
  forward. 
  Trap: As soon as a character moves more than 20 feet 
  from either entrance to the room, the trap is triggered. 
  Any PC in the room must make a Listen check (DC 15 + 
  APL) to note a high pitched hum coming from the floor a 
  split second before the effect is activated. A character that 
  fails this check is surprised. Roll initiative for the PCs 
  AND the trap, allowing those not surprised to act in the 
  surprise round. 
   
  On the trap’s turn metal portcullises slam shut in the 
  entrance portals, and a tendril of negative energy reaches 
  up from each 5-ft. square of the floor, and tries to touch 
  any living targets in the room.  A touched creature suffers 
  debilitating magical effects, depending on the APL. 
  Characters that cover more than one square are affected 
  by every tendril in their space. 
   
  The PCs can do two things: 
  • 
  Destroy the individual tendrils. Doing so prevents 
  further attacks in that square. 
  • 
  A hidden tube is embedded in wall. Finding it 
  requires a Search check (DC 15 + APL). Destroying 
  the tube destroys the entire trap. 
  All APLs 
  � Iron Portcullises: 2 in. thick; hardness 10; AC 5; 
  hp 60; Break DC 25. 
  APL 2 (EL 2) 
  � Enfeeblement Trap: see Appendix 1. 
  APL 4 (EL 4) 
  � Blindness/Deafness Trap: see Appendix 2. 
  APL 6 (EL 6) 
  � Exhaustion Trap: see Appendix 3. 
  
  BIS8-05 Necromancers on Ice 
   
  Page 16 
  APL 8 (EL 8) 
  � Enervation Trap: see Appendix 4. 
  APL 10 (EL 10) 
  � Feeblemind Trap: see Appendix 5. 
  APL 12 (EL 12) 
  � Harm Trap: see Appendix 6. 
  APL 14 (EL 14) 
  � Insanity Trap: see Appendix 7. 
  APL 16 (EL 16) 
  � Polymorph Trap: see Appendix 8. 
   
  Development: Once the PCs have survived the trap 
  – either through disarming it or its duration expiring – 
  proceed immediately with Encounter 8. 
  ENCOUNTER 8: BREECH? 
  WHAT BREECH? 
  Estimated Time: 45 minutes 
  Suddenly, there is a great crash of stone and metal. 
  The large stone slabs on the far end of the chamber 
  grate open. A wave of death and decay washes over 
  you, shaking you to the bone. A howl of anguish and 
  anger fills the air, shaking dust loose from the walls. 
  Many of the Hextorites flee, their resolve broken. 
   
  Undead creatures swarm into the chamber, 
  seemingly drawn to the dismal howl. 
  At the beginning of this scenario, you were instructed to 
  check the PCs for the following Adventure Record items: 
  • 
  BIS4-03 Face of the Enemy – Deathmask of Evard 
  • 
  BIS5-04 Uncovered Truths – Marked by Evard 
  • 
  BIS7-01 It Always Rains on the Damned – Blades of 
  Ether 
  • 
  BIS7-IN5 Steady Currents Beneath Still Waters – Touch 
  of the Dread Spinner 
  If a PC has any of these items, read the following: 
  You glance back, and see <Affected PC> on his knees, 
  clutching at his chest. He issues a low moan, but 
  does not move – apparently oblivious to the 
  creatures that are approaching. 
  The affected PCs, if any, gain the Something Strange 
  Within item on the Adventure Record: 
  � Something Strange Within: You’ve been touched 
  by the dark mistress’ power before, and felt your scars 
  come to life when she woke. It was painful, and 
  frightening… and strangely exhilarating. What is 
  happening to you? 
   
  Refer, once more, to DM Aid: Map #2 – Evard’s Mausoleum. 
  This combat occurs in the same chamber as the trap. 
   
  PCs that had any of the mentioned Adventure 
  Record items are dazed at the beginning of this fight. 
  However, the undead will ignore them, where possible, 
  and they are not affected by the gaze attacks present at 
  some APLs. 
   
  Dazed PCs can shrug off this effect in two particular 
  ways: 
  • 
  Another PC can shake them out of it. Treat this as if a 
  PC was trying to wake up a sleeping ally. 
  • 
  They can succeed on a Will save (DC 20). They may 
  attempt this as a full-round action on their turn. 
  Shrugging off the daze effect, however, also means that 
  the undead will now target that PC. Them’s the breaks. 
   
  Creatures: A number of undead emerge from the 
  side passages of the mausoleum, drawn to the opening of 
  Evard’s tomb. 
  APL 2 (EL 5) 
  � Wight: hp 36; see Monster Manual, page 255. 
  � Troglodyte Zombies (3): hp 39 each; see 
  Monster Manual, page 265. 
  APL 4 (EL 7) 
  � Wraith: hp 45; see Monster Manual, page 257. 
  � Bugbear Zombies (2): hp 57 each; see Monster 
  Manual, page 265. 
  APL 6 (EL 9) 
  � Spectre: hp 63; see Monster Manual, page 232. 
  � Minotaur Zombies (3): hp 111 each; see Monster 
  Manual, page 265. 
  APL 8 (EL 11) 
  � Greater Shadow: hp 81; see Monster Manual, 
  page 221. 
  � Grey Render Zombies (4): hp 183 each; see 
  Monster Manual, page 265. 
  APL 10 (EL 13) 
  � Dread Wraith: hp 144; see Monster Manual, page 
  257. 
  
  BIS8-05 Necromancers on Ice 
   
  Page 17 
  � Grey Render Zombies (6): hp 183 each; see 
  Monster Manual, page 265. 
  APL 12 (EL 15) 
  � Nightwing: hp 187; see Monster Manual, page 
  195. 
  � Greater Shadows (4): hp 81 each; see Monster 
  Manual, page 221. 
  APL 14 (EL 17) 
  � Nightwalker: hp 231; see Monster Manual, page 
  195. 
  � Bodaks (3): hp 81 each; see Monster Manual, page 
  221. 
  � Greater Shadows (4): hp 81 each; see Monster 
  Manual, page 221. 
  APL 16 (EL 19) 
  � Nightcrawler: hp 275; see Monster Manual, page 
  195. 
  � Dread Wraiths (4): hp 144 each; see Monster 
  Manual, page 257. 
  � Bodaks (4): hp 81 each; see Monster Manual, page 
  221. 
   
  Treasure: Several valuable items can be found on 
  the dead Hextorites and around the chamber: 
  APL 2: L: 10 gp, C: 0 gp, M: 0 gp. 
  APL 4: L: 10 gp, C: 0 gp, M: elixir of adamantine blood 
  (41 gp), eternal wand of magic missile (68 gp). 
  APL 6: L: 10 gp, C: 0 gp, M: elixir of adamantine blood 
  (41 gp), eternal wand of magic missile (68 gp), vanisher 
  cloak (208 gp), vest of defense (166 gp). 
  APL 8: L: 10 gp, C: 0 gp, M: aroma of curdled death (375 
  gp), elixir of adamantine blood (41 gp), eternal wand of 
  magic missile (68 gp), tunic of steady spellcasting (208 
  gp), vanisher cloak (208 gp), vest of defense (166 gp). 
  APL 10: L: 10 gp, C: 0 gp, M: aroma of curdled death 
  (375 gp), elixir of adamantine blood (41 gp), eternal 
  wand of magic missile (68 gp), tunic of steady spellcasting 
  (208 gp), vanisher cloak (208 gp), vest of defense (166 
  gp). 
  APL 12: L: 10 gp, C: 0 gp, M: aroma of curdled death 
  (375 gp), elixir of adamantine blood (41 gp), eternal 
  wand of fireball (908 gp), eternal wand of magic missile 
  (68 gp), tunic of steady spellcasting (208 gp), vanisher 
  cloak (208 gp), vest of defense (166 gp). 
  APL 14: L: 10 gp, C: 0 gp, M: aroma of curdled death 
  (375 gp), elixir of adamantine blood (41 gp), eternal 
  wand of fireball (908 gp), eternal wand of magic missile 
  (68 gp), tunic of steady spellcasting (208 gp), vanisher 
  cloak (208 gp), vest of defense (166 gp). 
  APL 16: L: 10 gp, C: 0 gp, M: aroma of curdled death 
  (375 gp), elixir of adamantine blood (41 gp), eternal 
  wand of fireball (908 gp), eternal wand of magic missile 
  (68 gp), robe of mysterious conjuration (833 gp), tunic of 
  steady spellcasting (208 gp), vanisher cloak (208 gp), vest 
  of defense (166 gp). 
   
  Developments: Once the undead are defeated, 
  continue with the Conclusion. 
  CONCLUSION: BACK TO 
  LIGHT 
  Estimated Time: 10 minutes 
  The last of the undead falls before you, leaving you 
  as the lone victors on the field of battle. 
   
  The chamber is silent, except for a deep 
  reverberation coming from the open stone doors at 
  the far end of the room. It sounds eerie, like the 
  heartbeat of some great, infernal beast. 
   
  Through the gap in the stone doors, you can see 
  movement. A desiccated, withered arm reaches 
  forward into the light, the drapery of dark robes 
  clinging to it. The voice that follows it is feminine, 
  but commanding and full of power. 
   
  “I… have… returned…” 
  The PCs now receive the Rise of the True Dark Mistress item 
  on the Adventure Record: 
  � Rise of the True Dark Mistress: Evard the Archlich 
  has awoken, and assumed control of her Remnant forces. 
  The Hextorites that have been ravaging Bissel have been 
  stymied, for now… but at what cost? 
   
  Continue with the Epilogue. 
  EPILOGUE: MIXED TIDINGS 
  Estimated Time: 5 minutes 
  The rider urges his mount on, until he reaches the 
  top of the hill. 
   
  Below him stretch the fertile crossroads of the 
  March. Countless battles have been fought on this 
  soil. The blood, sweat, and tears of generations rest 
  
  BIS8-05 Necromancers on Ice 
   
  Page 18 
  atop each other, each strata fighting for the same 
  ends… freedom. 
   
  His gaze shifts to the rising sun in the east. The 
  first ranks of the cultist army can be seen entering 
  the valley, flanked by their powerful constructs and 
  hell-spawned devils. 
   
  He glances to the west. The first glints of 
  morning sunlight illuminate something dark and 
  ominous in the sky. Dark storm clouds brew above 
  it, slowly blotting out the light. 
   
