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. 
  BIS8-03 
   
   
   
   
  Battle of the Bands 
  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: Dashiell Anderson, Phil Bonder, Lee Burton, Jon Sedich 
   
  In a world where the success of a nation depends on the courage of a few, strength and valor must… no, that’s not right. 
  Imagine, the greatest heroes of the March together for one last adventure! Hmm… no. I’ll start again. An epic quest, 
  598 years in the making… You’ll laugh. You’ll cry… Curse it all, this just isn’t working out… Looks like I’m going to 
  need a little help. A Bissel regional adventure for APLs 2-16, and Part 1 of That’s Rhomstaff! II, the Bissel finale. 
   
  Note: This series should be played in order, but each scenario can be played with different characters. 
   
  Resources: Complete Arcane [Richard Baker], Complete Scoundrel [Mike McArtor, F. Wesley Schneider], Monster Manual 
  II [Ed Bonny, Jeff Grubb, Rich Redman, Skip Williams, Steve Winter], Players Handbook II [David Noonan], Spell 
  Compendium [Matthew Sernett, Jeff Grubb, Mike McArtor], BIS3-03 Oakstaff [Cameron Logan], BIS5-01 That’s Rhomstaff! 
  [Jay Babcock]. 
  
  BIS8-03 Battle of the Bands 
   
  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 
  
  BIS8-03 Battle of the Bands 
   
  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 
  Sirian never wanted to be a bard. For one, he was as dumb 
  as a stump, and half as talented. However, his wealthy 
  parents insisted, and enrolled him in the Bardic College 
  in Calpius’ Craft. 
   
  The boy neglected his studies, preferring to get into 
  any mischief he could find. It was on one such mischief-
  making expedition that he found the book of history not yet 
  written. 
   
  This dusty tome, lost and forgotten in a college 
  basement, had the unique ability to see the future, and 
  express it in verse. Sirian first used the book to complete 
  his assignments. One of his instructors, so enamored 
  with the boy’s unlikely talent, got him in touch with a 
  local bardic troupe. 
   
   
  For the past year, the troupe has been receiving 
  scripts and prose from the boy, concerning events that 
  have not yet taken place. They quickly rehearse, and hit 
  the stage with impossibly-fresh material… making them 
  the undisputed kings of theater. 
   
  However, others are starting to take notice… 
  ADVENTURE SUMMARY 
  The PCs begin the adventure answering a call for help. 
  Estander, the brilliant playwright behind That’s 
  Rhomstaff! (BIS5-01 That’s Rhomstaff!), is watching all of 
  his recent works – while good – flop in comparison to 
  those of his rivals. 
   
  Investigating one of his rivals, the PCs learn that 
  they are getting all of their materials from Sirian, a 
  brilliant new bard. Then they meet the boy, and learn 
  that he is as dumb as dirt. They soon learn about the book 
  of history not yet written. 
  # 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 
  
  BIS8-03 Battle of the Bands 
   
  Page 3 
   
  Estander believes that the only way he can survive is 
  to draft the boy into his acting troupe. However, winning 
  him in the draft means taking control of all of the other 
  bardic troupes. 
   
  The PCs approach each troupe, winning their 
  allegiance through a series of bizarre and inexplicable 
  tasks. But just when it seems like victory is theirs, the 
  other gangs find out about Sirian. Calpius’ Craft is 
  thrown into chaos. 
   
  The PCs fight and win the day… only to find Sirian 
  murdered, and the book taken from him. Foreshadowing 
  creeps across the stage, as we fade to black. 
  Introduction: Abrasive Words 
  Estimated Time: 10 minutes 
  The PCs hear about Estander’s woes, and are asked to 
  investigate. 
  Encounter 1: Finding the Root 
  Estimated Time: 15 minutes 
  The PCs meet with a rival acting troupe in Calpius’ Craft, 
  and learn about Sirian. 
  Encounter 2: No Freaking Way 
  Estimated Time: 15 minutes 
  The PCs meet Sirian, and realize that he is an utter 
  moron. They also learn about his book. 
  Encounter 3: I Have a Plan 
  Estimated Time: 5 minutes 
  The PCs return to Estander, and learn that they must best 
  all of the other acting troupes, if they are to help Estander 
  draft Sirian and his magical book. 
  Encounter 4: The Machine 
  Estimated Time: 15 minutes 
  The PCs attempt to take over a rival gang, and are 
  challenged to defeat ‘the Machine’. 
  Encounter 5: Mushroom, Mushroom 
  Estimated Time: 40 minutes 
  The PCs attempt to take over a rival gang, and are 
  requested to defeat a horde of animate mushroom men. 
  Encounter 6: Who Keeps Writing These? 
  Estimated Time: 20 minutes 
  The PCs attempt to take over a rival gang, and are 
  presented with a puzzle to unravel. 
  Encounter 7: Theater Hero 
  Estimated Time: 30 minutes 
  The PCs attempt to take over a rival gang, and are 
  challenged to a match of ‘Theater Hero’, with a famous 
  opponent. 
  Encounter 8: When You’re a Bard… 
  Estimated Time: 10 minutes 
  Word gets out about Sirian and the book, and relations 
  between the bardic troupes break down. The PCs are 
  begged to help. 
  Encounter 9: …You’re a Bard All the Way 
  Estimated Time: 45 minutes 
  Calpius’ Craft has spiraled down into gang fighting in the 
  streets, as bards take each other on. The PCs fight their 
  way to supremacy. 
  Conclusion: Sins, Not Tragedies 
  Estimated Time: 5 minutes 
  The PCs make it to Sirian’s room, only to find him 
  murdered, and the book gone. 
  Epilogue: In the Wrong Hands 
  Estimated Time: 5 minutes 
  The book has fallen into the hands of the Hextorites, who 
  plan to use it to find… something. 
  PREPARATION FOR PLAY 
  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: ABRASIVE 
  WORDS 
  Estimated Time: 10 minutes 
  Bissel has had its share of troubles. 
   
  The war with Ket – through the perseverance of 
  Bissel’s soldiers and the cunning of her leaders – 
  was won in CY 597 at the Battle of Lopolla. Ket’s 
  capital was razed, and Field Marshall Valiscerat took 
  control of the homelands of Bissel’s perpetual 
  adversary. 
   
  All was not well, however. Many of Bissel’s allies 
  showed their true colors, refusing to support her in 
  the war. As well, the internal strife that plagued the 
  March in recent times came to a head, culminating 
  in a dramatic schism – the great nation of Bissel 
  split in two, with the creation of the March of 
  
  BIS8-03 Battle of the Bands 
   
  Page 4 
  Swordfields, led by the now-declared traitor, Steich 
  Valiscerat. 
  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. 
  DC 10 
  • 
  In a startling move, Field Marshall Valiscerat 
  seceded from the March, carving the new nation of 
  Swordfields out of conquered Ket. 
  • 
  A substantial portion of the Great Army remained 
  with Valiscerat and his new nation. 
  DC 15 
  • 
  Immediately before Field Marshall Valiscerat 
  seceded, there were assassination attempts on both 
  him and Margrave Malto. 
  • 
  A cure for the plague has been found! Adventurers 
  returned from other planes of existence with herbs 
  that proved useful in fighting the disease. Soon, it 
  will be wiped out. 
  DC 20 
  • 
  Security around the Guild of the Arcane Path has 
  been enhanced dramatically in the past few months. 
  DC 25 
  • 
  Margrave Malto and Field Marshall Valiscerat 
  blamed each other for the assassination attempts 
  against each other. Without someone else to blame, 
  relations between the political rivals fell apart. 
  DC 30 
  • 
  The first assassination attempt against Margrave 
  Malto was executed by a young acolyte of 
  Heironeous that had been a page in service of the 
  Baron’s Council for years. 
  • 
  The second assassination attempt on Margrave Malto 
  and the attempt on Valiscerat were committed by 
  Hextorites. They had posed as Heironeans, and 
  infiltrated the respective noble courts. 
  Once the PCs are done with rumors, continue with the 
  following: 
  The pool of light slowly narrows, and a single figure 
  steps forward, into view. As he sings, the orchestra 
  plays soft, mournful notes. 
  “What would come of the mighty March? 
  What did fate have yet in store? 
  With both sides believing themselves the right 
  They stood together ne’er more… 
   
  The Field Marshall had strength and resolve, 
  But the Margrave, Bissel, our home… 
  So stand apart, did legend’ry men, 
  While the people were forced to roam! 
   
  No fiend of darkness had pulled us apart, 
  Nor beast of forest and glen, 
  But still we fall, despite it all 
  And our hist’ry begets again! 
   
  We…” 
  “Stop! Stop!!” A young man stands up, bellowing and 
  emphatically waving the sheaf of papers in his hand. 
  “It’s ‘begins again’. ‘Begets’ doesn’t even make 
  sense!” 
   
  The man turns to you. “See what I mean?” 
   
  Estander the playright is a young man of Flan 
  descent. Heavy lines crease his brow – signs of stress 
  and premature aging… which, given the sub-par 
  performance you’ve just seen, isn’t too surprising. 
  If the PCs can succeed at a Knowledge [local – Sheldomar 
  Valley Metaregion] check (DC 12) they can identify 
  Estander as a famous playwright, the author of That’s 
  Rhomstaff! (Appearing in BIS5-01 That’s Rhomstaff!, oddly 
  enough) If they’ve played that adventure, then they 
  worked for him, and had a hand in making the musical a 
  success. They may have even gone On Tour with the 
  company for a bit, becoming a celebrity of the local stage. 
  Estander sits down heavily into one of the theater 
  seats with a great sigh. “If this keeps up, I’ll be 
  ruined. That’s why I put out that call for help.” 
   
  “None of my recent works have done well. That 
  means that the talented actors pass me by, and I get 
  stuck with…” He gestures towards the stage. “It’s a 
  vicious cycle.” 
   
  “I’d write it off as a failure across the board… 
  but some of the other troupes are doing just fine. 
  Remarkably well, in fact!” 
   
  “If you are willing, I’d like to put your most 
  expert services in my employ. Find out what is going 
  on,” He rises to his feet. “…and help restore my good 
  name to its former glory!” 
  Estander can provide the following information, if 
  questioned: 
  
  BIS8-03 Battle of the Bands 
   
  Page 5 
  • 
  He is willing to pay 50 gold coins apiece, up front, 
  for the PCs’ services. If they succeed, the rewards 
  may be more lucrative. 
  • 
  He is the author of the musical ‘That’s Rhomstaff!’, a 
  tale of the March’s struggles against Evard. It did 
  particularly well. 
  • 
  His most recent works – ‘Army of Elk’, ‘Diary of a 
  Teenage Necromancer’, and ‘Weekend at Saralind’s’ 
  – have not done well, at all. Much of what he made 
  on ‘That’s Rhomstaff!’ was lost on those two 
  productions. 
  • 
  One of the more successful troupes, right now, is 
  ‘Looking for Treble’, a musical / thespian ensemble 
  based out of Calpius’ Craft. That’d be a good place to 
  start investigating. 
  • 
  Calpius’ Craft is the baronial seat of Besselar, one of 
  the baronies near Pellak. A few hours travel away, it 
  is the home of the Bardic Circle and the Bardic 
  College. 
  Once the PCs agree to the task, continue with the 
  following: 
  Estander looks relieved. “Oh, thank you! Without 
  your help… I don’t know what would happen!” 
   
  He turns back to the actor on the stage. “Well,” 
  he mutters under his breath. “Maybe I do have 
  SOME idea.” He clears his throat, and calls out to the 
  actor. “William, come here!” 
   
  The young man hops down from the stage, and 
  approaches. 
   
  “William, these individuals are helping me out. 
  I’d like you to go with them... it should help you, uh, 
  deepen your character. Insight, and all that.” 
   
  He turns back to you. “William knows Calpius’ 
  Craft rather well… Yes… ‘Looking for Treble’ would 
  be a good place to start. They’ve enjoyed tremendous 
  success, as of late… and I’ve always been on good 
  terms with them. You can find them in Calpius’ 
  Craft, around the Bardic College. In fact… I’m 
  supposed to head out that way myself… I could just 
  move up my plans, a little… Yes, yes… you kind 
  folks go ahead, and I’ll meet you there in a few days, 
  once I have things in order, here. That should give 
  you ample time to find out what you can.” 
  If the PCs played BIS5-01 That’s Rhomstaff! then they 
  know William – the naïve would-be actor led them 
  around during that adventure, as well. 
   
  The PCs have time to make any special preparations. 
  If they wish to purchase equipment or services, they are 
  in luck – Pellak is an important trade hub for the March. 
  They can purchase anything from the following PHB 
  tables: Table 7-3 Trade Goods, Table 7-5: Weapons (small 
  & medium sized), Table 7-6: Armor and Shields, Table 7-
  8: Goods and Services (except they can’t have spells cast 
  by NPCs). They may purchase any potion, oil, or scroll 
  from the DMG Tables 7-17, 7-23, or 7-24 with a market 
  price of 750 gp or less, and any standard spell 
  components up to 2,000 gp in value. 
   
  Once the PCs are ready to depart, continue with 
  Encounter 1. 
  All APLs 
  � Estander Thomason: Male human Brd 12 
  (Bluff +21, Diplomacy +10, Perform (act) +15, Sense 
  Motive +17); AL NG. 
  � William Robann: Male human Com 4 (Perform 
  (act) +8); AL NG. 
  ENCOUNTER 1: FINDING THE 
  ROOT 
  Estimated Time: 15 minutes 
  A few hours later, you pass through the town walls 
  of Calpius’ Craft. The streets are old and worn, 
  weaving in and out of each other in great serpentine 
  arcs. Despite Estander’s assurances, it’s obvious that 
  William doesn’t have much of a sense of direction. 
  It’s not long before you are completely lost. After 
  having to ask directions more than a few times, you 
  finally encounter two young women, dressed in long 
  red robes with a single black line across the sleeves. 
  They are more than happy to lead you to the Bardic 
  Circle, as they are going there themselves. 
   
  You can hear the Bardic Circle long before you 
  arrive. The sounds of musical instruments and 
  people’s voices carry through for several minutes 
  before you can see any visible sign of the famed 
  Bardic College. 
   
  The buildings around you suddenly become a 
  little more ornate just before you emerge from the 
  narrow streets onto a large circular field of green. 
  Elaborate decorations of musical instruments and 
  bright colors adorn each side of the large wood and 
  stone buildings that surround this field. The 
  building on the opposite side of you is the largest of 
  all, with immaculate stained glass windows 
  depicting a spray of colors emanating from an open 
  hand. At the center of the field is a large fountain, 
  
  BIS8-03 Battle of the Bands 
   
  Page 6 
  with the statue of an older woman from which an 
  obviously magical multi-colored light originates. 
   
  All around the field are young people dressed in 
  red robes. Many of them are engaged in some type of 
  music-making or spoken performance, and the wash 
  of sounds as you enter the grounds of the Bardic 
  Circle is staggering. 
  The building with the stained glass windows is the 
  Temple of Lydia, goddess of music, knowledge, and 
  daylight. The temple is a central structure to the Bardic 
  College. The statue at the center of the fountain also 
  depicts the goddess Lydia. 
   
  The PCs will likely want to know where to find 
  ‘Looking for Treble’. If they succeed at a Gather 
  Information check beating the listed DCs, they get the 
  following information: 
  • 
  (DC 5) Looking for Treble has a musical in town at 
  the moment – ‘Little Ado About Nothing’, a comedy 
  based on the friction between the Margrave of Bissel 
  and the former Field Marshall Valiscerat, the 
  Margrave of the new nation of Swordfields. 
  • 
  (DC 10) ‘Little Ado About Nothing’ is being 
  performed at the Borachio (pronounced bô-rach'-i-ô), 
  the most posh theater in town. 
  • 
  (DC 20) Looking for Treble has rented out the Hag’s 
  Eye, an inn across the street from the Borachio. The 
  core members of the troupe will likely be staying 
  there. 
  If the PCs head to the Borachio, read the following: 
  Heading to the eastern end of town, the architecture 
  becomes newer, and much more upscale. Standing 
  near the town wall is a large, elaborately-decorated 
  marble building.  The plaza in front of the theater is 
  adorned by a large pool of water. Jets of water 
  periodically emerge from the pool, dancing about in 
  a complex choreography before fading back below 
  the surface. 
  Further describe the Borachio as an extremely luxurious 
  theater. It should be obvious that their productions have 
  been immensely popular. 
   
  Stage hands can be found bustling about the theater 
  at all hours. If the PCs succeed at a Gather Information 
  check (DC 15) they can find someone that knows that the 
  senior members of the troupe are staying across the street 
  at the Hag’s Eye. 
   
  Once the PCs head for the Hag’s Eye continue with 
  the following: 
  Across from the Borachio is a small, wooden 
  building. The shingle out front depicts a large, 
  bloodshot eye over a bed. 
   
  Pushing the door open, the air is filled with the 
  sound of raucous laughter. About a dozen men and 
  women lounge about in the inn’s common room. 
   
  All eyes look in your direction as you enter, and 
  the laughter dies down to silence. 
   
  “Oi! What d’ ye lot want?” It takes you a moment 
  to identify the source of the voice. Then you notice a 
  halfling sitting amidst the taller folk. 
  This is Benedick Busstlebrand, the leader of the Looking 
  for Treble troupe. 
   
  Present the troupe members as suspicious and 
  arrogant. If the PCs ask any sort of question that reflects 
  their mission, continue with the following: 
  “Aha! I knew it! More bloods smellin’ the action, and 
  wantin’ to carry a piece of it!” The halfling looks 
  smug. “And who sencha?” 
  If the PCs mention Estander, continue with the 
  following. If the PCs don’t mention his name, William 
  will blurt it out. 
  “That old has-been? Hah! I’m sure he’d like to get a 
  hook into our source, ain’t that right lads?” 
   
  The halfling glances around, looking for 
  validation. His fellows only stare at him blankly. He 
  hops down from his stool, and takes a step in your 
  direction. He raises a finger towards you - if he was 
  taller, he might actually be menacing. 
   
  “Now, see here… Estander is a legend. He 
  created the genre, know wh’ I mean? We owe him 
  everything. But that dun mean that we sh’ just roll 
  o’er, jus’ like that. Why should we tell you th’ secret 
  of our success?” 
  This encounter provides a challenging situation for the 
  PCs, and a framework that allows them to adapt their 
  own unique skills towards overcoming it. 
   
  In this case, the PCs need to convince the senior 
  members of Looking for Treble to give up the source of 
  their great material. However, their recent success has 
  made them cocky – they are less susceptible to 
  intimidation than most. To achieve this, the PCs must 
  score six points. Points are scored by declaring a specific 
  skill use, and then succeeding at a check with that skill. 
  However, how difficult a check will be is up to you. Use 
  the following guidelines: 
  
  BIS8-03 Battle of the Bands 
   
  Page 7 
  • 
  Easy Difficulty: A check of easy difficulty is one 
  that should obviously work. For example, if the PCs 
  decide to use a Bluff check to convince the troupe 
  members that they are tax collectors - and that either 
  their source pays or they do, that would be a check of 
  this difficulty. A check of easy difficulty has a DC of 
  15, and grants one point on a success, and takes away 
  two points on a failure. 
  • 
  Moderate Difficulty: A check of moderate 
  difficulty is one that may or may not work, but does 
  not really favor either outcome. For example, if the 
  PCs decide to use a Diplomacy check to convince 
  them that they just want to pay homage to their 
  source, that would be a check of this difficulty. A 
  check of moderate difficulty has a DC of 20, and 
  grants one point on a success, and takes away one 
  point on a failure. 
  • 
  Hard Difficulty: A check of hard difficulty is one 
  that has little chance of working, but is still not 
  impossible. For example, if the PCs decide to use an 
  Intimidate check to threaten the troupe members, 
  that would be a check of this difficulty. A check of 
  hard difficulty has a DC of 25, and grants two points 
  on a success, and takes away one point on a failure. 
  Successes grant points, and failures take them away. It is 
  possible for the PCs’ point score to be negative, if they are 
  particularly unlucky. 
   
  You should make sure that as many of the PCs as 
  possible are involved in this challenge. This can be 
  achieved by asking them how they are contributing to 
  the outcome. 
   
  As well, it is not enough for a player to say ‘I’m using 
  a Perform check’. Require that specific intentions be 
  declared, such as ‘I’m using a Perform check. I am trying 
  to convince them that I am a bard in need of help and 
  that maybe their source can privately tutor me’. 
   
  Once the PCs have acquired six points, they have 
  succeeded at winning over the Looking for Treble bardic 
  troupe. They now receive the I’ve Got the World on a String 
  item on the Adventure Record. 
  � I’ve Got The World On A String: You have garnered the 
  favor of the Looking for Treble bardic troupe, who know 
  how to handle fame and fortune. Spend this favor at the 
  end of an adventure to double the amount of wealth you 
  obtain. You may not keep any over-cap gold, but may 
  spend it in any manner normally allowed. Mark this favor 
  as USED once it has been expended. 
   
  Once the PCs have acquired six points, continue with 
  Encounter 2. 
  All APLs 
  � Benedick Busstlebrand: Male halfling Brd 6 
  (Bluff +9, Sense Motive +9); AL CG. 
  � ’Looking for Treble’ bards (13): Brd 4 (Bluff +7, 
  Sense Motive +7); AL CG. 
  ENCOUNTER 2: NO FREAKING 
  WAY 
  Estimated Time: 15 minutes 
  The halfling exchanges looks with the other actors, 
  and with you. He sighs. 
   
  “Alright, look… I’ll tell ya… but keep it under 
  yer hat.” 
   
  He glances around conspiratorially. “There is 
  this kid, right? Over at the college? He’s… he’s… 
  brilliant!  You wouldn’t know it from talkin’ to him, 
  but he’s… the most insightful person! He writes 
  stories about the war, or politics, or whatnot. Just 
  guesses as to what will happen, eh? And he’s always 
  right.” 
   
  Benedick starts scribbling down an address. 
  “We’ve been buying his stories, and puttin’ them on 
  th’ stage. That’s how we’ve been getting’ rich – it’s 
  like havin’ all the latest gossip, before it hits the air.” 
   
  He shrugs. “I guess it doesn’t really matter. The 
  kid graduates next week. He’ll get drafted by some 
  troupe. With our success, we won’t get first pick.” 
  Once the PCs decide to go find the kid, continue with 
  the following: 
  Benedick’s directions take you across town, back 
  towards the Bardic College, to a two-story dormitory 
  – an unremarkable stone building. A flight of stairs 
  ascends to a hallway, where you quickly locate room 
  211. 
  Sirian is not currently home, so there is no response if 
  they knock. If they want to break in, describe the place as 
  a typical messy bachelor pad. They can find some of his 
  graded homework in the trash – he gets exemplary 
  marks. If they think to ask, there are no books in the 
  room, at all – odd for a student’s room. 
   
  After a short while, Sirian returns home. Read the 
  following: 
  Suddenly, there is an immense crash at the end of 
  the hall. A moment later, the door to the stairs flies 
  
  BIS8-03 Battle of the Bands 
   
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  open, and a huge man lumbers through, rubbing his 
  head. He stops mid-stride, and looks you over. Then 
  he heads towards the door to room 211. 
  This is Sirian, the boy that Benedick described. He is 
  actually a half-orc, but his lineage is not immediately 
  obvious, beyond his excessive size and strength. 
   
  If the PCs stop him to talk, he has nothing to say. He 
  knows enough to keep the book a secret, so he won’t 
  mention it under any circumstances. However, in your 
  portrayal of him, make it clear that he is a moron… and 
  that he is nervously hiding something. 
   
  After they part company with Sirian, read the 
  following: 
  As you depart, you see a scrawny arm sticking out 
  around the open door. Someone is beckoning you to 
  follow. 
  If the PCs follow, continue with the following: 
  In the stairwell is a slight boy, in the red robes of the 
  Bardic Circle. 
   
  “I heard you talking… are you trying to get to 
  Sirian? I can help…” 
  If the PCs express interest, read the following: 
  “The name’s Gurney. Follow me…” 
   
  The young bard leads you downstairs. 
   
  “I used to be good friends with Siri. It was a nice 
  arrangement – he kept the bullies off of me, and I 
  made sure his grades stayed up. Then BAM! Just like 
  that he doesn’t need me anymore.” 
   
  Gurney pushes open the front door of the 
  building, and heads across the street. 
   
  “I tried telling the deans that he was cheating. I 
  tried saying something. You know what they said?” 
  He balls his fists up in frustration. “They said that I 
  was just jealous… jealous of their most-gifted 
  student. GAH! Almost there… right up here.” 
   
  He starts climbing up a ladder that leads to the 
  roof of the building across the street, waiting for you 
  to follow. 
   
  “I’m twice the bard he is… no, wait… THREE 
  times the bard he is. And no one will believe me.” 
   
  He reaches the edge of the rooftop, towards the 
  street. 
   
  “Well, at last I can prove it to someone! Look! 
  There is your genius!” 
   
  He points across the street, towards the 
  dormitory building you just left. A window clearly 
  looks in upon Sirian’s room. 
   
  As you watch, the ogre-sized bard sits down at a 
  table near the window. He withdraws a small book 
  from the folds of his tunic, and places it open on the 
  table. He writes a few words in the book, and puts 
  down his quill. Moments later, the entire page is full 
  of text. He quickly begins copying it onto another 
  sheet of parchment. 
   
  William’s eyes go wide. “Uh… yeah. I think we 
  need to tell Estander about this.” 
  Gurney can relate the following information, if 
  questioned: 
  • 
  Gurney and Sirian found the book while exploring 
  an old basement at the College. It hadn’t been 
  touched for decades. 
  • 
  The book can predict the answers to tests, and can 
  finish homework assignments. You just have to 
  write your question in the book, and it fills in the 
  answer. 
  • 
  Sirian has been using the book to write his stories 
  about events that haven’t happened yet, which he’s 
  been selling to some bardic troupe. 
  • 
  Gurney tried taking the book from Sirian… but with 
  all the money he’d made lately, Sirian had a spell cast 
  on the book, so that it can’t be separated from his 
  person. He’s dumb, but not that dumb. 
  • 
  Gurney wants to see the worst possible outcome for 
  Sirian… he wants to see him expelled! 
  • 
  Both boys graduate in another week. 
  If the PCs try to be bold, it turns out that Gurney is 
  correct. The book cannot be separated from Sirian 
  without first killing him… a wholely-evil act that 
  William (if no one else) would object to. 
   
  The PCs now need only report back to Estander to 
  complete their current mission. When they are ready to 
  do so, proceed with Encounter 3. 
  All APLs 
  � Sirian the foreshadowed: Male half-orc Com 2 
  (Bluff +6, Sense Motive +0); AL CN. 
  � Gurney: Male human Brd 2 (Bluff +4, Sense 
  Motive +4); AL CN. 
  
  BIS8-03 Battle of the Bands 
   
  Page 9 
  ENCOUNTER 3: I HAVE A 
  PLAN 
  Estimated Time: 5 minutes 
  “A magical book that tells the future, eh? Sounds 
  like something that they’d dream up around here.” 
   
  Estander folds his hands behind him as he gazes 
  out the inn-room window at the Bardic Circle 
  grounds. 
   
  “Well, I feel better. At least it’s not me losing my 
  touch!” He pauses, lost in thought. “Still… with that 
  book out there, I’ll never be able to compete. There 
  is only one answer – the boy must join my troupe!” 
   
  William slowly raises his hand, and clears his 
  throat. Estander doesn’t make eye contact. 
   
  “… the only legal answer…” 
   
  William puts his hand down and sighs. 
   
  “No, it’s clear to me. When Sirian graduates this 
  week, he must be drafted into my troupe. But… 
  that’ll never happen. We won’t get first choice… 
  we’ve been too successful in the past.” 
   
  William raises his hand, again. “What if the 
  other troupes gave up their picks?” 
   
  Estander rolls his eyes. “Right. I’m sure they’d 
  be willing to do that. While we’re wishing, I’d also 
  like a pony.” 
   
  Suddenly, there is a glimmer in the playwright’s 
  eyes. “Wait… you may be on to something! A troupe 
  can forfeit its pick to help another… if we had the 
  loyalty of even a few… do you think you could get 
  that?” 
  Allow the PCs a chance to agree to this new task, before 
  continuing. 
  “This might just work…” 
   
  Estander pulls out a sheet of parchment and a 
  quill. 
   
  “Let’s see… groups that might be willing to help 
  us… there is ‘Looking for Treble’, of course.” He 
  starts scribbling notes on the sheet, but then crosses 
  out what he just wrote. “Ah, but I suppose that 
  you’ve already taken care of them.” 
   
  “There are those fellows over at the temple. They 
  have always seemed appreciative of our work.” 
   
  “There’s those new-wave guys… let them get 
  drinking, and they’ll agree to anything.” 
   
  He cringes for a second. “There are those creeps 
  that always wear black. Just tell them that you are 
  trying to buck the system, and they’ll be 
  championing our cause.” 
   
  “Oh, and CCP… I was a member there, before I 
  struck out on my own! They might be willing to 
  support us!” 
   
  Estander quickly double-checks his notes, and 
  nods in satisfaction before handing it to you. 
   
  “Well, that should get you started.” 
  Give the PCs Player Handout #1 – Bardic Troupes of Calpius’ 
  Craft. 
   
  From here, the PCs should go to each of the troupes, 
  to try to gain their favor. 
   
  If they want to approach ‘The Self-Righteous 
  Brothers’, continue with Encounter 4. 
   
  If they want to approach ‘Full Power Attack’, 
  continue with Encounter 5. 
   
  If they want to approach ‘Evard’s Zombie Ensemble’, 
  continue with Encounter 6. 
   
  If they want to approach ‘The Calpius’ Craft Project’, 
  continue with Encounter 7. 
   
  Once they have approached all four groups, continue 
  with Encounter 8. 
  ENCOUNTER 4: THE 
  MACHINE 
  Estimated Time: 15 minutes 
  William leads you across the Bardic College campus 
  to the largest structure – the Temple of Lydia. 
   
  A quick inquiry to passersby leads you to a large 
  chapel. A tall, statuesque man stands near the stage 
  at the front of the chamber, addressing another up 
  on a balcony. The men are nearly identical in 
  appearance. 
   
  “A little higher, now…” The man on the stage 
  looks pleased as a backdrop is lifted into place 
  behind him. “Good. Now, let’s try the lighting on 
  that.” 
   
  The man on the balcony fumbles with a few 
  hidden controls. “Is this a stage light I see before 
  me?” With a flourish, he flips a switch. A number of 
  sandbags plummet to the stage, barely missing his 
  brother. “Ah. Apparently not.” 
   
  “Watch it, you egg-bellied sapsucker!” 
  
  BIS8-03 Battle of the Bands 
   
  Page 10 
   
  The man on the balcony looks appalled. 
  “Language, dear brother!” 
  These are Rosen and Guilden, better known as the ‘Self-
  Righteous Brothers. In playing these bards, play Rosen as 
  a pretentious braggart, and Guilden as an overly-
  analytical aristocrat. 
   
  They can relate the following information, if 
  questioned: 
  • 
  They are Guilden and Rosen – the Self-Righteous 
  Brothers. Have you been living under a rock? 
  • 
  They and their vast suite of accompanying artists 
  produce works of dramatic fiction – particularly 
  action-packed extravaganzas like their recent hits 
  “Blazing Thunder” and “Sudden Strike”. 
  • 
  They have seen Sirian around campus, and have 
  heard that he is a brilliant writer. He doesn’t look the 
  part, though. 
  • 
  Sure, they know Estander. He is legendary for seeing 
  that the heroes of Bissel are recognized in poem and 
  prose. 
  • 
  They are preparing, now, for a dress rehearsal. 
  If the PCs bring up Estander and the draft, continue with 
  the following: 
  “Ah. Sorry, no.” Rosen shakes his head. 
   
  Guilden places a hand on his brother’s shoulder. 
  “What my dear Rosen means, is that we’d be happy 
  to help. But what makes Estander more important 
  than us? Why should he get the pick of the litter?” 
   
  “That’s not at all what I meant!” 
   
  Guilden continues, paying his brother no heed. 
  “But… we believe in fair chances. Tell you what… if 
  you can best us in a challenge that we’ve been unable 
  to finish - then you’ll have earned our support.” 
   
  Rosen glares at his brother, fear in his eyes. “You 
  don’t mean… you can’t mean… you want them to 
  face… the Machine?” 
  If the PCs are interested, continue with the following: 
  The brothers lead you down to a storage area 
  beneath the temple. 
   
  “We set up the Machine as a way to test our 
  mettle.” Rosen prattles on, as you descend the stairs. 
  “But we were too diligent – it’s downright deadly. No 
  man has ever made it all the way through!” 
   
  “Technically,” adds Guilden, “we’re the only ones 
  that have ever attempted it.” 
   