  Behind him, the rider can hear the horns and 
  drums of a third army approaching. He turns his 
  horse, and starts back down the hill to spread the 
  word. The final war for Bissel has begun. 
  This portion of the adventure is now over. The story will 
  be concluded in BIS8-06 All Good Things. 
  To Be Continued… 
  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 5: Final Death 
  Defeat Galen and his minions 
   
  APL 2: 150 xp. 
   
  APL 4: 210 xp. 
   
  APL 6: 270 xp. 
   
  APL 8: 330 xp. 
   
  APL 10: 390 xp. 
   
  APL 12: 450 xp. 
   
  APL 14: 510 xp. 
   
  APL 16: 570 xp. 
  Encounter 7: Smash and Grab 
  Survive the magical conflagration 
   
  APL 2: 60 xp. 
   
  APL 4: 120 xp. 
   
  APL 6: 180 xp. 
   
  APL 8: 240 xp. 
   
  APL 10: 300 xp. 
   
  APL 12: 360 xp. 
   
  APL 14: 420 xp. 
   
  APL 16: 480 xp. 
  Encounter 8: Breech? What Breech? 
  Defeat the undead abominations 
   
  APL 2: 150 xp. 
   
  APL 4: 210 xp. 
   
  APL 6: 270 xp. 
   
  APL 8: 330 xp. 
   
  APL 10: 390 xp. 
   
  APL 12: 450 xp. 
   
  APL 14: 510 xp. 
   
  APL 16: 570 xp. 
  Story Award 
  Convince Sil’C’Baoth to let the PCs leave his camp in 
  Encounter 1 
   
  APL 2: 22 xp. 
   
  APL 4: 33 xp. 
   
  APL 6: 45 xp. 
   
  APL 8: 56 xp. 
   
  APL 10: 67 xp. 
   
  APL 12: 78 xp. 
   
  APL 14: 90 xp. 
   
  APL 16: 101 xp. 
  Recover the book of history not written in Encounter 5 
   
  APL 2: 22 xp. 
   
  APL 4: 33 xp. 
   
  APL 6: 45 xp. 
   
  APL 8: 56 xp. 
   
  APL 10: 67 xp. 
   
  APL 12: 78 xp. 
   
  APL 14: 90 xp. 
   
  APL 16: 101 xp. 
  Breech the inner sanctum of Evard’s mausoleum in 
  Encounter 8 
  
  BIS8-05 Necromancers on Ice 
   
  Page 19 
   
  APL 2: 22 xp. 
   
  APL 4: 33 xp. 
   
  APL 6: 45 xp. 
   
  APL 8: 56 xp. 
   
  APL 10: 67 xp. 
   
  APL 12: 78 xp. 
   
  APL 14: 90 xp. 
   
  APL 16: 101 xp. 
  Discretionary Roleplaying Award 
   
  APL 2: 24 xp. 
   
  APL 4: 36 xp. 
   
  APL 6: 45 xp. 
   
  APL 8: 57 xp. 
   
  APL 10: 69 xp. 
   
  APL 12: 81 xp. 
   
  APL 14: 90 xp. 
   
  APL 16: 102 xp. 
  Total possible experience 
   
  APL 2: 450 xp. 
   
  APL 4: 675 xp. 
   
  APL 6: 900 xp. 
   
  APL 8: 1,125 xp. 
   
  APL 10: 1,350 xp. 
   
  APL 12: 1,575 xp. 
   
  APL 14: 1,800 xp. 
   
  APL 16: 2,025 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 adventure, 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 5: Final Death 
  APL 2: L: 65 gp, C: 3 gp, M: potion of inflict moderate 
  wounds x2 (25 gp each), potion of enlarge person (20 gp), 
  potion of shield of faith +2 (4 gp), oil of magic weapon (4 
  gp), The Book of History Not Yet Written (1,784 gp). 
  APL 4: L: 35 gp, C: 3 gp, M: +1 breastplate (112 gp), oil 
  of magic weapon (4 gp), potion of bull’s strength (25 gp), 
  potion of enlarge person (20 gp), potion of inflict moderate 
  wounds x2 (25 gp each), potion of shield of faith +2 (4 
  gp), The Book of History Not Yet Written (1,784 gp). 
  APL 6: L: 6 gp, C: 3 gp, M: +1 breastplate (112 gp), +1 
  greatsword (195 gp), potion of bull’s strength (25 gp), 
  potion of enlarge person (20 gp), potion of inflict moderate 
  wounds x2 (25 gp each), potion of shield of faith +2 (4 
  gp), The Book of History Not Yet Written (1,784 gp). 
  
  BIS8-05 Necromancers on Ice 
   
  Page 20 
  APL 8: L: 10 gp, C: 3 gp, M: +1 breastplate (112 gp), +1 
  greatsword (195 gp), gauntlets of ogre power (333 gp), 
  potion of enlarge person (20 gp), potion of inflict moderate 
  wounds x2 (25 gp each), potion of shield of faith +2 (4 
  gp)The Book of History Not Yet Written (1,784 gp). 
  APL 10: L: 14 gp, C: 3 gp, M: +1 breastplate (112 gp), +1 
  wounding greatsword (1,529 gp), gauntlets of ogre power 
  (333 gp), potion of enlarge person (20 gp), potion of inflict 
  serious wounds (62 gp), potion of protection from arrows 
  10/magic (25 gp), potion of shield of faith +2 (4 gp), The 
  Book of History Not Yet Written (1,784 gp). 
  APL 12: L: 14 gp, C: 3 gp, M: +1 breastplate (112 gp), +1 
  wounding greatsword (1,529 gp), boots of speed (1,000 
  gp), gauntlets of ogre power (333 gp), potion of enlarge 
  person (20 gp), potion of inflict serious wounds (62 gp), 
  potion of protection from arrows 10/magic (25 gp), potion 
  of shield of faith +2 (4 gp), The Book of History Not Yet 
  Written (1,784 gp). 
  APL 14: L: 14 gp, C: 3 gp, M: +1 wounding greatsword 
  (1,529 gp), boots of speed (1,000 gp), breastplate of 
  command (2,116 gp), gauntlets of ogre power (333 gp), 
  potion of enlarge person (20 gp), potion of inflict serious 
  wounds (62 gp), potion of protection from arrows 
  10/magic (25 gp), potion of shield of faith +2 (4 gp), The 
  Book of History Not Yet Written (1,784 gp). 
  APL 16: L: 14 gp, C: 3 gp, M: boots of speed (1,000 gp), 
  breastplate of command (2,116 gp), gauntlets of ogre 
  power (333 gp), large +1 wounding greatsword (1,529 
  gp), potion of enlarge person (20 gp), potion of inflict 
  serious wounds (62 gp), potion of protection from arrows 
  10/magic (25 gp), potion of shield of faith +2 (4 gp), ring 
  of protection +4 (2,666 gp), The Book of History Not Yet 
  Written (1,784 gp). 
  Encounter 8: Breech? What Breech? 
  APL 2: L: 10 gp, C: 0 gp, M: 0 gp. 
  APL 4: L: 10 gp, C: 0 gp, M: elixir of adamantine blood 
  (41 gp), eternal wand of magic missile (68 gp). 
  APL 6: L: 10 gp, C: 0 gp, M: elixir of adamantine blood 
  (41 gp), eternal wand of magic missile (68 gp), vanisher 
  cloak (208 gp), vest of defense (166 gp). 
  APL 8: L: 10 gp, C: 0 gp, M: aroma of curdled death (375 
  gp), elixir of adamantine blood (41 gp), eternal wand of 
  magic missile (68 gp), tunic of steady spellcasting (208 
  gp), vanisher cloak (208 gp), vest of defense (166 gp). 
  APL 10: L: 10 gp, C: 0 gp, M: aroma of curdled death 
  (375 gp), elixir of adamantine blood (41 gp), eternal 
  wand of magic missile (68 gp), tunic of steady spellcasting 
  (208 gp), vanisher cloak (208 gp), vest of defense (166 
  gp). 
  APL 12: L: 10 gp, C: 0 gp, M: aroma of curdled death 
  (375 gp), elixir of adamantine blood (41 gp), eternal 
  wand of fireball (908 gp), eternal wand of magic missile 
  (68 gp), tunic of steady spellcasting (208 gp), vanisher 
  cloak (208 gp), vest of defense (166 gp). 
  APL 14: L: 10 gp, C: 0 gp, M: aroma of curdled death 
  (375 gp), elixir of adamantine blood (41 gp), eternal 
  wand of fireball (908 gp), eternal wand of magic missile 
  (68 gp), tunic of steady spellcasting (208 gp), vanisher 
  cloak (208 gp), vest of defense (166 gp). 
  APL 16: L: 10 gp, C: 0 gp, M: aroma of curdled death 
  (375 gp), elixir of adamantine blood (41 gp), eternal 
  wand of fireball (908 gp), eternal wand of magic missile 
  (68 gp), robe of mysterious conjuration (833 gp), tunic of 
  steady spellcasting (208 gp), vanisher cloak (208 gp), vest 
  of defense (166 gp). 
  Total Possible Treasure (Maximum Reward 
  Allowed) 
  APL 2: L: 75 gp, C: 3 gp, M: 1,863 gp – Total: 1,941 gp 
  (450 gp). 
  APL 4: L: 45 gp, C: 3 gp, M: 2,109 gp – Total: 2,157 gp 
  (650 gp). 
  APL 6: L: 16 gp, C: 3 gp, M: 2,675 gp – Total: 2,694 gp 
  (900 gp). 
  APL 8: L: 20 gp, C: 3 gp, M: 3,566 gp – Total: 3,589 gp 
  (1,300 gp). 
  APL 10: L: 24 gp, C: 3 gp, M: 4,937 gp – Total: 4,964 
  gp (2,300 gp). 
  APL 12: L: 24 gp, C: 3 gp, M: 6,845 gp – Total: 6,872 
  gp (3,300 gp). 
  APL 14: L: 24 gp, C: 3 gp, M: 8,849 gp – Total: 8,876 
  gp (6,600 gp). 
  APL 16: L: 24 gp, C: 3 gp, M: 12,365 gp – Total: 12,392 
  gp (9,900 gp). 
   
  ITEMS FOR THE ADVENTURE 
  RECORD 
  Special 
  � The Book of History Not Yet Written: You have 
  recovered the magical tome that started this whirlwind 
  adventure, and may now choose what to do with it. 
  
  BIS8-05 Necromancers on Ice 
   
  Page 21 
   
  Write a question within the blank pages of this book, 
  and within seconds it is replaced by the answer – 
  although it is always presented in some cryptic verse. In 
  all ways, this is identical to a divination spell. 
   