  “Yes, yes. Technically. But it sounds better my 
  way.” 
   
  Filling the room is a huge construction of walls, 
  ramps, and tunnels. At points you can see the 
  glimmer of blades. A sign next to the closest tunnel 
  reads ‘Entrance’. 
  The Machine is a series of trap-filled chambers. To 
  succeed at this challenge, a single PC (the party may 
  select its representative, themselves) must traverse each 
  of the rooms. Refer to DM Aid – Map #1 – The Machine. 
   
  They must actually face the dangers involved – wind 
  walking or dimension dooring through the trap, for 
  instance, is obvious cheating. Using a Melf’s acid arrow to 
  damage a trap mechanism is not. Use your discretion as 
  to what abilities are ‘cheating’ and which are reasonable. 
  Remember, the idea is to impress the brothers with their 
  efforts. If the PC tries to ‘Take 20’ on searching for a trap, 
  the brothers will get bored, and the PC loses. 
   
  Many of the rooms of the Machine have doors. They 
  all have the following attributes, even though not all are 
  locked: 
  � Heavy Door: 2 in. thick; hardness 10; AC 5; hp 60; 
  Open Lock DC 23, Break DC 28. 
  Continue with the next subsection when the chosen PC 
  is ready to proceed. 
  CHAMBER 1 - ENTRANCE 
  The entrance tunnel ends abruptly at a plain iron 
  door. The section of floor immediately in front of 
  the door is slightly discolored. 
  The discoloration is a red herring. The doorknob is 
  coated in a paralyzing poison. If the PC is paralyzed at 
  this point, the brothers will mock him mercilessly, and 
  he has failed. 
   
  This trap is present at all APLs. 
  APL 2 and Higher (EL 1) 
  � Doorknob Smeared with Contact Poison: CR 
  1; mechanical; touch trigger (attached); manual reset; 
  poison (carrion crawler brain juice, DC 13 Fortitude 
  save resists, paralysis/0); Search DC 19; Disable 
  Device DC 19. 
  Developments: Once the PC gets the door opened, he 
  may proceed to the next chamber. The door is not locked. 
  
  BIS8-03 Battle of the Bands 
   
  Page 11 
  CHAMBER 2 – WHIRLING BLADES 
  The door opens to a short stone tunnel. The floor is 
  decorated in a checkerboard pattern of black and 
  white. The tunnel ends at another door. 
  If the PC succeeds at a Spot check (DC 10) he notices 
  small holes in the floor, one ever few inches or so. This is 
  another red herring, made to make him think that spikes 
  will jab out at him. 
   
  In reality, whirling saw blades will emerge from the 
  wall when the PC passes the halfway mark. 
   
  This trap is only present at APL 14 and higher. At 
  lower APLs, roll a few dice, and claim that the blades 
  missed the PC. 
  APL 14 and Higher (EL 13) 
  � Whirling Saw Blades: CR 13; mechanical; 
  location trigger; automatic reset; Atk +22 melee 
  (3d8+10/x4 plus poison, saw blades); poison 
  (deathblade, DC 20 Fortitude save resists, 1d6 
  Con/2d6 Con); Search DC 24; Disable Device DC 29. 
  Developments: Once the PC bypasses the tunnel and its 
  trap, he may proceed to the next chamber. 
  CHAMBER 3 – FALLING BRICKS 
  The door opens to a small, unornamented room. In 
  the middle of the far wall is a small tunnel – only 
  large enough for a man to crawl through - leading to 
  what looks like a mirror image of this chamber. 
  If the PC succeeds at a Spot check (DC 10) he notices a 
  small hole in the far wall, past the tunnel. This is another 
  red herring, made to make him think that an arrow will 
  shoot out at him. 
   
  In reality, part of the tunnel will collapse as the PC is 
  crawling through it. 
   
  This trap is only present at APL 4 and higher. At 
  lower APLs, roll a few dice, and claim that the falling 
  blocks missed the PC. 
  APL 4 and Higher (EL 3) 
  � Stone Blocks from Ceiling: CR 3; mechanical; 
  location trigger; repair reset; Atk +10 melee (4d6, 
  stone blocks); Search DC 25; Disable Device DC 20. 
  Developments: Once the PC bypasses the tunnel and its 
  trap, he may proceed to the next chamber. 
  CHAMBER 4 - ARROW 
  The next chamber is bare, except for a thin white 
  line painted across the middle line of the floor. 
  Small holes have been bored into the stone blocks at 
  various points. 
   
  Another door exits this chamber, on the far side 
  of the room. 
  This time, the obvious bits are not red herrings. As the 
  PC crosses the center line, an arrow trap is set off. 
   
  This trap is present at all APLs. 
  APL 2 and Higher (EL 1) 
  � Basic Arrow Trap: CR 1; mechanical; proximity 
  trigger; manual reset; Atk +10 ranged (1d6/x3, 
  arrow); Search DC 20; Disable Device DC 20. 
  Developments: Once the PC crosses the chamber, he 
  may proceed to the next chamber. The door is not locked. 
  CHAMBER 5 - DARTS 
  At the center of this next chamber is a small 
  pedestal. On top lies a small golden idol. Its carved 
  features grin eerily at you. 
   
  There is another door to your left. 
  This door is locked. Picking up the idol will unlock it. 
  However, it will also set off the dart trap set into the 
  ceiling. 
   
  This trap is only present at APL 8 and higher. At 
  lower APLs, roll a few dice, and claim that the darts all 
  missed the PC. 
  APL 8 and Higher (EL 7) 
  � Fusillade of Darts: CR 7; mechanical; location 
  trigger; manual reset; Atk +18 ranged (1d4+1 plus 
  poison, dart); poison (greenblood oil, DC 13 
  Fortitude save resists, 1 Con/1d2 Con); multiple 
  targets (1d8 darts per target in room); Search DC 25; 
  Disable Device DC 25. 
  Developments: Once the PC opens the door, he may 
  proceed to the next chamber. 
  CHAMBER 6 – ROLLING BOULDER 
  This next chamber is a long stone hallway. At the far 
  end is another door. 
  The far door is locked. 
   
  One round after the PC enters this room, a huge 
  rolling boulder falls into the hallway, and crushes 
  anything in its path. There isn’t room around it to avoid 
  it. 
  
  BIS8-03 Battle of the Bands 
   
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  This trap is only present at APL 12 and higher. At 
  lower APLs, roll a few dice, and claim that the PC 
  managed to jump out of the way before it could hit him. 
  APL 12 and Higher (EL 11) 
  � Giant Boulder Trap: CR 11; mechanical; 
  location trigger; manual reset; boulder crushes 
  targets (20d6, crush); never miss; onset delay (1 
  round); Search DC 22; Disable Device DC 20. 
  Developments: Once the PC defeats this trap, he may 
  proceed to the next chamber. 
  CHAMBER 7 – PIT TRAP 
  Spikes adorn the ceiling of the next chamber. A 
  trickle of water has broken through the left wall, 
  forming a large puddle on the floor. 
  The spikes and water trickle are both red herrings 
  (although the leak is from the water supply for the 
  drowning room trap, coming up). 
   
  The center of the room contains a camouflaged pit 
  trap. There is a two-foot border around the pit edges that 
  can be navigated safely. 
   
  There is an unlocked door at the far side of the room. 
   
  This trap is present at all APLs. 
  APL 2 and Higher (EL 1) 
  � Camouflaged Pit Trap: CR 1; mechanical; 
  location trigger; manual reset; DC 20 Reflex save 
  avoids; 10 ft. deep (1d6, fall); Search DC 24; Disable 
  Device DC 20. 
  Developments: Once the PC defeats this trap, he may 
  proceed to the next chamber. 
  CHAMBER 8 – DROPPING CEILING 
  The stone floor of this room is damp and slippery. 
  Unlike the previous chambers, the door leading out 
  of this room is open. 
  Once the PC steps into the room, both doors slam shut 
  and lock. One round later, the ceiling starts to drop, 
  crushing the PC if he doesn’t escape in time. 
   
  This trap is only present at APL 10 and higher. At 
  lower APLs, roll a few dice, and claim that the ceiling 
  advances much slower, giving the PC time to 
  automatically escape. 
  APL 10 and Higher (EL 9) 
  � Dropping Ceiling: CR 9; mechanical; location 
  trigger; repair reset; ceiling moves down (12d6, 
  crush); multiple targets (all targets in room); never 
  miss; onset delay (1 round); Search DC 20; Disable 
  Device DC 16. 
  Developments: Once the PC escapes from certain doom, 
  he may proceed to the next chamber. 
  CHAMBER 9 – MIST CHAMBER 
  The walls of this room are painted white, and there 
  is a door straight ahead. Small holes fill every wall. 
  Once the PC steps into the room, the door slams shut and 
  locks. One round later, the room fills with poisonous gas. 
   
  The exit door is also locked. 
   
  This trap is only present at APL 16. At lower APLs, 
  roll a few dice, and claim that the PC manages to find a 
  hidden latch that opens the exit door and stops the flow 
  of gas. 
  APL 16 (EL 15) 
  � Poison Gas Trap: CR 15; mechanical; location 
  trigger; repair reset; gas; never miss; onset delay (1 
  round); poison (Black lotus vapor, DC 20 Fortitude 
  save resists, 3d6 Con/3d6 Con) multiple targets (all 
  targets in the chamber); Search DC 30; Disable 
  Device DC 30. 
  Developments: Once the PC defeats this trap, he may 
  proceed to the next chamber. 
  CHAMBER 10 – FLOODING ROOM 
  The walls of this room are painted blue, and there is 
  a door in the right wall. Otherwise, it is bare. 
  Once the PC steps into the room, the door slams shut and 
  locks. One round later, the room begins to fill with water, 
  drowning the PC if he doesn’t escape in time. You may 
  wish to refer to the rules for underwater adventuring 
  (DMG, page 92). 
   
  The exit door is also locked. 
   
  This trap is only present at APL 6 and higher. At 
  lower APLs, roll a few dice, and claim that the PC 
  manages to find a hidden latch that opens the exit door 
  and drains the water away. 
  APL 6 and Higher (EL 5) 
  � Flooding Room Trap: CR 5; mechanical; 
  proximity trigger; automatic reset; no attack roll 
  necessary (see note below); Search DC 20; Disable 
  Device DC 25. Note: Room floods in 4 rounds (see 
  Drowning, DMG page 304). 
  
  BIS8-03 Battle of the Bands 
   
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  Developments: Once the PC defeats this trap, he has 
  succeeded. Continue with the next subsection. 
  SUCCESS 
  You emerge from the Machine, and the Self-
  Righteous Brothers run up to you. 
   
  “Masterfully done!” Rosen claps a hand on your 
  shoulder. “Well, a deal is a deal. We’ll support your 
  buddy, Estander.” 
  The PCs have now gained the allegiance of the Self-
  Righteous Brothers troupe. They now receive the My 
  Kind of Town item on the Adventure Record. 
  � My Kind of Town: You have garnered the favor of the 
  Self-Righteous Brothers bardic troupe. Through their 
  contacts in the churches of Bissel, they are extremely 
  well-connected. You may expend this favor during an 
  adventure set in the Sheldomar Valley to be able to 
  purchase any single item you have access to at even the 
  smallest town or village, regardless of whether it could 
  normally be found there. Mark this favor as USED once 
  it has been expended. 
   
  If the PCs still have troupes to approach, proceed as listed 
  at the end of Encounter 3. 
   
  If the PCs have approached all four troupes, 
  continue with Encounter 8. 
  All APLs 
  � Rosen Smithson: Male human Brd 6 (Bluff +9, 
  Sense Motive +9); AL NG. 
  � Guilden Smithson: Male human Brd 6 (Bluff 
  +9, Sense Motive +9); AL NG. 
  � ’The Self-Righteous Brothers’ bards (10): Brd 
  4 (Bluff +7, Sense Motive +7); AL NG. 
  ENCOUNTER 5: MUSHROOM, 
  MUSHROOM 
  Estimated Time: 40 minutes 
  William leads you through the labyrinthine streets 
  of Calpius’ Craft. You are unsure how this fellow – 
  who got lost trying to find the Bardic College – 
  could possibly be this certain about where he is 
  going. However, even with the curtain of night 
  about you, he still moves with great surety. 
   
  William stops, and gestures. At the end of a long 
  alleyway stands a two-story, stone and wood 
  building. It is unmarked, but the sound of laughter, 
  conversation, and music can be heard as far away as 
  where you stand. 
  Wait for the PCs to indicate they wish to enter, before 
  continuing with the next subsection: 
  Getting Inside 
  Opening the heavy wooden door, you step into small 
  anteroom. The entrance to the tavern is on the other 
  side of the tiny chamber. Between you and entry 
  stands a large half-orc wearing studded leather. His 
  face has been painted white with dainty red spirals 
  on his cheeks. He greets you as you open the door: 
  “TARTHAK WELCOMES YOU TO CRYSTAL WEB! 
  COME IN OUT OF NIGHT… BUT BEFORE YOU 
  ENTER YOU MUST BE DRESSED PROPERLY AND 
  LEAVE YOUR WEAPONS! ENTER OR NOT, BUT IF 
  YOU NO WANT IN CRYSTAL WEB, YOU MUST 
  LEAVE!” 
  The Crystal Web is a tavern that is only open at night, 
  and likewise only open to those who are “dressed 
  properly.” In this case, this means the wearing of 
  “glamour,” or minor illusions and transformations. This is 
  facilitated either by one’s own illusory magics, or the 
  house provides masks which provide the necessary 
  glamour to enter. 
   
  There is a reason that the Crystal Web sponsors a 
  nightly Masque in which no one can be recognized: so 
  that bards can safely drink wine within Calpius’ Craft. A 
  law within the city exists that prohibits the drinking of 
  wine by bards during their stay. However, most bards are 
  able to find ways to circumvent this law. The Crystal Web 
  is only one such method. The city watch does little to 
  enforce the law; it is in a sense unenforceable. 
   
  The end result is that every patron of the Crystal 
  Web is, to some degree or another, in disguise. 
   
  Tarthak is actually a half-elf illusionist, subject to an 
  disguise self spell, who “guards” the door.  He also happens 
  to be the owner of the Crystal Web. He likes to take a 
  turn manning the door to get out from behind the bar 
  and to get a break from the noise within. A successful 
  Sense Motive check (DC 15) allows them to notice 
  exaggerations in his speech and mannerisms, suggesting 
  that he is not really a half-orc, but rather someone trying 
  too hard to seem like one. 
   
  He is not selective about whom he enters into the 
  Crystal Web – it’s all money in his pocket, after all – the 
  PCs just have to don the proper glamour and check their 
  weapons. 
  
  BIS8-03 Battle of the Bands 
   
  Page 14 
   
  Tarthak will instruct the PCs (in his best impression 
  of a half-orc) to first disarm and place their items in a 
  weapons closet and then to “get dressed.” 
   
  Those who do not have access to their own magics 
  will have to wear the glamour on hand. These come in 
  the form of special masks. The masks operate as a strange 
  combination of disguise self and dancing lights, and they 
  have three concurrent effects. When the masks are 
  placed on the face they shimmer and disappear, leaving 
  the appearance that the face has been painted random 
  colors. Second, the wearer will appear to be of a different 
  race: elves become dwarf-looking and vice versa, halflings 
  become gnome-like and vice versa, and humans appear as 
  a subrace other than their own. Lastly, the mask causing 
  the appearance of floating, colored lights to appear 
  around the wearer’s head. The masks only operate within 
  the Crystal Web, and nowhere else. 
   
  At this point, there is no way that Tarthak will 
  willingly let the PCs by armed, or not properly 
  glamoured. The door into the actual tavern area is 
  magically warded so that only those who are “properly 
  dressed” may enter. Any PC foolish enough to try to force 
  his way into the tavern are “undressed” or armed will be 
  the subject of defensive spells cast by the sixty or so bards 
  present. It would be a Will save nightmare as he is 
  pummeled by multiple volleys of charm person, hold person, 
  suggestion, hypnotic pattern, and many others – and that 
  would be only the beginning of the disgraces heaped 
  upon the offending PC. Judges are encouraged to use 
  their imagination in this eventuality. 
   
  Once the PCs agree to the terms of admission, 
  continue with the following: 
  Tarthak opens the door and motions you inside the 
  common room of the Crystal Web. As you enter, you 
  are struck by the absolute bedlam. This is easily one 
  of the most chaotic scenes you have ever witnessed.  
   
  Dozens of swirling colored spheres float near 
  the ceiling, alternately casting you in shadow and 
  then bathing you with bright light. The faces of the 
  other patrons fade and then come into view in an 
  eerie fashion.  People are dressed in outlandish 
  costumes with gaudy masks. 
   
  Minor magical effects cause smoke to dance 
  about their bodies, strange phosphorescence to glow 
  from their eyes, or a dozen other supernatural 
  effects. All around there is laughter and music, 
  while patrons drink wine freely. A few patrons 
  dance in discordant styles – some waltz, other jig, 
  still others just spin with no regard to the music or 
  anyone on the floor. The Crystal Web has been open 
  barely an hour and already it is packed shoulder to 
  shoulder with people. 
  Finding the Band 
  If the PCs actively ask around about Full Power Attack 
  and succeed at a Gather Information check (DC 15), they 
  will be pointed towards one such member – an elf, 
  paying for her wine at the bar. She quickly heads towards 
  one of two back rooms. If they choose to follow her, 
  continue with the following: 
  Shouldering through the crowd is hard enough, but 
  with the girl you’re following having continuously- 
  changing hair colors it’s nigh near impossible to 
  keep track of which head is hers. 
   
  There is a small break in the throng, and you 
  catch a glimpse of her slipping into one of the two 
  back rooms on the far side of the tavern. 
  When the PCs decide to follow her into the back room, 
  continue: 
  Entering the room, there are about ten people 
  lounging about on sofas and chairs pulled together 
  into a semi-circle. Each person’s eyebrows are dyed 
  blue, and are styled in the shape of lightning bolts. 
   
  A man is standing at the front of the group, 
  vigorously flapping his arms about and jumping up 
  and down. Members of the group are shouting at 
  him. 
   
  “You’re a bird!” 
   
  “A swan… uh… a swan with a broken wing!” 
   
  “A holiday goose, being struck down by a 
  hunter’s shot!” 
   
  The girl you’ve been following rolls her eyes. 
  “You guys… he’s the struggle of the laboring classes 
  against an oppressive, uncaring patriarchy.” 
   
  After the last guess, the man yells, “Yes!” and 
  falls to the ground in apparent exhaustion.  Rolling 
  onto his side, he looks to the girl you were 
  following. 
   
  “Emilia, what playthings did you bring back 
  with you?” 
   
  The entire circle turns to look at you and your 
  group. 
  There are the core members of Full Power Attack. Play 
  them as haughty, in-your-face braggarts. Every one of 
  them is at least mildly intoxicated. They can provide the 
  following information, if questioned: 
  
  BIS8-03 Battle of the Bands 
   
  Page 15 
  • 
  They are members of Full Power Attack, 
  the best bardic troupe in Calpius’ Craft! 
  • 
  They are all about ‘getting in your face’ and 
  ‘sticking it to the man’. 
  • 
  Sure, they’d love to back Estander… after 
  all; he is an icon amongst the rebellious 
  youth category for presenting history in his 
  works that ‘the man doesn’t want you to 
  know.’ 
  • 
  Unfortunately, they can’t make a decision 
  like that. Only their leader, Egeon, can. 
  • 
  They can, however, offer the PCs this 
  wonderful invisible fish. 
  • 
  Egeon isn’t here, right now. Last they 
  knew, he was saying something about 
  wanting to get more ‘in touch’ with his 
  wine, so he could better appreciate it. 
  • 
  Egeon is always doing that. Last year they 
  wrote a song about dogs (the canines were a 
  metaphor for the common man). He 
  insisted on living for a week in a gutter 
  with a couple feral dogs, so he could 
  ‘understand their roots’ and connect with 
  them. 
  • 
  Yes, Egeon is a pretentious jackass. Why do 
  you ask? 
  • 
  If they want to find Egeon, the PCs should 
  just go wherever the wine around here 
  comes from. 
  Once the PCs start looking for Egeon, continue with the 
  next subsection. 
  The Wine Cellar 
  If the PCs start asking around, they can easily learn that 
  the Crystal Web has an extensive wine cellar. Any staff 
  member (bartender, barmaid) will also direct them back 
  to Tarthak. 
   
  If they ask Tarthak about the wine cellar, read the 
  following: 
  Having never seen a half-orc pause thoughtfully, it’s 
  hard to tell if that’s what Tarthak really did. He 
  reaches up to his face. A delicate mask materializes 
  in his hand, and before you now stands a tall and 
  lithe half-elf. He gestures for you to follow him, as 
  he steps off into a side room. 
   
  “Pardon my change in appearance and allow me 
  to introduce myself - again,” he says with a slight 
  smile and a bow before you. “My name is Tarthak 
  and I am the proprietor of the Crystal Web. Usually 
  I’m inside, but it’s nice to take a break once in 
  awhile. 
   
  “You want to see the wine cellars, eh?” His voice 
  drops to a whisper. “I think we might be able to 
  arrange something here. I scratch your back, you 
  scratch mine, see?” 
  Tarthak will provide the following information: 
  • 
  He’s had some problem in the wine cellar 
  with vermin knocking bottles over, getting 
  plugs out of casks, causing general disarray 
  down there. He’d like the PCs to go look 
  into it.  
  • 
  He’s not really sure what’s causing the 
  commotion down there as he’s never seen 
  anything himself, just the results. 
  • 
  The drinks will be on the house if the PCs 
  take care of the problem. 
  • 
  If Egeon stumbled into the cellar, then he’s 
  likely run afoul of whatever is down there. 
  If the PCs agree, Tarthak will return their weapons to 
  them, and lead them through the bar and kitchen to the 
  wine cellar entrance. Once they decide to descend, read 
  the following: 
  You make your way down into the cellar. Rows of 
  wine shelves fill most of this expansive space. 
  Immediately, you hear something out of place – 
  someone nearby is snoring. 
  If the PCs follow the noise, continue: 
  A corner of the cellar has collapsed, revealing the 
  entrance to a cavern. A number of large mushrooms 
  grow from the walls and floor. 
   
  A dwarf lies sleeping in the cavern entrance. 
  Pause for dramatic effect, before continuing: 
  Suddenly, you realize that one of the mushrooms is 
  looking at you. 
  Allow the PCs to react, as they see fit. If they do nothing 
  yet, continue: 
  The mushroom man turns to face you. In your 
  peripheral vision, you see that the others are doing 
  the same – all of the large fungi are more of these 
  strange creatures. 
  
  BIS8-03 Battle of the Bands 
   
  Page 16 
   
  The mushroom man shudders, and a sudden jet 
  of spores billow forth from its body, blanketing the 
  room. 
  Again, allow the PCs to act, if they wish. The myconid is 
  using Rapport spores to initiate conversation. 
  Abruptly, there is a voice in your head. “Hiya!” The 
  voice is squeaky, and cheerful sounding. “What are 
  you?” 
  The speaker is the leader of a group of myconids. It can 
  impart the following information: 
  • 
  They are dwellers of the dark and damp. 
  • 
  When this cellar wall collapsed, they found and 
  staked a claim to the wine cellar. 
  • 
  They recently found the passed-out dwarf. They 
  staked a claim to him, too. 
  • 
  They are prepared to defend their turf. 
  • 
  Why yes, they would taste wonderful soaked in 
  butter. Why do you ask? 
  The only way to recover Egeon and stop the vandalism of 
  the wine cellar is to fight and drive off the myconids.  
   
  Creatures: The cavern is full of myconids – 
  mushroom men. Refer to DM Aid – Map #2 – Wine Cellar 
  and Cavern. 
  APL 2 (EL 4) 
  � Myconid Junior Workers (4): hp 6 each; see 
  Appendix 1. 
  � Myconid Elder Worker: hp 21; see Appendix 1. 
  APL 4 (EL 6) 
  � Myconid Junior Workers (4): hp 6 each; see 
  Appendix 1. 
  � Myconid Average Workers (2): hp 14 each; see 
  Appendix 1. 
  � Myconid Guard: hp 32; see Appendix 1. 
  APL 6 (EL 8) 
  � Myconid Junior Workers (4): hp 6 each; see 
  Appendix 1. 
  � Myconid Average Workers (2): hp 14 each; see 
  Appendix 1. 
  � Myconid Elder Workers (2): hp 21 each; see 
  Appendix 1. 
  � Myconid Circle Leader: hp 45; see Appendix 1. 
  APL 8 (EL 10) 
  � Myconid Junior Workers (4): hp 6 each; see 
  Appendix 1. 
  � Myconid Average Workers (2): hp 14 each; see 
  Appendix 1. 
  � Myconid Elder Workers (2): hp 21 each; see 
  Appendix 1. 
  � Myconid Guards (3): hp 32 each; see Appendix 1. 
  � Myconid Sovereign: hp 57; see Appendix 1. 
  � Animated Ogre: hp 75; see Appendix 1. 
  APL 10 (EL 12) 
  � Myconid Junior Workers (4): hp 6 each; see 
  Appendix 1. 
  � Myconid Average Workers (2): hp 14 each; see 
  Appendix 1. 
  � Myconid Elder Workers (2): hp 21 each; see 
  Appendix 1. 
  � Myconid Guards (4): hp 32 each; see Appendix 1. 
  � Myconid Circle Leaders (2): hp 45 each; see 
  Appendix 1. 
  � Myconid Sovereign: hp 57; see Appendix 1. 
  � Animated Grey Renders (2): hp 183 each; see 
  Appendix 1. 
  APL 12 (EL 14) 
  � Myconid Junior Workers (4): hp 6 each; see 
  Appendix 1. 
  � Myconid Average Workers (2): hp 14 each; see 
  Appendix 1. 
  � Myconid Elder Workers (2): hp 21 each; see 
  Appendix 1. 
  � Myconid Guards (12): hp 32 each; see Appendix 
  1. 
  � Myconid Circle Leaders (4): hp 45 each; see 
  Appendix 1. 
  � Myconid Sovereign: hp 57; see Appendix 1. 
  � Animated Grey Renders (4): hp 183 each; see 
  Appendix 1. 
  APL 14 (EL 16) 
  � Myconid Junior Workers (4): hp 6 each; see 
  Appendix 1. 
  
  BIS8-03 Battle of the Bands 
   
  Page 17 
  � Myconid Average Workers (2): hp 14 each; see 
  Appendix 1. 
  � Myconid Elder Workers (2): hp 21 each; see 
  Appendix 1. 
  � Myconid Guards (12): hp 32 each; see Appendix 
  1. 
  � Myconid Circle Leaders (4): hp 45 each; see 
  Appendix 1. 
  � Myconid Sovereign: hp 57; see Appendix 1. 
  � Advanced Animated Grey Renders (3): hp 231 
  each; see Appendix 1. 
  APL 16 (EL 18) 
  � Myconid Junior Workers (4): hp 6 each; see 
  Appendix 1. 
  � Myconid Average Workers (2): hp 14 each; see 
  Appendix 1. 
  � Myconid Elder Workers (2): hp 21 each; see 
  Appendix 1. 
  � Myconid Guards (12): hp 32 each; see Appendix 
  1. 
  � Myconid Circle Leaders (4): hp 45 each; see 
  Appendix 1. 
  � Myconid Sovereign: hp 57; see Appendix 1. 
  � Advanced Animated Grey Renders (6): hp 231 
  each; see Appendix 1. 
   
  Tactics: The myconids are not looking for a fight – 
  unless the PCs decide that they want to complete their 
  mission. They will generally use their spores to 
  incapacitate as many PCs as possible, before resorting to 
  actual combat. 
   
  APL 2: The elder worker will straightforwardly 
  attack a frontline PC, while the junior workers try to 
  reach and swarm a softer target, such as an arcane caster. 
   
  APL 4: The guard will attempt to use its pacification 
  spores to neutralize PC arcane casters, first. Then it will 
  attempt the same on more hearty targets, until it has to 
  resort to melee. 
   
  APL 6: The circle leader will use its hallucination 
  spores to take PCs out of the combat entirely. Once a PC 
  is affected by this confusion effect, the myconids will try to 
  make sure that the closest creature to the PC is another 
  PC. 
   
  APL 8: The sovereign will use its hallucination 
  spores just as the circle leaders do. As well, at this APL, 
  the sovereign has an animated ogre. The ogre will attack 
  in a straightforward manner.  
   
  APL 10 & 12: At these APLs, the PCs will be hit by a 
  large number of spore attacks, each one potentially taking 
  a PC out of the entire combat. Realize that the DC is 
  rather low, and so only bad luck is to blame. 
   
  Treasure: Several of the myconids carry potions, 
  made by their sovereign: 
  APL 4: L: 0 gp, C: 0 gp, M: potion of bull's strength (25 
  gp), potion of cure serious wounds (62 gp). 
  APL 6: L: 0 gp, C: 0 gp, M: potion of bull's strength (25 
  gp), potion of cure serious wounds (x2) (62 gp each). 
  APL 8: L: 0 gp, C: 0 gp, M: potion of bull's strength (x4) 
  (25 gp each), potion of cure serious wounds (x7) (62 gp 
  each), potion of bear's endurance (25 gp). 
  APL 10: L: 0 gp, C: 0 gp, M: potion of bull's strength (x7) 
  (25 gp each), potion of cure serious wounds (x12) (62 gp 
  each), potion of bear's endurance (25 gp). 
  APL 12-14: L: 0 gp, C: 0 gp, M: potion of bull's strength 
  (x17) (25 gp each), potion of cure serious wounds (x24) 
  (62 gp each), potion of bear's endurance (25 gp). 
   
  Developments: Once the PCs defeat the myconids, 
  and get the dwarf to safety, he wakes up. Read the 
  following: 
  The dwarf groggily opens his eyes as you carry him 
  back out into the tavern towards his friends. 
   
  “Wha…? What the devil?” 
   
  “These folks saved you, Eg.” One of the troupe 
  members pats him on the shoulders. “They’re 
  friends of Estander. He wants our help…” 
   
  “Okay, whatever.” Egeon interrupts his friend, 
  nods vigorously, and then passes back out. 
  The PCs have now gained the allegiance of the Full 
  Power Attack troupe. They now receive The Best Is Yet to 
  Come item on the Adventure Record. 
  �  The Best Is Yet To Come: You have garnered the favor 
  of the Full Power Attack bardic troupe. You’ve 
  particularly gotten to know their pyrotechnics mage, and 
  have had several close calls. You may expend this favor to 
  tap into that confidence, adding a +5 insight bonus to a 
  single Reflex save. You may declare the use of this favor 
  after the roll is made, but must do so before success or 
  failure is announced. Mark this favor as USED once it has 
  been expended. 
  
  BIS8-03 Battle of the Bands 
   
  Page 18 
   
  If the PCs still have troupes to approach, proceed as listed 
  at the end of Encounter 3. 
   
  If the PCs have approached all four troupes, 
  continue with Encounter 8. 
  All APLs 
  � Egeon Longbeard: Male dwarf Brd 6 (Bluff +9, 
  Sense Motive +9); AL CG. 
  � ’Full Power Attack’ bards (10): Brd 4 (Bluff +7, 
  Sense Motive +7); AL CG. 
  ENCOUNTER 6: WHO KEEPS 
  WRITING THESE? 
  Estimated Time: 20 minutes 
  William leads you through Calpius' Craft to the 
  graveyard on the edge of town. Large, gaudy 
  mausoleums and fancy – almost garish - headstones 
  line the rows of the cemetery. You can make out the 
  last names of some of the more famous bards you've 
  heard about from time to time, but most of the 
  markers have names of little meaning to you. 
   
  Weaving through the plots, you again get the 
  feeling William has no sense of direction. However, 
  through luck or skill, he lands you right where you 
  need to be: Rounding the corner of a particularly 
  large crypt, you happen upon a small group of 
  people, all with their backs turned. They are 
  huddled together and speaking in hushed tones. 
  Each person is dressed in drab, black garb, with 
  their hair either dyed black or bleached white. 
   
  One of the people – an attractive half-elf - seems 
  to be leading some sort of ritual. 
   
  “Spirits of the forsaken dead,” she speaks to no 
  one in particular. “We invoke thee. Bring us thy 
  wisdom and grace. Lead us from the horrors and 
  sorrows of this life, to the perfect bliss of your 
  oblivion.” 
  If the PCs succeed at a Knowledge [religion] check (DC 
  10) they can tell that they are witnessing some sort of 
  ritual, likely necromantic in origin. If the check is higher 
  (DC 20) they can tell that the ritual is fake – it’s fairly 
  convincing, but bears no resemblance to the real thing. 
   
  Once the PCs do something to make themselves 
  noticed, continue with the following: 
  All at once, the black-clad group turns to look at you, 
  startled. Or, at least, you'd think they were startled - 
  you're not sure. The black makeup circles around 
  their eyes set against the white makeup on their 
  skin makes it a bit hard to read their expressions. 
   