  Unfortunately, excessive use has damaged the book. 
  Attempting to use it more than once per day results in its 
  immediate and irrevocable destruction. 
   
  Many Bisselites died to recover this artifact. Use it 
  wisely. 
   
  Strong divination; cannot be crafted; Price 21,410 gp. 
   
  � Blood of the Fallen: You have slain Galen Luchelyn, 
  the vampire lord commanding the Remnant forces, and 
  returned home with some of his blood. His aunt, the 
  Baroness Elina Luchelyn, will be able to have him 
  resurrected, improving Bissel’s odds in the battles ahead. 
   
  As well, she has personally rewarded you. This 
  counts as an influence point with the Knights of the 
  Watch. You may spend this favor to obtain access 
  (Frequency: Adventure) to any one standard weapon or 
  fifty pieces of ammunition, made from any one of the 
  following materials – steel, cold iron, adamantine, or 
  alchemical silver – with a +1 enhancement bonus and any 
  one bane enchantment. For example, you could gain 
  access to a +1 bane [undead] cold iron long sword, or a +1 bane 
  [construct] adamantine heavy mace. Mark this favor as 
  USED once it is expended. 
   
  � Face of the Enemy: You have seen Larrangin, the 
  Chosen of Hextor and former Margrave of Bissel, at the 
  head of the Hextorite forces in the Plane of Shadow. This 
  does not bode well. 
   
  � Rise of the True Dark Mistress: Evard the Archlich 
  has awoken, and assumed control of her Remnant forces. 
  The Hextorites that have been ravaging Bissel have been 
  stymied, for now… but at what cost? 
   
  � Something Strange Within: You’ve been touched 
  by the dark mistress’ power before, and felt your scars 
  come to life when she woke. It was painful, and 
  frightening… and strangely exhilarating. What is 
  happening to you? 
   
  Item Access 
  APL 2: 
  � The Book of History Not Yet Written (Adventure; Limit 1; 
  See Above) 
  � Potion of Inflict Moderate Wounds (Adventure; DMG) 
  APL 4 (all of APL 2 plus the following): 
  � Elixir of Adamantine Blood (Adventure; Limit 1; MIC) 
  � Eternal Wand of Magic Missile (Adventure; Limit 1; 
  MIC) 
  APL 6 (all of APLs 2, 4 plus the following): 
  � Vest of Defense (Adventure; Limit 1; MIC) 
  � Vanisher Cloak (Adventure; Limit 1; MIC) 
  APL 8 (all of APLs 2, 4, 6 plus the following): 
  � Tunic of Steady Spellcasting (Adventure; Limit 1; MIC) 
  � Aroma of Curdled Death (Adventure; Limit 1; MIC) 
  APL 10 (all of APLs 2, 4, 6, 8 plus the following): 
  � +1 Wounding Greatsword (Adventure; DMG) 
  � Potion of Inflict Serious Wounds (Adventure; DMG) 
  APL 12 (all of APLs 2, 4, 6, 8, 10 plus the following): 
  � Boots of Speed (Adventure; DMG) 
  � Eternal Wand of Fireball (Adventure; Limit 1; MIC) 
  APL 14 (all of APLs 2, 4, 6, 8, 10, 12 plus the following): 
  � Breastplate of Command (Adventure; DMG) 
  APL 16 (all of APLs 2, 4, 6, 8, 10, 12, 14 plus the 
  following): 
  � Large +1 Wounding Greatsword (Adventure; DMG) 
  � Robe of Mysterious Conjuration (Adventure; Limit 1; 
  MIC) 
   
  
  BIS8-05 Necromancers on Ice 
   
  Page 22 
  APPENDIX 1 – APL 2 
   
  ENCOUNTER 5 
   
   
   
   
  G A L E N  L U C H E LY N  (W E A K E N E D) 
  CR  4 
  Male Vampire Fighter 2 
  LE Medium undead (augmented humanoid) 
  Init +8; Senses Listen +9, Spot +9 
  Languages Common 
  AC 24, touch 13, flat-footed 21, (+3 Dex, +5 armor, +6 natural) 
  hp 18 (2d12 HD); fast healing 5; DR 10/silver and magic 
  Resist cold 10, electricity 10 
  Fort +3, Ref +4, Will +1 
  Speed 20 ft. (4 squares) 
  Melee masterwork greatsword +10 (2d6+9/19-20) or 
  Melee slam +8 (1d6+6) or 
  Ranged longbow +6 (1d8/x3) 
  Base Atk +2; Grp +8 
  Special Actions Blood drain, children of the night, dominate, 
  gaseous form 
  Combat Gear longbow, masterwork breastplate, masterwork 
  greatsword, tanglefoot bag 
  Abilities Str 22, Dex 18, Con –, Int 12, Wis 12, Cha 18  
  SQ Alternate form, spider climb, turn resistance +4 
  Feats Cleave, Improved Initiative, Power Attack, Weapon 
  Focus [greatsword] 
  Skills Bluff +12, Climb +8, Hide +12, Intimidate +9, Listen +9, 
  Move Silently +12, Ride +6, Search +9, Sense Motive +9, Spot 
  +9 
  Possessions combat gear plus potion of inflict moderate wounds x2, 
  potion of enlarge person, potion of shield of faith +2, oil of magic 
  weapon, thunderstone, 18 gp. 
  Blood Drain (Ex) A vampire can suck blood from a living 
  victim with its fangs by making a successful grapple check. If 
  it pins the foe, it drains blood, dealing 1d4 points of 
  Constitution drain each round the pin is maintained. On 
  each successful attack, the vampire gains 5 temporary hit 
  points. 
  Children of the Night (Su) Vampires command the lesser 
  creatures of the world and once per day can call forth 1d6+1 
  rat swarms, 1d4+1 bat swarms, or a pack of 3d6 wolves as a 
  standard action. These creatures arrive in 2d6 rounds and 
  serve the vampire for up to 1 hour. 
  Dominate (Su) A vampire can crush an opponent’s will just by 
  looking onto his or her eyes. This is similar to a gaze attack, 
  except that the vampire must use a standard action, and 
  those merely looking at it are not affected. Anyone the 
  vampire targets must succeed on a Will save (DC 15) or fall 
  instantly under the vampire’s influence as though by a 
  dominate person spell (caster level 12th). The ability has a 
  range of 30 feet. 
  Create Spawn (Su) A humanoid or monstrous humanoid slain 
  by a vampire’s energy drain rises as a vampire spawn (see 
  Vampire Spawn entry, page 253) 1d4 days after burial. If the 
  vampire instead drains the victim’s Constitution to 0 or 
  lower, the victim retirns as a spawn if it had 4 or less HD and 
  as a vampire if it had 5 or more HD. In either case, the new 
  vampire or spawn is under the command of the vampire that 
  created it and remains enslaved until its master’s destruction. 
  At any given time a vampire may have an enslaved spawn 
  totaling no more than twice its own Hit Dice; any spawn it 
  creates that would exceed this limit are created as free-willed 
  vampires or vampire spawn. A vampire that is enslaved may 
  create and enslave spawn of its own, so a master vampire can 
  control a number of lesser vampires in this fashion. A 
  vampire may voluntarily free an enslaved spawn in order to 
  enslave a new spawn, but once freed, a vampire or vampire 
  spawn cannot be enslaved again. 
  Alternate Form (Su) A vampire can assume the shape of a bat, 
  dire bat, wolf, or dire wolf as a standard action. While in its 
  alternate form, the vampire loses its natural slam attack and 
  dominate ability, but it gains the natural weapons and 
  extraordinary special attacks of its new form. It can remain 
  in that form until it assumes another or until the next 
  sunrise. 
  Fast Healing (Ex) A vampire heals 5 points of damage each 
  round so long as it has at least 1 hit point. If reduced to 0 hit 
  points in combat, it automatically assumes gaseous form and 
  attempts to escape. It must reach its coffin home within 2 
  hours or be utterly destroyed. (It can travel up to nine miles 
  in 2 hours.) Any additional damage dealt to a vampire in 
  gaseous form has no effect. Once at rest in its coffin, a 
  vampire is helpless. It regains 1 hit point after 1 hour, then is 
  no longer helpless and resumes healing at the rate of 5 hit 
  points per round. 
  Gaseous Form (Su) As a standard action, a vampire can assume 
  gaseous form at will as the spell (caster level 5th), but it can 
  remain gaseous indefinitely and has a fly speed of 20 feet 
  with perfect maneuverability. 
  Spider Climb (Su) A vampire can climb sheer surfaces as 
  though with a spider climb spell. 
  Child of the Deluge (Ex) Galen does not suffer a vampire’s 
  normal vulnerability to running water, due to the odd 
  circumstances of his creation. 
  Skills Vampires have a +8 racial bonus on Bluff, Hide, Listen, 
  Move Silently, Search, Sense Motive, and Spot Checks. 
   
  
  BIS8-05 Necromancers on Ice 
   
  Page 23 
  ENCOUNTER 7 
   
   
   
   
  E N F E E BLE M E N T  T R A P 
  CR  2 
  Description: See encounter description. 
  Search DC 17; Type magical 
  Trigger proximity (alarm); Init +1 
  Effect ray of enfeeblement (1d6+1 Str penalty) against each target 
  in the room each round (+4 melee touch, includes +2 Atk 
  upgrade).  
  Duration 5 rounds 
  Destruction each tendril AC 12, hp 5; pillar tube AC 13, hp 9 
  (disadvantage: destroying this disarms the entire trap) 
  Disarm Disable Device 26 (per tendril) 
  Dispel DC 12 (per tendril); DC 12 (pillar tube, disadvantage: 
  dispelling this disarms the entire trap) 
   
  
  BIS8-05 Necromancers on Ice 
   
  Page 24 
  APPENDIX 2 – APL 4 
   
  ENCOUNTER 5 
   
   
   
   
  G A L E N  L U C H E L Y N 
  CR  6 
  Male Vampire Fighter 4 
  LE Medium undead (augmented humanoid) 
  Init +8; Senses Listen +9, Spot +9 
  Languages Common 
  AC 25, touch 13, flat-footed 22 (+3 Dex, +6 armor, +6 natural) 
  hp 36 (4d12 HD); fast healing 5; DR 10/silver and magic 
  Resist cold 10, electricity 10 
  Fort +4, Ref +5, Will +2 
  Speed 20 ft. (4 squares) 
  Melee masterwork greatsword +12 (2d6+11 /19-20) or 
  Melee slam +10 (1d6+6 plus energy drain) or 
  Ranged longbow +8 (1d8/x3)  
  Base Atk +4; Grp +10 
  Atk Options Energy drain 
  Special Actions Blood drain, children of the night, dominate, 
  gaseous form 
  Combat Gear +1 breastplate, longbow, masterwork greatsword 
  Abilities Str 23, Dex 18, Con –, Int 12, Wis 12, Cha 18  
  SQ Alternate form, spider climb, turn resistance +4 
  Feats Cleave, Combat Reflexes, Improved Initiative, Power 
  Attack, Weapon Focus (greatsword), Weapon Specialization 
  (greatsword) 
  Skills Bluff +12, Climb +10, Hide +12, Intimidate +11, Listen +9, 
  Move Silently +12, Ride +8, Search +9, Sense Motive +9, Spot 
  +9 
  Possessions combat gear plus potion of bull’s strength, potion of 
  inflict moderate wounds x2, potion of enlarge person, potion of shield 
  of faith +2, oil of magic weapon, thunderstone, 18 gp. 
  Blood Drain (Ex) A vampire can suck blood from a living 
  victim with its fangs by making a successful grapple check. If 
  it pins the foe, it drains blood, dealing 1d4 points of 
  Constitution drain each round the pin is maintained. On 
  each successful attack, the vampire gains 5 temporary hit 
  points. 
  Children of the Night (Su) Vampires command the lesser 
  creatures of the world and once per day can call forth 1d6+1 
  rat swarms, 1d4+1 bat swarms, or a pack of 3d6 wolves as a 
  standard action. These creatures arrive in 2d6 rounds and 
  serve the vampire for up to 1 hour. 
  Dominate (Su) A vampire can crush an opponent’s will just by 
  looking onto his or her eyes. This is similar to a gaze attack, 
  except that the vampire must use a standard action, and 
  those merely looking at it are not affected. Anyone the 
  vampire targets must succeed on a Will save (DC 16) or fall 
  instantly under the vampire’s influence as though by a 
  dominate person spell (caster level 12th). The ability has a 
  range of 30 feet. 
  Create Spawn (Su) A humanoid or monstrous humanoid slain 
  by a vampire’s energy drain rises as a vampire spawn (see 
  Vampire Spawn entry, page 253) 1d4 days after burial. If the 
  vampire instead drains the victim’s Constitution to 0 or 
  lower, the victim retirns as a spawn if it had 4 or less HD and 
  as a vampire if it had 5 or more HD. In either case, the new 
  vampire or spawn is under the command of the vampire that 
  created it and remains enslaved until its master’s destruction. 
  At any given time a vampire may have an enslaved spawn 
  totaling no more than twice its own Hit Dice; any spawn it 
  creates that would exceed this limit are created as free-willed 
  vampires or vampire spawn. A vampire that is enslaved may 
  create and enslave spawn of its own, so a master vampire can 
  control a number of lesser vampires in this fashion. A 
  vampire may voluntarily free an enslaved spawn in order to 
  enslave a new spawn, but once freed, a vampire or vampire 
  spawn cannot be enslaved again. 
  Energy Drain (Su) Living creatures hit by a vampire’s slam 
  attack (or any other natural weapon the vampire might 
  possess) gain two negative levels. For each negative level 
  bestowed, the vampire gains 5 temporary hit points. A 
  vampire can use its energy drain ability once per round. 
  Alternate Form (Su) A vampire can assume the shape of a bat, 
  dire bat, wolf, or dire wolf as a standard action. While in its 
  alternate form, the vampire loses its natural slam attack and 
  dominate ability, but it gains the natural weapons and 
  extraordinary special attacks of its new form. It can remain 
  in that form until it assumes another or until the next 
  sunrise. 
  Fast Healing (Ex) A vampire heals 5 points of damage each 
  round so long as it has at least 1 hit point. If reduced to 0 hit 
  points in combat, it automatically assumes gaseous form and 
  attempts to escape. It must reach its coffin home within 2 
  hours or be utterly destroyed. (It can travel up to nine miles 
  in 2 hours.) Any additional damage dealt to a vampire in 
  gaseous form has no effect. Once at rest in its coffin, a 
  vampire is helpless. It regains 1 hit point after 1 hour, then is 
  no longer helpless and resumes healing at the rate of 5 hit 
  points per round. 
  Gaseous Form (Su) As a standard action, a vampire can assume 
  gaseous form at will as the spell (caster level 5th), but it can 
  remain gaseous indefinitely and has a fly speed of 20 feet 
  with perfect maneuverability. 
  Spider Climb (Su) A vampire can climb sheer surfaces as 
  though with a spider climb spell. 
  Child of the Deluge (Ex) Galen does not suffer a vampire’s 
  normal vulnerability to running water, due to the odd 
  circumstances of his creation. 
  Skills Vampires have a +8 racial bonus on Bluff, Hide, Listen, 
  Move Silently, Search, Sense Motive, and Spot Checks. 
   
  
  BIS8-05 Necromancers on Ice 
   
  Page 25 
  ENCOUNTER 7 
   
   
   
   
  B L I N D N E S S/D E A F N E S S  T R A P 
  CR  4 
  Description: See encounter description. 
  Search DC 19 Type magical 
  Trigger proximity; Init +2 
  Effect blindness/deafness (permanent blindness or deafness, 
  randomly chosen, Fort DC 13 negates) against each target in 
  the room each round (+6 melee touch, includes +2 Atk 
  upgrade).  
  Duration 7 rounds 
  Destruction each tendril AC 14, hp 10; pillar tube AC 16, hp 18 
  (disadvantage: destroying this disarms the entire trap) 
  Disarm Disable Device 27 (per tendril) 
  Dispel DC 14 (per tendril); DC 14 (pillar tube, disadvantage: 
  dispelling this disarms the entire trap) 
   
   
  
  BIS8-05 Necromancers on Ice 
   
  Page 26 
  APPENDIX 3 – APL 6 
   
  ENCOUNTER 5 
   
   
   
   
  G A L E N  L U C H E L Y N 
  CR  8 
  Male Vampire Fighter 6 
  LE Medium undead (augmented humanoid) 
  Init +8; Senses Listen +9, Spot +12 
  Languages Common 
  AC 25, touch 13, flat-footed 22 (+3 Dex, +6 armor, +6 natural) 
  hp 54 (6d12 HD); fast healing 5; DR 10/silver and magic 
  Resist cold 10, electricity 10 
  Fort +5, Ref +6, Will +3 
  Speed 20 ft. (4 squares) 
  Melee +1 greatsword +14/+9 (2d6+12 /19-20) or 
  Melee slam +12 (1d6+6 plus energy drain) or 
  Ranged longbow +10/+5 (1d8/x3)  
  Base Atk +6; Grp +12 
  Atk Options Energy drain 
  Special Actions Blood drain, children of the night, dominate, 
  gaseous form 
  Combat Gear +1 breastplate, +1 greatsword, longbow 
  Abilities Str 23, Dex 18, Con –, Int 12, Wis 12, Cha 18  
  SQ Alternate form, spider climb, turn resistance +4 
  Feats Cleave, Close-Quarters Fighting
  CW, Combat Reflexes, 
  Improved 
  Initiative, 
  Power 
  Attack, 
  Power 
  Critical 
  [greatsword]
  CW, Weapon Focus (greatsword), Weapon 
  Specialization (greatsword) 
  CW Complete Warrior 
  Skills Bluff +12, Climb +10, Hide +12, Intimidate +11, Listen +9, 
  Move Silently +12, Ride +8, Search +9, Sense Motive +9, Spot 
  +12 
  Possessions combat gear plus potion of bull’s strength, potion of 
  inflict moderate wounds x2, potion of enlarge person, potion of shield 
  of faith +2, tanglefoot bag, thunderstone, 18 gp. 
  Blood Drain (Ex) A vampire can suck blood from a living 
  victim with its fangs by making a successful grapple check. If 
  it pins the foe, it drains blood, dealing 1d4 points of 
  Constitution drain each round the pin is maintained. On 
  each successful attack, the vampire gains 5 temporary hit 
  points. 
  Children of the Night (Su) Vampires command the lesser 
  creatures of the world and once per day can call forth 1d6+1 
  rat swarms, 1d4+1 bat swarms, or a pack of 3d6 wolves as a 
  standard action. These creatures arrive in 2d6 rounds and 
  serve the vampire for up to 1 hour. 
  Dominate (Su) A vampire can crush an opponent’s will just by 
  looking onto his or her eyes. This is similar to a gaze attack, 
  except that the vampire must use a standard action, and 
  those merely looking at it are not affected. Anyone the 
  vampire targets must succeed on a Will save (DC 17) or fall 
  instantly under the vampire’s influence as though by a 
  dominate person spell (caster level 12th). The ability has a 
  range of 30 feet. 
  Create Spawn (Su) A humanoid or monstrous humanoid slain 
  by a vampire’s energy drain rises as a vampire spawn (see 
  Vampire Spawn entry, page 253) 1d4 days after burial. If the 
  vampire instead drains the victim’s Constitution to 0 or 
  lower, the victim retirns as a spawn if it had 4 or less HD and 
  as a vampire if it had 5 or more HD. In either case, the new 
  vampire or spawn is under the command of the vampire that 
  created it and remains enslaved until its master’s destruction. 
  At any given time a vampire may have an enslaved spawn 
  totaling no more than twice its own Hit Dice; any spawn it 
  creates that would exceed this limit are created as free-willed 
  vampires or vampire spawn. A vampire that is enslaved may 
  create and enslave spawn of its own, so a master vampire can 
  control a number of lesser vampires in this fashion. A 
  vampire may voluntarily free an enslaved spawn in order to 
  enslave a new spawn, but once freed, a vampire or vampire 
  spawn cannot be enslaved again. 
  Energy Drain (Su) Living creatures hit by a vampire’s slam 
  attack (or any other natural weapon the vampire might 
  possess) gain two negative levels. For each negative level 
  bestowed, the vampire gains 5 temporary hit points. A 
  vampire can use its energy drain ability once per round. 
  Alternate Form (Su) A vampire can assume the shape of a bat, 
  dire bat, wolf, or dire wolf as a standard action. While in its 
  alternate form, the vampire loses its natural slam attack and 
  dominate ability, but it gains the natural weapons and 
  extraordinary special attacks of its new form. It can remain 
  in that form until it assumes another or until the next 
  sunrise. 
  Fast Healing (Ex) A vampire heals 5 points of damage each 
  round so long as it has at least 1 hit point. If reduced to 0 hit 
  points in combat, it automatically assumes gaseous form and 
  attempts to escape. It must reach its coffin home within 2 
  hours or be utterly destroyed. (It can travel up to nine miles 
  in 2 hours.) Any additional damage dealt to a vampire in 
  gaseous form has no effect. Once at rest in its coffin, a 
  vampire is helpless. It regains 1 hit point after 1 hour, then is 
  no longer helpless and resumes healing at the rate of 5 hit 
  points per round. 
  Gaseous Form (Su) As a standard action, a vampire can assume 
  gaseous form at will as the spell (caster level 5th), but it can 
  remain gaseous indefinitely and has a fly speed of 20 feet 
  with perfect maneuverability. 
  Spider Climb (Su) A vampire can climb sheer surfaces as 
  though with a spider climb spell. 
  Child of the Deluge (Ex) Galen does not suffer a vampire’s 
  normal vulnerability to running water, due to the odd 
  circumstances of his creation. 
  Skills Vampires have a +8 racial bonus on Bluff, Hide, Listen, 
  Move Silently, Search, Sense Motive, and Spot Checks. 
   