  The half-elf speaks first. 
   
  "How DARE you interrupt these sacred 
  proceedings? Do you not fear the wroth of the dead? 
  This is Miranda, leader of Evard’s Zombie Ensemble. In 
  playing these bards, think of the worst goth stereotypes 
  you can come up with, and overdramatize those. Make it 
  clear that they are posers of the worst sort. 
   
  She can relate the following information, if 
  questioned: 
  • 
  She is Miranda, and this is Evard’s Zombie 
  Ensemble. 
  • 
  They are a serious, morbid group – dedicated to 
  shocking the complacent masses, and exploring 
  forbidden subjects. 
  • 
  You might know them from their recent dramatic 
  works – “Dying Flower Beneath My Boot” and 
  “Blood on the Walls of the Corridors of my Mind”. 
  No? Well, neither was particularly big or popular, 
  but that doesn’t matter – after all, they are true artists, 
  and real art doesn’t sell. 
  • 
  They know nothing of Sirian and the book. 
  • 
  Sure, they know Estander. He wrote a brilliant work 
  about the necromancer. A shame that the powers 
  that be made him brighten it up, into a musical. 
  • 
  They are here in the graveyard getting in tune with 
  the spirits that linger after death. 
  If the PCs bring up Estander and the draft, continue with 
  the following: 
  “The voice of the dead needs a favor?” Miranda nods 
  slowly. “Very well… we will accede to your wishes. 
  But first, we wish something… in exchange.” 
   
  "Since you've obviously nothing better to do 
  than hang around a graveyard, maybe you can help 
  us out. Someone…” She glares at a scrawny male 
  member of the troupe. “… was showing us this new 
  scene for our next play – ‘Death Rides Black Wings 
  Through the Tempest’ -  and got a little carried away. 
  He got clumsy and tripped over his own feet, 
  tumbling headlong into one of the gravestones. Of 
  course, it just *happened* to be the stone of one of 
  our founding members, Drake Dracus Drathonum. 
  Perhaps you can help us piece it back together?" 
  Give them Player Handout #2 – The Broken Tombstone. The 
  PCs need to piece the stone back together to solve this 
  
  BIS8-03 Battle of the Bands 
   
  Page 19 
  puzzle. The correct solution is shown on DM Aid – 
  Tombstone Puzzle Solution. 
   
  Once the PCs have pieced together the stone, 
  continue with the following: 
  You place the last piece. Miranda steps forward to 
  look at it. 
   
  "Good. You have an eye for detail. This is the 
  least I can do, for our disturbing the dead." She casts 
  a spell, and the fragments fuse together. "There… 
  that should hold." 
   
  The pieces barely look like they were ever apart. 
  If the PCs succeed at a Spellcraft check (DC 16), they can 
  identify it as a mending spell. 
  "You've helped us save something very close to our 
  black hearts - we would be glad to assist you in your 
  endeavor for Estander."  
  The PCs have now gained the allegiance of the Evard’s 
  Zombie Ensemble troupe. They now receive the That Old 
  Black Magic item on the Adventure Record. 
  � That Old Black Magic: You have garnered the favor of 
  the Evard’s Zombie Ensemble bardic troupe… and you’re 
  not sure that’s a good thing. All they ever do is talk 
  about… dark magic. You may expend this favor to recall 
  something esoteric they mentioned, automatically 
  succeeding at a single Knowledge or Spellcraft check 
  concerning necromancy. Mark this favor as USED once 
  it has been expended. 
   
  If the PCs still have troupes to approach, proceed as listed 
  at the end of Encounter 3. 
   
  If the PCs have approached all four troupes, 
  continue with Encounter 8. 
  All APLs 
  � Miranda: Female half-elf Brd 6 (Bluff +9, Sense 
  Motive +9); AL CN. 
  � ’Evard’s Zombie Ensemble’ bards (11): Brd 4 
  (Bluff +7, Sense Motive +7); AL CN. 
  ENCOUNTER 7: THEATER 
  HERO 
  Estimated Time: 30 minutes 
  William leads you through the campus of the Bardic 
  College to a large, ornate building. Pushing open the 
  massive front doors, you enter a sizable hall. 
  Semicircles of seats surround a central, raised 
  platform. A number of bards bustle about the 
  platform, preparing it for some sort of performance. 
  If the PCs interrupt the bards, they are directed to the 
  leader, standing near the platform. Continue with the 
  following: 
  You are directed to a lanky human near the 
  platform. He turns at your approach, and quickly 
  sizes you up. 
   
  “Well, ‘ello there!” He quickly wipes his hands 
  off on his tunic, and extends one in greeting. 
  “Balthasar, at your service. What can I do for ye?” 
  This is Balthasar, the leader of The Calpius Craft Project. 
  He can provide the following information, if questioned: 
  • 
  They are the Calpius Craft Project, one of the 
  longest-running troupes in Calpius’ Craft. 
  • 
  They produce powerful works of drama – theater in 
  its purest form, focusing on refinement of the artist’s 
  skill. Their recent works include ‘The Darkest 
  Corners of the Recesses of My Troubled Mind’ and 
  ‘A Day in the Life of a Morose Half-Orc’. 
  • 
  They have seen Sirian around campus, and have 
  heard that he is fairly talented. They are not 
  interested in the style of work he produces. 
  However, they would be interested in recruiting 
  him, and molding him into a truly great artist. 
  • 
  Sure, they know Estander. He is an artist of the older 
  school of thought. They respect that. 
  • 
  They are preparing, now, for tonight’s performance. 
  If the PCs bring up Estander and the draft, continue with 
  the following: 
  Balthasar laughs. “So, Estander has designs on a 
  particular fellow, eh? He must be getting desperate 
  to resort to political maneuvering.” 
   
  “You’re just gonna let them have him?” One of 
  the other bard meekly asks. “But…” 
   
  “Not on your life. If Estander wants him so 
  badly, there must be value to be seen. Perhaps we 
  should look into it, ourselves. Unless… unless you 
  can prove yourselves worthy…” 
   
  A hush falls over the room, as the bards all look 
  for your response. 
  If the PCs express interest in proving themselves, 
  continue with the following: 
  The crowd begins to murmur excitedly. Balthasar 
  smiles. 
  
  BIS8-03 Battle of the Bands 
   
  Page 20 
   
  “We challenge you to a test of your wit and skill. 
  Win, and our support is yours. We challenge you to a 
  match of…” 
   
  “THEATER HERO!” All of the bards shout in 
  unison, excitement sweeping over them. 
  Once the PCs stop slapping their foreheads, the bards 
  will explain the rules: 
  • 
  The PCs must choose a single member to compete in 
  the competition. 
  • 
  During each round of the game, their opponent will 
  come up with a line of dialog. The PC must come up 
  with the reply. 
  • 
  The line of dialog will present a problem, and the 
  PC's reply must solve the problem. For instance, the 
  dialog might be "My clothes are on fire". A reply that 
  solves the problem would be "I'll put you out with 
  this bucket of water". 
  • 
  However, the PC's reply must rhyme with the line of 
  dialog. So, the above reply would not be valid. A 
  good reply would be "Then I will douse you with 
  water, dear sire!" 
  • 
  The crowd (the judge) is the sole arbiter of what is a 
  good and valid reply. 
  • 
  The game continues until either the PC fails to give a 
  good reply, or the opponent runs out of ideas. 
  Once the PCs are ready to play, continue with the 
  following: 
  “Now, whom to put forth as our champion?” 
  Balthasar taps a finger on his forehead. “I’ve got it… 
  the new guy!” 
   
  Several of the bards chuckle. 
   
  Balthasar raises his voice, letting it fill the 
  entire hall. “Introducing, the champion of the 
  Calpius Craft Project. You’ve seen him crush the 
  competition in the Saraden combat arenas. He’s won 
  your hearts… now he’ll win your minds… I give 
  you… Brar the Crusader!” 
   
  He gestures towards the back of the hall. The 
  crowd parts, revealing an immense, bare-chested 
  human. As he steps up towards the platform, he 
  flexes muscles – some of which you weren’t 
  previously aware of. He turns to face you. 
   
  “Ha ha ha… dis is vat I have to deal vith? Dis vill 
  be over qvickly!” 
  Once the chosen PC is ready to play, continue with the 
  following: 
  Brar cracks his knuckles as he steps up next to you 
  on the platform. He turns to face you, raising his 
  voice as he begins the game. 
   
  “Fighting in a glorious battle, I tripped and 
  stubbed my toe.” 
  The PC now needs to reply, as per the rules. Assuming 
  that he replies appropriately, continue: 
  “I fell to the ground, I hit the dirt - then saw a 
  vicious rabbit.” 
  The PC now replies. Brar continues: 
  “I crawled away from his pointy teeth. I was backed 
  into a corner.” 
  The PC now replies. Brar continues: 
  “I grabbed a stick to ward it off, but got a nasty 
  splinter.” 
  The PC now replies. Brar continues: 
   “The fearsome rabbit stole my stick, and struck a 
  mighty pose.” 
  The PC now replies and Brar continues. Sense a pattern? 
  “He lunged and parried, slashed and sliced - and cut 
  my belt in twain.” 
  If the PC successfully replies, he has won. Continue with 
  the following: 
  Brar shakes his fist and gives a roar because he 
  knows that he’s been beat. He hangs his head and 
  stares down at the ground around his feet. 
   
  “Fine. You vin. But hear dis, now - you von’t beat 
  me again. Next time I vill crush you puny vons – ‘cuz 
  I’m the best that’s ever been.”  
   
  With that, Brar loses his composure. As he goes 
  flush, he hefts a lectern, and tosses it over the heads 
  of the crowd in frustration. It smashes against the 
  far wall. 
   
  Cheers go up from the crowd as the bards 
  congratulate you on your triumph. 
  The PCs have now gained the allegiance of the Calpius’ 
  Craft Project troupe. The PCs now receive the I Get a Kick 
  Out of You Favor on the Adventure Record. 
  � I Get A Kick Out Of You: You have garnered the favor 
  of the Calpius’ Craft Project bardic troupe, the new home 
  of Brar the Crusader. In fact, you’ve gotten the chance to 
  train with the legendary pit fighter. You may expend this 
  favor to recall a tip he gave you, adding a +20 
  
  BIS8-03 Battle of the Bands 
   
  Page 21 
  circumstance bonus to a single Grapple check. Mark this 
  favor as USED once it has been expended. 
   
  If the PCs still have troupes to approach, proceed as listed 
  at the end of Encounter 3. 
   
  If the PCs have approached all four troupes, 
  continue with Encounter 8. 
  All APLs 
  � Balthasar: Male human Brd 6 (Bluff +9, Sense 
  Motive +9); AL NG. 
  � ’The Calpius’ Craft Project’ bards (15): Brd 4 
  (Bluff +7, Sense Motive +7); AL NG. 
  � Brar the Crusader: Male human Brb 15 (Bluff 
  +0, Sense Motive +0); AL N. 
  ENCOUNTER 8: WHEN 
  YOU’RE A BARD… 
  Estimated Time: 10 minutes 
  Several days pass, uneventfully. 
   
  Estander paces the floor of his room, nervously 
  wringing his hands. 
   
  “You’ve done well. I think we may have a 
  fighting chance, because of you.” The playwright 
  looks you over, and smiles. 
   
  William’s meek voice interjects. “Uhh, boss?” 
   
  “For a bit there, I thought that my troupe was 
  done for. But, as I suspected… you came through. 
  I’ll have to do something to immortalize your 
  names. I could put them in an epic poem!” 
   
  “Boss?” 
   
  “Or a musical number! Yes, that’s the ticket. 
  Heroes and soft-shoe.” He laughs, his voice frail and 
  unsettled, and wrings his hands nervously again. 
  “The boy graduates today, and will be drafted into 
  one of the bardic troupes. That magical book will go 
  with him.” 
   
  “Sir?” 
   
  Estander still pays no attention to William. 
   
  “With the work you did, and my natural allies, 
  we should get first choice. Now, all we need to do is 
  make sure the draft goes along without a hitch.” 
   
  William shakes his head, as he peers out the 
  window. “Oh, I don’t think we have to worry about 
  that…” 
   
  For the first time, Estander stops pacing. He 
  turns to chastise the young actor, but stops and 
  approaches the same window. 
   
  Several dark plumes of smoke rise over the 
  skyline of Calpius’ Craft, and large crowds of people 
  can be seen in the streets below. 
   
  “Uh oh… this can’t be good…” 
  Once the PCs decide to investigate, continue with the 
  following: 
  Heading down to the street, it seems like the entire 
  population of the town is turned out. Many seem 
  confused – caught up in the shuffle. 
   
  Estander recognizes a face in the crowd, and 
  grabs the arm of a passerby. “Bremly! What’s going 
  on?” 
   
  “War, brother! We’re going to war!” 
   
  A look of shock crosses the playwright’s face. 
  “Who…? Ket? The giants? Evard?” 
   
  “No, worse!” The man seems completely 
  flustered. He takes a deep breath to steady himself. 
  “Word’s out, some kid at the college has a magic 
  book that can tell the future. All of the troupes are 
  up in arms! They’re all determined to make it theirs, 
  one way or another.” 
   
  Estander lets go of the man’s sleeve, and quickly 
  turns to you. “Oh, no… what have we done! You have 
  to get to Sirian before they do! I’ll try to rally some 
  support against this mob!” 
  It is possible that the PCs don’t allow Estander to run off 
  to gather help. This is a bad move on their part – make 
  note of it for the upcoming fight. 
   
  Once the PCs decide to head for Sirian’s dormitory, 
  continue with the following: 
  The scene in the streets is one more fitting to the 
  stage. 
   
  Down one street on your left is a circle of bards 
  cheering on two in the middle. The two combatants 
  are lashed together at the wrist, blades flashing in 
  the daylight. Each stab brings fresh cheers from the 
  onlookers as they perform their odd dance. 
   
  A bit further on, two women stand but inches 
  apart, singing at the top of their lungs. If looks could 
  kill, there would be two more dead bards in the 
  street. The escalation of their voices pushes the 
  fights in their vicinity into a frenzy; neither side 
  seeming to gain a clear edge. 
  
  BIS8-03 Battle of the Bands 
   
  Page 22 
   
   Weaving through more streets, you hear the 
  sound of – is that – dueling banjos? Two troupes lob 
  spells at each other. Bursts of light flare on the right, 
  and one of the bards collapses into manic laughter, 
  rendering him useless. On the other side, a wave of 
  despair falls over the end of the group. Many of the 
  minstrels are so grief-stricken, that they drop their 
  instruments, and slink away. 
   
  Suddenly, a voice stops you in your tracks. 
   
  “You! Stop right there… I’ve got a bone to pick 
  with you!” 
   
  Blocking the path are the bards of Looking for 
  Treble. Many are outfitted with armor and weapons. 
  Benedick, their halfling leader, looks particularly 
  enraged. 
   
  “We told you about the boy, and now look at 
  this!” He gestures at the bedlam around you. “What 
  were you thinking? What’s going to happen to him, 
  now?” 
  The PCs will likely try to assert their innocence, but 
  these bards just aren’t buying it. However, if the PCs just 
  want to push by them, and keep going, they will not put 
  up any significant resistance. 
   
  The PCs may, however, suggest that Looking for 
  Treble should come with them, and help. Note if they do 
  this, for the next encounter. 
   
  Once the PCs decide to continue to the dormitory, 
  continue with Encounter 9. 
  ENCOUNTER 9: …YOU’RE A 
  BARD ALL THE WAY 
  Estimated Time: 45 minutes 
  Your group manages to skirt most of the street 
  fighting, and soon you arrive back at Sirian’s 
  dormitory. The streets around the building are 
  remarkably clear. 
   
  Suddenly, another group comes around the 
  opposite corner. Each member wears a matching 
  black tunic, with the sleeves cut to resemble the 
  mouths of snakes. As they walk, they snap their 
  fingers in unison. 
   
  They stop as they see you. The lead man speaks 
  first. 
   
  “Oh, no you don’t! This is our turf, see? We’ve 
  won the day, and the boy belongs to the Stripey 
  Vipers! Not some ragtag little group of… well… 
  look at you! You don’t walk in step. Does your 
  motley crew even have a name?! Hah! Didn’t think 
  so!” 
  The other troupes will now voice their allegiance. You 
  may have to modify this section to make sense, 
  depending on who is absent. 
   
  If the bards of ‘Looking for Treble’ are present, read 
  the following: 
  Benedick steps forward. “If you mess with them, you 
  mess with us.” 
  If they gained the allegiance of ‘the Self-Righteous 
  Brothers’, read the following: 
  Two more familiar voices come from the far side of 
  the Vipers. 
   
  “You’re 
  outnumbered, 
  you 
  sour-faced 
  rapscallion!” 
   
  “I concur with my brother. The advantage is 
  ours.” 
  If they gained the allegiance of ‘Full Power Attack’, read 
  the following: 
  Another troupe appears on a nearby rooftop, each 
  member armed with a bow. Egeon points in your 
  direction. 
   
  “We’re siding with them, and it looks like we’ve 
  got the upper hand!” 
  If they gained the allegiance of ‘Evard’s Zombie 
  Ensemble’, read the following: 
  Another group emerges from a side-alley, the pale-
  skinned members of ‘Evard’s Zombie Ensemble’.  
  Miranda glances at you without enthusiasm. 
   
  “Yeah, whatever.” 
  If they gained the allegiance of ‘the Calpius Craft Project’, 
  read the following: 
  The ground shakes as you are joined by another 
  group, the Calpius Craft Project, with the huge form 
  of Brar the Crusader in the lead. 
   
  “Ja, ve vill fight vith dem. De Vipers are going 
  down.” 
  If Estander had the chance to go for help, read the 
  following: 
  “And don’t forget about us!” Estander comes up 
  behind you, with his own troupe in tow. “Legends of 
  Lore is with you, ‘til the end!” 
  Regardless of who joins up, continue with the following: 
  
  BIS8-03 Battle of the Bands 
   
  Page 23 
  The leader of the Stripey Vipers glares at you all for a 
  moment. Then he waves his hand, and a number of 
  heavily armed thugs leap to the front of the crowd. 
   
  “So… that’s how it’s going to be. Very well. It’s 
  on!” 
  The only way to win the day is to defeat the Stripey 
  Vipers in combat. Refer to DM Aid – Map #3 – Street 
  Fighting. 
   
  Creatures: The Stripey Vipers consist of a number 
  of humans with various class levels. Of note are the 7 
  thugs. They make this a really difficult combat. 
   
  However, for each of the allied troupes that shows 
  up to the fight, subtract one of the thugs from the PCs’ 
  ‘share’. For example, if the PCs only have help from 
  Looking for Treble and Estander’s group, then they have 
  5 thugs to fight. If all six groups show up, they only have 
  one to fight. 
   
  The allied troupes and the thugs they ‘handle’ should 
  not appear on the battle grid. 
  APL 2 (EL 5-7) 
  � Stripey Viper Leader, Male Human Brd2: hp 
  11; see Appendix 2. 
  � Stripey Viper Archer, Female Human Ftr1: 
  hp 9; see Appendix 2. 
  � Stripey Viper Sorcerer, Male Human Sor1: hp 
  5; see Appendix 2. 
  � Killer, Weasel Familiar: hp 2; see Appendix 2. 
  � Stripey Viper Cleric, Female Human Clr1: hp 
  8; see Appendix 2. 
  � Stripey Viper Thugs (7), Male Human Ftr1: 
  hp 9; see Appendix 2. 
  APL 4 (EL 7-9) 
  � Stripey Viper Leader, Male Human Brd4: hp 
  18; see Appendix 3. 
  � Stripey Viper Archer, Female Human Ftr2: 
  hp 19; see Appendix 3. 
  � Stripey Viper Sorcerer, Male Human Sor2: hp 
  10; see Appendix 3. 
  � Killer, Weasel Familiar: hp 5; see Appendix 3. 
  � Stripey Viper Cleric, Female Human Clr2: hp 
  16; see Appendix 3. 
  � Stripey Viper Thugs (1-7), Male Human Ftr2: 
  hp 19; see Appendix 3. 
  APL 6 (EL 9-11) 
  � Stripey Viper Leader, Male Human Brd6: hp 
  33; see Appendix 4. 
  � Stripey Viper Archer, Female Human Ftr4: 
  hp 38; see Appendix 4. 
  � Stripey Viper Sorcerer, Male Human Sor4: hp 
  20; see Appendix 4. 
  � Killer, Weasel Familiar: hp 10; see Appendix 4. 
  � Stripey Viper Cleric, Female Human Clr4: hp 
  32; see Appendix 4. 
  � Stripey Viper Thugs (1-7), Male Human Ftr4: 
  hp 38; see Appendix 4. 
  APL 8 (EL 11-13) 
  � Stripey 
  Viper 
  Leader, 
  Male 
  Human 
  Brd7/Cloaked Dancer 1: hp 44; see Appendix 5. 
  � Stripey Viper Archer, Female Human Ftr6: 
  hp 57; see Appendix 5. 
  � Stripey Viper Sorcerer, Male Human Sor6: hp 
  30; see Appendix 5. 
  � Killer, Weasel Familiar: hp 15; see Appendix 5. 
  � Stripey Viper Cleric, Female Human Clr6: hp 
  48; see Appendix 5. 
  � Stripey Viper Thugs (1-7), Male Human Ftr6: 
  hp 57; see Appendix 5. 
  APL 10 (EL 13-15) 
  � Stripey 
  Viper 
  Leader, 
  Male 
  Human 
  Brd7/Cloaked Dancer 3: hp 55; see Appendix 6. 
  � Stripey Viper Archer, Female Human Ftr8: 
  hp 76; see Appendix 6. 
  � Stripey 
  Viper 
  Sorcerer, 
  Male 
  Human 
  Sor6/Elemental Savant 2: hp 40; see Appendix 6. 
  � Killer, Weasel Familiar: hp 20; see Appendix 6. 
  � Stripey Viper Cleric, Female Human Clr8: hp 
  64; see Appendix 6. 
  � Stripey Viper Thugs (1-7), Male Human Ftr8: 
  hp 76; see Appendix 6. 
  APL 12 (EL 15-17) 
  � Stripey 
  Viper 
  Leader, 
  Male 
  Human 
  Brd7/Cloaked Dancer 5: hp 66; see Appendix 7. 
  � Stripey Viper Archer, Female Human Ftr10: 
  hp 95; see Appendix 7. 
  
  BIS8-03 Battle of the Bands 
   
  Page 24 
  � Stripey 
  Viper 
  Sorcerer, 
  Male 
  Human 
  Sor6/Elemental Savant 4: hp 50; see Appendix 7. 
  � Killer, Weasel Familiar: hp 25; see Appendix 7. 
  � Stripey Viper Cleric, Female Human Clr10: 
  hp 80; see Appendix 7. 
  � Stripey Viper Thugs (1-7), Male Human 
  Ftr10: hp 95; see Appendix 7. 
  APL 14 (EL 17-19) 
  � Stripey 
  Viper 
  Leader, 
  Male 
  Human 
  Brd9/Cloaked Dancer 5: hp 77; see Appendix 8. 
  � Stripey Viper Archer, Female Human Ftr12: 
  hp 114; see Appendix 8. 
  � Stripey 
  Viper 
  Sorcerer, 
  Male 
  Human 
  Sor6/Elemental Savant 6: hp 60; see Appendix 8. 
  � Killer, Weasel Familiar: hp 30; see Appendix 8. 
  � Stripey Viper Cleric, Female Human Clr12: 
  hp 96; see Appendix 8. 
  � Stripey Viper Thugs (1-7), Male Human 
  Ftr12: hp 114; see Appendix 8. 
  APL 16 (EL 19-21) 
  � Stripey 
  Viper 
  Leader, 
  Male 
  Human 
  Brd11/Cloaked Dancer 5: hp 88; see Appendix 9. 
  � Stripey Viper Archer, Female Human Ftr14: 
  hp 133; see Appendix 9. 
  � Stripey 
  Viper 
  Sorcerer, 
  Male 
  Human 
  Sor6/Elemental Savant 8: hp 70; see Appendix 9. 
  � Killer, Weasel Familiar: hp 35; see Appendix 9. 
  � Stripey Viper Cleric, Female Human Clr14: 
  hp 112; see Appendix 9. 
  � Stripey Viper Thugs (1-7), Male Human 
  Ftr14: hp 133; see Appendix 9. 
   
  Tactics: The Stripey Vipers will use their abilities to take 
  dangerous PCs out of the combat as quickly as possible: 
   
  APL 2: The leader will boost his companions with 
  Inspire Courage and inspirational boost, and will try to take 
  out a melee fighter with Tasha’s hideous laughter. 
   
  APL 4: The leader will use entice gift to deprive a 
  dangerous fighter of his primary weapon, and glitterdust 
  to blind beefy front-liners. The thugs will use their 
  potions of enlarge person to block PCs from getting to 
  the softer Vipers. 
   
  APL 6: The leader will start off with shock and awe, 
  giving them an edge in initiative. The cleric will use hold 
  person to delay a melee fighter, and spiritual weapon to 
  harass poorly-armored spellcasters. 
   
  APL 8: The leader will cast haste early on, and will use 
  summon swarm to harass and nauseate opponents with 
  poor Fortitude saves. He will use his Enchanting Dance 
  to daze as many remaining PCs as possible. The sorcerer 
  will pummel the PCs with strings of fireballs. The cleric 
  will cast fly on the archer or sorcerer, removing them 
  from melee range. 
   
  APL 10: The sorcerer or the cleric will use dimension 
  door to take softer Vipers with them up to a rooftop, 
  where they can pummel the PCs from cover. 
   
  APL 12: The sorcerer will use greater invisibility on 
  the softer Vipers after using dimension door to flee to 
  safety, allowing them to strike with impunity. He will 
  also use reciprocal gyre on well-buffed PCs, to do the most 
  damage. 
   
  APL 14: Either the sorcerer or the bard can use 
  dimension door, meaning the bad guys can get to safety 
  very quickly. The sorcerer will use wall of force to separate 
  party members. 
   
  APL 16: The bard will envelope the PCs in mind fog, 
  so that spells requiring Will saves will hit harder. The 
  sorcerer will disentigrate softer targets from the field. 
   
  Treasure: The Stripey Vipers carry a good deal of 
  equipment: 
  APL 2: L: 619 gp, C: 8 gp, M: dust of tracelessness (20 
  gp), oil of magic weapon x8 (4 gp each), potion of cure 
  light wounds x10 (4 gp each), potion of cure moderate 
  wounds (25 gp), potion of mage armor (4 gp), potion of 
  resist energy (fire) 20 (58 gp), potion of shield of faith +3 
  (25 gp), silversheen (20 gp), unguent of timelessness (12 
  gp). 
  APL 4: L: 688 gp, C: 8 gp, M: +1 chain shirt (104 gp), +1 
  rapier (193 gp), dust of dryness (70 gp), dust of 
  tracelessness (20 gp), oil of magic weapon x8 (4 gp each), 
  pipes of the sewers (95 gp), potion of cure light wounds x3 
  (4 gp each), potion of cure moderate wounds x15 (25 gp 
  each), potion of enlarge person x7 (20 gp each), potion of 
  mage armor (4 gp), potion of resist energy (fire) 20 (58 
  gp), potion of shield of faith +2 x7 (4 gp each), potion of 
  shield of faith +3 (25 gp), Quaal’s feather token (bird) (25 
  gp), silversheen (20 gp), unguent of timelessness (12 gp). 
  APL 6: L: 434 gp, C: 8 gp, M: +1 breastplate x7 (112 gp 
  each), +1 chain shirt (104 gp), +1 full plate (220 gp), +1 
  rapier (193 gp), dust of dryness (70 gp), dust of 
  tracelessness (20 gp), dusty rose prism ioun stone (416 gp), 
  
  BIS8-03 Battle of the Bands 
   
  Page 25 
  oil of bless weapon (8 gp), oil of flame arrow (62 gp), oil of 
  magic weapon x8 (4 gp each), pipes of the sewers (95 gp), 
  potion of bull’s strength x7 (25 gp each), potion of cat’s 
  grace (25 gp), potion of cure light wounds (4 gp), potion of 
  cure moderate wounds x17 (25 gp each), potion of enlarge 
  person x7 (20 gp each), potion of lesser restoration (25 
  gp), potion of mage armor (4 gp), potion of protection from 
  arrows 15/magic (125 gp), potion of resist energy (fire) 20 
  (58 gp), potion of shield of faith +2 x8 (4 gp each), 
  Quaal’s feather token (bird) (25 gp), ring of protection +1 
  (166 gp), silversheen (20 gp), unguent of timelessness (12 
  gp). 
  APL 8: L: 128 gp, C: 8 gp, M: +1 breastplate x7 (112 gp 
  each), +1 chain shirt (104 gp), +1 composite longbow (+2 
  Str) (216 gp), +1 full plate (220 gp), +1 heavy steel shield 
  x8 (97 gp each), +1 longsword x7 (192 gp each), amulet 
  of natural armor +1 (166 gp), bracers of armor +1 (83 gp), 
  cloak of resistance +1 (83 gp), divine scroll of lesser 
  restoration (12 gp), dust of dryness (70 gp), dust of 
  tracelessness (20 gp), dusty rose prism ioun stone (416 gp), 
  oil of flame arrow (62 gp), oil of greater magic weapon +4 
  (200 gp), pipes of the sewers (95 gp), potion of bull’s 
  strength x7 (25 gp each), potion of cure light wounds (4 
  gp), potion of cure moderate wounds x15 (25 gp each), 
  potion of cure serious wounds x2 (62 gp each), potion of 
  enlarge person x7 (20 gp each), potion of lesser restoration 
  (25 gp), potion of mage armor (4 gp), potion of shield of 
  faith +2 (4 gp), Quaal’s feather token (bird) (25 gp), 
  rapier of puncturing (4,193 gp), ring of protection +1 (166 
  gp), silversheen (20 gp), unguent of timelessness (12 gp). 
  APL 10: L: 158 gp, C: 8 gp, M: +1 breastplate x7 (112 gp 
  each), +1 chain shirt (104 gp), +1 composite longbow (+2 
  Str) (216 gp), +1 full plate (220 gp), +1 heavy steel shield 
  x8 (97 gp each), +1 longsword x7 (192 gp each), amulet 
  of natural armor +1 (166 gp), bracers of armor +1 (83 gp), 
  cloak of charisma +4 (1,333 gp), cloak of resistance +1 (83 
  gp), divine scroll of lesser restoration (12 gp), dust of 
  dryness (70 gp), dust of tracelessness (20 gp), dusty rose 
  prism ioun stone (416 gp), elixir of fire breath (91 gp), 
  gauntlets of ogre power x7 (333 gp each), harp of 
  charming (625 gp), oil of flame arrow (62 gp), oil of 
  greater magic weapon +4 (200 gp), periapt of wisdom +2 
  (333 gp), pipes of the sewers (95 gp), potion of cat’s grace 
  (25 gp), potion of cure moderate wounds x15 (25 gp 
  each), potion of cure serious wounds x2 (62 gp each), 
  potion of enlarge person x8 (20 gp each), potion of mage 
  armor (4 gp), potion of pass without trace (4 gp), potion of 
  remove fear (4 gp), potion of shield of faith +2 x8 (4 gp 
  each), Quaal’s feather token (bird) (25 gp), rapier of 
  puncturing (4,193 gp), ring of protection +1 x2 (166 gp 
  each), silversheen (20 gp), unguent of timelessness (12 
  gp). 
  APL 12: L: 252 gp, C: 13 gp, M: +1 breastplate x7 (112 
  gp each), +1 chain shirt (104 gp), +1 composite longbow 
  (+2 Str) (216 gp), +1 full plate (220 gp), +1 heavy steel 
  shield x8 (97 gp each), +1 spell-storing longsword x7 (692 
  gp each), amulet of natural armor +1 (166 gp), arcane 
  scroll of true seeing (158 gp), bracers of armor +1 (83 gp), 
  cloak of charisma +2 (333 gp), cloak of charisma +6 
  (3,000 gp), cloak of resistance +1 (83 gp), divine scroll of 
  lesser restoration (12 gp), dust of dryness (70 gp), dust of 
  tracelessness (20 gp), dusty rose prism ioun stone (416 gp), 
  elixir of fire breath (91 gp), gauntlets of ogre power x7 
  (333 gp each), gloves of dexterity +2 (333 gp), harp of 
  charming (625 gp), horn of goodness/evil (541 gp), oil of 
  flame arrow (62 gp), oil of greater magic weapon +5 (250 
  gp), periapt of wisdom +2 (333 gp), pipes of the sewers (95 
  gp), potion of cat’s grace (25 gp), potion of cure moderate 
  wounds (25 gp), potion of cure serious wounds x9 (62 gp 
  each), potion of endure elements x2 (4 gp each), potion of 
  enlarge person x8 (20 gp each), potion of mage armor (4 
  gp), potion of pass without trace (4 gp), potion of 
  protection from arrows 10/magic x7 (25 gp each), potion 
  of remove fear (4 gp), potion of resist energy [fire] 30 (91 
  gp), potion of shield of faith +2 x8 (4 gp each), Quaal’s 
  feather token (bird) (25 gp), rapier of puncturing (4,193 
  gp), ring of evasion (2,083 gp), ring of protection +1 x2 
  (166 gp each), silversheen (20 gp), unguent of 
  timelessness (12 gp). 
  APL 14: L: 252 gp, C: 13 gp, M: +1 breastplate x7 (112 
  gp each), +1 full plate (220 gp), +1 heavy steel shield x8 
  (97 gp each), +1 icy burst composite longbow (+2 Str) 
  (216 gp), +1 spell-storing longsword x7 (692 gp each), +1 
  studded leather (98 gp), amulet of natural armor +1 (166 
  gp), arcane scroll of true seeing (158 gp), boots of speed x7 
  (1,000 each), bracers of armor +1 (83 gp), cloak of 
  charisma +2 (333 gp), cloak of charisma +6 (3,000 gp), 
  cloak of resistance +1 (83 gp), divine scroll of lesser 
  restoration (12 gp), dust of dryness (70 gp), dust of 
  tracelessness (20 gp), dusty rose prism ioun stone (416 gp), 
  elixir of fire breath (91 gp), gauntlets of ogre power x7 
  (333 gp each), gloves of dexterity +2 (333 gp), harp of 
  charming (625 gp), horn of goodness/evil (541 gp), oil of 
  flame arrow (62 gp), oil of greater magic weapon +5 (250 
  gp), periapt of wisdom +2 (333 gp), pipes of the sewers (95 
  gp), potion of cat’s grace (25 gp), potion of cure moderate 
  wounds (25 gp), potion of cure serious wounds x9 (62 gp 
  each), potion of endure elements x2 (4 gp each), potion of 
  enlarge person x8 (20 gp each), potion of mage armor (4 
  gp), potion of pass without trace (4 gp), potion of 
  protection from arrows 10/magic x7 (25 gp each), potion 
  of remove fear (4 gp), potion of resist energy [fire] 30 (91 
  gp), potion of shield of faith +2 x8 (4 gp each), Quaal’s 
  feather token (bird) (25 gp), rapier of puncturing (4,193 
  gp), ring of evasion (2,083 gp), ring of protection +2 x7 
  
  BIS8-03 Battle of the Bands 
   
  Page 26 
  (666 gp each), ring of protection +3 x2 (1,500 gp each), 
  ring of protection +4 (2,666 gp), silversheen (20 gp), 
  unguent of timelessness (12 gp). 
  APL 16: L: 252 gp, C: 13 gp, M: +1 breastplate x7 (112 
  gp each), +1 full plate (220 gp), +1 heavy steel shield x8 
  (97 gp each), +1 icy burst composite longbow (+2 Str) 
  (216 gp), +1 padded armor (97 gp), +1 spell-storing 
  longsword x7 (692 gp each), +5 chain armor (2,104 gp), 
  amulet of natural armor +1 (166 gp), amulet of natural 
  armor +4 (2,666 gp), arcane scroll of true seeing (158 gp), 
  belt of giant strength x7 (3,000 gp each), boots of speed x7 
  (1,000 each), bracers of armor +1 (83 gp), cloak of 
  charisma +6 x2 (3,000 gp each), cloak of resistance +1 (83 
  gp), divine scroll of lesser restoration (12 gp), dust of 
  dryness (70 gp), dust of tracelessness (20 gp), dusty rose 
  prism ioun stone (416 gp), elixir of fire breath (91 gp), 
  gloves of dexterity +6 (3,000 gp), harp of charming (625 
  gp), horn of goodness/evil (541 gp), oil of flame arrow (62 
  gp), oil of greater magic weapon +5 (250 gp), periapt of 
  wisdom +6 (3,000 gp), pipes of the sewers (95 gp), potion 
  of cat’s grace (25 gp), potion of cure moderate wounds (25 
  gp), potion of cure serious wounds x9 (62 gp each), potion 
  of endure elements x2 (4 gp each), potion of enlarge 
  person x8 (20 gp each), potion of mage armor (4 gp), 
  potion of pass without trace (4 gp), potion of protection 
  from arrows 10/magic x7 (25 gp each), potion of remove 
  fear (4 gp), potion of resist energy [fire] 30 (91 gp), potion 
  of shield of faith +2 x8 (4 gp each), Quaal’s feather token 
  (bird) (25 gp), rapier of puncturing (4,193 gp), ring of 
  evasion (2,083 gp), ring of protection +2 x7 (666 gp 
  each), ring of protection +3 x2 (1,500 gp each), ring of 
  protection +4 (2,666 gp), silversheen (20 gp), unguent of 
  timelessness (12 gp). 
  Developments: Once the PCs defeat the Stripey Vipers, 
  continue with the Conclusion. 
  CONCLUSION: SINS, NOT 
  TRAGEDIES 
  Estimated Time: 5 minutes 
  The last of the bards either falls before you or flees 
  the battle. The day is yours, as is the prize. 
   
  You cross the common room of the dormitory 
  and ascend the stairs leading to the second floor. 
  Approaching room 211, you see that the door is 
  slightly ajar. 
  If the PCs stop to examine the door, it is obvious that the 
  door was forced open as the area around the lock is in 
  splinters. 
   
  Once the PCs decide to enter the room, continue 
  with the following: 
  Pushing the door open, a morbid scene unfolds 
  before you. Curtains that once kept out the morning 
  sun lay torn in pieces on the floor, ripped from the 
  walls. Broken furniture scattered across the floor 
  partially obscures the unmoving body near the 
  center of the room. Blood spray patterns nearly 
  every surface. 
   
  Breathless, Estander pitches into the room. The 
  scene stops him quickly in his tracks - bewilderment 
  crosses his face as he looks at the chaos that was 
  once Sirian’s dormitory room. 
   
  After a long moment, his eyes find yours and he 
  finally finds the words he needs. 
   
  “It’s… gone. Isn’t it?” 
  Continue with the Epilogue. 
  EPILOGUE: IN THE WRONG 
  HANDS 
  Estimated Time: 5 minutes 
  The dark rider spurs his mount on, never looking 
  back. He crests the next hill, and sees the hooded 
  figure waiting for him. He reins in the horse, and 
  hurriedly dismounts. 
   
  As quickly as he can, he drops to a knee before 
  the hooded figure. In his outstretched hand is a 
  small, leather-bound book. 
   
  “Master…” The rider speaks softly, his head 
  bowed. “I have succeeded.” 
   
  The waiting figure turns his gaze from the 
  skyline of Calpius’ Craft on the horizon. 
   
  “Excellent. You have done well.” He places a 
  hand on the rider’s head as he takes the book. 
  “Everything is going as planned. Hextor’s will be 
  done.” 
   
  “Your orders, master?” 
   
  “Ride to Pellak and activate the cell there. Have 
  them spread the word - it is time to seize control.” 
   
  The rider wordlessly gets to his feet, and 
  departs. 
   
  The hooded cleric opens the book, and begins to 
  write in its pages. A vile grin creeps across his face. 
  The PCs now qualify for the You’re Sensational item on the 
  Adventure Record. 
  
  BIS8-03 Battle of the Bands 
   
  Page 27 
  � You’re Sensational: You have garnered the favor of 
  Estander and the Legends of Lore bardic troupe. Your 
  name is permanently written into the fabric of local 
  culture, and you are recognized instantly wherever you 
  go… as long as it’s Bissel. You receive a permanent +2 
  fame bonus on all Bluff, Diplomacy, and Intimidate 
  checks used on citizens of Bissel. 
   
  This portion of the adventure is now over. The story will 
  be continued in BIS8-04 Flailing in the Dark. 
  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 4: The Machine  
  Survive the Machine. 
   
  APL 2: 90 xp. 
   
  APL 4: 150 xp. 
   
  APL 6: 210 xp. 
   
  APL 8: 270 xp. 
   
  APL 10: 330 xp. 
   
  APL 12: 390 xp. 
   
  APL 14: 450 xp. 
   
  APL 16: 510 xp. 
  Encounter 5: Mushroom, Mushroom 
  Defeat the Myconids. 
   
  APL 2: 120 xp. 
   
  APL 4: 180 xp. 
   
  APL 6: 240 xp. 
   
  APL 8: 300 xp. 
   
  APL 10: 360 xp. 
   
  APL 12: 420 xp. 
   
  APL 14: 480 xp. 
   
  APL 16: 540 xp. 
  Encounter 9: …You’re a Bard All the Way 
  Defeat the rival bardic gangs. 
   
  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 Awards 
  Gain the allegiance of the first rival troupe in Encounter 
  4. 
   
  All APLs: 10 xp. 
  Gain the allegiance of the second rival troupe in 
  Encounter 5. 
   
  All APLs: 10 xp. 
  Solve the puzzle, and gain the allegiance of the third rival 
  troupe in Encounter 4. 
   
  All APLs: 20 xp. 
  Defeat the opponent in Theater Hero, and gain the 
  allegiance of the fourth rival troupe in Encounter 4. 
   
  APL 2: 30 xp. 
   
  APL 4: 50 xp. 
   
  APL 6: 70 xp. 
   
  APL 8: 90 xp. 
   
  APL 10: 110 xp. 
   
  APL 12: 130 xp. 
   
  APL 14: 150 xp. 
   
  APL 16: 170 xp. 
  Discretionary Roleplaying Award 
   
  APL 2: 20 xp. 
   
  APL 4: 45 xp. 
   
  APL 6: 70 xp. 
   
  APL 8: 95 xp. 
   
  APL 10: 120 xp. 
   
  APL 12: 145 xp. 
  
  BIS8-03 Battle of the Bands 
   
  Page 28 
   
  APL 14: 170 xp. 
   
  APL 16: 195 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. 
  Introduction: Abrasive Words 
  All APLs: L: 0 gp, C: 50 gp, M: 0 gp. 
  Encounter 5: Mushroom, Mushroom 
  APL 4: L: 0 gp, C: 0 gp, M: potion of bull's strength (25 
  gp), potion of cure serious wounds (62 gp). 
  APL 6: L: 0 gp, C: 0 gp, M: potion of bull's strength (25 
  gp), potion of cure serious wounds (x2) (62 gp each). 
  APL 8: L: 0 gp, C: 0 gp, M: potion of bull's strength (x4) 
  (25 gp each), potion of cure serious wounds (x7) (62 gp 
  each), potion of bear's endurance (25 gp). 
  APL 10: L: 0 gp, C: 0 gp, M: potion of bull's strength (x7) 
  (25 gp each), potion of cure serious wounds (x12) (62 gp 
  each), potion of bear's endurance (25 gp). 
  APL 12: L: 0 gp, C: 0 gp, M: potion of bull's strength 
  (x17) (25 gp each), potion of cure serious wounds (x24) 
  (62 gp each), potion of bear's endurance (25 gp). 
  APL 14: L: 0 gp, C: 0 gp, M: potion of bull's strength 
  (x17) (25 gp each), potion of cure serious wounds (x24) 
  (62 gp each), potion of bear's endurance (25 gp). 
  APL 16: L: 0 gp, C: 0 gp, M: potion of bull's strength 
  (x17) (25 gp each), potion of cure serious wounds (x24) 
  (62 gp each), potion of bear's endurance (25 gp). 
  Encounter 9: …You’re a Bard All the Way 
  APL 2: L: 619 gp, C: 8 gp, M: dust of tracelessness (20 
  gp), oil of magic weapon x8 (4 gp each), potion of cure 
  light wounds x10 (4 gp each), potion of cure moderate 
  wounds (25 gp), potion of mage armor (4 gp), potion of 
  resist energy (fire) 20 (58 gp), potion of shield of faith +3 
  (25 gp), silversheen (20 gp), unguent of timelessness (12 
  gp). 
  APL 4: L: 688 gp, C: 8 gp, M: +1 chain shirt (104 gp), +1 
  rapier (193 gp), dust of dryness (70 gp), dust of 
  tracelessness (20 gp), oil of magic weapon x8 (4 gp each), 
  pipes of the sewers (95 gp), potion of cure light wounds x3 
  (4 gp each), potion of cure moderate wounds x15 (25 gp 
  
  BIS8-03 Battle of the Bands 
   
  Page 29 
  each), potion of enlarge person x7 (20 gp each), potion of 
  mage armor (4 gp), potion of resist energy (fire) 20 (58 
  gp), potion of shield of faith +2 x7 (4 gp each), potion of 
  shield of faith +3 (25 gp), Quaal’s feather token (bird) (25 
  gp), silversheen (20 gp), unguent of timelessness (12 gp). 
  APL 6: L: 434 gp, C: 8 gp, M: +1 breastplate x7 (112 gp 
  each), +1 chain shirt (104 gp), +1 full plate (220 gp), +1 
  rapier (193 gp), dust of dryness (70 gp), dust of 
  tracelessness (20 gp), dusty rose prism ioun stone (416 gp), 
  oil of bless weapon (8 gp), oil of flame arrow (62 gp), oil of 
  magic weapon x8 (4 gp each), pipes of the sewers (95 gp), 
  potion of bull’s strength x7 (25 gp each), potion of cat’s 
  grace (25 gp), potion of cure light wounds (4 gp), potion of 
  cure moderate wounds x17 (25 gp each), potion of enlarge 
  person x7 (20 gp each), potion of lesser restoration (25 
  gp), potion of mage armor (4 gp), potion of protection from 
  arrows 15/magic (125 gp), potion of resist energy (fire) 20 
  (58 gp), potion of shield of faith +2 x8 (4 gp each), 
  Quaal’s feather token (bird) (25 gp), ring of protection +1 
  (166 gp), silversheen (20 gp), unguent of timelessness (12 
  gp). 
  APL 8: L: 128 gp, C: 8 gp, M: +1 breastplate x7 (112 gp 
  each), +1 chain shirt (104 gp), +1 composite longbow (+2 
  Str) (216 gp), +1 full plate (220 gp), +1 heavy steel shield 
  x8 (97 gp each), +1 longsword x7 (192 gp each), amulet 
  of natural armor +1 (166 gp), bracers of armor +1 (83 gp), 
  cloak of resistance +1 (83 gp), divine scroll of lesser 
  restoration (12 gp), dust of dryness (70 gp), dust of 
  tracelessness (20 gp), dusty rose prism ioun stone (416 gp), 
  oil of flame arrow (62 gp), oil of greater magic weapon +4 
  (200 gp), pipes of the sewers (95 gp), potion of bull’s 
  strength x7 (25 gp each), potion of cure light wounds (4 
  gp), potion of cure moderate wounds x15 (25 gp each), 
  potion of cure serious wounds x2 (62 gp each), potion of 
  enlarge person x7 (20 gp each), potion of lesser restoration 
  (25 gp), potion of mage armor (4 gp), potion of shield of 
  faith +2 (4 gp), Quaal’s feather token (bird) (25 gp), 
  rapier of puncturing (4,193 gp), ring of protection +1 (166 
  gp), silversheen (20 gp), unguent of timelessness (12 gp). 
  APL 10: L: 158 gp, C: 8 gp, M: +1 breastplate x7 (112 gp 
  each), +1 chain shirt (104 gp), +1 composite longbow (+2 
  Str) (216 gp), +1 full plate (220 gp), +1 heavy steel shield 
  x8 (97 gp each), +1 longsword x7 (192 gp each), amulet 
  of natural armor +1 (166 gp), bracers of armor +1 (83 gp), 
  cloak of charisma +4 (1,333 gp), cloak of resistance +1 (83 
  gp), divine scroll of lesser restoration (12 gp), dust of 
  dryness (70 gp), dust of tracelessness (20 gp), dusty rose 
  prism ioun stone (416 gp), elixir of fire breath (91 gp), 
  gauntlets of ogre power x7 (333 gp each), harp of 
  charming (625 gp), oil of flame arrow (62 gp), oil of 
  greater magic weapon +4 (200 gp), periapt of wisdom +2 
  (333 gp), pipes of the sewers (95 gp), potion of cat’s grace 
  (25 gp), potion of cure moderate wounds x15 (25 gp 
  each), potion of cure serious wounds x2 (62 gp each), 
  potion of enlarge person x8 (20 gp each), potion of mage 
  armor (4 gp), potion of pass without trace (4 gp), potion of 
  remove fear (4 gp), potion of shield of faith +2 x8 (4 gp 
  each), Quaal’s feather token (bird) (25 gp), rapier of 
  puncturing (4,193 gp), ring of protection +1 x2 (166 gp 
  each), silversheen (20 gp), unguent of timelessness (12 
  gp). 
  APL 12: L: 252 gp, C: 13 gp, M: +1 breastplate x7 (112 
  gp each), +1 chain shirt (104 gp), +1 composite longbow 
  (+2 Str) (216 gp), +1 full plate (220 gp), +1 heavy steel 
  shield x8 (97 gp each), +1 spell-storing longsword x7 (692 
  gp each), amulet of natural armor +1 (166 gp), arcane 
  scroll of true seeing (158 gp), bracers of armor +1 (83 gp), 
  cloak of charisma +2 (333 gp), cloak of charisma +6 
  (3,000 gp), cloak of resistance +1 (83 gp), divine scroll of 
  lesser restoration (12 gp), dust of dryness (70 gp), dust of 
  tracelessness (20 gp), dusty rose prism ioun stone (416 gp), 
  elixir of fire breath (91 gp), gauntlets of ogre power x7 
  (333 gp each), gloves of dexterity +2 (333 gp), harp of 
  charming (625 gp), horn of goodness/evil (541 gp), oil of 
  flame arrow (62 gp), oil of greater magic weapon +5 (250 
  gp), periapt of wisdom +2 (333 gp), pipes of the sewers (95 
  gp), potion of cat’s grace (25 gp), potion of cure moderate 
  wounds (25 gp), potion of cure serious wounds x9 (62 gp 
  each), potion of endure elements x2 (4 gp each), potion of 
  enlarge person x8 (20 gp each), potion of mage armor (4 
  gp), potion of pass without trace (4 gp), potion of 
  protection from arrows 10/magic x7 (25 gp each), potion 
  of remove fear (4 gp), potion of resist energy [fire] 30 (91 
  gp), potion of shield of faith +2 x8 (4 gp each), Quaal’s 
  feather token (bird) (25 gp), rapier of puncturing (4,193 
  gp), ring of evasion (2,083 gp), ring of protection +1 x2 
  (166 gp each), silversheen (20 gp), unguent of 
  timelessness (12 gp). 
  APL 14: L: 252 gp, C: 13 gp, M: +1 breastplate x7 (112 
  gp each), +1 full plate (220 gp), +1 heavy steel shield x8 
  (97 gp each), +1 icy burst composite longbow (+2 Str) 
  (216 gp), +1 spell-storing longsword x7 (692 gp each), +1 
  studded leather (98 gp), amulet of natural armor +1 (166 
  gp), arcane scroll of true seeing (158 gp), boots of speed x7 
  (1,000 each), bracers of armor +1 (83 gp), cloak of 
  charisma +2 (333 gp), cloak of charisma +6 (3,000 gp), 
  cloak of resistance +1 (83 gp), divine scroll of lesser 
  restoration (12 gp), dust of dryness (70 gp), dust of 
  tracelessness (20 gp), dusty rose prism ioun stone (416 gp), 
  elixir of fire breath (91 gp), gauntlets of ogre power x7 
  (333 gp each), gloves of dexterity +2 (333 gp), harp of 
  charming (625 gp), horn of goodness/evil (541 gp), oil of 
  flame arrow (62 gp), oil of greater magic weapon +5 (250 
  gp), periapt of wisdom +2 (333 gp), pipes of the sewers (95 
  
  BIS8-03 Battle of the Bands 
   
  Page 30 
  gp), potion of cat’s grace (25 gp), potion of cure moderate 
  wounds (25 gp), potion of cure serious wounds x9 (62 gp 
  each), potion of endure elements x2 (4 gp each), potion of 
  enlarge person x8 (20 gp each), potion of mage armor (4 
  gp), potion of pass without trace (4 gp), potion of 
  protection from arrows 10/magic x7 (25 gp each), potion 
  of remove fear (4 gp), potion of resist energy [fire] 30 (91 
  gp), potion of shield of faith +2 x8 (4 gp each), Quaal’s 
  feather token (bird) (25 gp), rapier of puncturing (4,193 
  gp), ring of evasion (2,083 gp), ring of protection +2 x7 
  (666 gp each), ring of protection +3 x2 (1,500 gp each), 
  ring of protection +4 (2,666 gp), silversheen (20 gp), 
  unguent of timelessness (12 gp). 
  APL 16: L: 252 gp, C: 13 gp, M: +1 breastplate x7 (112 
  gp each), +1 full plate (220 gp), +1 heavy steel shield x8 
  (97 gp each), +1 icy burst composite longbow (+2 Str) 
  (216 gp), +1 padded armor (97 gp), +1 spell-storing 
  longsword x7 (692 gp each), +5 chain armor (2,104 gp), 
  amulet of natural armor +1 (166 gp), amulet of natural 
  armor +4 (2,666 gp), arcane scroll of true seeing (158 gp), 
  belt of giant strength x7 (3,000 gp each), boots of speed x7 
  (1,000 each), bracers of armor +1 (83 gp), cloak of 
  charisma +6 x2 (3,000 gp each), cloak of resistance +1 (83 
  gp), divine scroll of lesser restoration (12 gp), dust of 
  dryness (70 gp), dust of tracelessness (20 gp), dusty rose 
  prism ioun stone (416 gp), elixir of fire breath (91 gp), 
  gloves of dexterity +6 (3,000 gp), harp of charming (625 
  gp), horn of goodness/evil (541 gp), oil of flame arrow (62 
  gp), oil of greater magic weapon +5 (250 gp), periapt of 
  wisdom +6 (3,000 gp), pipes of the sewers (95 gp), potion 
  of cat’s grace (25 gp), potion of cure moderate wounds (25 
  gp), potion of cure serious wounds x9 (62 gp each), potion 
  of endure elements x2 (4 gp each), potion of enlarge 
  person x8 (20 gp each), potion of mage armor (4 gp), 
  potion of pass without trace (4 gp), potion of protection 
  from arrows 10/magic x7 (25 gp each), potion of remove 
  fear (4 gp), potion of resist energy [fire] 30 (91 gp), potion 
  of shield of faith +2 x8 (4 gp each), Quaal’s feather token 
  (bird) (25 gp), rapier of puncturing (4,193 gp), ring of 
  evasion (2,083 gp), ring of protection +2 x7 (666 gp 
  each), ring of protection +3 x2 (1,500 gp each), ring of 
  protection +4 (2,666 gp), silversheen (20 gp), unguent of 
  timelessness (12 gp). 
  Total Possible Treasure (Maximum Reward 
  Allowed) 
  APL 2: L: 619 gp, C: 58 gp, M: 238 gp – Total: 915 gp 
  (450 gp). 
  APL 4: L: 688 gp, C: 58 gp, M: 1,303 gp – Total: 2,049 
  gp (650 gp). 
  APL 6: L: 434 gp, C: 58 gp, M: 3,392 gp – Total: 3,884 
  gp (900 gp). 
  APL 8: L: 128 gp, C: 58 gp, M: 10,480 gp – Total: 
  10,666 gp (1,300 gp). 
  APL 10: L: 158 gp, C: 58 gp, M: 15,621 gp – Total: 
  15,837 gp (2,300 gp). 
  APL 12: L: 252 gp, C: 63 gp, M: 25,638 gp – Total: 
  25,953 gp (3,300 gp). 
  APL 14: L: 252 gp, C: 63 gp, M: 43,961 gp – Total: 
  44,276 gp (6,600 gp). 
  APL 16: L: 252 gp, C: 63 gp, M: 75,296 gp – Total: 
  75,611 gp (9,900 gp). 
  ITEMS FOR THE ADVENTURE 
  RECORD 
  Special 
  � You’re Sensational: You have garnered the favor of 
  Estander and the Legends of Lore bardic troupe. Your 
  name is permanently written into the fabric of local 
  culture, and you are recognized instantly wherever you 
  go… as long as it’s Bissel. You receive a permanent +2 
  fame bonus on all Bluff, Diplomacy, and Intimidate 
  checks used on citizens of Bissel. 
   
  � I’ve Got The World On A String: You have garnered the 
  favor of the Looking for Treble bardic troupe, who know 
  how to handle fame and fortune. Spend this favor at the 
  end of an adventure to double the amount of wealth you 
  obtain. You may not keep any over-cap gold, but may 
  spend it in any manner normally allowed. Mark this favor 
  as USED once it has been expended. 
   
  � My Kind of Town: You have garnered the favor of the 
  Self-Righteous Brothers bardic troupe. Through their 
  contacts in the churches of Bissel, they are extremely 
  well-connected. You may expend this favor during an 
  adventure set in the Sheldomar Valley to be able to 
  purchase any single item you have access to at even the 
  smallest town or village, regardless of whether it could 
  normally be found there. Mark this favor as USED once 
  it has been expended. 
   
  �  The Best Is Yet To Come: You have garnered the favor 
  of the Full Power Attack bardic troupe. You’ve 
  particularly gotten to know their pyrotechnics mage, and 
  have had several close calls. You may expend this favor to 
  tap into that confidence, adding a +5 insight bonus to a 
  single Reflex save. You may declare the use of this favor 
  after the roll is made, but must do so before success or 
  failure is announced. Mark this favor as USED once it has 
  been expended. 
  
  BIS8-03 Battle of the Bands 
   
  Page 31 
   
  � That Old Black Magic: You have garnered the favor of 
  the Evard’s Zombie Ensemble bardic troupe… and you’re 
  not sure that’s a good thing. All they ever do is talk 
  about… dark magic. You may expend this favor to recall 
  something esoteric they mentioned, automatically 
  succeeding at a single Knowledge or Spellcraft check 
  concerning necromancy. Mark this favor as USED once 
  it has been expended. 
   
  � I Get A Kick Out Of You: You have garnered the favor 
  of the Calpius’ Craft Project bardic troupe, the new home 
  of Brar the Crusader. In fact, you’ve gotten the chance to 
  train with the legendary pit fighter. You may expend this 
  favor to recall a tip he gave you, adding a +20 
  circumstance bonus to a single Grapple check. Mark this 
  favor as USED once it has been expended. 
   
  Item Access 
  APL 2: 
  � silversheen (Adventure; DMG) 
  � unguent of timelessness (Adventure; DMG) 
  APL 4 (all of APL 2 plus the following): 
  � dust of dryness (Adventure; DMG) 
  � pipes of the sewers (Adventure; DMG) 
  APL 6 (all of APLs 2, 4 plus the following): 
  � dusty rose prism ioun stone (Adventure; DMG) 
  � potion of protection from arrows 15/magic (Adventure; 
  DMG) 
  APL 8 (all of APLs 2, 4, 6 plus the following): 
  � oil of greater magic weapon +4 (Adventure; DMG) 
  � rapier of puncturing (Adventure; DMG) 
  APL 10 (all of APLs 2, 4, 6, 8 plus the following): 
  � elixir of fire breath (Adventure; DMG) 
  � harp of charming (Adventure; DMG) 
  APL 12 (all of APLs 2, 4, 6, 8, 10 plus the following): 
  � +1 spell-storing longsword (Adventure; DMG) 
  � arcane scroll of true seeing (Adventure; DMG) 
  APL 14 (all of APLs 2, 4, 6, 8, 10, 12 plus the following): 
  � horn of goodness/evil (Adventure; DMG) 
  � oil of greater magic weapon +5 (Adventure; DMG) 
  APL 16 (all of APLs 2, 4, 6, 8, 10, 12, 14 plus the 
  following): 
  � potion of resist energy [fire] 30 (Adventure; DMG) 
  � ring of evasion (Adventure; DMG) 
   
  
  BIS8-03 Battle of the Bands 
   
  Page 32 
  APPENDIX 1 – ENCOUNTER 5, ALL APLS 
   
  ENCOUNTER 5 
   
   
   
   
  M Y C O N I D  J U N I O R  W O R K E R 
  CR  1/2 
  LN Tiny Plant 
  Init +2; Senses Low-light vision, Listen +6, Spot +6 
  AC 14, touch 14, flat-footed 12 (+2 size, +2 Dex) 
  hp 6 (1d8 HD) 
  Fort +2, Ref +2, Will +1 
  Speed 20 ft. (4 squares) 
  Melee 2 slams +1 (1d3-1) 
  Space 2 ½ ft.; Reach 0 ft. 
  Base Atk +0; Grp -9 
  Abilities Str 8, Dex 15, Con 11, Int 9, Wis 12, Cha 12  
  SQ Plant traits, spores 
  Feats Alertness 
  Skills Craft (winemaking) +2, Hide +13, Knowledge (nature) 
  +2, Listen +6, Move Silently +5, Profession (farmer) +4, Sense 
  Motive +4, Spot +6, Wilderness Lore +4 
  Spores (Ex) As a standard action, a myconid can release a cloud 
  of spores. Each type of spore can be used a number of times 
  per day equal to the myconid’s Hid Dice. Spores can be 
  released either in a 120-foot spread or as a 40-foot ray against 
  a single target, as noted in the individual spore descriptions. 
   
  Distress:  These spores alert all other myconids within the 
  area that danger is near. They are released in a 120-foot 
  spread. 
  Sources Monster Manual II (Page 154) 
   
   
   
  M Y C O N I D  A V E R A G E  W O R K E R 
  CR  1 
  LN Small Plant 
  Init +2; Senses Low-light vision, Listen +6, Spot +6 
  AC 13, touch 13, flat-footed 11 (+1 size, +2 Dex) 
  hp 14 (2d8+2 HD) 
  Fort +4, Ref +2, Will +1 
  Speed 20 ft. (4 squares) 
  Melee 2 slams +2 (1d4) 
  Base Atk +1; Grp +-3 
  Abilities Str 11, Dex 14, Con 12, Int 10, Wis 13, Cha 13  
  SQ Plant traits, spores 
  Feats Alertness 
  Skills Craft (winemaking) +4, Hide +10, Knowledge (nature) 
  +4, Listen +6, Move Silently +5, Profession (farmer) +5, Sense 
  Motive +4, Spot +6, Wildnerness Lore +5 
  Spores (Ex) As a standard action, a myconid can release a cloud 
  of spores. Each type of spore can be used a number of times 
  per day equal to the myconid’s Hid Dice. Spores can be 
  released either in a 120-foot spread or as a 40-foot ray against 
  a single target, as noted in the individual spore descriptions. 
   
  Distress:  These spores alert all other myconids within the 
  area that danger is near. They are released in a 120-foot 
  spread. 
   
  Reproduction: These spores eventually germinate into 
  new infant myconids. They are released as a 120-foot spread 
  and have no detrimental effects on nonmyconids. 
  Sources Monster Manual II (Page 154) 
   
  
  BIS8-03 Battle of the Bands 
   
  Page 33 
  M Y C O N I D  E L D E R  W O R K E R 
  CR  2 
  LN Medium Plant 
  Init +1; Senses Low-Light Vision, Listen +8, Spot +8 
  AC 12, touch 11, flat-footed 11, (+1 Dex, +1 natural) 
  hp 21 (3d8+3 HD) 
  Fort +4, Ref +2, Will +3 
  Speed 20 ft. (4 squares) 
  Melee 2 slams +3 (1d6+1) or 
  Ranged spores +3 (touch) 
  Base Atk +2; Grp +3 
  Atk Options Spores 
  Abilities Str 12, Dex 13, Con 13, Int 10, Wis 15, Cha 14  
  SQ Plant traits, spores 
  Feats Alertness 
  Skills Craft (winemaking) +4, Hide +5, Knowledge (nature) +4, 
  Listen +8, Move Silently +4, Profession (farmer) +6, Sense 
  Motive +5, Spot +8, Wildnerness Lore +6 
  Spores (Ex) As a standard action, a myconid can release a cloud 
  of spores. Each type of spore can be used a number of times 
  per day equal to the myconid’s Hid Dice. Spores can be 
  released either in a 120-foot spread or as a 40-foot ray against 
  a single target, as noted in the individual spore descriptions. 
   
  Distress:  These spores alert all other myconids within the 
  area that danger is near. They are released in a 120-foot 
  spread. 
   
  Reproduction: These spores eventually germinate into 
  new infant myconids. They are released as a 120-foot spread 
  and have no detrimental effects on nonmyconids. 
   