  
  BIS8-05 Necromancers on Ice 
   
  Page 27 
  ENCOUNTER 7 
   
   
   
   
  E X H A U S T I O N  T R A P 
  CR  6 
  Description: See encounter description. 
  Search DC 21 Type magical 
  Trigger proximity; Init +3 
  Effect ray of exhaustion (target exhausted for 7 minutes, Fort DC 
  14 partial) against each target in the room each round (+8 
  melee touch, includes +2 Atk upgrade).  
  Duration 9 rounds 
  Destruction each tendril AC 16, hp 15; pillar tube AC 19, hp 27 
  (disadvantage: destroying this disarms the entire trap) 
  Disarm Disable Device 28 (per tendril) 
  Dispel DC 16 (per tendril); DC 16 (pillar tube, disadvantage: 
  dispelling this disarms the entire trap) 
   
   
  
  BIS8-05 Necromancers on Ice 
   
  Page 28 
  APPENDIX 4 – APL 8 
   
  ENCOUNTER 5 
   
   
   
   
  G A L E N  L U C H E L Y N 
  CR  10 
  Male Vampire Fighter 8 
  LE Medium undead (augmented humanoid) 
  Init +8; Senses Listen +12, Spot +14 
  Languages Common 
  AC 25, touch 13, flat-footed 22 (+3 Dex, +6 armor, +6 natural) 
  hp 72 (8d12 HD); fast healing 5; DR 10/silver and magic 
  Resist cold 10, electricity 10 
  Fort +6, Ref +6, Will +3 
  Speed 20 ft. (4 squares) 
  Melee +1 greatsword +18/+13 (2d6+15 /17-20) or 
  Melee slam +16 (1d6+8 plus energy drain) or 
  Ranged longbow +12/+7 (1d8/x3)  
  Base Atk +8; Grp +16 
  Atk Options Energy drain 
  Special Actions Blood drain, children of the night, dominate, 
  gaseous form 
  Combat Gear +1 breastplate, +1 greatsword, gauntlets of ogre power, 
  longbow 
  Abilities Str 26, Dex 18, Con –, Int 12, Wis 12, Cha 18  
  SQ Alternate form, spider climb, turn resistance +4 
  Feats Cleave, Close-Quarters Fighting
  CW, Combat Reflexes, 
  Improved Critical [greatsword], Improved Initiative, Power 
  Attack, Power Critical [greatsword]
  CW, Weapon Focus 
  [greatsword], Weapon Specialization [greatsword] 
  CW Complete Warrior 
  Skills Bluff +12, Climb +12, Hide +12, Intimidate +11, Listen 
  +12, Move Silently +12, Ride +8, Search +9, Sense Motive +9, 
  Spot +14 
  Possessions combat gear plus potion of inflict moderate wounds x2, 
  potion of enlarge person, potion of shield of faith +2, tanglefoot bag 
  x2, thunderstone, 18 gp. 
  Blood Drain (Ex) A vampire can suck blood from a living 
  victim with its fangs by making a successful grapple check. If 
  it pins the foe, it drains blood, dealing 1d4 points of 
  Constitution drain each round the pin is maintained. On 
  each successful attack, the vampire gains 5 temporary hit 
  points. 
  Children of the Night (Su) Vampires command the lesser 
  creatures of the world and once per day can call forth 1d6+1 
  rat swarms, 1d4+1 bat swarms, or a pack of 3d6 wolves as a 
  standard action. These creatures arrive in 2d6 rounds and 
  serve the vampire for up to 1 hour. 
  Dominate (Su) A vampire can crush an opponent’s will just by 
  looking onto his or her eyes. This is similar to a gaze attack, 
  except that the vampire must use a standard action, and 
  those merely looking at it are not affected. Anyone the 
  vampire targets must succeed on a Will save (DC 18) or fall 
  instantly under the vampire’s influence as though by a 
  dominate person spell (caster level 12th). The ability has a 
  range of 30 feet. 
  Create Spawn (Su) A humanoid or monstrous humanoid slain 
  by a vampire’s energy drain rises as a vampire spawn (see 
  Vampire Spawn entry, page 253) 1d4 days after burial. If the 
  vampire instead drains the victim’s Constitution to 0 or 
  lower, the victim retirns as a spawn if it had 4 or less HD and 
  as a vampire if it had 5 or more HD. In either case, the new 
  vampire or spawn is under the command of the vampire that 
  created it and remains enslaved until its master’s destruction. 
  At any given time a vampire may have an enslaved spawn 
  totaling no more than twice its own Hit Dice; any spawn it 
  creates that would exceed this limit are created as free-willed 
  vampires or vampire spawn. A vampire that is enslaved may 
  create and enslave spawn of its own, so a master vampire can 
  control a number of lesser vampires in this fashion. A 
  vampire may voluntarily free an enslaved spawn in order to 
  enslave a new spawn, but once freed, a vampire or vampire 
  spawn cannot be enslaved again. 
  Energy Drain (Su) Living creatures hit by a vampire’s slam 
  attack (or any other natural weapon the vampire might 
  possess) gain two negative levels. For each negative level 
  bestowed, the vampire gains 5 temporary hit points. A 
  vampire can use its energy drain ability once per round. 
  Alternate Form (Su) A vampire can assume the shape of a bat, 
  dire bat, wolf, or dire wolf as a standard action. While in its 
  alternate form, the vampire loses its natural slam attack and 
  dominate ability, but it gains the natural weapons and 
  extraordinary special attacks of its new form. It can remain 
  in that form until it assumes another or until the next 
  sunrise. 
  Fast Healing (Ex) A vampire heals 5 points of damage each 
  round so long as it has at least 1 hit point. If reduced to 0 hit 
  points in combat, it automatically assumes gaseous form and 
  attempts to escape. It must reach its coffin home within 2 
  hours or be utterly destroyed. (It can travel up to nine miles 
  in 2 hours.) Any additional damage dealt to a vampire in 
  gaseous form has no effect. Once at rest in its coffin, a 
  vampire is helpless. It regains 1 hit point after 1 hour, then is 
  no longer helpless and resumes healing at the rate of 5 hit 
  points per round. 
  Gaseous Form (Su) As a standard action, a vampire can assume 
  gaseous form at will as the spell (caster level 5th), but it can 
  remain gaseous indefinitely and has a fly speed of 20 feet 
  with perfect maneuverability. 
  Spider Climb (Su) A vampire can climb sheer surfaces as 
  though with a spider climb spell. 
  Child of the Deluge (Ex) Galen does not suffer a vampire’s 
  normal vulnerability to running water, due to the odd 
  circumstances of his creation. 
  Skills Vampires have a +8 racial bonus on Bluff, Hide, Listen, 
  Move Silently, Search, Sense Motive, and Spot Checks. 
   
  
  BIS8-05 Necromancers on Ice 
   
  Page 29 
  ENCOUNTER 7 
   
   
   
   
  E N E R V A T I O N  T R A P 
  CR  8 
  Description: See encounter description. 
  Search DC 23; Type magical 
  Trigger proximity; Init +4 
  Effect enervation (1d4 negative levels) against each target in the 
  room each round (+10 melee touch, includes +2 Atk 
  upgrade).  
  Duration 11 rounds 
  Destruction each tendril AC 18, hp 20; pillar tube AC 22, hp 36 
  (disadvantage: destroying this disarms the entire trap) 
  Disarm Disable Device 29 (per tendril) 
  Dispel DC 18 (per tendril); DC 18 (pillar tube, disadvantage: 
  dispelling this disarms the entire trap) 
   
   
  
  BIS8-05 Necromancers on Ice 
   
  Page 30 
  APPENDIX 5 – APL 10 
   
  ENCOUNTER 5 
   
   
   