  Rapport: Myconids do not speak, but these spores enable 
  them to establish telepathic communication with each other 
  and with outsiders. A successful Fortitude saving throw (DC 
  12) negates the effect, but it is harmless. Rapport lasts for 30 
  to 60 minutes with outsiders, but for 8 hours with other 
  myconids. Rapport spores can be released as either a 120-foot 
  spread or a 40-foot ray. Regardless of the release area, the 
  communication range is 120 feet once rapport is established. 
  Sources Monster Manual II (Page 154) 
   
  M Y C O N I D  G U A R D 
  CR  4 
  LN Medium Plant 
  Init +1; Senses Low-Light Vision, Listen +8, Spot +8 
  AC 12, touch 11, flat-footed 11 (+1 Dex, +1 natural) 
  hp 32 (4d8+8 HD) 
  Fort +6, Ref +2, Will +3 
  Speed 20 ft. (4 squares) 
  Melee 2 slams +5 (1d6+2) or 
  Ranged spores +5 (touch) 
  Base Atk +3; Grp +5 
  Atk Options Spores 
  Abilities Str 14, Dex 12, Con 15, Int 11, Wis 15, Cha 14  
  SQ Plant traits, spores 
  Feats Alertness 
  Skills Craft (winemaking) +4, Hide +5, Intimidate +6, 
  Knowledge (nature) + 4, Listen +8, Move Silently +4, 
  Profession (farmer) +6, Sense Motive +6, Spot +8, Wilderness 
  Lore +6 
  Possessions potion of bull strength, potion of cure serious wounds 
  Spores (Ex) As a standard action, a myconid can release a cloud 
  of spores. Each type of spore can be used a number of times 
  per day equal to the myconid’s Hid Dice. Spores can be 
  released either in a 120-foot spread or as a 40-foot ray against 
  a single target, as noted in the individual spore descriptions. 
   
  Distress:  These spores alert all other myconids within the 
  area that danger is near. They are released in a 120-foot 
  spread. 
   
  Reproduction: These spores eventually germinate into 
  new infant myconids. They are released as a 120-foot spread 
  and have no detrimental effects on nonmyconids. 
   
  Rapport: Myconids do not speak, but these spores enable 
  them to establish telepathic communication with each other 
  and with outsiders. A successful Fortitude saving throw (DC 
  14) negates the effect, but it is harmless. Rapport lasts for 30 
  to 60 minutes with outsiders, but for 8 hours with other 
  myconids. Rapport spores can be released as either a 120-foot 
  spread or a 40-foot ray. Regardless of the release area, the 
  communication range is 120 feet once rapport is established. 
   
  Pacification: These spores are released as a 40-foot ray. 
  The target must make a Fortitude saving throw (DC 14) or 
  become passive for 1 minute. Being passive is similar to 
  being dazed, except that the target can take partial actions 
  that don’t involve attacking. This is a mind-affecting 
  compulsion effect. 
   
  Sources Monster Manual II (Page 154) 
   
  
  BIS8-03 Battle of the Bands 
   
  Page 34 
  M Y C O N I D  C I R C L E  L E A D E R 
  CR  6 
  LN Large Plant 
  Init +1; Senses Low-Light Vision, Listen +9, Spot +9 
  AC 12, touch 10, flat-footed 11 (-1 size, +1 Dex, +2 natural) 
  hp 45 (5d8+15 HD) 
  Fort +7, Ref +2, Will +4 
  Speed 20 ft. (4 squares) 
  Melee 2 slams +5 (1d8+3) or 
  Ranged spores +6 (touch) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +3; Grp +10 
  Atk Options Spores 
  Abilities Str 16, Dex 12, Con 17, Int 11, Wis 16, Cha 15  
  SQ Plant traits, spores 
  Feats Alertness, Weapon Focus (spores) 
  Skills Craft (winemaking) +4, Diplomacy +4, Hide +1, 
  Intimidate +6, Knowledge (nature) +4, Listen +9, Move 
  Silently +4, Profession (farmer) +8, Sense Motive +8, Spot +9, 
  Wilderness Lore +7 
  Possessions potion of bull strength, potion of cure serious wounds 
  (x2) 
  Spores (Ex) As a standard action, a myconid can release a cloud 
  of spores. Each type of spore can be used a number of times 
  per day equal to the myconid’s Hid Dice. Spores can be 
  released either in a 120-foot spread or as a 40-foot ray against 
  a single target, as noted in the individual spore descriptions. 
   
  Distress:  These spores alert all other myconids within the 
  area that danger is near. They are released in a 120-foot 
  spread. 
   
  Reproduction: These spores eventually germinate into 
  new infant myconids. They are released as a 120-foot spread 
  and have no detrimental effects on nonmyconids. 
   
  Rapport: Myconids do not speak, but these spores enable 
  them to establish telepathic communication with each other 
  and with outsiders. A successful Fortitude saving throw (DC 
  15) negates the effect, but it is harmless. Rapport lasts for 30 
  to 60 minutes with outsiders, but for 8 hours with other 
  myconids. Rapport spores can be released as either a 120-foot 
  spread or a 40-foot ray. Regardless of the release area, the 
  communication range is 120 feet once rapport is established. 
   
  Pacification: These spores are released as a 40-foot ray. 
  The target must make a Fortitude saving throw (DC 15) or 
  become passive for 1 minute. Being passive is similar to 
  being dazed, except that the target can take partial actions 
  that don’t involve attacking. This is a mind-affecting 
  compulsion effect. 
   
   
  Hallucination: These spores are released as a 40-foot ray, 
  The target must make a Fortitude saving throw (DC 15) or 
  suffer powerful hallucinations that duplicate the effects of a 
  confusion spell for 1 hour. 
  Sources Monster Manual II (Page 154) 
   
  M Y C O N I D  S O V E R E I G N 
  CR  7 
  LN Large Plant 
  Init +1; Senses Low-Light Vision, Listen +9, Spot +9 
  AC 12, touch 10, flat-footed 11 (-1 size, +1 Dex, +2 natural) 
  hp 57 (6d8+21 HD) 
  Fort +8, Ref +3, Will +5 
  Speed 20 ft. (4 squares) 
  Melee 2 slams +7 (1d8+4) or 
  Ranged spores +8 (touch) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +4; Grp +12 
  Atk Options Spores 
  Abilities Str 18, Dex 12, Con 17, Int 12, Wis 17, Cha 17  
  SQ Plant trait, potion making, spores 
  Feats Alertness, Brew Potion, Toughness, Weapon Focus 
  (spores) 
  Skills Craft (winemaking) +5, Diplomacy +5, Hide +1, 
  Intimidate +8, Knowledge (nature) +5, Move Silently +4, 
  Profession (farmer) +8, Profession (herbalist) +7, Sense 
  Motive +8, Wilderness Lore +7 
  Possessions potion of bull strength, potion of cure serious wounds 
  (x4), potion of bear’s endurance 
  Spores (Ex) As a standard action, a myconid can release a cloud 
  of spores. Each type of spore can be used a number of times 
  per day equal to the myconid’s Hid Dice. Spores can be 
  released either in a 120-foot spread or as a 40-foot ray against 
  a single target, as noted in the individual spore descriptions. 
   
  Distress:  These spores alert all other myconids within the 
  area that danger is near. They are released in a 120-foot 
  spread. 
   
  Reproduction: These spores eventually germinate into 
  new infant myconids. They are released as a 120-foot spread 
  and have no detrimental effects on nonmyconids. 
   
  Rapport: Myconids do not speak, but these spores enable 
  them to establish telepathic communication with each other 
  and with outsiders. A successful Fortitude saving throw (DC 
  15) negates the effect, but it is harmless. Rapport lasts for 30 
  to 60 minutes with outsiders, but for 8 hours with other 
  myconids. Rapport spores can be released as either a 120-foot 
  spread or a 40-foot ray. Regardless of the release area, the 
  communication range is 120 feet once rapport is established. 
   
  Pacification: These spores are released as a 40-foot ray. 
  The target must make a Fortitude saving throw (DC 15) or 
  become passive for 1 minute. Being passive is similar to 
  being dazed, except that the target can take partial actions 
  that don’t involve attacking. This is a mind-affecting 
  compulsion effect. 
   
   
  Hallucination: These spores are released as a 40-foot ray, 
  The target must make a Fortitude saving throw (DC 15) or 
  suffer powerful hallucinations that duplicate the effects of a 
  confusion spell for 1 hour. 
   
  Animation: Only the myconid sovereign has access to 
  these spores. When released over a dead body, animation 
  spores begin a process that covers the corpse with purple 
  fungus. After 1d4 days, the corpse reanimates as a servant. A 
  servant has all the characteristics of a zombie of the same 
  size, except that it retains its previous creature type and it 
  cannot be turned or otherwise affected as undead. Over the 
  
  BIS8-03 Battle of the Bands 
   
  Page 35 
  course of 1d6 weeks, a myconid-animated corpse slowly 
  decays. At the end of that period it simply disintegrates into 
  dust. 
  Potion Making (Su): Though it is not a spellcaster, a myconid 
  sovereign can create various potions that mimic cleric and 
  druid spells. It can duplicate the following effects, each once 
  per day (but only for purpose of brewing potions): bull’s 
  strength, cure light wounds, cure moderate wounds, cure serious 
  wounds, delay poison, bear’s endurance, endure elements, greater 
  magic fang, invisibility to animals, lesser restoration, magic fang, 
  negative energy protection, neutralize poison, protection from 
  elements, remove blindness/deafness, remove disease, remove 
  paralysis, resist elements. Caster level 6
  th; save DC 12 + spell 
  level. 
  Sources Monster Manual II (Page 154) 
   
   
  A N I M A T E D  O G R E 
  CR  3 
  NE Large Giant 
  Init -2; Senses Darkvision 60’,  Listen +0, Spot +0 
  AC 15, touch 7, flat-footed 15,  (-1 size, -2 Dex, +8 natural) 
  hp 55 (8d12+3 HD); DR 5/slashing 
  Fort +2, Ref +0, Will +6  
  Speed 40 ft. (8 squares; can’t run) 
  Melee greatclub +9 (2d8+9) or 
  Melee slam +6 (1d8+9) or 
  Ranged javelin +1 (1d8+6) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +4; Grp +14 
  Combat Gear greatclub, javelin 
  Abilities Str 23, Dex 6, Con --, Int --, Wis 10, Cha 1  
  SQ Single actions only 
  Feats Toughness 
  Sources Monster Manual (Page 265) 
   
   
  A N I M A T E D  G R A Y  R E N D E R 
  CR  6 
  NE Large Magical Beast 
  Init -1; Senses Darkvision 60’, Listen +0, Spot +0 
  AC 16, touch 8, flat-footed 16, (-1 size, -1 Dex, +8 natural) 
  hp 133 (20d8+3 HD); DR 5/slashing 
  Fort +6, Ref +5, Will +12 
  Speed 30 ft. (6 squares; can’t run) 
  Melee bite +16 (2d6+7) or 
  Melee slam +16 (1d8+10) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +10; Grp +21 
  Abilities Str 25, Dex 8, Con --, Int --, Wis 10, Cha 1  
  SQ Single actions only 
  Feats Toughness 
  Sources Monster Manual (Page 265) 
   
   
  A D V A N C E D  A N I M A T E D  G R A Y  R E N D E R 
  CR  12 
  NE Large Magical Beast 
  Init -1; Senses Darkvision 60’, Listen +0, Spot +0 
  AC 26, touch 8, flat-footed 26, (-1 size, -1 Dex, +18 natural) 
  hp 231 (38d8+3 HD); DR 10/slashing 
  Fort +10, Ref +7, Will +16 
  Speed 30 ft. (6 squares; can’t run) 
  Melee bite +30 (3d6+9) or 
  Melee slam +30 (2d6+12) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +22; Grp +23 
  Abilities Str 29, Dex 8, Con --, Int --, Wis 10, Cha 1  
  SQ Single actions only 
  Feats Awesome Blow, Cleave, Great Cleave, Improved Natural 
  Armor, Improved Natural Attack, Power Attack, Toughness 
  Sources Monster Manual (Page 265) 
  
  BIS8-03 Battle of the Bands 
   
  Page 36 
  APPENDIX 2 – APL 2 
  ENCOUNTER 9 
   
   
   
   
  S T R I P E Y  V I P E R  L E A D E R 
  CR  2 
  Male Human Bard 2 
  CE Medium humanoid (human) 
  Init +6; Senses Listen +0, Spot +0 
  Languages Common 
  AC 16, touch 12, flat-footed 14 
   (+2 Dex, +4 armor) 
  hp 11 (2d6+2 HD) 
  Fort +1, Ref +5, Will +3 
  Speed 30 ft. (6 squares) 
  Melee masterwork rapier +4 (1d6 /18-20) 
  Base Atk +1; Grp +1 
  Special Actions Bardic music 2/day, countersong, fascinate, 
  inspire courage +1 
  Combat Gear masterwork rapier, masterwork chain shirt 
  Bard Spells Known (CL 2nd): 
   1st (1/day)— inspirational boost
  SpC, Tasha’s hideous laughter 
   0 (3/day)— daze, detect magic, light, mage hand, read magic 
  SpC: Spell Compendium 
  Abilities Str 10, Dex 14, Con 12, Int 12, Wis 10, Cha 16  
  SQ Bardic knowledge 
  Feats Improved Initiative, Weapon Finesse [rapier] 
  Skills Balance +6, Concentration +6, Escape Artist +6, Hide +6, 
  Perform [dance] +8, Sleight of Hand +6, Spellcraft +6, 
  Tumble +6 
  Possessions combat gear plus dust of tracelessness, silversheen, 
  unguent of timelessness. 
   
   
  S T R I P E Y  V I P E R  A R C H E R 
  CR  1 
  Female Human Fighter 1 
  NG Medium humanoid (human) 
  Init +3; Senses Listen +2, Spot +2 
  Languages Common 
  AC 17, touch 13, flat-footed 14 (+3 Dex, +4 armor) 
  hp 9 (1d10+2 HD) 
  Fort +4, Ref +3, Will +0 
  Speed 30 ft. (6 squares) 
  Melee longsword +3 (1d8+3/19-20) or 
  Ranged masterwork composite longbow (+2 Str) +3/+3 
  (1d8+2/x3) with Rapid Shot 
  Base Atk +1; Grp +3 
  Combat Gear chain shirt, longsword, masterwork composite 
  longbow (+2 Str) 
  Abilities Str 14, Dex 16, Con 14, Int 10, Wis 10, Cha 10  
  Feats Point Blank Shot, Precise Shot, Rapid Shot 
  Skills Listen +2, Search +2, Spot +2 
  Possessions combat gear plus oil of magic weapon, potion of cure 
  light wounds x2, sunrod, thunderstone, 3 gp. 
   
   
   
  S T R I P E Y  V I P E R  S O R C E R E R 
  CR  1 
  Male Human Sorcerer 1 
  NG Medium humanoid (human) 
  Init +2; Senses Listen +2, Spot +2 
  Languages Common 
  AC 12, touch 12, flat-footed 10, (+2 Dex) 
  hp 5 (1d4+2 HD) 
  Fort +2, Ref +4, Will +2 
  Speed 30 ft. (6 squares) 
  Melee spear +0 (1d8/x3) or 
  Ranged heavy crossbow +2 (1d10/19-20) 
  Base Atk +0; Grp +0 
  Special Qualities Summon familiar 
  Combat Gear 20 bolts, alchemist’s fire, heavy crossbow, spear 
  Sorcerer Spells Known (CL 1st): 
   1st (4/day)— magic missile, ray of flame
  SpC 
   0 (5/day)— caltrops
  SpC, detect magic, flare, light 
  SpC: Spell Compendium 
  Abilities Str 10, Dex 14, Con 14, Int 10, Wis 10, Cha 16  
  Feats Alertness, Combat Casting, Spell Focus [evocation] 
  Skills Concentration +6, Knowledge [arcana] +4, Knowledge 
  [the planes] +2, Listen +2, Spot +2 
  Possessions combat gear plus potion of cure light wounds, potion of 
  mage armor, potion of resist energy (fire) 20, smokestick, spell 
  component pouch, 6 gp. 
   
  
  BIS8-03 Battle of the Bands 
   
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  K I L L E R,  W E A S E L  FA M I L I A R 
  CR  1/4 
  AL Tiny magical beast 
  Init +2; Senses Low-Light Vision, Scent, Listen +1, Spot +3 
  AC 15, touch 14, flat-footed 13 (+2 size, +2 Dex, +1 natural) 
  hp 2 (1d4 HD) 
  Fort +2, Ref +4, Will +3 
  Speed 20 ft. (4 squares), climb 20 ft. 
  Melee bite +4 (1d3-4) 
  Space 2 1/2 ft.; Reach 0 ft. 
  Base Atk +0; Grp -12 
  Atk Options Attach 
  Abilities Str 3, Dex 15, Con 10, Int 6, Wis 12, Cha 5  
  SQ Improved evasion, share spells, empathic link 
  Feats Weapon Finesse 
  Skills Balance +10, Climb +10, Hide +11, Listen +1, Move 
  Silently +8, Spot +3 
  Attach (Ex) If Killer hits with a bite attack, it uses its powerful 
  jaws to latch onto the opponent’s body and automatically 
  deal bite damage each round it remains attached. An 
  attached Killer loses its Dexterity bonus to AC and thus has 
  an AC of 13. An attached Killer can be struck with a weapon 
  or grappled itself. To remove an attached Killer through 
  grappling, the opponent must achieve a pin against the 
  creature. 
  Skills Weasels have a +4 racial bonus on Move Silently checks 
  and a +8 racial bonus on Balance and Climb checks. They use 
  their Dexterity modifier for Climb checks. A weasel can 
  always choose to take 10 on a Climb check, even if rushed or 
  threatened. 
   
   
  S T R I P E Y  V I P E R  C L E R I C 
  CR  1 
  Female Human Cleric 1 
  N Medium humanoid (human) 
  Init +5; Senses Listen +3, Spot +3 
  Languages Common 
  AC 19, touch 11, flat-footed 18 (+1 Dex, +6 armor, +2 shield) 
  hp 8 (1d8+2 HD) 
  Fort +4, Ref +1, Will +5  
  Speed 20 ft. (4 squares) 
  Melee heavy mace +0 (1d8)  
  Base Atk +0; Grp +0 
  Special Actions Turn Undead 4/day, Spontaneous healing 
  Combat Gear banded mail, heavy mace, heavy steel shield 
  Cleric Spells Prepared (CL 1st): 
   1st—bless, longstrider
  D, magic weapon 
   0—detect magic, light, resistance 
  D: Domain spell. Deity: Lydia. Domains: Sun, Travel  
  Abilities Str 10, Dex 12, Con 14, Int 10, Wis 16, Cha 12  
  Feats Improved Initiative, Track 
  Skills Concentration +6, Heal +7, Listen +3, Spot +3, Survival +7 
  Possessions combat gear plus potion of cure moderate wounds, 
  potion of shield of faith +3, holy symbol, spell component 
  pouch, 18 gp. 
   
  S T R I P E Y  V I P E R  T H U G 
  CR  1 
  Male Human Fighter 1 
  NG Medium humanoid (human) 
  Init +6; Senses Listen +0, Spot +0 
  Languages Common 
  AC 19, touch 12, flat-footed 17 (+2 Dex, +5 armor, +2 shield) 
  hp 9 (1d10+2 HD) 
  Fort +4, Ref +2, Will +0 
  Speed 20 ft. (4 squares) 
  Melee masterwork longsword +6 (1d8+3 /19-20) or 
  Ranged longbow +3 (1d8/x3)  
  Base Atk +1; Grp +4 
  Combat Gear longbow, heavy steel shield, masterwork 
  breastplate, masterwork longsword 
  Abilities Str 16, Dex 14, Con 14, Int 10, Wis 10, Cha 10  
  Feats Improved Initiative, Power Attack, Weapon focus 
  (longsword) 
  Skills Climb +2, Intimidate +4, Ride +1 
  Possessions combat gear plus potion of cure light wounds, oil of 
  magic weapon, crowbar, silk rope (50 ft.), thunderstone, 3 gp. 
   
  
  BIS8-03 Battle of the Bands 
   
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  APPENDIX 3 – APL 4 
  ENCOUNTER 9 
   
   
   
   
  S T R I P E Y  V I P E R  L E A D E R 
  CR  4 
  Male Human Bard 4 
  CE Medium humanoid (human) 
  Init +6; Senses Listen +0, Spot +0 
  Languages Common 
  AC 17, touch 12, flat-footed 15 
   (+2 Dex, +5 armor) 
  hp 18 (4d6+4 HD) 
  Fort +2, Ref +6, Will +4 
  Speed 30 ft. (6 squares) 
  Melee +1 rapier +6 (1d6+1 /18-20) 
  Base Atk +3; Grp +3 
  Special Actions Bardic music 4/day, countersong, fascinate, 
  inspire courage +1, inspire competence 
  Combat Gear +1 rapier, +1 chain shirt 
  Bard Spells Known (CL 4th): 
   2nd (1/day)— entice gift
  SpC, glitterdust 
   1st (3/day)— cure light wounds, inspirational boost
  SpC, Tasha’s 
  hideous laughter 
   0 (3/day)— daze, detect magic, light, mage hand, read magic, 
  resistance 
  SpC: Spell Compendium 
  Abilities Str 10, Dex 14, Con 12, Int 12, Wis 10, Cha 17  
  SQ Bardic knowledge 
  Feats Battle Dancer, Improved Initiative, Weapon Finesse 
  [rapier] 
  Skills Balance +8, Concentration +8, Escape Artist +8, Hide +8, 
  Perform [dance] +10, Sleight of Hand +8, Spellcraft +8, 
  Tumble +8 
  Possessions combat gear plus dust of dryness, dust of tracelessness, 
  pipes of the sewers, Quaal’s feather token (bird), silversheen, 
  unguent of timelessness. 
   
  S T R I P E Y  V I P E R  A R C H E R 
  CR  2 
  Female Human Fighter 2 
  NG Medium humanoid (human) 
  Init +3; Senses Listen +3, Spot +3 
  Languages Common 
  AC 17, touch 13, flat-footed 14 (+3 Dex, +4 armor) 
  hp 19 (2d10+4 HD) 
  Fort +5, Ref +3, Will +0 
  Speed 30 ft. (6 squares) 
  Melee longsword +4 (1d8+3/19-20) or 
  Ranged masterwork composite longbow (+2 Str) +5/+5 
  (1d8+2/x3) with Rapid Shot 
  Base Atk +2; Grp +4 
  Combat Gear chain shirt, longsword, masterwork composite 
  longbow (+2 Str) 
  Abilities Str 14, Dex 16, Con 14, Int 10, Wis 10, Cha 10  
  Feats Point Blank Shot, Precise Shot, Rapid Shot, Weapon 
  Focus [composite longbow] 
  Skills Listen +2, Search +3, Spot +3 
  Possessions combat gear plus oil of magic weapon, potion of cure 
  light wounds x2, sunrod, thunderstone, 3 gp. 
   
   
   
  S T R I P E Y  V I P E R  S O R C E R E R 
  CR  2 
  Male Human Sorcerer 2 
  NG Medium humanoid (human) 
  Init +2; Senses Listen +2, Spot +2 
  Languages Common 
  AC 12, touch 12, flat-footed 10, (+2 Dex) 
  hp 10 (2d4+4 HD) 
  Fort +2, Ref +4, Will +3 
  Speed 30 ft. (6 squares) 
  Melee spear +1 (1d8/x3) or 
  Ranged heavy crossbow +3 (1d10/19-20) 
  Base Atk +1; Grp +1 
  Special Qualities Summon familiar 
  Combat Gear 20 bolts, alchemist’s fire, heavy crossbow, spear 
  Sorcerer Spells Known (CL 2nd): 
   1st (5/day)— magic missile, ray of flame
  SpC 
   0 (6/day)— caltrops
  SpC, detect magic, flare, light, ray of frost 
  SpC: Spell Compendium 
  Abilities Str 10, Dex 14, Con 14, Int 10, Wis 10, Cha 16  
  Feats Alertness, Combat Casting, Spell Focus [evocation] 
  Skills Concentration +7, Knowledge [arcana] +5, Knowledge 
  [the planes] +2, Listen +2, Spot +2 
  Possessions combat gear plus potion of cure light wounds, potion of 
  mage armor, potion of resist energy (fire) 20, smokestick, spell 
  component pouch, 6 gp. 
   
  
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  K I L L E R,  W E A S E L  FA M I L I A R 
  CR  1/4 
  AL Tiny magical beast 
  Init +2; Senses Low-Light Vision, Scent, Listen +1, Spot +3 
  AC 15, touch 14, flat-footed 13 (+2 size, +2 Dex, +1 natural) 
  hp 5 (2d4 HD) 
  Fort +2, Ref +4, Will +4 
  Speed 20 ft. (4 squares), climb 20 ft. 
  Melee bite +3 (1d3-4) 
  Space 2 1/2 ft.; Reach 0 ft. 
  Base Atk +1; Grp -11 
  Atk Options Attach 
  Abilities Str 3, Dex 15, Con 10, Int 6, Wis 12, Cha 5  
  SQ Improved evasion, share spells, empathic link 
  Feats Weapon Finesse 
  Skills Balance +10, Climb +10, Hide +11, Listen +1, Move 
  Silently +8, Spot +3 
  Attach (Ex) If Killer hits with a bite attack, it uses its powerful 
  jaws to latch onto the opponent’s body and automatically 
  deal bite damage each round it remains attached. An 
  attached Killer loses its Dexterity bonus to AC and thus has 
  an AC of 13. An attached Killer can be struck with a weapon 
  or grappled itself. To remove an attached Killer through 
  grappling, the opponent must achieve a pin against the 
  creature. 
  Skills Weasels have a +4 racial bonus on Move Silently checks 
  and a +8 racial bonus on Balance and Climb checks. They use 
  their Dexterity modifier for Climb checks. A weasel can 
  always choose to take 10 on a Climb check, even if rushed or 
  threatened. 
   
   
  S T R I P E Y  V I P E R  C L E R I C 
  CR  2 
  Female Human Cleric 2 
  N Medium humanoid (human) 
  Init +5; Senses Listen +3, Spot +3 
  Languages Common 
  AC 19, touch 11, flat-footed 18 (+1 Dex, +6 armor, +2 shield) 
  hp 16 (2d8+4 HD) 
  Fort +5, Ref +1, Will +6  
  Speed 20 ft. (4 squares) 
  Melee heavy mace +1 (1d8)  
  Base Atk +1; Grp +1 
  Special Actions Turn Undead 4/day, Spontaneous healing 
  Combat Gear banded mail, heavy mace, heavy steel shield 
  Cleric Spells Prepared (CL 2nd): 
   1st—bless, longstrider
  D, magic weapon, shield of faith 
   0—detect magic, guidance, light, resistance 
  D: Domain spell. Deity: Lydia. Domains: Sun, Travel  
  Abilities Str 10, Dex 12, Con 14, Int 10, Wis 16, Cha 12  
  Feats Improved Initiative, Track 
  Skills Concentration +7, Heal +8, Listen +3, Spot +3, Survival +7 
  Possessions combat gear plus potion of cure moderate wounds, 
  potion of shield of faith +3, holy symbol, spell component 
  pouch, 18 gp. 
   
  S T R I P E Y  V I P E R  T H U G 
  CR  2 
  Male Human Fighter 2 
  NG Medium humanoid (human) 
  Init +6; Senses Listen +0, Spot +0 
  Languages Common 
  AC 19, touch 12, flat-footed 17, (+2 Dex, +5 armor, +2 shield) 
  hp 19 (1d10+4 HD) 
  Fort +5, Ref +2, Will +0 
  Speed 20 ft. (4 squares) 
  Melee masterwork longsword +7 (1d8+3/19-20) or 
  Ranged longbow +4 (1d8/x3) 
  Base Atk +2; Grp +5 
  Combat Gear longbow, masterwork heavy steel shield, 
  masterwork breastplate, masterwork longsword, tanglefoot 
  bag 
  Abilities Str 16, Dex 14, Con 14, Int 10, Wis 10, Cha 10  
  Feats Cleave, Improved Initiative, Power Attack, Weapon focus 
  [longsword] 
  Skills Climb +4, Intimidate +5, Listen +0, Ride +3, Spot +0 
  Possessions combat gear plus potion of cure moderate wounds x2, 
  potion of enlarge person, potion of shield of faith +2, oil of magic 
  weapon, crowbar, silk rope (50 ft.), thunderstone, 3 gp. 
   
  
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  APPENDIX 4 – APL 6 
  ENCOUNTER 9 
   
   
   
   
  S T R I P E Y  V I P E R  L E A D E R 
  CR  6 
  Male Human Bard 6 
  CE Medium humanoid (human) 
  Init +6; Senses Listen +0, Spot +0 
  Languages Common 
  AC 19, touch 14, flat-footed 17 
   (+2 Dex, +5 armor, +1 insight, +1 deflection) 
  hp 33 (6d6+6 HD) 
  Fort +3, Ref +7, Will +5 
  Speed 30 ft. (6 squares) 
  Melee +1 rapier +7 (1d6+1 /18-20) 
  Base Atk +4; Grp +4 
  Special Actions Bardic music 6/day, countersong, fascinate, 
  inspire courage +1, inspire competence, suggestion 
  Combat Gear +1 rapier, +1 chain shirt, dusty rose prism ioun stone, 
  ring of protection +1 
  Bard Spells Known (CL 6th): 
   2nd (3/day)— entice gift
  SpC, glitterdust, mirror image 
   1st (4/day)— cure light wounds, inspirational boost
  SpC, shock and 
  awe
  SpC, Tasha’s hideous laughter 
   0 (3/day)— daze, detect magic, light, mage hand, read magic, 
  resistance 
  SpC: Spell Compendium 
  Abilities Str 10, Dex 14, Con 12, Int 12, Wis 10, Cha 17  
  SQ Bardic knowledge 
  Feats Battle Dancer, Improved Initiative, Lyric Spell, Weapon 
  Finesse [rapier] 
  Skills Balance +10, Concentration +10, Escape Artist +10, Hide 
  +10, Perform [dance] +12, Sleight of Hand +10, Spellcraft 
  +10, Tumble +10 
  Possessions combat gear plus dust of dryness, dust of tracelessness, 
  pipes of the sewers, Quaal’s feather token (bird), silversheen, 
  unguent of timelessness. 
   
   
   
   
  S T R I P E Y  V I P E R  A R C H E R 
  CR  4 
  Female Human Fighter 4 
  NG Medium humanoid (human) 
  Init +7; Senses Listen +4, Spot +4 
  Languages Common 
  AC 17, touch 13, flat-footed 14 (+3 Dex, +4 armor) 
  hp 38 (4d10+8 HD) 
  Fort +6, Ref +4, Will +1 
  Speed 30 ft. (6 squares) 
  Melee longsword +6 (1d8+3/19-20) or 
  Ranged masterwork composite longbow (+2 Str) +7/+7 
  (1d8+4/x3) with Rapid Shot 
  Base Atk +4; Grp +6 
  Combat Gear chain shirt, longsword, masterwork composite 
  longbow (+2 Str) 
  Abilities Str 14, Dex 17, Con 14, Int 10, Wis 10, Cha 10  
  Feats Improved Initiative, Point Blank Shot, Precise Shot, 
  Rapid Shot, Weapon focus [composite longbow], Weapon 
  Specialization [composite longbow] 
  Skills Listen +4, Search +3, Spot +4 
  Possessions combat gear plus oil of flame arrow, oil of magic 
  weapon, potion of cat’s grace, potion of cure moderate wounds x2, 
  potion of shield of faith +2, sunrod, thunderstone, 3 gp. 
   
  
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  S T R I P E Y  V I P E R  S O R C E R E R 
  CR  4 
  Male Human Sorcerer 4 
  NG Medium humanoid (human) 
  Init +2; Senses Listen +2, Spot +2 
  Languages Common 
  AC 12, touch 12, flat-footed 10, (+2 Dex) 
  hp 20 (4d4+8 HD) 
  Fort +3, Ref +5, Will +4 
  Speed 30 ft. (6 squares) 
  Melee spear +2 (1d8/x3) or 
  Ranged heavy crossbow +4 (1d10/19-20) 
  Base Atk +2; Grp +2 
  Special Qualities Summon familiar 
  Combat Gear 20 bolts, alchemist’s fire, heavy crossbow, spear 
  Sorcerer Spells Known (CL 4th): 
   2nd (4/day) — scorching ray 
   1st (7/day) — magic missile, ray of flame
  SpC, true strike 
   0 (6/day) — acid splash, caltrops
  SpC, detect magic, flare, light, ray of 
  frost 
  SpC: Spell Compendium 
  Abilities Str 10, Dex 14, Con 14, Int 10, Wis 10, Cha 17  
  Feats Alertness, Combat Casting, Ranged Spell Specialization, 
  Spell Focus [evocation] 
  Skills Concentration +9, Knowledge [arcana] +7, Knowledge 
  [the planes] +3, Listen +2, Spot +2 
  Possessions combat gear plus oil of bless weapon, potion of cure 
  light wounds, potion of mage armor, potion of protection from 
  arrows 15/magic, potion of resist energy (fire) 20, smokestick, 
  spell component pouch, 6 gp. 
   