   
  G A L E N  L U C H E L Y N 
  CR  12 
  Male Vampire Fighter 10 
  LE Medium undead (augmented humanoid) 
  Init +8; Senses Listen +12, Spot +15 
  Languages Common 
  AC 25, touch 13, flat-footed 22 (+3 Dex, +6 armor, +6 natural) 
  hp 90 (10d12 HD); fast healing 5; DR 10/silver and magic 
  Resist cold 10, electricity 10 
  Fort +7, Ref +7, Will +4 
  Speed 20 ft. (4 squares) 
  Melee +1 wounding greatsword +21/+16 (2d6+15 plus 1 Con /17-
  20) or 
  Melee slam +18 (1d6+8 plus energy drain) or 
  Ranged longbow +14/+9 (1d8/x3)  
  Base Atk +10; Grp +18 
  Atk Options Energy drain 
  Special Actions Blood drain, children of the night, dominate, 
  gaseous form 
  Combat Gear +1 breastplate, +1 wounding greatsword, gauntlets of 
  ogre power, longbow 
  Abilities Str 26, Dex 18, Con –, Int 12, Wis 12, Cha 18  
  SQ Alternate form, spider climb, turn resistance +4 
  Feats Cleave, Close-Quarters Fighting
  CW, Combat Reflexes, 
  Greater Weapon Focus [greatsword], Improved Critical 
  [greatsword], Improved Initiative, Improved Unarmed 
  Strike, Power Attack, Power Critical [greatsword]
  CW, Weapon 
  Focus [greatsword], Weapon Specialization [greatsword] 
  CW Complete Warrior 
  Skills Bluff +12, Climb +12, Hide +12, Intimidate +11, Listen 
  +12, Move Silently +12, Ride +8, Search +9, Sense Motive +9, 
  Spot +15 
  Possessions combat gear plus potion of inflict serious wounds, 
  potion of enlarge person, potion of protection from arrows 10/magic, 
  potion of shield of faith +2, smokestick x2, tanglefoot bag x2, 
  thunderstone, 18 gp. 
  Blood Drain (Ex) A vampire can suck blood from a living 
  victim with its fangs by making a successful grapple check. If 
  it pins the foe, it drains blood, dealing 1d4 points of 
  Constitution drain each round the pin is maintained. On 
  each successful attack, the vampire gains 5 temporary hit 
  points. 
  Children of the Night (Su) Vampires command the lesser 
  creatures of the world and once per day can call forth 1d6+1 
  rat swarms, 1d4+1 bat swarms, or a pack of 3d6 wolves as a 
  standard action. These creatures arrive in 2d6 rounds and 
  serve the vampire for up to 1 hour. 
  Dominate (Su) A vampire can crush an opponent’s will just by 
  looking onto his or her eyes. This is similar to a gaze attack, 
  except that the vampire must use a standard action, and 
  those merely looking at it are not affected. Anyone the 
  vampire targets must succeed on a Will save (DC 19) or fall 
  instantly under the vampire’s influence as though by a 
  dominate person spell (caster level 12th). The ability has a 
  range of 30 feet. 
  Create Spawn (Su) A humanoid or monstrous humanoid slain 
  by a vampire’s energy drain rises as a vampire spawn (see 
  Vampire Spawn entry, page 253) 1d4 days after burial. If the 
  vampire instead drains the victim’s Constitution to 0 or 
  lower, the victim retirns as a spawn if it had 4 or less HD and 
  as a vampire if it had 5 or more HD. In either case, the new 
  vampire or spawn is under the command of the vampire that 
  created it and remains enslaved until its master’s destruction. 
  At any given time a vampire may have an enslaved spawn 
  totaling no more than twice its own Hit Dice; any spawn it 
  creates that would exceed this limit are created as free-willed 
  vampires or vampire spawn. A vampire that is enslaved may 
  create and enslave spawn of its own, so a master vampire can 
  control a number of lesser vampires in this fashion. A 
  vampire may voluntarily free an enslaved spawn in order to 
  enslave a new spawn, but once freed, a vampire or vampire 
  spawn cannot be enslaved again. 
  Energy Drain (Su) Living creatures hit by a vampire’s slam 
  attack (or any other natural weapon the vampire might 
  possess) gain two negative levels. For each negative level 
  bestowed, the vampire gains 5 temporary hit points. A 
  vampire can use its energy drain ability once per round. 
  Alternate Form (Su) A vampire can assume the shape of a bat, 
  dire bat, wolf, or dire wolf as a standard action. While in its 
  alternate form, the vampire loses its natural slam attack and 
  dominate ability, but it gains the natural weapons and 
  extraordinary special attacks of its new form. It can remain 
  in that form until it assumes another or until the next 
  sunrise. 
  Fast Healing (Ex) A vampire heals 5 points of damage each 
  round so long as it has at least 1 hit point. If reduced to 0 hit 
  points in combat, it automatically assumes gaseous form and 
  attempts to escape. It must reach its coffin home within 2 
  hours or be utterly destroyed. (It can travel up to nine miles 
  in 2 hours.) Any additional damage dealt to a vampire in 
  gaseous form has no effect. Once at rest in its coffin, a 
  vampire is helpless. It regains 1 hit point after 1 hour, then is 
  no longer helpless and resumes healing at the rate of 5 hit 
  points per round. 
  Gaseous Form (Su) As a standard action, a vampire can assume 
  gaseous form at will as the spell (caster level 5th), but it can 
  remain gaseous indefinitely and has a fly speed of 20 feet 
  with perfect maneuverability. 
  Spider Climb (Su) A vampire can climb sheer surfaces as 
  though with a spider climb spell. 
  Child of the Deluge (Ex) Galen does not suffer a vampire’s 
  normal vulnerability to running water, due to the odd 
  circumstances of his creation. 
  Skills Vampires have a +8 racial bonus on Bluff, Hide, Listen, 
  Move Silently, Search, Sense Motive, and Spot Checks. 
   
  
  BIS8-05 Necromancers on Ice 
   
  Page 31 
  ENCOUNTER 7 
   
   
   
   
  F E E B L E M I N D  T R A P 
  CR  10 
  Description: See encounter description. 
  Search DC 25; Type magical 
  Trigger proximity; Init +5 
  Effect feeblemind (Will DC 17 negates) against each target in the 
  room each round (+12 melee touch, includes +2 Atk 
  upgrade).  
  Duration 13 rounds 
  Destruction each tendril AC 20, hp 25; pillar tube AC 25, hp 45 
  (disadvantage: destroying this disarms the entire trap) 
  Disarm Disable Device 30 (per tendril) 
  Dispel DC 20 (per tendril); DC 20 (pillar tube, disadvantage: 
  dispelling this disarms the entire trap) 
   
   
  
  BIS8-05 Necromancers on Ice 
   
  Page 32 
  APPENDIX 6 – APL 12 
   
  ENCOUNTER 5 
   
   
   
   
  G A L E N  L U C H E L Y N 
  CR  14 
  Male Vampire Fighter 12 
  LE Medium undead (augmented humanoid) 
  Init +8; Senses Listen +12, Spot +16 
  Languages Common 
  AC 25, touch 13, flat-footed 22 (+3 Dex, +6 armor, +6 natural) 
  hp 108 (12d12 HD); fast healing 5; DR 10/silver and magic 
  Resist cold 10, electricity 10 
  Fort +8, Ref +8, Will +5 
  Speed 20 ft. (4 squares) 
  Melee +1 wounding greatsword +23/+18/+13 (2d6+17 plus 1 Con 
  /17-20) or 
  Melee slam +20 (1d6+8 plus energy drain) or 
  Ranged longbow +16/+11/+6 (1d8/x3)  
  Base Atk +12; Grp +20 
  Atk Options Energy drain 
  Special Actions Blood drain, children of the night, dominate, 
  gaseous form 
  Combat Gear +1 breastplate, +1 wounding greatsword, boots of speed, 
  gauntlets of ogre power, longbow 
  Abilities Str 27, Dex 18, Con –, Int 12, Wis 12, Cha 18  
  SQ Alternate form, spider climb, turn resistance +4 
  Feats Cleave, Close-Quarters Fighting
  CW, Combat Reflexes, 
  Great Cleave, Greater Weapon Focus [greatsword], Greater 
  Weapon Specialization [greatsword], Improved Critical 
  [greatsword], Improved Initiative, Improved Unarmed 
  Strike, Power Attack, Power Critical [greatsword]
  CW, Weapon 
  Focus [greatsword], Weapon Specialization [greatsword] 
  CW Complete Warrior 
  Skills Bluff +12, Climb +12, Hide +12, Intimidate +12, Listen 
  +12, Move Silently +12, Ride +9, Search +9, Sense Motive +9, 
  Spot +16 
  Possessions combat gear plus potion of inflict serious wounds, 
  potion of enlarge person, potion of protection from arrows 10/magic, 
  potion of shield of faith +2, smokestick x2, tanglefoot bag x2, 
  thunderstone, 18 gp. 
  Blood Drain (Ex) A vampire can suck blood from a living 
  victim with its fangs by making a successful grapple check. If 
  it pins the foe, it drains blood, dealing 1d4 points of 
  Constitution drain each round the pin is maintained. On 
  each successful attack, the vampire gains 5 temporary hit 
  points. 
  Children of the Night (Su) Vampires command the lesser 
  creatures of the world and once per day can call forth 1d6+1 
  rat swarms, 1d4+1 bat swarms, or a pack of 3d6 wolves as a 
  standard action. These creatures arrive in 2d6 rounds and 
  serve the vampire for up to 1 hour. 
  Dominate (Su) A vampire can crush an opponent’s will just by 
  looking onto his or her eyes. This is similar to a gaze attack, 
  except that the vampire must use a standard action, and 
  those merely looking at it are not affected. Anyone the 
  vampire targets must succeed on a Will save (DC 20) or fall 
  instantly under the vampire’s influence as though by a 
  dominate person spell (caster level 12th). The ability has a 
  range of 30 feet. 
  Create Spawn (Su) A humanoid or monstrous humanoid slain 
  by a vampire’s energy drain rises as a vampire spawn (see 
  Vampire Spawn entry, page 253) 1d4 days after burial. If the 
  vampire instead drains the victim’s Constitution to 0 or 
  lower, the victim retirns as a spawn if it had 4 or less HD and 
  as a vampire if it had 5 or more HD. In either case, the new 
  vampire or spawn is under the command of the vampire that 
  created it and remains enslaved until its master’s destruction. 
  At any given time a vampire may have an enslaved spawn 
  totaling no more than twice its own Hit Dice; any spawn it 
  creates that would exceed this limit are created as free-willed 
  vampires or vampire spawn. A vampire that is enslaved may 
  create and enslave spawn of its own, so a master vampire can 
  control a number of lesser vampires in this fashion. A 
  vampire may voluntarily free an enslaved spawn in order to 
  enslave a new spawn, but once freed, a vampire or vampire 
  spawn cannot be enslaved again. 
  Energy Drain (Su) Living creatures hit by a vampire’s slam 
  attack (or any other natural weapon the vampire might 
  possess) gain two negative levels. For each negative level 
  bestowed, the vampire gains 5 temporary hit points. A 
  vampire can use its energy drain ability once per round. 
  Alternate Form (Su) A vampire can assume the shape of a bat, 
  dire bat, wolf, or dire wolf as a standard action. While in its 
  alternate form, the vampire loses its natural slam attack and 
  dominate ability, but it gains the natural weapons and 
  extraordinary special attacks of its new form. It can remain 
  in that form until it assumes another or until the next 
  sunrise. 
  Fast Healing (Ex) A vampire heals 5 points of damage each 
  round so long as it has at least 1 hit point. If reduced to 0 hit 
  points in combat, it automatically assumes gaseous form and 
  attempts to escape. It must reach its coffin home within 2 
  hours or be utterly destroyed. (It can travel up to nine miles 
  in 2 hours.) Any additional damage dealt to a vampire in 
  gaseous form has no effect. Once at rest in its coffin, a 
  vampire is helpless. It regains 1 hit point after 1 hour, then is 
  no longer helpless and resumes healing at the rate of 5 hit 
  points per round. 
  Gaseous Form (Su) As a standard action, a vampire can assume 
  gaseous form at will as the spell (caster level 5th), but it can 
  remain gaseous indefinitely and has a fly speed of 20 feet 
  with perfect maneuverability. 
  Spider Climb (Su) A vampire can climb sheer surfaces as 
  though with a spider climb spell. 
  Child of the Deluge (Ex) Galen does not suffer a vampire’s 
  normal vulnerability to running water, due to the odd 
  circumstances of his creation. 
  Skills Vampires have a +8 racial bonus on Bluff, Hide, Listen, 
  Move Silently, Search, Sense Motive, and Spot Checks. 
  