  K I L L E R,  W E A S E L  F A M I L I A R 
  CR  1/4 
  NG Tiny magical beast 
  Init +2; Senses Low-Light Vision, Scent, Listen +1, Spot +3 
  AC 16, touch 14, flat-footed 14 (+2 size, +2 Dex, +2 natural) 
  hp 10 (4d4 HD) 
  Fort +2, Ref +4, Will +5 
  Speed 20 ft. (4 squares), climb 20 ft. 
  Melee bite +4 (1d3-4) 
  Space 2 1/2 ft.; Reach 0 ft. 
  Base Atk +2; Grp -10 
  Atk Options Attach 
  Abilities Str 3, Dex 15, Con 10, Int 7, Wis 12, Cha 5  
  SQ Improved evasion, share spells, empathic link, deliver touch 
  spells 
  Feats Weapon Finesse 
  Skills Balance +10, Climb +10, Hide +11, Listen +1, Move 
  Silently +8, Spot +3 
  Attach (Ex) If Killer hits with a bite attack, it uses its powerful 
  jaws to latch onto the opponent’s body and automatically 
  deal bite damage each round it remains attached. An 
  attached Killer loses its Dexterity bonus to AC and thus has 
  an AC of 14. An attached Killer can be struck with a weapon 
  or grappled itself. To remove an attached Killer through 
  grappling, the opponent must achieve a pin against the 
  creature. 
  Skills Weasels have a +4 racial bonus on Move Silently checks 
  and a +8 racial bonus on Balance and Climb checks. They use 
  their Dexterity modifier for Climb checks. A weasel can 
  always choose to take 10 on a Climb check, even if rushed or 
  threatened. 
   
  
  BIS8-03 Battle of the Bands 
   
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  S T R I P E Y  V I P E R  C L E R I C 
  CR  4 
  Female Human Cleric 4 
  N Medium humanoid (human) 
  Init +5; Senses Listen +3, Spot +3 
  Languages Common 
  AC 22, touch 11, flat-footed 21 (+1 Dex, +9 armor, +2 shield) 
  hp 32 (4d8+8 HD) 
  Fort +6, Ref +2, Will +7 
  Speed 20 ft. (4 squares) 
  Melee heavy mace +3 (1d8)  
  Base Atk +3; Grp +3 
  Special Actions Turn Undead 4/day, Spontaneous healing 
  Combat Gear +1 full plate, heavy mace, heavy steel shield 
  Cleric Spells Prepared (CL 2nd): 
   2nd—hold person, locate object
  D, spiritual weapon, resist energy 
   1st—bless, longstrider
  D, magic weapon, sanctuary, shield of faith 
   0—detect magic, guidance, light, mending, resistance 
  D: Domain spell. Deity: Lydia. Domains: Sun, Travel  
  Abilities Str 10, Dex 12, Con 14, Int 10, Wis 17, Cha 12  
  Feats Divine Ward
  CM, Improved Initiative, Track 
  CM: Complete Mage 
  Skills Concentration +9, Heal +10, Listen +3, Spot +3, Survival 
  +10 
  Possessions combat gear plus potion of cure moderate wounds, 
  potion of lesser restoration, holy symbol, spell component 
  pouch, 18 gp. 
   
  S T R I P E Y  V I P E R  T H U G 
  CR  4 
  Male Human Fighter 4 
  NG Medium humanoid (human) 
  Init +6; Senses Listen +0, Spot +0 
  Languages Common 
  AC 20, touch 12, flat-footed 18 (+2 Dex, +6 armor, +2 shield) 
  hp 38 (4d10+8 HD) 
  Fort +6, Ref +3, Will +1 
  Speed 20 ft. (4 squares) 
  Melee masterwork longsword +9 (1d8+5 /19-20) or 
  Ranged longbow +6 (1d8/x3)  
  Base Atk +4; Grp +7 
  Combat Gear +1 breastplate, longbow, masterwork heavy steel 
  shield, masterwork longsword 
  Abilities Str 17, Dex 14, Con 14, Int 10, Wis 10, Cha 10  
  Feats Cleave, Combat Reflexes, Improved Initiative, Power 
  Attack, Weapon focus (longsword), Weapon specialization 
  (longsword) 
  Skills Climb +6, Intimidate +7, Listen +0, Ride +5, Spot +0 
  Possessions combat gear plus potion of bull’s strength, potion of 
  cure moderate wounds x2, potion of enlarge person, potion of shield 
  of faith +2, oil of magic weapon, crowbar, silk rope (50 ft.), 
  thunderstone, 3 gp. 
   
  
  BIS8-03 Battle of the Bands 
   
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  APPENDIX 5 – APL 8 
  ENCOUNTER 9 
   
   
   
   
  S T R I P E Y  V I P E R  L E A D E R 
  CR  8 
  Male Human Bard 7 / Cloaked Dancer 1 
  CE Medium humanoid (human) 
  Init +6; Senses Listen +0, Spot +0 
  Languages Common 
  AC 19, touch 14, flat-footed 17 
   (+2 Dex, +5 armor, +1 insight, +1 deflection) 
  hp 44 (8d6+8 HD) 
  Fort +3, Ref +9, Will +5 
  Speed 30 ft. (6 squares) 
  Melee rapier of puncturing +9 (1d6+2 /18-20) 
  Base Atk +5; Grp +5 
  Special Actions Bardic music 7/day, countersong, fascinate, 
  inspire 
  courage 
  +1, 
  inspire 
  competence, 
  suggestion, 
  enchanting dance (beguiling dance) 
  Combat Gear +1 chain shirt, dusty rose prism ioun stone, rapier of 
  puncturing, ring of protection +1 
  Bard Spells Known (CL 7th): 
   3rd (1/day)— dolorous blow
  SpC, haste 
   2nd (3/day)— entice gift
  SpC, glitterdust, mirror image, summon 
  swarm 
   1st (4/day)— cure light wounds, inspirational boost
  SpC, shock and 
  awe
  SpC, Tasha’s hideous laughter 
   0 (3/day)— daze, detect magic, light, mage hand, read magic, 
  resistance 
  SpC: Spell Compendium 
  Abilities Str 10, Dex 14, Con 12, Int 12, Wis 10, Cha 18  
  SQ Bardic knowledge 
  Feats Battle Dancer, Improved Initiative, Lyric Spell, Weapon 
  Finesse [rapier] 
  Skills Balance +12, Concentration +12, Escape Artist +12, Hide 
  +12, Perform [dance] +15, Sleight of Hand +12, Spellcraft 
  +12, Tumble +12 
  Possessions combat gear plus dust of dryness, dust of tracelessness, 
  pipes of the sewers, Quaal’s feather token (bird), silversheen, 
  unguent of timelessness. 
  Enchanting Dance (Su) Once per day per cloaked dancer 
  level, you can use your dance to produce supernatural effects 
  on those who observe you. Each ability requires both a 
  minimum cloaked dancer level and a minimum number of 
  ranks in the Perform (dance) skill to qualify; if you do not 
  have the required number of ranks, you do not gain the 
  enchanting dance ability until you acquire them. This ability 
  can be used only if you are wearing light armor or no armor 
  and carrying no more than a light load. Enchanting dance is 
  an enchantment (compulsion), mind-affecting ability. 
  Starting an enchanting dance effect is a standard action. You 
  must concentrate each round to maintain the dance; no 
  dance can be maintained for more rounds than your cloaked 
  dancer level + your Con modifier (minimum 1 round). 
   
  The save DC for your enchanting dance effects is 10 + your 
  cloaked dancer level + your Cha modifier. A creature can’t be 
  affected again by your enchanting dance effect for 24 hours 
  whether or not it succeeds on the saving throw. 
   
  Beguiling Dance: A cloaked dancer with 10 or more ranks in 
  Perform (dance) can use her enchanting dance to distract 
  her enemies. Whenever you start or maintain a beguiling 
  dance, all enemies within 30 feet who can see you must 
  succeed on a Will save (DC 15) or be dazed for 1 round. 
  Creatures that fail this save also have their attitude improved 
  by one step for as long as you maintain the dance (see 
  Influencing NPC Attitudes, PH 74). This attitude adjustment 
  does not prevent any subsequent attitude changes. For 
  example, an enemy that becomes indifferent toward you as a 
  result of this effect still turns hostile if you then attack it. 
  Sources Complete Scoundrel (Page 31) 
   
   
  S T R I P E Y  V I P E R  A R C H E R 
  CR  6 
  Female Human Fighter 6 
  NG Medium humanoid (human) 
  Init +7; Senses Listen +5, Spot +5 
  Languages Common 
  AC 17, touch 13, flat-footed 14 (+3 Dex, +4 armor) 
  hp 57 (6d10+12 HD) 
  Fort +7, Ref +5, Will +2 
  Speed 30 ft. (6 squares) 
  Melee longsword +8/+3 (1d8+3/19-20) or 
  Ranged +1 composite longbow (+2 Str) +11/+11/+6 (1d8+5/x3) 
  with Rapid Shot 
  Base Atk +6; Grp +8 
  Combat Gear +1 composite longbow (+2 Str), chain shirt, 
  longsword 
  Abilities Str 14, Dex 17, Con 14, Int 10, Wis 10, Cha 10  
  Feats Improved Initiative, Improved Rapid Shot
  CW, Manyshot, 
  Point Blank Shot, Precise Shot, Rapid Shot, Weapon focus 
  [composite longbow], Weapon Specialization [composite 
  longbow] 
  CW Complete Warrior 
  Skills Listen +5, Search +4, Spot +5 
  Possessions combat gear plus oil of flame arrow, potion of cure 
  serious wounds x2, potion of shield of faith +2, sunrod, 
  thunderstone, 3 gp. 
   
  
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  S T R I P E Y  V I P E R  S O R C E R E R 
  CR  6 
  Male Human Sorcerer 6 
  NG Medium humanoid (human) 
  Init +2; Senses Listen +2, Spot +2 
  Languages Common 
  AC 14, touch 12, flat-footed 10, (+2 Dex, +1 armor, +1 natural) 
  hp 30 (6d4+12 HD) 
  Fort +4, Ref +6, Will +5 
  Speed 30 ft. (6 squares) 
  Melee spear +3 (1d8/x3) or 
  Ranged heavy crossbow +5 (1d10/19-20) 
  Base Atk +3; Grp +3 
  Special Qualities Summon familiar 
  Combat Gear 20 bolts, alchemist’s fire, heavy crossbow, spear 
  Sorcerer Spells Known (CL 6th): 
   3rd (4/day) — fireball 
   2nd (6/day) — Melf’s acid arrow, scorching ray 
   1st (7/day) — enlarge person, magic missile, ray of flame
  SpC, true 
  strike 
   0 (6/day) — acid splash, caltrops
  SpC, detect magic, flare, light, ray of 
  frost, read magic 
  SpC: Spell Compendium 
  Abilities Str 10, Dex 14, Con 14, Int 10, Wis 10, Cha 17  
  Feats Alertness, Combat Casting, Energy Substitution [fire], 
  Ranged Spell Specialization, Spell Focus [evocation] 
  Skills Concentration +10, Knowledge [arcana] +8, Knowledge 
  [the planes] +4, Listen +2, Spot +2 
  Possessions combat gear plus amulet of natural armor +1, bracers 
  of armor +1, oil of greater magic weapon +4, potion of cure light 
  wounds, potion of mage armor, smokestick, spell component 
  pouch, 6 gp. 
   
  K I L L E R,  W E A S E L  F A M I L I A R 
  CR  1/4 
  NG Tiny magical beast 
  Init +2; Senses Low-Light Vision, Scent, Listen +1, Spot +3 
  AC 17, touch 14, flat-footed 15 (+2 size, +2 Dex, +3 natural) 
  hp 15 (6d4 HD) 
  Fort +2, Ref +4, Will +6 
  Speed 20 ft. (4 squares), climb 20 ft. 
  Melee bite +7 (1d3-4) 
  Space 2 1/2 ft.; Reach 0 ft. 
  Base Atk +3; Grp -9 
  Atk Options Attach 
  Abilities Str 3, Dex 15, Con 10, Int 8, Wis 12, Cha 5  
  SQ Improved evasion, share spells, empathic link, deliver touch 
  spells, speak with master 
  Feats Weapon Finesse 
  Skills Balance +10, Climb +10, Hide +11, Listen +1, Move 
  Silently +8, Spot +3 
  Attach (Ex) If Killer hits with a bite attack, it uses its powerful 
  jaws to latch onto the opponent’s body and automatically 
  deal bite damage each round it remains attached. An 
  attached Killer loses its Dexterity bonus to AC and thus has 
  an AC of 15. An attached Killer can be struck with a weapon 
  or grappled itself. To remove an attached Killer through 
  grappling, the opponent must achieve a pin against the 
  creature. 
  Skills Weasels have a +4 racial bonus on Move Silently checks 
  and a +8 racial bonus on Balance and Climb checks. They use 
  their Dexterity modifier for Climb checks. A weasel can 
  always choose to take 10 on a Climb check, even if rushed or 
  threatened. 
   
  
  BIS8-03 Battle of the Bands 
   
  Page 45 
  S T R I P E Y  V I P E R  C L E R I C 
  CR  6 
  Female Human Cleric 6 
  N Medium humanoid (human) 
  Init +5; Senses Listen +3, Spot +3 
  Languages Common 
  AC 23, touch 11, flat-footed 22 (+1 Dex, +9 armor, +3 shield) 
  hp 48 (6d8+12 HD) 
  Fort +8, Ref +4, Will +9 
  Speed 20 ft. (4 squares) 
  Melee heavy mace +4 (1d8)  
  Base Atk +4; Grp +4 
  Special Actions Turn Undead 4/day (3 remaining), 
  Spontaneous healing 
  Combat Gear +1 full plate, +1 heavy steel shield, cloak of resistance 
  +1, heavy mace 
  Cleric Spells Prepared (CL 6th): 
   3rd—dispel magic, fly
  D, invisibility purge, prayer. 
   2nd—hold person, locate object
  D, spiritual weapon, resist energy 
   1st—bless, longstrider
  D, magic weapon, sanctuary, shield of faith 
   0—detect magic, guidance, light, mending, resistance 
  D: Domain spell. Deity: Lydia. Domains: Sun, Travel  
  Abilities Str 10, Dex 12, Con 14, Int 10, Wis 17, Cha 12  
  Feats Combat Casting, Divine Ward
  CM, Improved Initiative, 
  Track 
  CM: Complete Mage 
  Skills Concentration +11, Heal +12, Listen +3, Spot +3, Survival 
  +12 
  Possessions combat gear plus divine scroll of lesser restoration, 
  potion of cure moderate wounds, potion of lesser restoration, holy 
  symbol, spell component pouch, 18 gp. 
   
  S T R I P E Y  V I P E R  T H U G 
  CR  6 
  Male Human Fighter 6 
  NG Medium humanoid (human) 
  Init +6; Senses Listen +0, Spot +3 
  Languages Common 
  AC 21, touch 12, flat-footed 19 (+2 Dex, +6 armor, +3 shield) 
  hp 57(6d10+12 HD) 
  Fort +7, Ref +4, Will +2 
  Speed 20 ft. (4 squares) 
  Melee +1 longsword +11/+6 (1d8+6 /19-20) or 
  Ranged longbow +8/+3 (1d8/x3)  
  Base Atk +6; Grp +9 
  Combat Gear +1 breastplate, +1 heavy steel shield, +1 longsword, 
  longbow 
  Abilities Str 17, Dex 14, Con 14, Int 10, Wis 10, Cha 10  
  Feats Cleave, Close-Quarters Fighting
  CW, Combat Reflexes, 
  Improved Initiative, Power Attack, Power Critical
  CW, 
  Weapon 
  focus 
  (longsword), 
  Weapon 
  specialization 
  (longsword) 
  CW Complete Warrior 
  Skills Climb +6, Intimidate +7, Listen +0, Ride +5, Spot +3 
  Possessions combat gear plus potion of bull’s strength, potion of 
  cure moderate wounds x2, potion of enlarge person, crowbar, silk 
  rope (50 ft.), tanglefoot bag, thunderstone, 3 gp. 
   
  
  BIS8-03 Battle of the Bands 
   
  Page 46 
  APPENDIX 6 – APL 10 
  ENCOUNTER 9 
   
   
   
   
  S T R I P E Y  V I P E R  L E A D E R 
  CR  10 
  Male Human Bard 7 / Cloaked Dancer 3 
  CE Medium humanoid (human) 
  Init +6; Senses Listen +0, Spot +0 
  Languages Common 
  AC 19, touch 14, flat-footed 17 
   (+2 Dex, +5 armor, +1 insight, +1 deflection) 
  hp 55 (10d6+10 HD) 
  Fort +4, Ref +9, Will +6 
  Speed 30 ft. (6 squares) 
  Melee rapier of puncturing +11/+6 (1d6+2 /18-20) 
  Base Atk +7; Grp +7 
  Atk Options Surprise strike +1d6 
  Special Actions Bardic music 7/day, countersong, fascinate, 
  inspire 
  courage 
  +1, 
  inspire 
  competence, 
  suggestion, 
  enchanting dance (beguiling dance, wearying dance) 
  Combat Gear +1 chain shirt, dusty rose prism ioun stone, rapier of 
  puncturing, ring of protection +1, cloak of charisma +4, harp of 
  charming 
  Bard Spells Known (CL 8th): 
   3rd (2/day)— crushing despair, dolorous blow
  SpC, haste 
   2nd (5/day)— entice gift
  SpC, glitterdust, mirror image, summon 
  swarm 
   1st (5/day)— cure light wounds, inspirational boost
  SpC, shock and 
  awe
  SpC, Tasha’s hideous laughter 
   0 (3/day)— daze, detect magic, light, mage hand, read magic, 
  resistance 
  SpC: Spell Compendium 
  Abilities Str 10, Dex 14, Con 12, Int 12, Wis 10, Cha 22  
  SQ Bardic knowledge 
  Feats Battle Dancer, Improved Initiative, Ironskin Chant, Lyric 
  Spell, Weapon Finesse [rapier] 
  Skills Balance +14, Concentration +14, Escape Artist +14, Hide 
  +14, Perform [dance] +19, Sleight of Hand +14, Spellcraft 
  +14, Tumble +14 
  Possessions combat gear plus dust of dryness, dust of tracelessness, 
  pipes of the sewers, Quaal’s feather token (bird), silversheen, 
  unguent of timelessness. 
  Enchanting Dance (Su) Once per day per cloaked dancer 
  level, you can use your dance to produce supernatural effects 
  on those who observe you. Each ability requires both a 
  minimum cloaked dancer level and a minimum number of 
  ranks in the Perform (dance) skill to qualify; if you do not 
  have the required number of ranks, you do not gain the 
  enchanting dance ability until you acquire them. This ability 
  can be used only if you are wearing light armor or no armor 
  and carrying no more than a light load. Enchanting dance is 
  an enchantment (compulsion), mind-affecting ability. 
  Starting an enchanting dance effect is a standard action. You 
  must concentrate each round to maintain the dance; no 
  dance can be maintained for more rounds than your cloaked 
  dancer level + your Con modifier (minimum 1 round). 
   
  The save DC for your enchanting dance effects is 10 + your 
  cloaked dancer level + your Cha modifier. A creature can’t be 
  affected again by your enchanting dance effect for 24 hours 
  whether or not it succeeds on the saving throw. 
   
  Beguiling Dance: A cloaked dancer with 10 or more ranks in 
  Perform (dance) can use her enchanting dance to distract 
  her enemies. Whenever you start or maintain a beguiling 
  dance, all enemies within 30 feet who can see you must 
  succeed on a Will save (DC 19) or be dazed for 1 round. 
  Creatures that fail this save also have their attitude improved 
  by one step for as long as you maintain the dance (see 
  Influencing NPC Attitudes, PH 74). This attitude adjustment 
  does not prevent any subsequent attitude changes. For 
  example, an enemy that becomes indifferent toward you as a 
  result of this effect still turns hostile if you then attack it. 
   
  Wearying Dance: A 3rd-level cloaked dancer with 12 or 
  more ranks in Perform (dance) can use her enchanting 
  dance to tire her enemies. Whenever you start or maintain a 
  wearying dance, all enemies within 30 feet who can see you 
  must succeed on a Will save (DC 19) or be fatigued for as 
  long as you maintain the dance. Creatures failing this save 
  that are already fatigued become exhausted. 
  Surprise Strike (Ex): Beginning at 2nd level, you can make a 
  particularly effective attack against creatures distracted by 
  your dance. As a full-round action, you can maintain your 
  enchanting dance and make a melee attack with a light 
  weapon, dealing an extra 1d6 points of damage. At 4th level, 
  the extra damage you deal increases to 2d6. The extra 
  damage from the surprise strike ability stacks with the extra 
  damage from sneak attack whenever both would apply to the 
  same target. A target under the effect of your enchanting 
  dance is considered flat-footed against the attack. Any 
  creature that is not vulnerable to extra damage from sneak 
  attacks is immune to this effect. 
   
  This ability counts as sudden strike for the purpose of 
  meeting prerequisites or using ambush feats. 
  Sources Complete Scoundrel (Page 31) 
   
  
  BIS8-03 Battle of the Bands 
   
  Page 47 
  S T R I P E Y  V I P E R  A R C H E R 
  CR  8 
  Female Human Fighter 8 
  NG Medium humanoid (human) 
  Init +7; Senses Listen +6, Spot +6 
  Languages Common 
  AC 18, touch 14, flat-footed 14 (+4 Dex, +4 armor) 
  hp 76 (8d10+16 HD) 
  Fort +8, Ref +6, Will +2 
  Speed 30 ft. (6 squares) 
  Melee longsword +10/+5 (1d8+3/19-20) or 
  Ranged +1 composite longbow (+2 Str) +15/+15/+10 (1d8+5/x3) 
  with Rapid Shot 
  Base Atk +8; Grp +10 
  Combat Gear +1 composite longbow (+2 Str), chain shirt, 
  longsword 
  Abilities Str 14, Dex 18, Con 14, Int 10, Wis 10, Cha 10  
  Feats Greater Weapon Focus [composite longbow], Improved 
  Initiative, Improved Rapid Shot
  CW, Manyshot, Point Blank 
  Shot, Precise Shot, Rapid Shot, Weapon focus [composite 
  longbow], Weapon Specialization [composite longbow] 
  CW Complete Warrior 
  Skills Listen +6, Search +5, Spot +6 
  Possessions combat gear plus oil of flame arrow, potion of cat’s 
  grace, potion of cure serious wounds, potion of enlarge person, potion 
  of shield of faith +2, sunrod, thunderstone, 6 gp. 
   
  S T R I P E Y  V I P E R  S O R C E R E R 
  CR  8 
  Male Human Sorcerer 6/Elemental Savant 2 
  NG Medium humanoid (human) 
  Init +2; Senses Listen +2, Spot +2 
  Languages Common 
  AC 15, touch 13, flat-footed 13, (+2 Dex, +1 armor, +1 natural, +1 
  deflection) 
  hp 40 (8d4+16 HD) 
  Fort +4, Ref +6, Will +8 
  Speed 30 ft. (6 squares) 
  Melee spear +4 (1d8/x3) or 
  Ranged heavy crossbow +6 (1d10/19-20) 
  Base Atk +4; Grp +4 
  Special Qualities Summon familiar, elemental specialty, 
  resistance to energy, immunity to sleep 
  Combat Gear amulet of natural armor +1, bracers of armor +1, ring 
  of protection +1, 20 bolts, alchemist’s fire, heavy crossbow, 
  spear 
  Sorcerer Spells Known (CL 8th): 
   4th (4/day) — dimension door 
   3rd (6/day) — dispel magic, fireball 
   2nd (7/day) — Melf’s acid arrow, scorching ray, Tascha’s hideous 
  laughter 
   1st (7/day) — enlarge person, magic missile, persistent blade
  SpC, ray 
  of flame
  SpC, true strike 
   0 (6/day) — acid splash, caltrops
  SpC, detect magic, electric jolt
  SpC, 
  flare, light, ray of frost, read magic 
  SpC: Spell Compendium 
  Abilities Str 10, Dex 14, Con 14, Int 10, Wis 10, Cha 18  
  Feats Alertness, Combat Casting, Energy Substitution [fire], 
  Ranged Spell Specialization, Spell Focus [evocation] 
  Skills Concentration +12, Knowledge [arcana] +10, Knowledge 
  [the planes] +4, Listen +2, Spellcraft +2, Spot +2 
  Possessions combat gear plus elixir of fire breath, oil of greater 
  magic weapon +4, potion of cure serious wounds, potion of mage 
  armor, smokestick, spell component pouch, 6 gp. 
  Elemental Specialty (Ex) When a fire elemental savant casts a 
  spell that normally deals energy damage, its energy 
  descriptor changes to fire, and it deals damage of that energy 
  type instead of its normal energy type. 
  Resistance to Energy (Ex) As an elemental savant gains levels 
  in this prestige class, she becomes more resistance to the 
  type of energy allied with her chosen element. For this 
  savant, this is fire resistance 5. 
  Immunity to Sleep (Ex) At 2
  nd level, as an elemental savant 
  continues to transcend her moral form, she gains immunity 
  to sleep effects. 
  Sources Complete Arcane (Page 32) 
   
  
  BIS8-03 Battle of the Bands 
   
  Page 48 
  K I L L E R,  W E A S E L  FA M I L I A R 
  CR  1/4 
  NG Tiny magical beast 
  Init +2; Senses Low-Light Vision, Scent, Listen +1, Spot +3 
  AC 18, touch 14, flat-footed 16 (+2 size, +2 Dex, +4 natural) 
  hp 20 (8d4 HD) 
  Fort +2, Ref +4, Will +9 
  Speed 20 ft. (4 squares), climb 20 ft. 
  Melee bite +8 (1d3-4) 
  Space 2 1/2 ft.; Reach 0 ft. 
  Base Atk +4; Grp -8 
  Atk Options Attach 
  Abilities Str 3, Dex 15, Con 10, Int 9, Wis 12, Cha 5  
  SQ Improved evasion, share spells, empathic link, deliver touch 
  spells, speak with master, speak with animals of its kind 
  Feats Weapon Finesse 
  Skills Balance +10, Climb +10, Hide +11, Listen +1, Move 
  Silently +8, Spot +3 
  Attach (Ex) If Killer hits with a bite attack, it uses its powerful 
  jaws to latch onto the opponent’s body and automatically 
  deal bite damage each round it remains attached. An 
  attached Killer loses its Dexterity bonus to AC and thus has 
  an AC of 16. An attached Killer can be struck with a weapon 
  or grappled itself. To remove an attached Killer through 
  grappling, the opponent must achieve a pin against the 
  creature. 
  Skills Weasels have a +4 racial bonus on Move Silently checks 
  and a +8 racial bonus on Balance and Climb checks. They use 
  their Dexterity modifier for Climb checks. A weasel can 
  always choose to take 10 on a Climb check, even if rushed or 
  threatened. 
   
   
  S T R I P E Y  V I P E R  C L E R I C 
  CR  8 
  Female Human Cleric 8 
  N Medium humanoid (human) 
  Init +5; Senses Listen +5, Spot +5 
  Languages Common 
  AC 23, touch 11, flat-footed 22 (+1 Dex, +9 armor, +3 shield) 
  hp 64 (8d8+16 HD) 
  Fort +9, Ref +4, Will +12 
  Speed 20 ft. (4 squares) 
  Melee heavy mace +6/+1 (1d8)  
  Base Atk +6; Grp +6 
  Special Actions Turn Undead 4/day (3 remaining), 
  Spontaneous healing 
  Combat Gear +1 full plate, +1 heavy steel shield, cloak of resistance 
  +1, heavy mace 
  Cleric Spells Prepared (CL 8th): 
   4th—dimension door
  D, divine power, freedom of movement, greater 
  magic weapon. 
   3rd—dispel magic, fly
  D, invisibility purge, magic vestment, prayer. 
   2nd—bull’s strength, hold person, locate object
  D, silence, spiritual 
  weapon, resist energy 
   1st—bless, longstrider
  D, magic weapon, obscuring mist, sanctuary, 
  shield of faithx2 
   0—detect magic, guidance, light, mending, resistance, virtue 
  D: Domain spell. Deity: Lydia. Domains: Sun, Travel  
  Abilities Str 10, Dex 12, Con 14, Int 10, Wis 20, Cha 12  
  Feats Combat Casting, Divine Ward
  CM, Improved Initiative, 
  Track 
  CM: Complete Mage 
  Skills Concentration +13, Heal +16, Listen +5, Spot +5, Survival 
  +16 
  Possessions combat gear plus divine scroll of lesser restoration, 
  periapt of wisdom +2, potion of cure moderate wounds, potion of pass 
  without trace, potion of remove fear, holy symbol, spell 
  component pouch, 18 gp. 
   
   
   
  S T R I P E Y  V I P E R  T H U G 
  CR  8 
  Male Human Fighter 8 
  NG Medium humanoid (human) 
  Init +6; Senses Listen +3, Spot +5 
  Languages Common 
  AC 21, touch 12, flat-footed 19 (+2 Dex, +6 armor, +3 shield) 
  hp 76 (8d10+16 HD) 
  Fort +8, Ref +4, Will +2 
  Speed 20 ft. (4 squares) 
  Melee +1 longsword +15/+10 (1d8+8 /17-20) or 
  Ranged longbow +10/+5 (1d8/x3)  
  Base Atk +8; Grp +13 
  Combat Gear +1 breastplate, +1 heavy steel shield, +1 longsword, 
  gauntlets of ogre power, longbow 
  Abilities Str 20, Dex 14, Con 14, Int 10, Wis 10, Cha 10  
  Feats Cleave, Close-Quarters Fighting
  CW, Combat Reflexes, 
  Improved Critical [longsword], Improved Initiative, Power 
  Attack, Power Critical
  CW, Weapon focus [longsword], 
  Weapon specialization [longsword] 
  CW Complete Warrior 
  Skills Climb +8, Intimidate +7, Listen +3, Ride +5, Spot +5 
  Possessions combat gear plus potion of cure moderate wounds x2, 
  potion of enlarge person, potion of shield of faith +2, crowbar, silk 
  rope (50 ft.), tanglefoot bag x2, thunderstone, 3 gp. 
   
  
  BIS8-03 Battle of the Bands 
   
  Page 49 
  APPENDIX 7 – APL 12 
  ENCOUNTER 9 
   
   
   
   
  S T R I P E Y  V I P E R  L E A D E R 
  CR  12 
  Male Human Bard 7 / Cloaked Dancer 5 
  CE Medium humanoid (human) 
  Init +6; Senses Listen +0, Spot +0 
  Languages Common 
  AC 19, touch 14, flat-footed 17 
   (+2 Dex, +5 armor, +1 insight, +1 deflection) 
  hp 66 (12d6+12 HD) 
  Fort +4, Ref +10, Will +6 
  Speed 30 ft. (6 squares) 
  Melee rapier of puncturing +12/+7 (1d6+2 /15-20) 
  Base Atk +8; Grp +8 
  Atk Options Surprise strike +2d6 
  Special Actions Bardic music 7/day, countersong, fascinate, 
  inspire 
  courage 
  +1, 
  inspire 
  competence, 
  suggestion, 
  enchanting dance (beguiling dance, wearying dance, 
  frightening dance) 
  Combat Gear +1 chain shirt, dusty rose prism ioun stone, rapier of 
  puncturing, ring of protection +1, cloak of charisma +6, ring of 
  evasion, harp of charming 
  Bard Spells Known (CL 9th): 
   3rd (4/day)— crushing despair, dolorous blow
  SpC, haste 
   2nd (5/day)— entice gift
  SpC, glitterdust, mirror image, summon 
  swarm 
   1st (5/day)— cure light wounds, inspirational boost
  SpC, shock and 
  awe
  SpC, Tasha’s hideous laughter 
   0 (3/day)— daze, detect magic, light, mage hand, read magic, 
  resistance 
  SpC: Spell Compendium 
  Abilities Str 10, Dex 14, Con 12, Int 12, Wis 10, Cha 25  
  SQ Bardic knowledge 
  Feats Battle Dancer, Improved Critical [rapier], Improved 
  Initiative, Ironskin Chant, Lyric Spell, Weapon Finesse 
  [rapier] 
  Skills Balance +16, Concentration +16, Escape Artist +16, Hide 
  +16, Perform [dance] +21, Sleight of Hand +16, Spellcraft 
  +16, Tumble +16 
  Possessions combat gear plus dust of dryness, dust of tracelessness, 
  pipes of the sewers, Quaal’s feather token (bird), silversheen, 
  unguent of timelessness. 
  Enchanting Dance (Su) Once per day per cloaked dancer 
  level, you can use your dance to produce supernatural effects 
  on those who observe you. Each ability requires both a 
  minimum cloaked dancer level and a minimum number of 
  ranks in the Perform (dance) skill to qualify; if you do not 
  have the required number of ranks, you do not gain the 
  enchanting dance ability until you acquire them. This ability 
  can be used only if you are wearing light armor or no armor 
  and carrying no more than a light load. Enchanting dance is 
  an enchantment (compulsion), mind-affecting ability. 
  Starting an enchanting dance effect is a standard action. You 
  must concentrate each round to maintain the dance; no 
  dance can be maintained for more rounds than your cloaked 
  dancer level + your Con modifier (minimum 1 round). 
   