  BIS8-05 Necromancers on Ice 
   
  Page 33 
   
  ENCOUNTER 7 
   
   
   
   
  H A R M  T R A P 
  CR  12 
  Description: See encounter description. 
  Search DC 27; Type magical 
  Trigger proximity; Init +6 
  Effect harm (110 damage, Will DC 19 half) against each target 
  in the room each round (+14 melee touch, includes +2 Atk 
  upgrade).  
  Duration 15 rounds 
  Destruction each tendril AC 22, hp 30; pillar tube AC 28, hp 54 
  (disadvantage: destroying this disarms the entire trap) 
  Disarm Disable Device 31 (per tendril) 
  Dispel DC 22 (per tendril); DC 22 (pillar tube, disadvantage: 
  dispelling this disarms the entire trap) 
  
  BIS8-05 Necromancers on Ice 
   
  Page 34 
  APPENDIX 7 – APL 14 
   
  ENCOUNTER 5 
   
   
   
   
  G A L E N  L U C H E L Y N 
  CR  16 
  Male Vampire Fighter 14 
  LE Medium undead (augmented humanoid) 
  Init +8; Senses Listen +13, Spot +17 
  Languages Common 
  AC 26, touch 13, flat-footed 23 (+3 Dex, +7 armor, +6 natural) 
  hp 126 (14d12 HD); fast healing 5; DR 10/silver and magic 
  Resist cold 10, electricity 10 
  Fort +9, Ref +8, Will +5 
  Speed 20 ft. (4 squares) 
  Melee +1 wounding greatsword +25/+20/+15 (2d6+17 plus 1 Con 
  /17-20) or 
  Melee slam +22 (1d6+8 plus energy drain) or 
  Ranged longbow +18/+13/+8 (1d8/x3)  
  Base Atk +14; Grp +22 
  Atk Options Energy drain 
  Special Actions Blood drain, children of the night, dominate, 
  gaseous form 
  Combat Gear +1 wounding greatsword, boots of speed, breastplate of 
  command, gauntlets of ogre power, longbow 
  Abilities Str 27, Dex 18, Con –, Int 12, Wis 12, Cha 18  
  SQ Alternate form, spider climb, turn resistance +4 
  Feats Cleave, Close-Quarters Fighting
  CW, Combat Reflexes, 
  Great Cleave, Greater Weapon Focus [greatsword], Greater 
  Weapon Specialization [greatsword], Hold the Line
  CW, 
  Improved 
  Critical 
  [greatsword], 
  Improved 
  Initiative, 
  Improved Unarmed Strike, Power Attack, Power Critical 
  [greatsword]
  CW, Weapon Focus [greatsword], Weapon 
  Specialization [greatsword] 
  CW Complete Warrior 
  Skills Bluff +12, Climb +12, Hide +12, Intimidate +12, Listen 
  +13, Move Silently +12, Ride +9, Search +9, Sense Motive +9, 
  Spot +17 
  Possessions combat gear plus potion of inflict serious wounds, 
  potion of enlarge person, potion of protection from arrows 10/magic, 
  potion of shield of faith +2, smokestick x2, tanglefoot bag x2, 
  thunderstone, 18 gp. 
  Blood Drain (Ex) A vampire can suck blood from a living 
  victim with its fangs by making a successful grapple check. If 
  it pins the foe, it drains blood, dealing 1d4 points of 
  Constitution drain each round the pin is maintained. On 
  each successful attack, the vampire gains 5 temporary hit 
  points. 
  Children of the Night (Su) Vampires command the lesser 
  creatures of the world and once per day can call forth 1d6+1 
  rat swarms, 1d4+1 bat swarms, or a pack of 3d6 wolves as a 
  standard action. These creatures arrive in 2d6 rounds and 
  serve the vampire for up to 1 hour. 
  Dominate (Su) A vampire can crush an opponent’s will just by 
  looking onto his or her eyes. This is similar to a gaze attack, 
  except that the vampire must use a standard action, and 
  those merely looking at it are not affected. Anyone the 
  vampire targets must succeed on a Will save (DC 21) or fall 
  instantly under the vampire’s influence as though by a 
  dominate person spell (caster level 12th). The ability has a 
  range of 30 feet. 
  Create Spawn (Su) A humanoid or monstrous humanoid slain 
  by a vampire’s energy drain rises as a vampire spawn (see 
  Vampire Spawn entry, page 253) 1d4 days after burial. If the 
  vampire instead drains the victim’s Constitution to 0 or 
  lower, the victim retirns as a spawn if it had 4 or less HD and 
  as a vampire if it had 5 or more HD. In either case, the new 
  vampire or spawn is under the command of the vampire that 
  created it and remains enslaved until its master’s destruction. 
  At any given time a vampire may have an enslaved spawn 
  totaling no more than twice its own Hit Dice; any spawn it 
  creates that would exceed this limit are created as free-willed 
  vampires or vampire spawn. A vampire that is enslaved may 
  create and enslave spawn of its own, so a master vampire can 
  control a number of lesser vampires in this fashion. A 
  vampire may voluntarily free an enslaved spawn in order to 
  enslave a new spawn, but once freed, a vampire or vampire 
  spawn cannot be enslaved again. 
  Energy Drain (Su) Living creatures hit by a vampire’s slam 
  attack (or any other natural weapon the vampire might 
  possess) gain two negative levels. For each negative level 
  bestowed, the vampire gains 5 temporary hit points. A 
  vampire can use its energy drain ability once per round. 
  Alternate Form (Su) A vampire can assume the shape of a bat, 
  dire bat, wolf, or dire wolf as a standard action. While in its 
  alternate form, the vampire loses its natural slam attack and 
  dominate ability, but it gains the natural weapons and 
  extraordinary special attacks of its new form. It can remain 
  in that form until it assumes another or until the next 
  sunrise. 
  Fast Healing (Ex) A vampire heals 5 points of damage each 
  round so long as it has at least 1 hit point. If reduced to 0 hit 
  points in combat, it automatically assumes gaseous form and 
  attempts to escape. It must reach its coffin home within 2 
  hours or be utterly destroyed. (It can travel up to nine miles 
  in 2 hours.) Any additional damage dealt to a vampire in 
  gaseous form has no effect. Once at rest in its coffin, a 
  vampire is helpless. It regains 1 hit point after 1 hour, then is 
  no longer helpless and resumes healing at the rate of 5 hit 
  points per round. 
  Gaseous Form (Su) As a standard action, a vampire can assume 
  gaseous form at will as the spell (caster level 5th), but it can 
  remain gaseous indefinitely and has a fly speed of 20 feet 
  with perfect maneuverability. 
  Spider Climb (Su) A vampire can climb sheer surfaces as 
  though with a spider climb spell. 
  Child of the Deluge (Ex) Galen does not suffer a vampire’s 
  normal vulnerability to running water, due to the odd 
  circumstances of his creation. 
  
  BIS8-05 Necromancers on Ice 
   
  Page 35 
  Skills Vampires have a +8 racial bonus on Bluff, Hide, Listen, 
  Move Silently, Search, Sense Motive, and Spot Checks. 
   
   
   
   
  ENCOUNTER 7 
   
   
   
   
  I N S A N I T Y  T R A P 
  CR  14 
  Description: See encounter description. 
  Search DC 29; Type magical 
  Trigger proximity; Init +7 
  Effect insanity (Will DC 20 negates) against each target in the 
  room each round (+16 melee touch, includes +2 Atk 
  upgrade).  
  Duration 17 rounds 
  Destruction each tendril AC 24, hp 35; pillar tube AC 31, hp 63 
  (disadvantage: destroying this disarms the entire trap) 
  Disarm Disable Device 32 (per tendril) 
  Dispel DC 24 (per tendril); DC 24 (pillar tube, disadvantage: 
  dispelling this disarms the entire trap) 
   
  
  BIS8-05 Necromancers on Ice 
   
  Page 36 
  APPENDIX 8 – APL 16 
   
  ENCOUNTER 5 
   
   
   
   
  G A L E N  L U C H E L Y N 
  CR  18 
  Male Vampire Fighter 16 
  LE Medium undead (augmented humanoid) 
  Init +8; Senses Listen +14, Spot +18 
  Languages Common 
  AC 30, touch 17, flat-footed 27 (+3 Dex, +7 armor, +6 natural, +4 
  deflection) 
  hp 144 (16d12 HD); fast healing 5; DR 10/silver and magic 
  Resist cold 10, electricity 10 
  Fort +10, Ref +9, Will +6 
  Speed 20 ft. (4 squares) 
  Melee large +1 wounding greatsword +26/+21/+16/+11 (3d6+18 
  plus 1 Con /17-20) or 
  Melee slam +25 (1d6+9 plus energy drain) or 
  Ranged longbow +20/+15/+10/+5 (1d8/x3)  
  Base Atk +16; Grp +25 
  Atk Options Energy drain, Improved Energy Drain 
  Special Actions Blood drain, children of the night, dominate, 
  gaseous form 
  Combat Gear +1 wounding greatsword, boots of speed, breastplate of 
  command, gauntlets of ogre power, ring of protection +4, longbow 
  Abilities Str 28, Dex 18, Con –, Int 12, Wis 12, Cha 18  
  SQ Alternate form, spider climb, turn resistance +4 
  Feats Cleave, Close-Quarters Fighting
  CW, Combat Reflexes, 
  Great Cleave, Greater Weapon Focus [greatsword], Greater 
  Weapon Specialization [greatsword], Hold the Line
  CW, 
  Improved Critical [greatsword], Improved Energy Drain
  LM, 
  Improved Initiative, Improved Unarmed Strike, Monkey 
  Grip
  CW, Power Attack, Power Critical [greatsword]
  CW, 
  Weapon 
  Focus 
  [greatsword], 
  Weapon 
  Specialization 
  [greatsword] 
  CW Complete Warrior, LM Libris Mortis 
  Skills Bluff +12, Climb +13, Hide +12, Intimidate +12, Listen 
  +14, Move Silently +12, Ride +9, Search +9, Sense Motive +9, 
  Spot +18 
  Possessions combat gear plus potion of inflict serious wounds, 
  potion of enlarge person, potion of protection from arrows 10/magic, 
  potion of shield of faith +2, smokestick x2, tanglefoot bag x2, 
  thunderstone, 18 gp. 
  Blood Drain (Ex) A vampire can suck blood from a living 
  victim with its fangs by making a successful grapple check. If 
  it pins the foe, it drains blood, dealing 1d4 points of 
  Constitution drain each round the pin is maintained. On 
  each successful attack, the vampire gains 5 temporary hit 
  points. 
  Children of the Night (Su) Vampires command the lesser 
  creatures of the world and once per day can call forth 1d6+1 
  rat swarms, 1d4+1 bat swarms, or a pack of 3d6 wolves as a 
  standard action. These creatures arrive in 2d6 rounds and 
  serve the vampire for up to 1 hour. 
  Dominate (Su) A vampire can crush an opponent’s will just by 
  looking onto his or her eyes. This is similar to a gaze attack, 
  except that the vampire must use a standard action, and 
  those merely looking at it are not affected. Anyone the 
  vampire targets must succeed on a Will save (DC 22) or fall 
  instantly under the vampire’s influence as though by a 
  dominate person spell (caster level 12th). The ability has a 
  range of 30 feet. 
  Create Spawn (Su) A humanoid or monstrous humanoid slain 
  by a vampire’s energy drain rises as a vampire spawn (see 
  Vampire Spawn entry, page 253) 1d4 days after burial. If the 
  vampire instead drains the victim’s Constitution to 0 or 
  lower, the victim retirns as a spawn if it had 4 or less HD and 
  as a vampire if it had 5 or more HD. In either case, the new 
  vampire or spawn is under the command of the vampire that 
  created it and remains enslaved until its master’s destruction. 
  At any given time a vampire may have an enslaved spawn 
  totaling no more than twice its own Hit Dice; any spawn it 
  creates that would exceed this limit are created as free-willed 
  vampires or vampire spawn. A vampire that is enslaved may 
  create and enslave spawn of its own, so a master vampire can 
  control a number of lesser vampires in this fashion. A 
  vampire may voluntarily free an enslaved spawn in order to 
  enslave a new spawn, but once freed, a vampire or vampire 
  spawn cannot be enslaved again. 
  Energy Drain (Su) Living creatures hit by a vampire’s slam 
  attack (or any other natural weapon the vampire might 
  possess) gain two negative levels. For each negative level 
  bestowed, the vampire gains 5 temporary hit points. A 
  vampire can use its energy drain ability once per round. 
  Alternate Form (Su) A vampire can assume the shape of a bat, 
  dire bat, wolf, or dire wolf as a standard action. While in its 
  alternate form, the vampire loses its natural slam attack and 
  dominate ability, but it gains the natural weapons and 
  extraordinary special attacks of its new form. It can remain 
  in that form until it assumes another or until the next 
  sunrise. 
  Fast Healing (Ex) A vampire heals 5 points of damage each 
  round so long as it has at least 1 hit point. If reduced to 0 hit 
  points in combat, it automatically assumes gaseous form and 
  attempts to escape. It must reach its coffin home within 2 
  hours or be utterly destroyed. (It can travel up to nine miles 
  in 2 hours.) Any additional damage dealt to a vampire in 
  gaseous form has no effect. Once at rest in its coffin, a 
  vampire is helpless. It regains 1 hit point after 1 hour, then is 
  no longer helpless and resumes healing at the rate of 5 hit 
  points per round. 
  Gaseous Form (Su) As a standard action, a vampire can assume 
  gaseous form at will as the spell (caster level 5th), but it can 
  remain gaseous indefinitely and has a fly speed of 20 feet 
  with perfect maneuverability. 
  Spider Climb (Su) A vampire can climb sheer surfaces as 
  though with a spider climb spell. 
  
  BIS8-05 Necromancers on Ice 
   
  Page 37 
  Child of the Deluge (Ex) Galen does not suffer a vampire’s 
  normal vulnerability to running water, due to the odd 
  circumstances of his creation. 
  Skills Vampires have a +8 racial bonus on Bluff, Hide, Listen, 
  Move Silently, Search, Sense Motive, and Spot Checks. 
   
   
   
   
  ENCOUNTER 7 
   
   
   
   
  P O LY M O R P H  T R A P 
  CR  16 
  Description: See encounter description. 
  Search DC 31; Type magical 
  Trigger proximity; Init +8 
  Effect polymorph any object (permanently turns target into a 
  monkey, Fort DC 22 negates) against each target in the room 
  each round (+18 melee touch, includes +2 Atk upgrade).  
  Duration 19 rounds 
  Destruction each tendril AC 26, hp 40; pillar tube AC 34, hp 72 
  (disadvantage: destroying this disarms the entire trap) 
  Disarm Disable Device 33 (per tendril) 
  Dispel DC 26 (per tendril); DC 26 (pillar tube, disadvantage: 
  dispelling this disarms the entire trap) 
   
  
  BIS8-05 Necromancers on Ice 
   
  Page 38 
  DM AID: THE PLANE OF SHADOW 
   
  The Plane of Shadow is a dimly lit dimension that is both coterminous to and coexistent with the Material Plane. It 
  overlaps the Material Plane much as the Ethereal Plane does, so a planar traveler can use the Plane of Shadow to cover 
  great distances quickly. 
  The Plane of Shadow is also coterminous to other planes. With the right spell, a character can use the Plane of Shadow 
  to visit other realities. 
  The Plane of Shadow is a world of black and white; color itself has been bleached from the environment. It is otherwise 
  appears similar to the Material Plane. 
  Despite the lack of light sources, various plants, animals, and humanoids call the Plane of Shadow home. 
  The Plane of Shadow is magically morphic, and parts continually flow onto other planes. As a result, creating a precise 
  map of the plane is next to impossible, despite the presence of landmarks. 
  The Plane of Shadow has the following traits: 
  • 
  Magically morphic. Certain spells modify the base material of the Plane of Shadow. The utility and power of these 
  spells within the Plane of Shadow make them particularly useful for explorers and natives alike. 
  • 
  Mildly neutral-aligned. 
  • 
  Enhanced magic. Spells with the shadow descriptor are enhanced on the Plane of Shadow. Such spells are cast as 
  though they were prepared with the Maximize Spell feat, though they don’t require the higher spell slots. 
  Furthermore, specific spells become more powerful on the Plane of Shadow. Shadow conjuration and shadow 
  evocation spells are 30% as powerful as the conjurations and evocations they mimic (as opposed to 20%). Greater 
  shadow conjuration and greater shadow evocation are 70% as powerful (not 60%), and a shades spell conjures at 90% of the 
  power of the original (not 80%). 
  • 
  Impeded magic. Spells that use or generate light or fire may fizzle when cast on the Plane of Shadow. A spellcaster 
  attempting a spell with the light or fire descriptor must succeed on a Spellcraft check (DC 20 + the level of the 
  spell). Spells that produce light are less effective in general, because all light sources have their ranges halved on 
  the Plane of Shadow. 
  Despite the dark nature of the Plane of Shadow, spells that produce, use, or manipulate darkness are unaffected by the 
  plane. 
  
  BIS8-05 Necromancers on Ice 
   
  Page 39 
  DM AID: NEW RULES 
   
  NEW FEATS 
  Close-Quarters Fighting (Complete Warrior, 
  page 97) 
   
  Prerequisite: Base Attack +3. 
  Benefit: You gain an attack of opportunity 
  whenever an enemy attempts to grapple you, even if the 
  enemy has a feat or special ability that would 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 
  an extra attack 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 causes 
  damage. Since the ogre does not have any type 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 a +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 attempting to start 
  a grapple. 
  Special: A fighter may select Close-Quarters 
  Fighting as one of his bonus fighter feats. 
   
  Hold the Line (Complete Warrior, page 100) 
   
  Prerequisite: Combat Reflexes, base attack bonus 
  +2 
   
  Benefit: You may make an attack of opportunity 
  against a charging opponent who enters an area you 
  threaten. 
  Your 
  attack 
  of 
  opportunity 
  happens 
  immediately before the charge attack is resolved.  
   
  Normal: You only get an attack of opportunity against a 
  character that exits a square you threaten. 
   
  Improved Energy Drain (Libris Mortis, page 27) 
   
  Prerequisite: Cha 15, energy drain supernatural 
  ability. 
   
  Benefit: Whenever you bestow a negative level 
  upon a creature, you gain a +1 bonus on skill checks, 
  ability checks, attack rolls, and saving throws for 1 hour. 
   
  Monkey Grip (Complete Warrior, page 103) 
   
  Prerequisite: Base attack bonus +1 
   
  Benefit: You can use melee weapons one size 
  category larger than you are with a -2 penalty on the 
  attack roll, but the amount of effort it takes you to use the 
  weapon does not change. For instance, a Large longsword 
  (a one-handed weapon for a Large creature) is considered 
  a two-handed weapon for a Medium creature that does 
  not have this feat. For a Medium creature that has this 
  feat, it is still considered a one-handed weapon. You can 
  wield a larger light weapon as a light weapon, or a larger 
  two-handed weapon in two hands. You cannot wield a 
  larger weapon in your off hand, and you cannot use this 
  feat with a double weapon. 
  Normal: You can use a melee weapon one size category 
  larger than you are with a -2 penalty on the attack roll, 
  and the amount of effort it takes to use the weapon 
  increases. A larger light weapon is considered a one-
  handed weapon, a larger one-handed weapon is 
  considered a two-handed weapon, and you cannot use a 
  larger two-handed weapon at all. 
   
  Power Critical (Complete Warrior, page 103) 
   
  Prerequisite: Weapon focus with weapon, base 
  attack bonus +4. 
  Benefit: When using the weapon you selected, you 
  gain a +4 bonus on the roll to confirm a threat. 
  Special: A fighter may select Power Critical as one 
  of his fighter bonus feats. You can gain the Power Critical 
  multiple times. Each time you take the feat, it may be 
  with a different weapon or the same weapon. If you take 
  it with the same weapon, the effects of the feats stack. 
  
  BIS8-05 Necromancers on Ice 
   
  Page 40 
  DM AID: MAP #1 – GALEN’S SANCTUM 
  
  BIS8-05 Necromancers on Ice 
   
  Page 41 
  DM AID: MAP #2 – EVARD’S MAUSOLEUM 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/EXTRAS/Greyhawk/Living Greyhawk - RPGA/BIS (March of Bissel)/BIS8-05 Necromancers on Ice (3E).pdf