  The save DC for your enchanting dance effects is 10 + your 
  cloaked dancer level + your Cha modifier. A creature can’t be 
  affected again by your enchanting dance effect for 24 hours 
  whether or not it succeeds on the saving throw. 
   
  Beguiling Dance: A cloaked dancer with 10 or more ranks in 
  Perform (dance) can use her enchanting dance to distract 
  her enemies. Whenever you start or maintain a beguiling 
  dance, all enemies within 30 feet who can see you must 
  succeed on a Will save (DC 22) or be dazed for 1 round. 
  Creatures that fail this save also have their attitude improved 
  by one step for as long as you maintain the dance (see 
  Influencing NPC Attitudes, PH 74). This attitude adjustment 
  does not prevent any subsequent attitude changes. For 
  example, an enemy that becomes indifferent toward you as a 
  result of this effect still turns hostile if you then attack it. 
   
  Wearying Dance: A 3rd-level cloaked dancer with 12 or 
  more ranks in Perform (dance) can use her enchanting 
  dance to tire her enemies. Whenever you start or maintain a 
  wearying dance, all enemies within 30 feet who can see you 
  must succeed on a Will save (DC 22) or be fatigued for as 
  long as you maintain the dance. Creatures failing this save 
  that are already fatigued become exhausted. 
   
  Frightful Dance: A 5th-level cloaked dancer with 14 or more 
  ranks in Perform (dance) can use her enchanting dance to 
  scare her enemies. Whenever you start or maintain a 
  frightful dance, all enemies within 30 feet who can see you 
  must succeed on a Will save (DC 22) or be shaken for as long 
  as you maintain the dance. Creatures failing this save that are 
  already shaken become frightened, and those that are 
  already frightened become panicked. 
  Surprise Strike (Ex): Beginning at 2nd level, you can make a 
  particularly effective attack against creatures distracted by 
  your dance. As a full-round action, you can maintain your 
  enchanting dance and make a melee attack with a light 
  weapon, dealing an extra 1d6 points of damage. At 4th level, 
  the extra damage you deal increases to 2d6. The extra 
  damage from the surprise strike ability stacks with the extra 
  damage from sneak attack whenever both would apply to the 
  same target. A target under the effect of your enchanting 
  dance is considered flat-footed against the attack. Any 
  creature that is not vulnerable to extra damage from sneak 
  attacks is immune to this effect. 
   
  This ability counts as sudden strike for the purpose of 
  meeting prerequisites or using ambush feats. 
  Sources Complete Scoundrel (Page 31) 
   
  
  BIS8-03 Battle of the Bands 
   
  Page 50 
  S T R I P E Y  V I P E R  A R C H E R 
  CR  10 
  Female Human Fighter 10 
  NG Medium humanoid (human) 
  Init +9; Senses Listen +7, Spot +7 
  Languages Common 
  AC 18, touch 15, flat-footed 13 
   (+5 Dex, +3 armor) 
  hp 95 (10d10+20 HD) 
  Fort +9, Ref +8, Will +3 
  Speed 30 ft. (6 squares) 
  Melee longsword +12/+7 (1d8+3/19-20) or 
  Ranged +1 composite longbow (+2 Str) +18/+18/+13 (1d8+5/19-
  20/x3) with Rapid Shot 
  Base Atk +10; Grp +12 
  Combat Gear +1 composite longbow (+2 Str), gloves of dexterity +2, 
  studded leather, longsword 
  Abilities Str 14, Dex 20, Con 14, Int 10, Wis 10, Cha 10  
  Feats Greater Weapon Focus [composite longbow], Improved 
  Critical 
  [composite 
  longbow], 
  Improved 
  Initiative, 
  Improved Rapid Shot
  CW, Manyshot, Point Blank Shot, 
  Precise Shot, Ranged Disarm
  CW, Rapid Shot, Weapon Focus 
  [composite longbow], Weapon Specialization [composite 
  longbow] 
  CW Complete Warrior 
  Skills Listen +7, Search +6, Spot +7 
  Possessions combat gear plus oil of flame arrow, potion of cat’s 
  grace, potion of cure serious wounds, potion of enlarge person, potion 
  of resist energy [fire] 30, potion of shield of faith +2, sunrod, 
  thunderstone, 6 gp. 
   
  S T R I P E Y  V I P E R  S O R C E R E R 
  CR  10 
  Male Human Sorcerer 6/Elemental Savant 4 
  NG Medium humanoid (human) 
  Init +2; Senses Listen +2, Spot +2 
  Languages Common 
  AC 15, touch 13, flat-footed 13 
   (+2 Dex, +1 armor, +1 natural, +1 deflection) 
  hp 50 (10d4+20 HD) 
  Fort +5, Ref +7, Will +9 
  Resist Fire 10 
  Speed 30 ft. (6 squares) 
  Melee spear +5 (1d8/x3) or 
  Ranged heavy crossbow +7 (1d10/19-20) 
  Base Atk +5; Grp +5 
  Special Qualities Energy penetration +4, summon familiar, 
  elemental specialty, resistance to energy, immunity to sleep 
  Combat Gear amulet of natural armor +1, bracers of armor +1, ring 
  of protection +1, 20 bolts, alchemist’s fire, heavy crossbow, 
  spear 
  Sorcerer Spells Known (CL 10th): 
   5th (4/day) — reciprocal gyre
  SpC 
   4th (6/day) — dimension door, greater invisibility 
   3rd (7/day) — dispel magic, fireball, unluck
  SpC 
   2nd (7/day) — fireburst
  SpC, Melf’s acid arrow, scorching ray, 
  Tascha’s hideous laughter 
   1st (8/day) — enlarge person, magic missile, persistent blade
  SpC, ray 
  of flame
  SpC, true strike 
   0 (6/day) — acid splash, caltrops
  SpC, detect magic, electric jolt
  SpC, 
  flare, light, ray of frost, read magic, resistance 
  SpC: Spell Compendium 
  Abilities Str 10, Dex 14, Con 14, Int 10, Wis 10, Cha 20  
  Feats Alertness, Combat Casting, Energy Substitution [fire], 
  Greater Spell Focus [evocation], Ranged Spell Specialization, 
  Spell Focus [evocation] 
  Skills Concentration +14, Knowledge [arcana] +12, Knowledge 
  [the planes] +4, Listen +2, Spellcraft +4, Spot +2 
  Possessions combat gear plus arcane scroll of true seeing, cloak of 
  charisma +2, elixir of fire breath, oil of greater magic weapon +5, 
  potion of cure serious wounds, potion of mage armor, smokestick, 
  spell component pouch, tanglefoot bag, thunderstone, 26 gp. 
  Elemental Penetration (Ex): Beginning at 3
  rd level, a fire 
  elemental savant further refines her ability to wield energy 
  associated with fire. When she casts a spell using fire, she 
  gains a +2 competence bonus on caster level checks (1d20 + 
  caster level) to overcome a creature’s spell resistance. These 
  bonuses stack with the Spell Penetration and Greater Spell 
  Penetration feats. 
  Elemental Specialty (Ex) When a fire elemental savant casts a 
  spell that normally deals energy damage, its energy 
  descriptor changes to fire, and it deals damage of that energy 
  type instead of its normal energy type. 
  Resistance to Energy (Ex) As an elemental savant gains levels 
  in this prestige class, she becomes more resistance to the 
  type of energy allied with her chosen element. For this 
  savant, this is fire resistance 10. 
  Immunity to Sleep (Ex) At 2
  nd level, as an elemental savant 
  continues to transcend her moral form, she gains immunity 
  to sleep effects. 
  
  BIS8-03 Battle of the Bands 
   
  Page 51 
  Sources Complete Arcane (Page 32) 
  K I L L E R,  W E A S E L  FA M I L I A R 
  CR  1/4 
  NG Tiny magical beast 
  Init +2; Senses Low-Light Vision, Scent, Listen +1, Spot +3 
  AC 17, touch 14, flat-footed 15 (+2 size, +2 Dex, +3 natural) 
  hp 25 (10d4 HD) 
  Fort +3, Ref +5, Will +10 
  Speed 20 ft. (4 squares), climb 20 ft. 
  Melee bite +9 (1d3-4) 
  Space 2 1/2 ft.; Reach 0 ft. 
  Base Atk +5; Grp -7 
  Atk Options Attach 
  Abilities Str 3, Dex 15, Con 10, Int 9, Wis 12, Cha 5  
  SQ Improved evasion, share spells, empathic link, deliver touch 
  spells, speak with master, speak with animals of its kind 
  Feats Weapon Finesse 
  Skills Balance +10, Climb +10, Hide +11, Listen +1, Move 
  Silently +8, Spot +3 
  Attach (Ex) If Killer hits with a bite attack, it uses its powerful 
  jaws to latch onto the opponent’s body and automatically 
  deal bite damage each round it remains attached. An 
  attached Killer loses its Dexterity bonus to AC and thus has 
  an AC of 15. An attached Killer can be struck with a weapon 
  or grappled itself. To remove an attached Killer through 
  grappling, the opponent must achieve a pin against the 
  creature. 
  Skills Weasels have a +4 racial bonus on Move Silently checks 
  and a +8 racial bonus on Balance and Climb checks. They use 
  their Dexterity modifier for Climb checks. A weasel can 
  always choose to take 10 on a Climb check, even if rushed or 
  threatened. 
   
  S T R I P E Y  V I P E R  C L E R I C 
  CR  10 
  Female Human Cleric 10 
  N Medium humanoid (human) 
  Init +5; Senses Listen +5, Spot +5 
  Languages Common 
  AC 23, touch 11, flat-footed 22 (+1 Dex, +9 armor, +3 shield) 
  hp 80 (10d8+20 HD) 
  Fort +10, Ref +5, Will +13 
  Speed 20 ft. (4 squares) 
  Melee heavy mace +7/+2 (1d8)  
  Base Atk +7; Grp +7 
  Special Actions Turn Undead 4/day, Spontaneous healing 
  Combat Gear +1 full plate, +1 heavy steel shield, cloak of resistance 
  +1, heavy mace 
  Cleric Spells Prepared (CL 10th): 
   5th— righteous might, spell resistance, teleport
  D, true seeing. 
   4th— death ward, dimension door
  D, divine power, freedom of 
  movement, greater magic weapon. 
   3rd— dispel magic, fly
  D,  invisibility purge, magic vestment, prayer. 
   2nd— bull’s strength, hold person, locate object
  D, silence, spiritual 
  weapon, resist energy 
   1st— bless, longstrider
  D, magic weapon, obscuring mist, sanctuary, 
  shield of faith x2 
   0— detect magic, guidance, light, mending, resistance, virtue 
  D: Domain spell. Deity: Lydia. Domains: Sun, Travel  
  Abilities Str 10, Dex 12, Con 14, Int 10, Wis 20, Cha 12  
  Feats Augment Healing
  CD, Combat Casting, Divine Ward
  CM, 
  Improved Initiative, Track 
  CM: Complete Mage 
  Skills Concentration +15, Heal +18, Listen +5, Spot +5, Survival 
  +18 
  Possessions combat gear plus divine scroll of lesser restoration, 
  horn of goodness/evil, periapt of wisdom +2, potion of cure moderate 
  wounds, potion of endure elements x2, potion of pass without trace, 
  potion of remove fear, holy symbol, spell component pouch, 18 
  gp. 
   
  
  BIS8-03 Battle of the Bands 
   
  Page 52 
  S T R I P E Y  V I P E R  T H U G 
  CR  10 
  Male Human Fighter 10 
  NG Medium humanoid (human) 
  Init +6; Senses Listen +3, Spot +6 
  Languages Common 
  AC 21, touch 12, flat-footed 19 (+2 Dex, +6 armor, +3 shield) 
  hp 95 (10d10+20 HD) 
  Fort +9, Ref +5, Will +3 
  Speed 20 ft. (4 squares) 
  Melee +1 spell-storing longsword +18/+13 (1d8+8 /17-20) or 
  Ranged longbow +12/+7 (1d8/x3)  
  Base Atk +10; Grp +15 
  Combat Gear +1 breastplate, +1 heavy steel shield, +1 spell-storing 
  longsword (containing slow, CL 13
  th, Will DC 18), gauntlets of 
  ogre power, longbow 
  Abilities Str 20, Dex 14, Con 14, Int 10, Wis 10, Cha 10  
  Feats Cleave, Close-Quarters Fighting
  CW, Combat Reflexes, 
  Greater Weapon Focus [longsword], Improved Critical 
  [longsword], Improved Initiative, Improved Unarmed 
  Strike, Power Attack, Power Critical
  CW, Weapon Focus 
  [longsword], Weapon specialization [longsword] 
  CW Complete Warrior 
  Skills Climb +8, Intimidate +7, Listen +3, Ride +5, Spot +6 
  Possessions combat gear plus potion of cure serious wounds, potion 
  of enlarge person, potion of protection from arrows 10/magic, potion 
  of shield of faith +2, crowbar, everburning torch, silk rope (50 
  ft.), smokestick x2, tanglefoot bag x2, thunderstone, 3 gp. 
   
  
  BIS8-03 Battle of the Bands 
   
  Page 53 
  APPENDIX 8 – APL 14 
   
  ENCOUNTER 9 
   
   
   
   
  S T R I P E Y  V I P E R  L E A D E R 
  CR  14 
  Male Human Bard 9 / Cloaked Dancer 5 
  CE Medium humanoid (human) 
  Init +6; Senses Listen +0, Spot +0 
  Languages Common 
  AC 22, touch 17, flat-footed 20 
   (+2 Dex, +5 armor, +1 insight, +4 deflection) 
  hp 77 (14d6+14 HD) 
  Fort +5, Ref +11, Will +7 
  Speed 30 ft. (6 squares) 
  Melee rapier of puncturing +13/+8 (1d6+2 /15-20) 
  Base Atk +9; Grp +9 
  Atk Options Surprise strike +2d6 
  Special Actions Bardic music 9/day, countersong, fascinate, 
  inspire courage +2, inspire competence, suggestion, inspire 
  greatness, enchanting dance (beguiling dance, wearying 
  dance, frightening dance) 
  Combat Gear +1 chain shirt, dusty rose prism ioun stone, rapier of 
  puncturing, ring of protection +4, cloak of charisma +6, ring of 
  evasion, harp of charming 
  Bard Spells Known (CL 11th): 
   4th (2/day)— cure critical wounds, dimension door, freedom of 
  movement  
   3rd (5/day)— crushing despair, dispel magic, dolorous blow
  SpC, 
  haste 
   2nd (5/day)— entice gift
  SpC, glitterdust, mirror image, summon 
  swarm 
   1st (5/day)— cure light wounds, inspirational boost
  SpC, shock and 
  awe
  SpC, Tasha’s hideous laughter 
   0 (3/day)— daze, detect magic, light, mage hand, read magic, 
  resistance 
  SpC: Spell Compendium 
  Abilities Str 10, Dex 14, Con 12, Int 12, Wis 10, Cha 25  
  SQ Bardic knowledge 
  Feats Battle Dancer, Improved Critical [rapier], Improved 
  Initiative, Ironskin Chant, Lyric Spell, Weapon Finesse 
  [rapier] 
  Skills Balance +18, Concentration +18, Escape Artist +18, Hide 
  +18, Perform [dance] +23, Sleight of Hand +18, Spellcraft 
  +18, Tumble +18 
  Possessions combat gear plus dust of dryness, dust of tracelessness, 
  pipes of the sewers, Quaal’s feather token (bird), silversheen, 
  unguent of timelessness. 
  Enchanting Dance (Su) Once per day per cloaked dancer 
  level, you can use your dance to produce supernatural effects 
  on those who observe you. Each ability requires both a 
  minimum cloaked dancer level and a minimum number of 
  ranks in the Perform (dance) skill to qualify; if you do not 
  have the required number of ranks, you do not gain the 
  enchanting dance ability until you acquire them. This ability 
  can be used only if you are wearing light armor or no armor 
  and carrying no more than a light load. Enchanting dance is 
  an enchantment (compulsion), mind-affecting ability. 
  Starting an enchanting dance effect is a standard action. You 
  must concentrate each round to maintain the dance; no 
  dance can be maintained for more rounds than your cloaked 
  dancer level + your Con modifier (minimum 1 round). 
   
  The save DC for your enchanting dance effects is 10 + your 
  cloaked dancer level + your Cha modifier. A creature can’t be 
  affected again by your enchanting dance effect for 24 hours 
  whether or not it succeeds on the saving throw. 
   
  Beguiling Dance: A cloaked dancer with 10 or more ranks in 
  Perform (dance) can use her enchanting dance to distract 
  her enemies. Whenever you start or maintain a beguiling 
  dance, all enemies within 30 feet who can see you must 
  succeed on a Will save (DC 22) or be dazed for 1 round. 
  Creatures that fail this save also have their attitude improved 
  by one step for as long as you maintain the dance (see 
  Influencing NPC Attitudes, PH 74). This attitude adjustment 
  does not prevent any subsequent attitude changes. For 
  example, an enemy that becomes indifferent toward you as a 
  result of this effect still turns hostile if you then attack it. 
   
  Wearying Dance: A 3rd-level cloaked dancer with 12 or 
  more ranks in Perform (dance) can use her enchanting 
  dance to tire her enemies. Whenever you start or maintain a 
  wearying dance, all enemies within 30 feet who can see you 
  must succeed on a Will save (DC 22) or be fatigued for as 
  long as you maintain the dance. Creatures failing this save 
  that are already fatigued become exhausted. 
   
  Frightful Dance: A 5th-level cloaked dancer with 14 or more 
  ranks in Perform (dance) can use her enchanting dance to 
  scare her enemies. Whenever you start or maintain a 
  frightful dance, all enemies within 30 feet who can see you 
  must succeed on a Will save (DC 22) or be shaken for as long 
  as you maintain the dance. Creatures failing this save that are 
  already shaken become frightened, and those that are 
  already frightened become panicked. 
  Surprise Strike (Ex): Beginning at 2nd level, you can make a 
  particularly effective attack against creatures distracted by 
  your dance. As a full-round action, you can maintain your 
  enchanting dance and make a melee attack with a light 
  weapon, dealing an extra 1d6 points of damage. At 4th level, 
  the extra damage you deal increases to 2d6. The extra 
  damage from the surprise strike ability stacks with the extra 
  damage from sneak attack whenever both would apply to the 
  same target. A target under the effect of your enchanting 
  dance is considered flat-footed against the attack. Any 
  creature that is not vulnerable to extra damage from sneak 
  attacks is immune to this effect. 
   
  This ability counts as sudden strike for the purpose of 
  meeting prerequisites or using ambush feats. 
  Sources Complete Scoundrel (Page 31) 
   
  
  BIS8-03 Battle of the Bands 
   
  Page 54 
  S T R I P E Y  V I P E R  A R C H E R 
  CR  12 
  Female Human Fighter 12 
  NG Medium humanoid (human) 
  Init +9; Senses Listen +9, Spot +9 
  Languages Common 
  AC 18, touch 15, flat-footed 13 
     (+5 Dex, +3 armor) 
  hp 114 (12d10+24 HD) 
  Fort +10, Ref +9, Will +4 
  Speed 30 ft. (6 squares) 
  Melee longsword +14/+9/+4 (1d8+3/19-20) or 
  Ranged +1 icy burst composite longbow (+2 Str) +20/+20/+15/+10 
  (1d8+7/19-20/x3 plus 1d6 cold) with Rapid Shot 
  Base Atk +12; Grp +14 
  Combat Gear +1 icy burst composite longbow (+2 Str), gloves of 
  dexterity +2, studded leather, longsword 
  Abilities Str 14, Dex 21, Con 14, Int 10, Wis 10, Cha 10  
  Feats Greater Weapon Focus [composite longbow], Greater 
  Weapon Specialization [composite longbow], Improved 
  Critical 
  [composite 
  longbow], 
  Improved 
  Initiative, 
  Improved Rapid Shot
  CW, Manyshot, Point Blank Shot, 
  Precise Shot, Ranged Disarm
  CW, Rapid Shot, Shot on the 
  Run, Weapon Focus [composite longbow], Weapon 
  Specialization [composite longbow], 1 feats 
  CW Complete Warrior 
  Skills Listen +9, Search +8, Spot +9 
  Possessions combat gear plus oil of flame arrow, potion of cat’s 
  grace, potion of cure serious wounds, potion of enlarge person, potion 
  of resist energy [fire] 30, potion of shield of faith +2, sunrod, 
  thunderstone, 6 gp. 
   
  S T R I P E Y  V I P E R  S O R C E R E R 
  CR  12 
  Male Human Sorcerer 6/Elemental Savant 6 
  NG Medium humanoid (human) 
  Init +2; Senses Darkvision, Listen +2, Spot +2 
  Languages Common 
  AC 17, touch 15, flat-footed 15 
     (+2 Dex, +1 armor, +1 natural, +3 deflection) 
  hp 60 (12d4+24 HD) 
  Fort +6, Ref +8, Will +10 
  Resist Fire 10 
  Speed 30 ft. (6 squares) 
  Melee spear +6/+1 (1d8/x3) or 
  Ranged heavy crossbow +8 (1d10/19-20) 
  Base Atk +6; Grp +6 
  Special Qualities Energy penetration +4, summon familiar, 
  elemental specialty, resistance to energy, immunity to sleep, 
  energy focus +1 
  Combat Gear amulet of natural armor +1, bracers of armor +1, ring 
  of protection +3, 20 bolts, alchemist’s fire, heavy crossbow, 
  spear 
  Sorcerer Spells Known (CL 11th): 
   5th (5/day) — reciprocal gyre
  SpC, wall of force 
   4th (7/day) — dimension door, greater invisibility, solid fog 
   3rd (7/day) — dispel magic, fireball, fly, unluck
  SpC 
   2nd (7/day) — blindness/deafness, fireburst
  SpC, Melf’s acid arrow, 
  scorching ray, Tascha’s hideous laughter 
   1st (8/day) — enlarge person, magic missile, persistent blade
  SpC, ray 
  of flame
  SpC, true strike 
   0 (6/day) — acid splash, caltrops
  SpC, detect magic, electric jolt
  SpC, 
  flare, light, ray of frost, read magic, resistance 
  SpC: Spell Compendium 
  Abilities Str 10, Dex 14, Con 14, Int 10, Wis 10, Cha 21  
  Feats Alertness, Combat Casting, Energy Substitution [fire], 
  Greater Spell Focus [evocation], Ranged Spell Specialization, 
  Spell Focus [evocation], Spell Penetration 
  Skills Concentration +16, Knowledge [arcana] +12, Knowledge 
  [the planes] +4, Listen +2, Spellcraft +8, Spot +2 
  Possessions combat gear plus arcane scroll of true seeing, cloak of 
  charisma +2, elixir of fire breath, oil of greater magic weapon +5, 
  potion of cure serious wounds, potion of mage armor, smokestick, 
  spell component pouch, tanglefoot bag, thunderstone, 26 gp. 
  Elemental Penetration (Ex): Beginning at 3
  rd level, a fire 
  elemental savant further refines her ability to wield energy 
  associated with fire. When she casts a spell using fire, she 
  gains a +2 competence bonus on caster level checks (1d20 + 
  caster level) to overcome a creature’s spell resistance. These 
  bonuses stack with the Spell Penetration and Greater Spell 
  Penetration feats. 
  Elemental Specialty (Ex) When a fire elemental savant casts a 
  spell that normally deals energy damage, its energy 
  descriptor changes to fire, and it deals damage of that energy 
  type instead of its normal energy type. 
  Resistance to Energy (Ex) As an elemental savant gains levels 
  in this prestige class, she becomes more resistance to the 
  type of energy allied with her chosen element. For this 
  savant, this is fire resistance 10. 
  
  BIS8-03 Battle of the Bands 
   
  Page 55 
  Immunity to Sleep (Ex) At 2nd level, as an elemental savant 
  continues to transcend her moral form, she gains immunity 
  to sleep effects. 
  Energy Focus (Ex) From 5th level on, an elemental savant is 
  better able to manipulate energy associated with her chosen 
  element. The save DC for any spell with that energy 
  descriptor increases by 1. At 10th level, these save DCs 
  increase by 1 again (total increase of 2). These increases are 
  cumulative with those granted by the Spell Focus and 
  Greater Spell Focus feats. 
  Sources Complete Arcane (Page 32) 
   
  K I L L E R,  W E A S E L  FA M I L I A R 
  CR  1/4 
  NG Tiny magical beast 
  Init +2; Senses Low-Light Vision, Scent, Listen +1, Spot +3 
  AC 17, touch 14, flat-footed 15 (+2 size, +2 Dex, +3 natural) 
  hp 30 (12d4 HD) 
  Fort +4, Ref +6, Will +11 
  Speed 20 ft. (4 squares), climb 20 ft. 
  Melee bite +10 (1d3-4) 
  Space 2 1/2 ft.; Reach 0 ft. 
  Base Atk +6; Grp -6 
  Atk Options Attach 
  Abilities Str 3, Dex 15, Con 10, Int 9, Wis 12, Cha 5  
  SQ Improved evasion, share spells, empathic link, deliver touch 
  spells, speak with master, speak with animals of its kind 
  Feats Weapon Finesse 
  Skills Balance +10, Climb +10, Hide +11, Listen +1, Move 
  Silently +8, Spot +3 
  Attach (Ex) If Killer hits with a bite attack, it uses its powerful 
  jaws to latch onto the opponent’s body and automatically 
  deal bite damage each round it remains attached. An 
  attached Killer loses its Dexterity bonus to AC and thus has 
  an AC of 15. An attached Killer can be struck with a weapon 
  or grappled itself. To remove an attached Killer through 
  grappling, the opponent must achieve a pin against the 
  creature. 
  Skills Weasels have a +4 racial bonus on Move Silently checks 
  and a +8 racial bonus on Balance and Climb checks. They use 
  their Dexterity modifier for Climb checks. A weasel can 
  always choose to take 10 on a Climb check, even if rushed or 
  threatened. 
   
  S T R I P E Y  V I P E R  C L E R I C 
  CR  12 
  Female Human Cleric 12 
  N Medium humanoid (human) 
  Init +5; Senses Listen +5, Spot +5 
  Languages Common 
  AC 26, touch 14, flat-footed 25 
     (+1 Dex, +9 armor, +3 deflection, +3 shield) 
  hp 96 (12d8+24 HD) 
  Fort +11, Ref +6, Will +14 
  Speed 20 ft. (4 squares) 
  Melee heavy mace +9/+4 (1d8)  
  Base Atk +9; Grp +9 
  Special Actions Turn Undead 4/day, Spontaneous healing 
  Combat Gear +1 full plate, +1 heavy steel shield, cloak of resistance 
  +1, ring of protection +3, heavy mace 
  Cleric Spells Prepared (CL 12th): 
   6th— blade barrier, fire seeds
  D, greater dispel magic 
   5th— flame strike, righteous might, spell resistance, teleport
  D, true 
  seeing 
   4th— death ward, dimension door
  D, divine power, freedom of 
  movement, greater magic weapon 
   3rd— dispel magic, fly
  D, invisibility purge, magic vestment, prayer, 
  searing light 
   2nd— bull’s strength, hold person, locate object
  D, silence, spiritual 
  weapon, resist energy 
   1st— bless, doom, longstrider
  D, magic weapon, obscuring mist, 
  sanctuary, shield of faith x2 
   0— detect magic, guidance, light, mending, resistance, virtue 
  D: Domain spell. Deity: Lydia. Domains: Sun, Travel  
  Abilities Str 10, Dex 12, Con 14, Int 10, Wis 21, Cha 12  
  Feats Augment Healing
  CD, Combat Casting, Divine Ward
  CM, 
  Improved Initiative, Spell Penetration, Track 
  CM: Complete Mage 
  Skills Concentration +17, Heal +20, Listen +5, Spot +5, Survival 
  +20 
  Possessions combat gear plus divine scroll of lesser restoration, 
  horn of goodness/evil, periapt of wisdom +2, potion of cure moderate 
  wounds, potion of endure elements x2, potion of pass without trace, 
  potion of remove fear, holy symbol, spell component pouch, 18 
  gp. 
   
  
  BIS8-03 Battle of the Bands 
   
  Page 56 
  S T R I P E Y  V I P E R  T H U G 
  CR  12 
  Male Human Fighter 12 
  NG Medium humanoid (human) 
  Init +6; Senses Listen +3, Spot +6 
  Languages Common 
  AC 23, touch 14, flat-footed 21; Dodge 
   (+2 Dex, +6 armor, +2 deflection, +3 shield) 
  hp 114 (12d10+24 HD) 
  Fort +10, Ref +6, Will +4 
  Speed 20 ft. (4 squares) 
  Melee +1 spell-storing longsword +20/+15/+10 (1d8+10 /17-20) or 
  Ranged longbow +14/+9/+4 (1d8/x3)  
  Base Atk +12; Grp +17 
  Combat Gear +1 breastplate, +1 heavy steel shield, +1 spell-storing 
  longsword (containing slow, CL 13
  th, Will DC 18), boots of speed, 
  gauntlets of ogre power, ring of protection +2, longbow 
  Abilities Str 21, Dex 14, Con 14, Int 10, Wis 10, Cha 10  
  Feats Cleave, Close-Quarters Fighting
  CW, Combat Reflexes, 
  Dodge, Greater Weapon Focus [longsword], Greater Weapon 
  Specialization [longsword], Improved Critical [longsword], 
  Improved Initiative, Improved Unarmed Strike, Power 
  Attack, Power Critical
  CW, Weapon Focus [longsword], 
  Weapon Specialization [longsword] 
  CW Complete Warrior 
  Skills Climb +10, Intimidate +9, Listen +3, Ride +7, Spot +6 
  Possessions combat gear plus potion of cure serious wounds, potion 
  of enlarge person, potion of protection from arrows 10/magic, potion 
  of shield of faith +2, crowbar, everburning torch, silk rope (50 
  ft.), smokestick x2, tanglefoot bag x2, thunderstone, 3 gp. 
   
  
  BIS8-03 Battle of the Bands 
   
  Page 57 
  APPENDIX 9 – APL 16 
   
  ENCOUNTER 9 
   
   
   
   
  S T R I P E Y  V I P E R  L E A D E R 
  CR  16 
  Male Human Bard 11 / Cloaked Dancer 5 
  CE Medium humanoid (human) 
  Init +6; Senses Listen +0, Spot +0 
  Languages Common 
  AC 30, touch 17, flat-footed 28 
   (+2 Dex, +9 armor, +1 insight, +4 natural, +4 deflection) 
  hp 88 (16d6+16 HD) 
  Fort +5, Ref +12, Will +8 
  Speed 30 ft. (6 squares) 
  Melee rapier of puncturing +15/+10 (1d6+2 /15-20) 
  Base Atk +11; Grp +11 
  Atk Options Surprise strike +2d6 
  Special Actions Bardic music 11/day, countersong, fascinate, 
  inspire courage +2, inspire competence, suggestion, inspire 
  greatness, enchanting dance (beguiling dance, wearying 
  dance, frightening dance) 
  Combat Gear +5 chain shirt, amulet of natural armor +4, dusty rose 
  prism ioun stone, rapier of puncturing, ring of protection +4, cloak of 
  charisma +6, ring of evasion, harp of charming 
  Bard Spells Known (CL 13th): 
   5th (1/day)— greater dispel magic, greater heroism, mind fog 
   4th (3/day)— cure critical wounds, dimension door, freedom of 
  movement, greater invisibility 
   3rd (5/day)— crushing despair, dispel magic, dolorous blow
  SpC, 
  haste 
   2nd (5/day)— entice gift
  SpC, glitterdust, mirror image, summon 
  swarm 
   1st (5/day)— cure light wounds, inspirational boost
  SpC, shock and 
  awe
  SpC, Tasha’s hideous laughter 
   0 (3/day)— daze, detect magic, light, mage hand, read magic, 
  resistance 
  SpC: Spell Compendium 
  Abilities Str 10, Dex 14, Con 12, Int 12, Wis 10, Cha 26  
  SQ Bardic knowledge 
  Feats Battle Dancer, Combat Casting, Improved Critical 
  [rapier], Improved Initiative, Ironskin Chant, Lyric Spell, 
  Weapon Finesse [rapier], +1 
  Skills Balance +20, Concentration +20, Escape Artist +20, Hide 
  +20, Perform [dance] +26, Sleight of Hand +20, Spellcraft 
  +20, Tumble +20 
  Possessions combat gear plus dust of dryness, dust of tracelessness, 
  pipes of the sewers, Quaal’s feather token (bird), silversheen, 
  unguent of timelessness. 
  Enchanting Dance (Su) Once per day per cloaked dancer 
  level, you can use your dance to produce supernatural effects 
  on those who observe you. Each ability requires both a 
  minimum cloaked dancer level and a minimum number of 
  ranks in the Perform (dance) skill to qualify; if you do not 
  have the required number of ranks, you do not gain the 
  enchanting dance ability until you acquire them. This ability 
  can be used only if you are wearing light armor or no armor 
  and carrying no more than a light load. Enchanting dance is 
  an enchantment (compulsion), mind-affecting ability. 
  Starting an enchanting dance effect is a standard action. You 
  must concentrate each round to maintain the dance; no 
  dance can be maintained for more rounds than your cloaked 
  dancer level + your Con modifier (minimum 1 round). 
   
  The save DC for your enchanting dance effects is 10 + your 
  cloaked dancer level + your Cha modifier. A creature can’t be 
  affected again by your enchanting dance effect for 24 hours 
  whether or not it succeeds on the saving throw. 
   
  Beguiling Dance: A cloaked dancer with 10 or more ranks in 
  Perform (dance) can use her enchanting dance to distract 
  her enemies. Whenever you start or maintain a beguiling 
  dance, all enemies within 30 feet who can see you must 
  succeed on a Will save (DC 22) or be dazed for 1 round. 
  Creatures that fail this save also have their attitude improved 
  by one step for as long as you maintain the dance (see 
  Influencing NPC Attitudes, PH 74). This attitude adjustment 
  does not prevent any subsequent attitude changes. For 
  example, an enemy that becomes indifferent toward you as a 
  result of this effect still turns hostile if you then attack it. 
   
  Wearying Dance: A 3rd-level cloaked dancer with 12 or 
  more ranks in Perform (dance) can use her enchanting 
  dance to tire her enemies. Whenever you start or maintain a 
  wearying dance, all enemies within 30 feet who can see you 
  must succeed on a Will save (DC 22) or be fatigued for as 
  long as you maintain the dance. Creatures failing this save 
  that are already fatigued become exhausted. 
   
  Frightful Dance: A 5th-level cloaked dancer with 14 or more 
  ranks in Perform (dance) can use her enchanting dance to 
  scare her enemies. Whenever you start or maintain a 
  frightful dance, all enemies within 30 feet who can see you 
  must succeed on a Will save (DC 22) or be shaken for as long 
  as you maintain the dance. Creatures failing this save that are 
  already shaken become frightened, and those that are 
  already frightened become panicked. 
  Surprise Strike (Ex): Beginning at 2nd level, you can make a 
  particularly effective attack against creatures distracted by 
  your dance. As a full-round action, you can maintain your 
  enchanting dance and make a melee attack with a light 
  weapon, dealing an extra 1d6 points of damage. At 4th level, 
  the extra damage you deal increases to 2d6. The extra 
  damage from the surprise strike ability stacks with the extra 
  damage from sneak attack whenever both would apply to the 
  same target. A target under the effect of your enchanting 
  dance is considered flat-footed against the attack. Any 
  creature that is not vulnerable to extra damage from sneak 
  attacks is immune to this effect. 
   
  This ability counts as sudden strike for the purpose of 
  meeting prerequisites or using ambush feats. 
  Sources Complete Scoundrel (Page 31) 
   
  
  BIS8-03 Battle of the Bands 
   
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  S T R I P E Y  V I P E R  A R C H E R 
  CR  14 
  Female Human Fighter 14 
  NG Medium humanoid (human) 
  Init +11; Senses Listen +11, Spot +11 
  Languages Common 
  AC 19, touch 17, flat-footed 11 
     (+7 Dex, +1 armor) 
  hp 133 (14d10+28 HD) 
  Fort +11, Ref +11, Will +4 
  Speed 30 ft. (6 squares) 
  Melee longsword +16/+11/+6 (1d8+3/19-20) or 
  Ranged +1 icy burst composite longbow (+2 Str) +24/+24/+19/+14 
  (1d8+7/19-20/x3 plus 1d6 cold) with Rapid Shot 
  Base Atk +14; Grp +16 
  Combat Gear +1 icy burst composite longbow (+2 Str), gloves of 
  dexterity +6, padded armor, longsword 
  Abilities Str 14, Dex 25, Con 14, Int 10, Wis 10, Cha 10  
  Feats Greater Weapon Focus [composite longbow], Greater 
  Weapon Specialization [composite longbow], Improved 
  Critical 
  [composite 
  longbow], 
  Improved 
  Initiative, 
  Improved Rapid Shot
  CW, Manyshot, Point Blank Shot, 
  Precise Shot, Quick Draw, Ranged Disarm
  CW, Rapid Shot, 
  Shot on the Run, Weapon Focus [composite longbow], 
  Weapon Specialization [composite longbow] 
  CW Complete Warrior 
  Skills Listen +11, Search +10, Spot +11 
  Possessions combat gear plus oil of flame arrow, potion of cat’s 
  grace, potion of cure serious wounds, potion of enlarge person, potion 
  of resist energy [fire] 30, potion of shield of faith +2, sunrod, 
  thunderstone, 6 gp. 
   
   
  S T R I P E Y  V I P E R  S O R C E R E R 
  CR  14 
  Male Human Sorcerer 6/Elemental Savant 8 
   
  NG Medium humanoid (human) 
  Init +2; Senses Darkvision, Listen +2, Spot +2 
  Languages Common 
  AC 17, touch 15, flat-footed 15 
     (+2 Dex, +1 armor, +1 natural, +3 deflection) 
  hp 70 (14d4+28 HD) 
  Fort +6, Ref +8, Will +11 
  Resist Fire 20 
  Speed 30 ft. (6 squares) 
  Melee spear +7/+2 (1d8/x3) or 
  Ranged heavy crossbow +9 (1d10/19-20) 
  Base Atk +7; Grp +7 
  Special Qualities Energy penetration +4, summon familiar, 
  elemental specialty, resistance to energy, immunity to sleep, 
  energy focus +1 
  Combat Gear amulet of natural armor +1, bracers of armor +1, ring 
  of protection +3, 20 bolts, alchemist’s fire, heavy crossbow, 
  spear 
  Sorcerer Spells Known (CL 13th): 
   6th (5/day) — chain lightning, disintegrate 
   5th (7/day) — cone of cold, reciprocal gyre
  SpC, wall of force 
   4th (7/day) — dimension door, greater invisibility, solid fog, 
  stoneskin 
   3rd (8/day) — dispel magic, fireball, fly, unluck
  SpC 
   2nd (8/day) — blindness/deafness, fireburst
  SpC, Melf’s acid arrow, 
  scorching ray, Tascha’s hideous laughter 
   1st (8/day) — enlarge person, magic missile, persistent blade
  SpC, ray 
  of flame
  SpC, true strike 
   0 (6/day) — acid splash, caltrops
  SpC, detect magic, electric jolt
  SpC, 
  flare, light, ray of frost, read magic, resistance 
  SpC: Spell Compendium 
  Abilities Str 10, Dex 14, Con 14, Int 10, Wis 10, Cha 25 
  Feats Alertness, Combat Casting, Energy Substitution [fire], 
  Greater Spell Focus [evocation], Ranged Spell Specialization, 
  Spell Focus [evocation], Spell Penetration 
  Skills Concentration +18, Knowledge [arcana] +12, Knowledge 
  [the planes] +4, Listen +2, Spellcraft +12, Spot +2 
  Possessions combat gear plus arcane scroll of true seeing, cloak of 
  charisma +6, elixir of fire breath, oil of greater magic weapon +5, 
  potion of cure serious wounds, potion of mage armor, smokestick, 
  spell component pouch, tanglefoot bag, thunderstone, 26 gp. 
  Elemental Penetration (Ex): Beginning at 3
  rd level, a fire 
  elemental savant further refines her ability to wield energy 
  associated with fire. When she casts a spell using fire, she 
  gains a +2 competence bonus on caster level checks (1d20 + 
  caster level) to overcome a creature’s spell resistance. These 
  bonuses stack with the Spell Penetration and Greater Spell 
  Penetration feats. 
  Elemental Specialty (Ex) When a fire elemental savant casts a 
  spell that normally deals energy damage, its energy 
  descriptor changes to fire, and it deals damage of that energy 
  type instead of its normal energy type. 
  Resistance to Energy (Ex) As an elemental savant gains levels 
  in this prestige class, she becomes more resistance to the 
  type of energy allied with her chosen element. For this 
  savant, this is fire resistance 10. 
  
  BIS8-03 Battle of the Bands 
   
  Page 59 
  Immunity to Sleep (Ex) At 2
  nd level, as an elemental savant 
  continues to transcend her moral form, she gains immunity 
  to sleep effects. 
  Energy Focus (Ex) From 5th level on, an elemental savant is 
  better able to manipulate energy associated with her chosen 
  element. The save DC for any spell with that energy 
  descriptor increases by 1. At 10th level, these save DCs 
  increase by 1 again (total increase of 2). These increases are 
  cumulative with those granted by the Spell Focus and 
  Greater Spell Focus feats. 
  Sources Complete Arcane (Page 32) 
   
   
  K I L L E R,  W E A S E L  FA M I L I A R 
  CR  1/4 
  NG Tiny magical beast 
  Init +2; Senses Low-Light Vision, Scent, Listen +1, Spot +3 
  AC 17, touch 14, flat-footed 15 (+2 size, +2 Dex, +3 natural) 
  hp 35 (14d4 HD) 
  Fort +3, Ref +5, Will +11 
  Speed 20 ft. (4 squares), climb 20 ft. 
  Melee bite +11 (1d3-4) 
  Space 2 1/2 ft.; Reach 0 ft. 
  Base Atk +7; Grp -5 
  Atk Options Attach 
  Abilities Str 3, Dex 15, Con 10, Int 9, Wis 12, Cha 5  
  SQ Improved evasion, share spells, empathic link, deliver touch 
  spells, speak with master, speak with animals of its kind 
  Feats Weapon Finesse 
  Skills Balance +10, Climb +10, Hide +11, Listen +1, Move 
  Silently +8, Spot +3 
  Attach (Ex) If Killer hits with a bite attack, it uses its powerful 
  jaws to latch onto the opponent’s body and automatically 
  deal bite damage each round it remains attached. An 
  attached Killer loses its Dexterity bonus to AC and thus has 
  an AC of 15. An attached Killer can be struck with a weapon 
  or grappled itself. To remove an attached Killer through 
  grappling, the opponent must achieve a pin against the 
  creature. 
  Skills Weasels have a +4 racial bonus on Move Silently checks 
  and a +8 racial bonus on Balance and Climb checks. They use 
  their Dexterity modifier for Climb checks. A weasel can 
  always choose to take 10 on a Climb check, even if rushed or 
  threatened. 
   
  S T R I P E Y  V I P E R  C L E R I C 
  CR  14 
  Female Human Cleric 14 
  N Medium humanoid (human) 
  Init +5; Senses Listen +7, Spot +7 
  Languages Common 
  AC 26, touch 14, flat-footed 25 
     (+1 Dex, +9 armor, +3 deflection, +3 shield) 
  hp 112 (14d8+28 HD) 
  Fort +12, Ref +6, Will +15 
  Speed 20 ft. (4 squares) 
  Melee heavy mace +10/+5 (1d8)  
  Base Atk +10; Grp +10 
  Special Actions Turn Undead 4/day, Spontaneous healing 
  Combat Gear +1 full plate, +1 heavy steel shield, cloak of resistance 
  +1, ring of protection +3, heavy mace 
  Cleric Spells Prepared (CL 14th): 
   7th— greater restoration, repulsion, sunbeam
  D, summon monster 
  VII 
   6th— blade barrier, fire seeds
  D, harm, heal, greater dispel magic 
   5th— flame strike, righteous might, spell resistance, teleport
  D, true 
  seeing 
   4th— death ward, dimension door
  D, divine power, freedom of 
  movement, greater magic weapon, spell immunity 
   3rd— dispel magic, fly
  D, invisibility purge, magic vestment, prayer, 
  searing light +1 
   2nd— align weapon, bull’s strength, hold person, locate object
  D, 
  silence, shield other, spiritual weapon, resist energy 
   1st— bless, doom, longstrider
  D, magic weapon, obscuring mist, 
  sanctuary, shield of faith x2 
   0— detect magic, guidance, light, mending, resistance, virtue 
  D: Domain spell. Deity: Lydia. Domains: Sun, Travel  
  Abilities Str 10, Dex 12, Con 14, Int 10, Wis 25, Cha 12  
  Feats Augment Healing
  CD, Combat Casting, Divine Ward
  CM, 
  Improved Initiative, Spell Penetration, Track 
  CM: Complete Mage 
  Skills Concentration +19, Heal +24, Listen +7, Spot +7, Survival 
  +24 
  Possessions combat gear plus divine scroll of lesser restoration, 
  horn of goodness/evil, periapt of wisdom +6, potion of cure moderate 
  wounds, potion of endure elements x2, potion of pass without trace, 
  potion of remove fear, holy symbol, spell component pouch, 18 
  gp. 
   
  
  BIS8-03 Battle of the Bands 
   
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  S T R I P E Y  V I P E R  T H U G 
  CR  14 
  Male Human Fighter 14 
  NG Medium humanoid (human) 
  Init +6; Senses Listen +5, Spot +6 
  Languages Common 
  AC 23, touch 14, flat-footed 21; Dodge, Mobility 
   (+2 Dex, +6 armor, +2 deflection, +3 shield) 
  hp 133 (14d10+28 HD) 
  Fort +11, Ref +6, Will +4 
  Speed 20 ft. (4 squares) 
  Melee +1 spell-storing longsword +24/+19/+14 (1d8+12 /17-20) or 
  Ranged longbow +16/+11/+6 (1d8/x3)  
  Base Atk +14; Grp +21 
  Combat Gear +1 breastplate, +1 heavy steel shield, +1 spell-storing 
  longsword (containing slow, CL 13
  th, Will DC 18), belt of giant 
  strength +6, boots of speed, ring of protection +2, longbow 
  Abilities Str 25, Dex 14, Con 14, Int 10, Wis 10, Cha 10  
  Feats Cleave, Close-Quarters Fighting
  CW, Combat Reflexes, 
  Dodge, Greater Weapon Focus [longsword], Greater Weapon 
  Specialization [longsword], Improved Critical [longsword], 
  Improved Initiative, Improved Unarmed Strike, Mobility, 
  Power Attack, Power Critical
  CW, Weapon Focus [longsword], 
  Weapon Specialization [longsword] 
  CW Complete Warrior 
  Skills Climb +14, Intimidate +11, Listen +5, Ride +7, Spot +6 
  Possessions combat gear plus potion of cure serious wounds, potion 
  of enlarge person, potion of protection from arrows 10/magic, potion 
  of shield of faith +2, crowbar, everburning torch, silk rope (50 
  ft.), smokestick x2, tanglefoot bag x2, thunderstone, 3 gp. 
   
   
  
  BIS8-03 Battle of the Bands 
   
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  DM AID: NEW RULES 
   
  NEW FEATS 
  Battle Dancer (Complete Arcane, page 75) 
   
  Prerequisite: Ability to ignore arcane spell failure 
  chance from armor. 
   
  Benefit: You are able to wear armor one category 
  heavier than you can normally wear while still avoiding 
  the chance of arcane spell failure. For example, if you 
  have the ability to wear light armor without incurring a 
  chance of spell failure, you can wear medium armor and 
  continue to cast spells as normal. This ability does not 
  extend to shields, nor does it apply to spells gained from 
  spellcasting classes other than the class that provides the 
  ability to cast arcane spells while in armor. 
   
  Ironskin Chant (Complete Adventurer, page 
  113) 
   
  Prerequisite: Bardic music, Concentration 12 ranks, 
  Perform 12 ranks. 
   
  Benefit: As a swift action that does not provoke 
  attacks of opportunity, you can expend one daily use of 
  your bardic music ability to provide damage reduction of 
  5/- to yourself or to one ally within 30 feet who can hear 
  you until the start of your next turn. This feat does not 
  function in an area of magical silence. 
   
  Lyric Spell (Complete Adventurer, page 103) 
   
  Prerequisite: Bardic music, Perform 9 ranks, ability 
  to spontaneously cast 2nd-level arcane spells. 
  Benefit: You can expend daily uses of your bardic 
  music to cast any arcane spell that you know and can cast 
  spontaneously. You must still use an action to cast the 
  spell (following the normal rules for casting time), but 
  using the Lyric Spell feat counts as part of the 
  spellcasting action. Casting a spell requires one use of 
  your bardic music ability, plus one additional use per 
  level of the spell. For example, casting a 3rd-level spell 
  requires four daily uses of your bardic music ability. 
   
  Special: Any spell that you cast using the Lyric Spell 
  feat gains your instrument as an additional arcane focus, 
  if you use one. You cannot use Lyric Spell to cast a spell 
  improved by the Silent Spell metamagic feat. 
   
  Energy Substitution (Complete Arcane, page 79) 
   
  Prerequisite: Knowledge (arcana) 5, any metamagic 
  feat. 
  Benefit: Choose one type of energy (acid, cold, 
  electricity, fire). You can then modify any spell with an 
  energy descriptor to use the chosen type of energy 
  instead. An energy substituted spell uses a spell slot of 
  the spell’s normal level. The spell's descriptor changes to 
  the new energy type – for example, a fireball composed of 
  cold energy is an evocation [cold] spell. 
  Special: You can gain this feat multiple times, 
  choosing a different type of energy each time. 
   
   
  Ranged Spell Specialization (Complete Arcane, 
  page 82) 
   
  Prerequisite: Weapon focus (ranged spell), caster 
  level 4
  th. 
   
  Benefit: Damage-dealing spells that require a ranged 
  touch attack roll gain a +2 bonus on the damage they deal. 
  This extra damage applies only to the first successful 
  attack of spells that create multiple rays or missiles, or to 
  the first round of damage for spells that deal damage over 
  multiple rounds on a single successful attack (such as 
  Melf’s acid arrow). Because you must be able to strike 
  precisely, the extra damage applies only to targets within 
  30 feet. Only spells that deal hit point damage can be 
  affected by this feat. 
   
  Augment Healing (Complete Divine, page 79) 
   
  Prerequisite: Heal 4 ranks. 
   
  Benefit: Add +2 points per spell level to the amount 
  of damage healed by any Conjuration [Healing] spell that 
  you cast. 
   
  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 
  
  BIS8-03 Battle of the Bands 
   
  Page 62 
  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. 
   
  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. 
   
  Divine Ward (Player’s Handbook II, page 88) 
   
  Prerequisite: Ability to turn or rebuke undead. 
   
  Benefit: Once every 24 hours, you can spend 10 
  minutes creating a magical ward between you and one 
  willing target. For the rest of the 24-hour period, you can 
  increase the range of a touch spell to short range (25 feet 
  + 5 feet per two caster levels) if you target the warded 
  creature, and only the warded creature. When you cast a 
  spell in this manner, you must expend a turn or rebuke 
  undead attempt. 
   
  You can create a ward between you and more than 
  one target, so long as you expend the necessary time and 
  turning attempts. You must spend a turn or rebuke 
  undead attempt to create each ward beyond the first. 
   
  NEW SPELLS 
  Dolorous Blow (Spell Compendium, page 70) 
  Transmutation 
  Level: Brd 3, Sor 3, Wiz 3 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Weapon touched 
  Duration: 1 minute/level 
  Saving Throw: None 
  Spell Resistance: No 
   
  A longing for battle fills you as you complete this spell. 
  Upon touching the intended weapon, the feeling fades even as a 
  dull red aura encompasses the weapon. 
   
  For the duration of the spell, the weapon’s threat 
  range is doubled, and its critical threats automatically 
  confirm, so every threat is a critical hit. The latter effect 
  does not apply to any weapon that already has a magical 
  effect related to critical hits. 
   
  Multiple effects that increase a weapon’s threat 
  range (such as this spell and the Improved Critical feat) 
  don’t stack. You can’t cast this spell on a natural weapon, 
  such as a claw. 
   
  Entice Gift (Spell Compendium, page 83) 
  Enchantment [Mind-Affecting] 
  Level: Brd 2, Greed 2, Sor 2, Wiz 2 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: Once creature 
  Duration: 1 round 
  Saving Throw: Will negates 
  Spell Resistance: Yes 
   
  You cast the spell and a purple glow appears in your mark’s 
  eyes. You hold out your hand and demand the object it holds in 
  a compelling voice. 
   
  You enchant a creature so that it feels suddenly 
  compelled to give you what it is holding when you cast 
  this spell. On the creature’s next action, it moves as close 
  to you as it can get in a single round and offers you the 
  object as a standard action. This spell allows you to act out 
  of turn and accept the “gift” if the creature reaches you to 
  hand you the object (assuming you have a free hand and 
  can accept it). The subject defends itself normally and 
  acts as it wishes on subsequent rounds, including 
  attempting to get the object back if desired. If the subject 
  is prevented from doing as the spell compels, the spell 
  has no effect. For example, if the subject is paralyzed and 
  cannot move or drop the item, nothing happens. 
   
  Inspirational Boost (Spell Compendium, page 
  124) 
  Enchantment (Compulsion) [Mind-Affecting, Sonic] 
  Level: Brd 1 
  Components: V, S 
  Casting Time: 1 swift action 
  
  BIS8-03 Battle of the Bands 
   
  Page 63 
  Range: Personal 
  Target: You 
  Duration: 1 round or special; see text 
  Saving Throw: None 
  Spell Resistance: No 
  You concentrate on assisting your friends as you begin the 
  short chant and simple hand-chopping motion necessary to cast 
  the spell. As you finish, the spell’s chant allows you to segue 
  easily into bolstering your allies. 
  While this spell is in effect, the morale bonus 
  granted by your inspire courage bardic music increases 
  by 1. 
  The effect lasts until your inspire courage effect 
  ends. If you don’t begin to use your inspire courage 
  ability before the beginning of your next turn, the spell’s 
  effect ends. 
   
  Shock and Awe (Spell Compendium, page 189) 
  Enchantment [Mind-Affecting] 
  Level: Assassin 1, Brd 1, Sor 1, Wiz 1 
  Components: V, S 
  Casting Time: 1 swift action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One creature/level, no two of which are more 
  than 30 ft. apart. 
  Duration: 1 round 
  Saving Throw: None 
  Spell Resistance: Yes 
   
  Upon completing this spell, you feel a nagging compulsion 
  to divert your attention from your enemies. Shaking off the 
  feeling, you note with satisfaction that your targeted enemies 
  seem even more distracted than you. 
   
  This spell distracts its targets, preventing them from 
  reacting with the deftness they might otherwise possess. 
  Only effective when cast in the surprise round of combat 
  and against flat-footed creatures, this spell causes those it 
  affects to take a -10 penalty on their next initiative check. 
  Targets that cannot be caught flat-footed (such as a rouge 
  with uncanny dodge) cannot be affected by this spell. 
   
  Reciprocal Gyre (Spell Compendium, page 170) 
  Abjuration 
  Level: Sor 5, Wiz 5 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Medium (100 ft + 10 ft/level) 
  Target: One creature or object 
  Duration: Instantaneous 
  Saving Throw: Will half, then Fortitude negates; see text 
  Spell Resistance: No 
  You finger the tiny loop of wire in your hands as you 
  complete the spell. You manipulate the magical aura of the 
  target, creating a damaging feedback reaction, and the target 
  explodes with white sparks. 
  The subject takes 1d12 points of damage per 
  functioning spell or spell-like ability currently affecting it 
  (maximum 25d12). In addition, any creature so affected 
  that fails its Will save must then succeed on a Fortitude 
  save or be dazed for 1d6 rounds. 
  Only spells specifically targeted on the creature in 
  question can be used to create the backlash of a reciprocal 
  gyre, so spells that affect an area can’t be used to deal 
  reciprocal damage to creatures within their area. 
  Likewise, persistent or continuous effects from magic 
  items can’t be used to deal reciprocal damage but targeted 
  spell effects can be. 
  Material Component: A tiny closed loop of copper wire. 
   
  Unluck (Spell Compendium, page 227) 
  Divination 
  Level: Brd 3, Sor 3, Wiz 3 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Close (25 ft + 5 ft/2 levels) 
  Target: One creature 
  Duration: 1 round/level 
  Saving Throw: Will negates 
  Spell Resistance: Yes 
  Spewing a curse of bad luck, you fling a piece of broken 
  mirror at your target. The mirror shard dissipates harmlessly as 
  soon as it leaves your hand, and the sound of rolling dice is 
  perceptible for an instant. 
  When you cast this spell, you negatively influence 
  the randomness of fortune for the target. Whenever the 
  affected creature undertakes an action involving random 
  chance (specifically, whenever any die roll is made for 
  the creature, including attack rolls, damage rolls and 
  saving throws), two separate rolls are made and the worse 
  result applied. 
  A creature carrying a stone of good luck is immune to 
  the effect of unluck. 
  Material component: A piece of a broken mirror. 
   
  Fireburst (Spell Compendium, page 93) 
  Evocation [Fire] 
  Level: Sor 2, Wiz 2 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: 10 ft. 
  Target: Burst of fire extending 10 ft. from you 
  Duration: Instantaneous 
  Saving Throw: Reflex half 
  Spell Resistance: Yes 
  
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  With a grand circular gesture the air around you fills with 
  flame. An instant later the fire explodes outward, engulfing 
  everything close to you. 
  Fireburst causes a powerful explosion of flame to 
  burst from you, damaging anyone within 10 feet of you. 
  All creatures and objects within that area, except for you 
  and any creatures or objects that share your space, take 
  1d8 points of fire damage per caster level (maximum 
  5d8). 
  Material Component: A bit of sulfur. 
   
  Persistent Blade (Spell Compendium, page 154) 
  Evocation [Force] 
  Level: Sor 1, Wiz 1 
  Components: V, S, F 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Effect: One dagger made of force 
  Duration: 1 round/level 
  Saving Throw: None 
  Spell Resistance: Yes 
   
  You hold a dagger in your hand and concentrate on it, 
  evoking the power of the spell. A dupliate of the dagger, made of 
  translucent force, appears beside it and flies off at your 
  command. 
   
  You bring into being a tiny blade of force. The blade 
  flies at a speed of 40 feet (perfect) and attacks any target 
  within its range, as you desire, starting in the round 
  when you cast the spell. The blade attacks on your turn 
  once each round, striking with an attack bonus equal to 
  your base attack bonus + 1/2 your Cha modifier or Int 
  modifier (for sorcerers and wizards, respectively) and 
  deals 1d4 points of damage, with a critical threat range of 
  19-20. If an ally also attacks the creature, the blade moves 
  on your turn to flank the target. As a force effect, it can 
  strike ethereal and incorporeal creatures. The blade 
  cannot be attacked. 
   
  Each round after the first, you can use a standard 
  action to switch the blade to a new target; otherwise, it 
  continues to attack the same target. If an attacked 
  creature has spell-resistance, the resistance is checked the 
  first time the persistent blade strikes. If resisted, the spell is 
  dispelled. If not, the blade has its normal full effect on 
  that creature for the duration of the spell. 
   
  Focus: A silvered dagger. 
   
  Ray of Flame (Spell Compendium, page 167) 
  Evocation [Flame] 
  Level: Sor 1, Wiz 1 
  Components: V, S, F 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Effect: Ray 
  Duration: Instantaneous 
  Saving Throw: See text 
  Spell Resistance: Yes 
   
  A burning ray shoots out at the target from your upturned 
  palm. The sound of a crackling fire follows the ray’s path. 
   
  You must succeed on a ranged touch attack with the 
  ray to strike a target. If your attack is successful, the ray 
  deals 1d6 points of fire damage per two caster levels 
  (maximum 5d6). The target must also make a Reflex save 
  or catch fire, taking 1d6 points of fire damage each round 
  until the flames are put out (requiring a DC 15 Reflext 
  save; see Catching on Fire, DMG 303). 
   
  Focus: A small, polished glass lens. 
   
  Caltrops (Spell Compendium, page 42) 
  Conjuration (Creation) 
  Level: Sor 0, Wiz 0 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Area: See text 
  Duration: 1 round/level 
  Saving Throw: None 
  Spell Resistance: No 
   
  You speak the words and spread your palm open, as if you 
  were throwing jacks. Coppery sparks spring from your palm, 
  filling the corridor with small four-pronged spikes. 
   
  A caltrops spell covers one 5-foot-by-5-foot square 
  with caltrops. Every time a creature moves into an area 
  covered by caltrops or spends a round fighting while 
  standing in such an area, it might step on one. The 
  caltrops make one attack roll (+0 melee) against the 
  creature. For this attack, the target’s shield and deflection 
  bonuses do not count, nor does its armor bonus for armor 
  worn. A target wearing shoes or other footwear gains a +2 
  armor bonus to Armor Class (which does count). If the 
  caltrops succeed on the attack, the creature has stepped 
  on one. 
   
  A successful attack by a caltrop deals 1 point of 
  damage. If the target is Small, Medium, or Large, its land 
  speed is reduced by one-half because of the injury. This 
  movement penalty lasts for 24 hours, until the creatures 
  is successfully treated with a DC 15 Heal check, or until 
  it receives at least 1 point of magical healing. A charging 
  or running creature must immediately stop if it steps on a 
  caltrop. Any creature moving at half speed or slower can 
  pick its way through a bed of caltrops with no trouble. 
   
  The DM judges the effectiveness of caltrops against 
  unusual opponents or opponents outside the size range 
  
  BIS8-03 Battle of the Bands 
   
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  given above. A giant centipede, for example, can scramble 
  among the caltrops with no chance of hurting itself, and a 
  fire giant wearing thick, massive boots might be immune 
  to their attacks. 
   
  For every two caster levels beyond 1
  st, you can affect 
  and additional 5-foot-by-5-foot square, and the caltrops 
  attack bonus increases by 1. Thus, you affect two squares 
  at 3rd level (+1 melee), three at 5th level (+2 melee), four 
  at 7th level (+3 melee), and a maximum of five at 9th level 
  or higher (+4 melee maximum). 
   
  Multiple caltrops spells (or mundane caltrops) 
  occupying the same space have no additional affect. 
   
  Electric Jolt (Spell Compendium, page 78) 
  Evocation [Electricity] 
  Level: Sor 0, Wiz 0 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Effect: Ray 
  Duration: Instantaneous 
  Saving Throw: None 
  Spell Resistance: Yes 
   
  A white-hot electric spark dances on your fingertip and 
  then bolts towards your target. 
   
  You release a small stroke of electrical energy. You 
  must succeed on a targeted touch attack with the ray to 
  strike a target. The spell deals 1d3 points of electricity 
  damage. 
  
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  DM AID – MAP #1 – THE MACHINE 
  
  BIS8-03 Battle of the Bands 
   
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  DM AID – MAP #2 – WINE CELLAR 
   
  
  BIS8-03 Battle of the Bands 
   
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  DM AID – MAP #3 – STREET FIGHTING 
  
  BIS8-03 Battle of the Bands 
   
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  DM AID – TOMBSTONE PUZZLE SOLUTION 
  
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  PLAYER HANDOUT #1 – BARDIC TROUPES OF CALPIUS’ CRAFT 
  Estander gave you this list - bardic troupes in Calpius’ Craft that you should approach. 
   
  Looking for Treble 
  We’ve got these guys taken care of. Good work! 
   
  The Self−Righteous Brothers 
  Big into stage−plays about religious crusades. They usually hang 
  out around the cathedral. 
   
  Full Power Attack 
  More of a new−wave / avant−garde group. They can often 
  be found at the Crystal Web, a popular tavern in town. 
   
  Evard’s Zombie Ensemble 
  A troupe that relies upon shock, more than anything – 
  unfortunately they are very popular with certain rebellious 
  elements. They hang out around the graveyard crypts. 
   
  The Calpius’ Craft Project 
  A more contemporary, boring group – but full of solid talent, 
  with a strong reputation. Often found around the Bardic 
  College auditoriums. 
  
  BIS8-03 Battle of the Bands 
   
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  PLAYER HANDOUT #2 – THE BROKEN TOMBSTONE 
  Cut these pieces apart before giving them to the players. 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/EXTRAS/Greyhawk/Living Greyhawk - RPGA/BIS (March of Bissel)/BIS8-03 Battle of the Bands (3E).pdf